thewarisover: (still fighting a war that ain't mine)
Roy Mustang ([personal profile] thewarisover) wrote2012-08-10 07:38 pm
Entry tags:

Character Application Form > NAUFRAGIO

OOC
Name: Kae
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Plurk/Twitter: NiaSatou
Instant Messaging Service: Dogberryism @ AIM
Other Contact Info: email – derridamustdie@gmail.com

IC
Name: Roy Mustang
Age: 28
Canon: Fullmetal Alchemist (Brotherhood/manga)
Canon Point: After the end of the manga/anime series



Appearance: Picture to follow!

Personality:
Ask people who Roy Mustang is, and one is bound to get many incredibly contradictory answers – the only thing that they’ll agree upon, sometimes begrudgingly, is that he’s quite impossible to miss. Roy stands at nearly six feet, with clean features, cobalt blue eyes and cropped black hair fixed just so, without looking too neat or too messy. His presence is the presence that doesn’t just catch one’s attention: it commands it. He’s the sort who walks with his back straight and his eyes forward, a man who appears to be perfectly calculated in everything he does, with a sort of blunt confidence (something that’s occasionally misinterpreted as cheek) that oozes off of his frame. Such an aura sends off one message: Roy Mustang knows exactly what he’s doing, and fuck anyone for trying to tell him otherwise. He’s the officer that every cadet wants to be, the comrade that many of his mates at the Academy envied, and the upstart that his superior officers would love to get rid of. Not an easy task, even with the occasionally questionable methods he employs and the quick, barb-tongued wit that he lavishes upon people who just can’t seem to keep up with him (read: most folks seem to count in this category for him). He’s got a sterling record as a State Alchemist and veteran of several important campaigns, and beyond that? He’s just a smooth, amazingly charismatic guy.

When he’s off-duty (or shirking responsibility, which is more likely), however, Roy is full of a whole lot of restless energy going absolutely nowhere; it shows in how he simply cannot sit still. If he isn’t pacing, his foot is tapping or his knee is bouncing. His hands are constantly itching for something to occupy themselves with, be it the odd or interesting objects in a room, or with drumming out the last song Roy heard on the radio or with toying with something on his person. Times like this might make people feel as though he’s a storm that’s been unjustly bottled up somewhere, and one would be doing him a BIG favor by directing him where he’s supposed to go. These are the times when his wit is at its sharpest, intelligence honed to a dangerous point, blunted only by the fact that he’s generally pleasant unless provoked. These are also the times when it may become obvious how intense Roy can actually get – that is, if one can navigate past the layers of charm he weaves around him. The Flame Alchemist is capable of easily adjusting himself to the company he’s keeping at the moment, deftly switching the gears of the conversation to suit the mood or divert their attentions only to where he wants them to go, which is always away from himself. He can wrest the entire life stories of every guy or gal in the bar without having to give anything beyond his name and money for a round of drinks.

Aimless veteran-now-armchair officer? Pretty-faced, useless fop? Useless sycophant licking the boots of the bigger fish in the Amestrian Army’s sea? It’s easy to watch Roy in action or listen in on the stories about his escapades, and easier still to make all sorts of conclusions regarding his actions, or what he’s “really” like – he certainly doesn’t bother explaining himself to anyone, and does, at times, encourage the wild speculation. Most will likely interpret this as his means of building his legend: all publicity’s good publicity, or so they say. The truth of the matter, however, is that Roy couldn’t care less what people think of him. He’s a Man on a Mission, and everything he does is carefully measured, calculated towards getting exactly what he wants by hook or by crook. It may look like he’s doing little else beyond chasing skirts to his equals, sucking up to his officers or finding every way to avoid work by shoving it off to his direct subordinates, but in actuality, this is simply Roy disregarding what he believes are extraneous to actually accomplishing his goals.

Roy’s story seems typical of any young man who once loved his country and ended up disillusioned after a single experience of war: he joined the army hoping to honor Amestris with the skills he learned as an alchemist, became a State Alchemist (dog of the military) and willingly went for the first major military campaign that took place after his graduation. Where he differs greatly, however, is in the fact that at the end of the day, Roy’s an idealist and a dreamer. Even a traumatic experience like the Ishval Campaign could not destroy his spirit. In fact, the ruins of a religion and people that he helped destroy with his own hands, the broken shells of men that many of his comrades had become and the immaculately, blasphemously clean figure of the Fuhrer at the center of all of that destruction inspired Roy to devote the rest of his life to rising up in the ranks of the military, for the sole purpose of building a future that did not suffer from the mistakes of the past. He decided to work towards complete reformation – total change, even if it meant dirtying his hands even more with the blood or misfortune of his new enemies. Even if change meant that ghosts of an older era (like him) would have to be judged for their crimes. It’s a big dream, too big, perhaps for a single man to bear by himself, but it’s one that Roy refuses to let go of, even with all of the events that take place in the series.

Such blind, total devotion to a single cause is dangerous for a simple reason: it borders on obsession, consumes everything that a man has to offer, and leaves very little room for compromise. Indeed, Roy can be self-destructive, forgetting either himself or other people in pursuit of his goal, which he perceives to be a greater good that takes priority above almost everything else. Years of walking this path do, at times, make Roy seem to act and move more like a machine than a man, eliminating things (or people) with the swiftest, cleanest and most brutal methods the moment he has identified them as liabilities or obstacles. He’ll stop at close to nothing to achieve his goals, and will use everything at his disposal – be it his alchemy, his natural charm, or the nearest lethal weapon – to put himself one step closer towards his vision.

Roy is also intrinsically bad at opening up to other people, or placing his trust in them: he believes too strongly in himself at times, and will always insist on doing most of the actual work himself. He seems outwardly friendly and charming, but he is actually guarded, detached and distant: he can move with people, understand people, empathize with people, but he will always hold them at arm’s length. Brief engagements are best for him; he doesn’t do long-term friendships, for fear of giving too much or risking the chances of him having to compromise this friendship in order to do what he wants to do. This is, in reality, a defense mechanism: when Roy does get attached to a person, he devotes the same dogged, unquestioning energy that he channels into becoming Fuhrer into his relationship with said person. Therefore, the handful of people closest to him – his team of subordinates, his best friend Hughes, his charge Edward Elric and Edward’s brother Alphonse – can become Roy’s greatest weakness simply by existing.

With both feet firmly grounded in the remembrance of things past and his eyes fixed on a vision that only he can see beyond all the chaff and conspiracy, Roy’s a force of nature unto himself, living and breathing for a cause that he’s given his all to. He’s constantly walking right along the border between “right” and “wrong”, formulating his own sort of justice along the way. Only time will tell if he’ll make it through and build his new Amestris, or if he’ll crash and burn.


Powers & Abilities:
Alchemy – that is, the transmutation and manipulation of matter through an esoteric mix of ritual, symbol and mathematics – is the highest school of scientific thought in Full Metal Alchemist, and prior to pursuing his military career, Roy is an alchemist by training. His specialty is Flame Alchemy, and his natural talent earned him the right to be the one and only student of Mordred Hawkeye, an alchemist of unrivalled brilliance.

Prior to his journey to the Gate of Truth, Roy carried a pair of white gloves on his person at all times, etched with transmutation circles. These gloves served as a catalyst for his flame alchemy. He does, in essence, burn air. Air is made up, primarily, of two parts: hydrogen and oxygen. He sets combusts the hydrogen, and uses the oxygen to determine the direction that he sends the resulting explosion in. The ignition is done by the sparks created by him snapping his fingers with his gloves.

Suffice to say, Flame Alchemy isn’t the only thing Roy knows how to do. It may be said that his familiarity with the principles of alchemy may make him efficient against other alchemists – all he needs is a little time to figure out how they work their aspect of the discipline in order to dispatch them. Furthermore, because he saw the Gate, Roy no longer needs to draw transmutation circles in order to perform alchemic procedures: he can generate the energy of a transmutation circle simply by clapping his hands together.

It would be good to note that Roy is not completely dependent on his ‘magic’. Roy is more than just decent in terms of hand-to-hand combat, and he certainly knows how to shoot a gun. A guy like him won't allow himself to be helpless, after all, and was a quick study in all of his classes at the Academy, especially the ones that could help him stay on top both on the battlefield and off of it. He also carried his experience from the Ishval Campaign and other battlefields with him, thus making him capable of pulling through extreme situations. Should you ever find yourself stuck in the middle of nowhere with close to nil supplies, you better hope that you’re with Roy.

Another important thing to remember is how Roy's personality and his own set of inherent skills make him an excellent leader. When he speaks, people follow about 99.99% of the time. He demands respect whether he means to or not, and he isn't often denied. Where his charm and command of the situation aren’t enough to pull him through, Roy compensates with his ability to accurately read people – he’s especially adept at discerning and playing at the ambitions of others. It takes one to know one, after all.


NAUFRAGIO SECTION: INITIAL ENTRY
How are your muse enter Naufragio? the conventional way: the Calamity hit, and the world ended.
What was your muse doing before the Calamity struck? He was on the way to Ishval to start in his new position at East Headquarters.
How did your muse deal with it? He attempted to save as many people as he could, and brought along He was in contact with his men for a good period of time… some of them were even with him. It was not too long, however, before he lost track of the ones he was not with, and was separated from the ones whom he managed to round up. He also lost a few of the refugees who joined his party.
How did your muse end up in the Bastion? He and his party fought their way to the refugee camp; their numbers had been whittled down from forty-odd people to fifteen over the course of two weeks.
Where will your muse keep his or her Soul Fragment? On a chain around his neck, right by his dog tags.
What does your communicator look like? It looks like a sleek, black smart phone with a key board and a touch screen. The cover has the symbol of the Amestrian army on it, in silver.
Does your muse have any pets or animal companions that they’re bringing in? Nope.
What did you your muse bring in now? a pair of spark gloves, his State Alchemist pocket watch, a service firearm and his notebook


NAUFRAGIO SECTION II: TIMESKIP
How long has your muse been in the Bastion? One year.

How has he spent his time so far? Fighting for the camp, doing what he can to keep things running smoothly. His efforts have paid off; the community has incredibly high regard for him, so much so that the Council unanimously elected him to head the Caelodian Watch after Aramis Godhand, the previous leader, was killed in a siege.

He’s also got a house of his own, and it’s rather large for one person to be in it. There are Reasons for this, though.

Has anything exceptionally life-changing happen to you so far? Yes. Two of the people he managed to save and bring to the Bastion were Gracia Hughes – Maes Hughes’ widowed wife – and her daughter, Elicia. They were killed six months ago during a siege on the Bastion, the same siege that mangled one of his legs and rendered him blind in one eye.

Describe how your personality has changed as a result of your stay in the refugee camp.
The failures that he has suffered since his entry to Naufragio (the largest, of course, being his failure to protect Gracia and Elicia) have broken Roy down in a way that cannot be completely quantified… that he is starting to lose hope that he will ever see anyone from his world again makes matters worse. He’s become quiet, aloof and almost inapproachable, and has withdrawn into himself more than ever. He was a Man on a Mission once: everything he did was carefully measured, calculated towards getting exactly what he wants by hook or by crook, and what he wanted was to protect as many people as he could and find some way to rebuild the worlds. Now that everything has been said and done, though, and now that he just might have lost even more than he had bargained for (which was quite a lot already), Roy may appear to be a mere shadow of the powerful figure than he used to be.

In spite of that, it’s good to note that Roy is still as dangerous as he used to be, when he was a hotshot out to revolutionize everything. He’s confident, he’s self-assured and almost always totally in control of himself – he does seems to act and move more like a machine than a man at times, but there are also times when the old him shines through all of those scars.


STATS
Current Level: “I’m A Motherfucking Badass” (Success Modifier: +7)
Missions/Jobs/Special Talks/Requests Completed: 92
Skill Table:

Skill NameEffect
Bureaucracy: SmoothThe muse gains a +1 modifier to missions, requests, jobs and special tasks that specifically require business, governance, bargaining or diplomacy.
Caelodia Defense: Damned Straight I’m Holding This Line!The muse automatically gains a +1 modifier to dice rolls that are supposed to determine the success/failure rate of Caelodia Defense jobs.
Caelodia Defense: One Man ArmyThe modifier gained from Damned Straight I'm Holding This Line! becomes +2 instead of +1.
Combat Experience: I’ll Kill You With My TeacupThe muse automatically gains a +1 modifier to dice rolls for Caelodia Defense, Skyway Sweeping, Core Retrieval, Monster Hunting and Rescue.
Combat Experience: I’ll Kill You With A Rose PetalThe modifier gained from I'll Kill You With My Teacup becomes +2 instead of +1.
Combat Experience: I Can Kill You By BreathingThe modifier gained from I'll Kill You With A Rose Petal becomes +3 instead of +2.
Command: Keep It Together, EveryoneThe muse gains a +1 modifier to missions, requests, jobs and special tasks that require some sort of leadership call.
Command: Inspiring PresenceThe modifier gained from Keep It Together, Everyone becomes +2 instead of +1.
Command Natural Born LeaderThe modifier gained from Inspiring Presence becomes +3 instead of +2.
Core Retrieval: I’ve Got All I NeedThe muse automatically gains a +1 modifier to dice rolls that are supposed to determine the success/failure rate of Core Retrieval jobs.
Fuck Yeah, I’m An Alchemist! (Unique)The muse automatically gains a +3 modifier to dice rolls for Caelodia Defense, Caelodia Maintenance, Skyway Sweeping, Core Retrieval, Monster Hunting and Rescue.
Rescue: Lean On MeThe muse automatically gains a +1 modifier to dice rolls that are supposed to determine the success/failure rate of Rescue jobs.
Science: Now I've Got It... (Alchemy)This muse gains a +1 modifier to Research tasks related to their specialization.
Science: Eureka! (Alchemy)The modifier gained from Now I've Got It... becomes +2 instead of +1.
Science: I'm A (Not So) Mad Scientist! (Alchemy)The modifier gained from Eureka! becomes +3 instead of +2.



Advantages & Disadvantages
Major ones are boldfaced.





AdvantageEffect
State Alchemist (Unique)Adds +1 to the pre-existing modifier for the skill Fuck Yeah, I'm An Alchemist!
100% Hot StuffUntil they're given a reason to do otherwise, people generally treat you well simply because of the way you look.
CharismaticThe muse gains a +1/+2 modifier when dealing with individuals or groups of people. How effective it is depends on how it's roleplayed.
Man of the TownPeople tend to trust you more, and are more inclined to do favors for you.











DisadvantageEffect
The Last Flame (Unique)Prevents Roy from taking up any other specialization in Science. Will also occasionally invalidate positive modifiers for certain situations, especially if they deal with the welfare of other people versus his personal health.
Arson Ought To Be Legal (Unique)Roy Mustang must make a roll against a TN of 15 whenever he's attempting to use Flame Alchemy in a non-lethal fashion against opponents.
So Lawful Good, It HurtsPrevents the muse from taking the second and third skill levels in Larceny.
Crippled (Blind in One Eye)This disadvantage automatically gives a -1 modifier to dice rolls involving physical activity that require the body part or sense that's been hampered/impaired.
Crippled (Bad Leg)This disadvantage automatically gives a -1 modifier to dice rolls involving physical activity that require the body part or sense that's been hampered/impaired.



ITEMS OF INTEREST

  • Spark Gloves
  • State Alchemist pocketwatch
  • Alchemy Notebook


Remaining Skill/Advantage Slots: 8 (Advantage)

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