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Coraline Jones ([personal profile] missingbuttons) wrote2015-02-26 07:38 pm
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ooc: check in application

OUT OF CHARACTER

Name: Waffle
Personal Journal: [personal profile] canorous
Age: 26
Contact: [plurk.com profile] withsyrup AIM: theatrechocolate
Characters Played: n/a

IN CHARACTER

Name: Coraline Jones
Canon: Coraline
Age: 13
Timeline: Post-Movie.

Age Up?: Coraline will be 16 when she arrives, which, for the most part, won't change her personality. She'll still be the curious exploring type, eager for excitement and adventure but wary of promises that seem too good to be true. If anything, she'll be a little more freaked out at the possibility that after all this time something weird is happening again, and she'll probably be inherently suspicious of everyone because strangers in a weird place, but her basic personality will be the same.

Background: Here!

Personality: Coraline is a precocious child, intelligent and bright, imaginative and insatiably curious. When her family moves to their new apartment, she is bored easily, as any kid her age would be, but she entertains herself (with some encouragement from her beleaguered parents) by exploring the grounds and the house. When she finds a small door in the living room covered by wallpaper, she is incredibly excited, hoping she has found some kind of mystery to be solved. When it turns out to be bricked up, she is disappointed, and it seems like nothing in her new home will be interesting ever.

Coraline feels ignored and unappreciated by her parents, whose hands are too full with their work and moving to be able to pay much attention to her. Feeling like the move was the worst thing ever to happen to her, with crazy neighbors and a creepy stalker kid who’s just kind of freaky, Coraline immediately accepts the strange and wonderful dreams she begins to have of the world behind the little door. There, her “Other Parents” dote on her, give her everything she wants, and show her magical wonders that couldn’t possibly exist in her mundane life back home. She’s drawn in by the Other Mother and her gifts and wonders because they’re fantastic and everything Coraline has ever wanted.

But then it all turns sour, and Coraline discovers the price of getting everything she could ever want, and she begins to understand the value of the real world, her real parents, and not having everything you want, because that makes the good things that much better, and the wonderful things that much more extraordinary. Getting everything you want all the time? Not so exciting.

Coraline is adventurous and courageous, more courageous than she perhaps gives herself credit for. With no help except from a sassy, vaguely hinting cat and a rock that she only half believes will do anything to help, she goes back to the other world to rescue her parents, even though she already knows how powerful the Other Mother is and escaped from her only by luck and the help of the Other Wybie. But she goes back anyway, because she loves her parents and needs to save them, because she is the only one who can save them. Also she made a promise to the ghost children that she would help them get their souls back if she could.

So she makes a deal with the Other Mother, a deal to play a game to get everything back: her parents, the souls of the ghost children, and the promise of her own safety from the Other Mother, at the risk of giving absolutely everything up: her soul, her life, her freedom. She makes the gamble, knowing full well what losing would mean, because she knows, she knows that the Other Mother must be stopped, but more importantly she needs her parents back.

Brave, clever Coraline explores her way through the Other Mother’s world to save her parents and the children’s souls and her own soul. But even when she thinks she’s won, and everything’s returned, it’s not over yet. Still the Other Mother is not completely defeated, her spidery needle hand returning to claim the one and only key to the door. Knowing that if she gets the key, her whole life and her family’s lives are in jeopardy, Coraline takes it to the one place she is sure it cannot be retrieved ever again: the old well at the edge of the property.

Fully aware that the hand is following her, she makes the journey anyway, because everything needs to be finished, safe, and complete. She can’t truly move on until the last threads are tied off, and the key is the final thread. So despite her fear, she battles the hand, and with Wybie’s help knocks both the hand and the key down the well never to be seen again.

I’ll be taking her from after the events of the movie, so she’s more confident in her ability to face down scary things and use her own wits to figure a way out of things. That doesn’t mean she won’t be scared, it just means she’ll be less wary of facing them.

Powers: None, she’s a human without powers!
Do you want a power wipe? None required!
Humanization: n/a

Suitcase: Clothes, including her yellow-striped gloves, her yellow raincoat, her rain boots, her hat, and her pajamas; a picture of her and her parents; and do garden clippers count as a weapon? If not I’d love it if she could have those.
Surprise? Sure!
Other Notables: Not that I can think of, no.

SAMPLES

Network Sample: Here! I also used the post for the thread samples.

Threads: One, two, three, and four!


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