julie "yaoi hands" kostenko || ᴛʜᴇ ʟᴇɢɪᴏɴ (
friendzied) wrote2023-09-23 09:38 am
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Entry tags:
@rubi app
PLAYER
Player Name: frank
Pronouns: they/them
Are you over 18? yep
Contact:
FiremanSam
Current Characters: n/a
Triggers: I would like CWs provided for graphic descriptions or images of fungus/mushrooms.
Pronouns: they/them
Are you over 18? yep
Contact:
Current Characters: n/a
Triggers: I would like CWs provided for graphic descriptions or images of fungus/mushrooms.
STATISTICS
Character Name: Julie Kostenko
Character Canon: Dead By Daylight
Character Age: 18
Canon Point: Chapter 29: Alien
Link to History: Link
Skills: knife handling, a decent knowledge of human anatomy (specifically with regards to where it would suck to get stabbed,) way more knowledge about the psychology and history of serial killers than a teenager in the 90s should have, breaking & entering experience, mechanical knowledge of cars, quick thinker & quicker on her feet, arts & crafts, experience with hunting people, better at stealth than you might expect (moving quietly, staying out of sight, etc.), weaponized teen girl bitchiness.
Abilities: Being juiced up by the entity gives Julie a handful of boosts: she's faster than most people, strong enough to literally grab a man twice her size with one hand while he's jumping a window like it's no big deal, she can endure many injuries with little more than a moment of pain and frustration and doesn't really seem to tire out. Like pretty much everyone in the Fog, she's functionally immortal, though how and when she returns would be at the Entity's behest and thus, not really a thing in Rubi.
She also has her own, special power that comes in two parts.
Feral Frenzy: Frenzy is the power itself. Julie is thrown into an instinct-driven state where she loses the ability to properly track people, or really focus on anything other than her next attack. Frenzy makes her faster by a significant margin, and when she attacks it's to make people bleed, not to kill them. she stabs hard and deep with the intention to leave a wound that'll make somebody bleed out painfully, and being able to do this several times in one frenzy makes her faster and stronger. (in terms of gameplay mechanics, chaining four frenzy hits puts someone down instantly on the fifth, regardless of whether they're already injured or not.)
Killer Instinct: Instead of being able to track people by the marks they leave behind, once Julie's injured someone during a frenzy it activates her killer instinct. This tells her where other people are — specifically people who aren't actively bleeding out — though not in any specific detail. All it tells her is a direction and that they're within 30 meters of where she is. Within a trial there's no way to hide or obscure this other than not being close enough for her to sense you, but in RP I generally play it by ear.
Being that these are the Entity's gifts, I'm happy to lose her powers if the mods would prefer! (Though I still think Julie keeping her powers when Danny lost his would be objectively hilarious)
Curse Mark: Skala; just above her left ankle.
Character Canon: Dead By Daylight
Character Age: 18
Canon Point: Chapter 29: Alien
Link to History: Link
Skills: knife handling, a decent knowledge of human anatomy (specifically with regards to where it would suck to get stabbed,) way more knowledge about the psychology and history of serial killers than a teenager in the 90s should have, breaking & entering experience, mechanical knowledge of cars, quick thinker & quicker on her feet, arts & crafts, experience with hunting people, better at stealth than you might expect (moving quietly, staying out of sight, etc.), weaponized teen girl bitchiness.
Abilities: Being juiced up by the entity gives Julie a handful of boosts: she's faster than most people, strong enough to literally grab a man twice her size with one hand while he's jumping a window like it's no big deal, she can endure many injuries with little more than a moment of pain and frustration and doesn't really seem to tire out. Like pretty much everyone in the Fog, she's functionally immortal, though how and when she returns would be at the Entity's behest and thus, not really a thing in Rubi.
She also has her own, special power that comes in two parts.
Feral Frenzy: Frenzy is the power itself. Julie is thrown into an instinct-driven state where she loses the ability to properly track people, or really focus on anything other than her next attack. Frenzy makes her faster by a significant margin, and when she attacks it's to make people bleed, not to kill them. she stabs hard and deep with the intention to leave a wound that'll make somebody bleed out painfully, and being able to do this several times in one frenzy makes her faster and stronger. (in terms of gameplay mechanics, chaining four frenzy hits puts someone down instantly on the fifth, regardless of whether they're already injured or not.)
Killer Instinct: Instead of being able to track people by the marks they leave behind, once Julie's injured someone during a frenzy it activates her killer instinct. This tells her where other people are — specifically people who aren't actively bleeding out — though not in any specific detail. All it tells her is a direction and that they're within 30 meters of where she is. Within a trial there's no way to hide or obscure this other than not being close enough for her to sense you, but in RP I generally play it by ear.
Being that these are the Entity's gifts, I'm happy to lose her powers if the mods would prefer! (Though I still think Julie keeping her powers when Danny lost his would be objectively hilarious)
Curse Mark: Skala; just above her left ankle.
CHARACTERIZATION
FORMATIVE EXPERIENCES:
PHILOSOPHY: Society is a broken thing designed to keep people down, to keep them obedient. Heads down, going through the motions, never make a fuss. Go to school, do your job, get married and have kids and teach them to do the same.
But like? Fuck that.
She's not a "wake up sheeple" kind of edgelord, because most people can't be woken up, but she still wants to rail against the system.
DESIRES: There are few things that are as fulfilling to Julie as the freedom to do what she wants, except maybe the notoriety that comes when what she wants involves sating a thirst for violence and destruction. To take out her anger on the world around her and hear people talking about it for days or weeks after, when nobody knows it was her. Like a maladaptive urge to twist the idea of being "good enough" into something monstrous and cruel. She imagined Ormond first as her own little play pen, a place where she and her friends could cause mayhem unchecked, imagined the stories that would spread about it.
FEARS: Julie fears two things more than anything: A lack of control over herself and her life, and fading away unremarkable and unremembered. The idea that she'll never be anything more than just some girl from Ormond terrifies her, especially having experienced the rush of doing whatever she wants and seeing that reported in the paper. She craves the ability to carve her own path, wants to be someone whose notoriety is always close to the surface of people's memories. It doesn't necessarily have to be with, you know, chaos and violence, but to have no possible outlet or way forward would be intolerable for her. More than anything, she despises the idea of being made small or helpless, especially because for so much of her life she was convinced all she'd ever amount to was a wife with a shitty husband and kids she never wanted because that's all Ormond has to offer. She's had a taste of something else now and to have it taken from her would be agonising.
- ORMOND: - Ormond is a quiet little town in the Canadian mountains in Alberta. It is also full of failed industry. A mine collapse killed the careers of a lot of people, (alongside a lot of actual people,) and the attempts to bring in tourism with skiing also never took off. This has resulted in a town that leaves Julie feeling suffocated and bored by, desperate to leave with no clear way to do so, and sows the seeds of her thirst for chaos and recognition. The supposed weirdness of the mine collapse also spurs Julie's interest in reading about cults and serial killers.
- SUSIE & JOEY: (brief racism cw) - Susie and Joey are her best friends, people who also feel smothered by Ormond. The two of them come from comparatively shitty circumstances compared to Julie's own stable home life — Susie with a shitty home life and gets bullied in school, Joey has an ill single mother and frequently loses jobs for reasons that aren't but definitely are to do with his being one of the only people in colour in town. This in turn really hones her sense of loyalty and her protective instincts, along with all three of them sharing a simmering anger and resentment toward the world around them.
- FRANK MORRISON: - Frank is someone who she initially just pegs as a boy she can use to get out of Ormond, but as she gets to know him she sees him as a kindred spirit. Even despite the fact that she pegs him as someone who often talks shit just because he can, his semi-nihilist semi-marxist views of the world resonate with her, and he encourages her to embrace the parts of herself she's kept hidden, to chase whatever desires she has.
SOLDIERS OF MAYHEMLEGION: - The four of them form a tight-knit group of delinquents, going so far as to make masks and name themselves. They start with petty crimes and escalate with no care for the harm it may cause — stealing traffic signs, B&E, arson. It ultimately results in the murder of a janitor who was unlucky enough to catch them in the act, and their ultimately being brought into the fog to kill for the Entity.- THE FOG: (cw torture, ritualistic murder, minor eldritch horror.) - Being in the Fog feels like a reckoning in many ways. Julie hates it, resents it, would likely have lost her mind if not for the fact she has her three closest friends with her, which in turn makes her feel guilty. She in no way feels particularly bad about killing people, though she suspects she's the only member of Legion who feels that way, but god does she fucking resent the Trials. She hates having her hand forced, hates the fact that what kind of killer she is was decided for her, hates seeing her best friends bent and bowed and tortured by a thing they can't even understand for the sins of not being obedient enough or not killing enough. Even if they do kill enough, it still gets mad if they don't draw it out enough, if they don't make the survivors suffer enough before they're sacrificed. And moreover Julie is convinced it's her fault they're there, even knowing as she does that the Entity was specifically seeking out Frank and the other three were just a bonus.
PHILOSOPHY: Society is a broken thing designed to keep people down, to keep them obedient. Heads down, going through the motions, never make a fuss. Go to school, do your job, get married and have kids and teach them to do the same.
But like? Fuck that.
She's not a "wake up sheeple" kind of edgelord, because most people can't be woken up, but she still wants to rail against the system.
DESIRES: There are few things that are as fulfilling to Julie as the freedom to do what she wants, except maybe the notoriety that comes when what she wants involves sating a thirst for violence and destruction. To take out her anger on the world around her and hear people talking about it for days or weeks after, when nobody knows it was her. Like a maladaptive urge to twist the idea of being "good enough" into something monstrous and cruel. She imagined Ormond first as her own little play pen, a place where she and her friends could cause mayhem unchecked, imagined the stories that would spread about it.
FEARS: Julie fears two things more than anything: A lack of control over herself and her life, and fading away unremarkable and unremembered. The idea that she'll never be anything more than just some girl from Ormond terrifies her, especially having experienced the rush of doing whatever she wants and seeing that reported in the paper. She craves the ability to carve her own path, wants to be someone whose notoriety is always close to the surface of people's memories. It doesn't necessarily have to be with, you know, chaos and violence, but to have no possible outlet or way forward would be intolerable for her. More than anything, she despises the idea of being made small or helpless, especially because for so much of her life she was convinced all she'd ever amount to was a wife with a shitty husband and kids she never wanted because that's all Ormond has to offer. She's had a taste of something else now and to have it taken from her would be agonising.
GAMEPLAY
SUITABILITY: I've always played Julie as someone who feels restrained by being a killer in the fog because she never chose it, it gobbled her and her friends up and imposed a bunch of rules on them that she feels like she has to follow to keep them as safe as possible. Being somewhere that actively encourages giving in to baser instincts could be extremely freeing for her, or it could be terrifying. I just really want to dig in to what that means for her and what that journey will look like.
The cast limit also makes it extraordinarily unlikely she'll ever have all three of her friends with her and, at least right now, I'm very interested in what being on her own will bring out of Julie.
SAMPLE: SEPTEMBER TDM (cw: blood, violence, discussion of sexual assault & rape)
FEBRUARY TDM
MONSTER: Imagine for me, if one were to cross a werewolf with a snake.
The creature stands at a little over 9 feet when it stands up on its legs, closer to 6 when it's on all fours, cold-blooded to the point there's a noticeable dip in temperature in the air around it. Its skin is covered in inky black scales (ref, snake cw) that take on an iridescent sheen in the sunlight (ref, snake cw)
Fast as a flash of lightning with sharp fangs and claws, it hunts its prey ruthlessly and saps its body heat before devouring, capable of swallowing whole anything as large as a man when it unhinges its jaws. They don't need to be dead for this, of course, but it's generally better for everyone.
It doesn't often take a shine to specific people, but when it does, a second aspect of its personality comes through: Powerful protective and herding instincts. Which on paper sounds nice, except it will do anything to keep its chosen 'friends' safe from anything, including themselves, and is possessed of enough intelligence to know that, for example, a person without legs is going to struggle to go running into danger unaided.
The cast limit also makes it extraordinarily unlikely she'll ever have all three of her friends with her and, at least right now, I'm very interested in what being on her own will bring out of Julie.
SAMPLE: SEPTEMBER TDM (cw: blood, violence, discussion of sexual assault & rape)
FEBRUARY TDM
MONSTER: Imagine for me, if one were to cross a werewolf with a snake.
The creature stands at a little over 9 feet when it stands up on its legs, closer to 6 when it's on all fours, cold-blooded to the point there's a noticeable dip in temperature in the air around it. Its skin is covered in inky black scales (ref, snake cw) that take on an iridescent sheen in the sunlight (ref, snake cw)
Fast as a flash of lightning with sharp fangs and claws, it hunts its prey ruthlessly and saps its body heat before devouring, capable of swallowing whole anything as large as a man when it unhinges its jaws. They don't need to be dead for this, of course, but it's generally better for everyone.
It doesn't often take a shine to specific people, but when it does, a second aspect of its personality comes through: Powerful protective and herding instincts. Which on paper sounds nice, except it will do anything to keep its chosen 'friends' safe from anything, including themselves, and is possessed of enough intelligence to know that, for example, a person without legs is going to struggle to go running into danger unaided.