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Dec. 10th, 2012 11:32 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
[Player]
Name/Handle: Cat
Age: [Are you over 16/18/21/legal age of adulthood?] Over 21 :|b AIM/YIM/MSN/Plurk/Etc: aim: travelistaa, plurk is the same Email: travelistaa at gmail dot com Current Characters: n/a
[Character]
Character Name: Alice Kingsleigh
Source:
http://en.wikipedia.org/wiki/Alice_in_Wonderland_%282010_film%29
http://aliceinwonderland.wikia.com/wiki/Alice_in_Wonderland_Wiki
History/Pull Point:
Once upon a time, on a dark and stormy--
No, wait. That is most certainly not the way to start off this particular young lady's history - Alice is very much an unconventional sort would likely be quite put out with anyone who began her story such as this.
We all know the story thus far, at any rate. A young girl falls down a rabbit hole and has the most marvelous adventures - why, a smiling cat who can dissipate into thin air, a hatter who is very much mad, a red queen so involved in herself she does not yet see it will be her downfall. Playing croquet with flamingos, painting the roses red, a smoking caterpillar...
Yes yes, we all know the story of little Alice in Wonderland, and as with any story, one must start at the very beginning.
Except, it's not exactly 'Wonderland', is it? No, no...it's more like 'Underland', a world with a bit of a twist on the surreal, the magical, the sublime.
And, for Alice at first - it is nothing but a memory. You see, little Alice (or shall we call her big Alice? One can never be quite sure with her, being of a nature to be either too tall, or too small, and never quite the right size when necessary) remembers very little of (W)Underland. She believes it to be a dream, a flight of fancy that flits through her mind in the night, and questions her father as to if she's gone round the bend (of course she has, all the best people are).
Always the same, the dream haunts her until she's older, and well on her way (or at least, according to her family - her face wont last, you see) to a an engagement party (her own!) that will lead to a Very Proper and Good marriage to a particular Earl that has a nasty sort of blockage.
In the midst of said proposal, however - Alice sees a rabbit in a waistcoat, and of course must follow. Any girl should be curious, and if one were to see an impatient rabbit, one would certainly be obliged to follow after. You mustn't keep him waiting, after all.
Thus, Alice slips into the rabbit hole once more, scattered timepieces and beds and other random items to fall into the world that is Underland once more in a flurry of lace and skirts (sans stockings and shoes). Landing with quite the thunk into a room full of many doors, Alice naturally tries each one, As opposed to screeching and pitching a hysterical fit, she tries each one and finds only the smallest door can be opened with the key that rests on the glass table in the middle of the room. Also on the table is a small bottle labeled "Drink Me", which, of course, she does. This is, after all, only a dream, isn't it? The room suddenly gets much, much larger - or has she shrunk? That is, in fact, the case - standing at only two feet tall, Alice is now short enough to fit through the door, however - the key has unfortunately been left on the table.
Not to be discouraged, Alice locates a little piece of cake labeled 'Eat Me', which she does. It seems the only natural thing to do at this point, all things considered. Growing to almost twenty one whole feet, Alice is now able to reach the key, though unable to fit through the door. Being one that is now accustomed to doing things in circles, she drinks the potion once more, this time leaving the key well within reach of a much shortened and very much NOT the right sized Alice..
Upon entering Underland, Alice is almost immediately met by the White Rabbit, the Dormouse, Tweedledum, Tweedledee, and the Dodo bird. These things are all, of course - remnants of her first 'dream', and, considering this is simply a new and updated version of said dream, it only makes sense for her to properly assume that this too, is a dream.
After a bit of debate about her being the wrong or right Alice, the group takes her to Absolem the smoking caterpillar. Upon consulting the Oraculum, Alice is informed she will be slaying the Jabberwocky, as to which Alice very firmly states that that is most certainly not her doing the slaying. There is more debate about her right or wrongness, and Absolem states that Alice is "Not hardly Alice."
Unfortunately, before Alice can be returned home, the group is ambushed by the Bandersnatch and cards, and The White Rabbit, and the Dormouse are captured along with several flamingos. Alice, who is pursued by the Bandersnatch, stands her ground considering this is her dream, and nothing can hurt her here. Knowing better, Mallymkun the Dormouse saves Alice by stabbing out the Bandersnatch's eye, though it manages to claw Alice's arm. Alice and the Tweedles carry on until the 'Jubjub Bird' captures the Tweedles as they stood and debated about which way was best to go.
A bit lost, Alice finds herself wandering into a very ominous looking forest - though instead of another Bandersnatch (if there are more than one - she isn't terribly sure about that) she meets a smiling, floating cat who helpfully offers to heal her wound, though Alice declines. Instead, he takes her to the Hatter, Mallymkin, and the March Hare who are in the midst or a very solemn seeming tea party. She's very readily (and happily!) accepted by Tarrant (her Hatter), though the reunion is quickly broken up when Ilosovic Stayne, the Knave of Hearts, arrives at the tea party. Thinking quickly (as mad ones are prone to doing) the Hatter quickly shrinks Alice to a bitty six-inches tall (even shorter than before - she had to wonder, what would happen if she shrank even more?) and unceremoniously stuffs her in a teapot. Whilst distracting the Knave, Tarrant also manages to persuade Bayard the Bloodhound to not reveal Alice's location, causing Bayard to lead the Knave and his troops away. From here, Tarrant begins his journey towards Marmoreal with Alice on his hat.
On their way, Tarrant tells Alice his sad story on how he lost his clan and the beginning of the Red Queen's reign. It all began on Horunvendush Day, when the Red Queen in a jealous rage sent the Jabberwocky to steal her sisters crown, and the Vorpal Sword. On said day, Tarrant's entire clan was murdered, and and the reign of peace was no more. As Tarrant is lost in thought, there is barking in the distance that signals the approach of the Knave and the Cards. As a last resort, Tarrant throws his hat with Alice on it across the river (because, of course - travel by hat is the very bast way to travel). Tarrant is captured without resistance and Alice succumbs to exhaustion and sleeps under the hat.
Alice sleeps fitfully, and is awoken in the morning by a giant nose sniffing at the brim of the hat, and is eventually exposed by Bayard whom she convinces to take her to the Red Queen’s castle in order to rescue the Hatter. She is a bit put out with Bayard’s insistence she fulfill her destiny, and insists herself that she makes her own, and that she was quite annoyed at the circumstances surrounding her. But, take her she does, and upon arrival Alice gallantly crosses a moat full of severed heads to breech the castles walls at a formidable six inches.
While the Queen is playing croquet, Alice is found by the White Rabbit once more, whom she asks for some more Upelkuchen. She impulsively eats to much, and grows two feet taller than her normal size, but Alice uses this to her advantage instead of being waylaid. Informing the Bloody Bighead that she was Um from Umbridge, she told her tale of woe – being that she had been outcast because of her size, and she’d outgrown her clothing. Immediately accepted into the Queen’s court, Alice continues to use the situation to her advantage, and manages to keep the Hatter calm, and perhaps even giving him motivation to make his request to be the Red Queen’s Hatter.
Alice is given free roam of the halls, and she uses this to explore the castle and unmask the location of the Vorpal sword from the White Rabbit, which just so happens to be within the Bandersnatch’s lair. Undeterred, Alice retrieves the beasts eye from Mallymkun, though on her way she is cornered by the Knave, who’s advances she brushes off in a huff.
Upon arriving at the casa de Bandersnatch, Alice creeps inside and rolls the creature’s eye, using the distraction created to slip in and attempt to unlock the case holding the Vorpal sword, but the gash on her arm has begun to fester as Chessur had told her it would, and she passes out atop the sword case.
In the morning, Alice is still somehow alive and has not become breakfast, and the Bandersnatch sits placidly in front of her, key dangling. She takes it, and in the process he licks her wound, clearing it of infection. Now even, Alice takes the sword and leaves, though she doesn’t make it very far. The Knave’s actions against her were seen by a court member who informed the Queen, and he lies to her, telling the Queen it’s Alice who is obsessed with him. This is, of course, a lie – Alice is quite decidedly repulsed by the Knave! Alice immediately returns to Mallymkun and Tarrant, but is pursued byt the Knave and the cards, who attempts to arrest Alice for seduction. Tarrant holds the Knave and cards off, but Mallymkun blurts out, "Run, Alice", and The Knave, now knowing Alice's true identity, pursues her instead, surrounding her in the courtyard with cards. It seems quite hopeless, but Alice isn’t one to run anymore, though she finds she doesn’t have to herself.
The Bandersnatch appears like the miraculous beast it is, and she flings herself upon its back and escapes, Vorpal sword in hand to the White Queen’s castle. Upon arriving, she presents it to the White Queen, who then in turn creates a potion to shrink Alice back down to her original and very right size. She is taken to see Absolem once again, and, after a brief conversation, she is informed she is much more like Alice now than she was when she had first arrived.
It isn’t terribly long before company arrives, and Alice sees that Tarrant, along with Mallymkun, the Tweedles, the White Rabbit, and Bayard's wife and pups have managed to escape and are now coming up the walkway. Frabjous Day is tomorrow, and Alice is still very much convinced this is a dream.
The next morning, The Queen asks for a Champion to do battle against the Jabberwock, and many step forward. The Oraculem is consulted, but, still showing Alice as the Slayer, everyone realizes there can certainly be no other. If it isn’t Alice wielding the sword, the Jabberwocky isn’t dead.
Alice is very much against this slaying business and had never intended to do any slaying period, runs into the castle where once again she encounters Absolem, who is now preparing to go into pupa stage. They have a brief little chat, and eventually Alice realizes within her own mind that "Underland" is what she mistakenly heard as "Wonderland" during her first visit. Alice realizes that her dreams were really memories and Underland is very much real, and that this is not a dream. Moments later, Alice appears atop the Bandersnatch, decked in armor and clutching the sword as she pulls up next to the Queen.
Armies of each queen arrive at a chessboard-like battlefield for the battle between Alice and the Jabberwock.
The Jabberwock finally reveals itself to Alice, spouting some nonsense about meeting its sworn enemy on the battlefield once more, though Alice is quite clearly not the original bearer, though considering the Jabberwock was so rude she decided to slice his tongue off. Thus begins the great battle of the Frabjous Day, in which Alice does battle with the Jabberwock before the armies of the Red and White Queens.
As the battle carries on, the Jabberwock seems to gain the upper hand, and instead of letting that continue, Tarrant himself assaults the Jabberwock, leading both armies to battle due to his interference. As the war below rages, Alice and the Jabberwock climb up and up and up, and eventually she manages to get on the back on his back. It’s a struggle to hold on, with him flailing and flipping like that, and she eventually loses her grip and is flung high into the air. Twisting, Alice brings the blade down to sever the Jabberwock’s head, shouting, "OFF WITH YOUR HEAD!".
This event is witnessed by everyone, and while the Red Queen attempts to keep the upper hand by ordering her troops to kill Alice, they no longer follow her since the death of both the Jabberwock and Jubjub bird. The rightful Queen is re-crowned, as once again the queen of Underland, and the Red Queen is banished to the outlands along with the Knave. The Knave, though having been her noble knight and right hand man, can’t seem to stand the thought of this and attempts to kill the Red Queen, but he is quickly stopped by Tarrant. As the Red Queen and The Knave are carried off, Tarrant finally does the Futterwacken dance, on this memorable and very much successful Frabjous Day. The White Queen collects the blood of the Jabberwock which will send Alice back to the human world. Giving her final farewell and reminding them she will return, Alice drinks the blood, and --
Oh my. Would you just look at that book just there, on the ground? How odd and interesting, and despite her better reservations, well --
She ought to pick it up and have just a peep, don't you think? Best to investigate all suspect things before leaving Underland, you know.
[Obviously, that last bit is NOT canon, but where Alice will instead be pulled! I chose this pull point because she has gone through some MAJOR development thus far - she's really found herself, become confident, and can more easily adapt to things whereas before she was a bit reluctant to accept that her dream had been a reality. Essentially, Alice is pulled after the Jabberwocky battle and after she has seen the fate of the Red Queen, and spoken toher the Hatter.]
Personality:
Normal, every day, commonplace, average, methodical and habitual, the ordinary and popular and droll - that's for other people besides Alice Kingsleigh. It's more for the whole of England, actually - growing up in the Victorian era left little room for flights of fancy other than what was deemed proper and right for a lady. From a young Age, Alice was considered a unique and odd sort of girl, preferring interests in politics and her father's business instead of the usual dolls and parties. Uninterested in the conventional, she turns her nose up at exactly what she was supposed to be. She tends to think outside of the box – in the time and age that she lives in this is generally not terribly acceptable behavior for a woman to engage in, and therefore she sometimes has trouble conforming to what the standards of the age are. Her mother is continually frustrated by Alice’s refusal to wear stockings or corsets, and by her daughter’s general need for independence and uniqueness.
Initially, Alice is unsure of herself and underestimates her capabilities and talents, and her determination. This becomes quite clear immediately when Alice decides to flee from the gazebo in favor of chasing a white rabbit instead of facing an uncomfortable and inevitable situation head on. She is content to stand up to her mother while alone and subtly disregard the current times sense of fashion by blatantly going sans stockings, but in front of others she did as asked until faced with a situation that she simply cannot consent to. She's lost her 'muchness', as she's told, though at first Alice doesn't see that as meaning she's lost her sense of self somewhere between her visits to Underland.
She can be a bit impulsive in her decision making process; sometimes she doesn’t quite think things through before she acts. This tends to have interesting consequences, though often it’s usually in Alice’s favor, regardless of if it was intentional or not. Improvisation can be key in Underland, and when she declares herself as Um and makes up a story about coming all the way from Umbridge because of her largeness, we really begin to see Alice's 'muchness' resurface.
Alice is quiet in her methods and doesn't often raise her voice unless she's quite angry or frustrated. She's subtle in her manipulations and isn't above using her wiles to get what she wants or what she needs. It's all about using what tools you have in front of you, and this is clearly evidenced in her stealing the Bandersnath's eye from the Doormouse and subsequently bribing the Bandersnatch with it, returning it and in exchange she is healed and gifted the Vorpal blade.
By the end of her trials she has regained said muchness, and is therefore more self assured and willing to accept that this is, indeed, quite the curious rabbit hole she’s fallen into, and does come to the realization that Underland is most certainly not a dream. Despite all this (and her newfound adoration for all things strange, odd, and mad), she has a quiet and aching desire to go home and get back to business. She has ideas, you see – ideas that could reshape the world into something new and exciting, and while being in Underland is quite entertaining and she’s certain this new place will be as well, she does so wish to return home.
Innovative, resourceful and now filled with understanding of herself as a person, Alice does return home and immediately right the wrongs that she had so abruptly left behind. She becomes a much stronger person during her journey, learning more about herself than she had previously thought possible. Now self assured, determined, and ready to accept what lies ahead of her, Alice flips the conventional life that was laid out for her and carves out her own path, her own destiny.
Despite her trials, tribulations and growing up, she is a strong young lady and does try not to let things get her down too terribly much – to be a continual visitor to Underland one must really be bred of stronger stock than most muchness aside, especially considering they don’t get many visitors from Above and when they do, it’s always, always Alice.
Strengths:
Curiosity
Subtlety
Bravery
Courageous
Impulsive
Weaknesses:
Stubborn
Impetuous
Impulsive
A bit of a temper
Abilities/Special Powers/Non average skills:
Alice's abilities, while not supernatural (unless one counts falling down a rabbit hole and shrinking and growing and shrinking as such) lay more within her mind than anything else. She's brilliant at coming up with on the spot solutions and excuses, even going so far as to name herself 'Um' in the Red Queen's courtyard, and making her believe it.
She's evidently handy with a blade, which might indicate some 'unladylike' fencing lessons or grappling with her father when she was younger. She is, however, no expert.
Also, sometimes she believes up to six impossible things before breakfast.
Alice will be coming in with her Vorpal blade, along with her armor. It isn't enchanted, though the blade could be considered as such, since it is the only thing that can successfully kill the Jabberwocky. As such, perhaps it has a bit of added strength?
Notes: Head-canon will likely be involved, but it will in no way directly affect other appers from the movie. I do tend to play Alice with memories of the 1951 version of the Disney movie, since this one can be considered a sequel. Please let me know if this is not acceptable.
[Game Specific]
Character Role: Knight
Why your character would be that role: Alice is, at this point, a willing protector of Underland, a place that was in dire need of a Champion. She fills the role of Knight in the movie, and can easily transition into that role here as well. She won't even find the place all that odd, really - it's just another rabbit hole, after all.
Powers/skills to be gained by being that role: None
What Role Type would you like? N/A
[Samples]
Log sample:
Odd rabble, this - but Alice was quite used to odd. She delighted in the curious, the strange, the unusual and truth be told, she could hardly even be all that upset in regards to her current predicament. Certainly it wasn’t where she had intended to be – she had intended to be home and facing Hamish and informing her mother that no she was not going to marry that fop and she would be quite fine and most assuredly be able to make something of herself – but at the same time, had she truly intended to visit Underland at all?
She supposed not, though it does occur to her that following a white rabbit in a waistcoat ought to be some indication that she was either entirely bonkers after all, or that it was everyone else that was entirely bonkers and she the only sane individual out of the lot of them.
Admittedly, she was more apt to believe the latter than the former.
In any case, this quaint little place wasn’t home. It almost seemed an extension of Underland in many ways (perhaps another rabbit hole?) and that did, at least, offer a bit of comfort to the young Alice.
She eyes the sword still in her hand, and holds it up to her, examining it.
“A knight, then? Do you think me knightly material, Vorpal One?” She supposed that if it could think or speak, it might agree with the statement. She wore the armor of the Champion still, she held the mighty blade that slew the Jabberwocky, and she was Absolutely Alice.
Still, every hero – every champion – has a bit of doubt. Doubt that Alice immediately curbs and shunts aside in favor of a far more optimistic and cheerful disposition.
“Well, I do, at any rate – and that is certainly what counts. Let’s see what we can get into, hm?”
Orb sample:
[Initially, there is nothing. You’re just going about your normal day, orb nice and silent, until--]
Good heavens!
[There is a bright blue eyeball peering into it from the other end, expression, what can be seen of it, delighted.]
How perfectly marvelous – how on earth does it truly work? Hello? Can you hear me in there?
[She taps it and pulls back, her entire face coming into view.]
Terribly curious indeed – how whimsically magical…
[She straightens, and folds her arms.]
For anyone that may or may not be inside of this magical device, I bid thee a fond greeting – I am Alice Kingsleigh, the White Queen’s Champion, at your service.
Name/Handle: Cat
Age: [Are you over 16/18/21/legal age of adulthood?] Over 21 :|b AIM/YIM/MSN/Plurk/Etc: aim: travelistaa, plurk is the same Email: travelistaa at gmail dot com Current Characters: n/a
[Character]
Character Name: Alice Kingsleigh
Source:
http://en.wikipedia.org/wiki/Alice_in_Wonderland_%282010_film%29
http://aliceinwonderland.wikia.com/wiki/Alice_in_Wonderland_Wiki
History/Pull Point:
Once upon a time, on a dark and stormy--
No, wait. That is most certainly not the way to start off this particular young lady's history - Alice is very much an unconventional sort would likely be quite put out with anyone who began her story such as this.
We all know the story thus far, at any rate. A young girl falls down a rabbit hole and has the most marvelous adventures - why, a smiling cat who can dissipate into thin air, a hatter who is very much mad, a red queen so involved in herself she does not yet see it will be her downfall. Playing croquet with flamingos, painting the roses red, a smoking caterpillar...
Yes yes, we all know the story of little Alice in Wonderland, and as with any story, one must start at the very beginning.
Except, it's not exactly 'Wonderland', is it? No, no...it's more like 'Underland', a world with a bit of a twist on the surreal, the magical, the sublime.
And, for Alice at first - it is nothing but a memory. You see, little Alice (or shall we call her big Alice? One can never be quite sure with her, being of a nature to be either too tall, or too small, and never quite the right size when necessary) remembers very little of (W)Underland. She believes it to be a dream, a flight of fancy that flits through her mind in the night, and questions her father as to if she's gone round the bend (of course she has, all the best people are).
Always the same, the dream haunts her until she's older, and well on her way (or at least, according to her family - her face wont last, you see) to a an engagement party (her own!) that will lead to a Very Proper and Good marriage to a particular Earl that has a nasty sort of blockage.
In the midst of said proposal, however - Alice sees a rabbit in a waistcoat, and of course must follow. Any girl should be curious, and if one were to see an impatient rabbit, one would certainly be obliged to follow after. You mustn't keep him waiting, after all.
Thus, Alice slips into the rabbit hole once more, scattered timepieces and beds and other random items to fall into the world that is Underland once more in a flurry of lace and skirts (sans stockings and shoes). Landing with quite the thunk into a room full of many doors, Alice naturally tries each one, As opposed to screeching and pitching a hysterical fit, she tries each one and finds only the smallest door can be opened with the key that rests on the glass table in the middle of the room. Also on the table is a small bottle labeled "Drink Me", which, of course, she does. This is, after all, only a dream, isn't it? The room suddenly gets much, much larger - or has she shrunk? That is, in fact, the case - standing at only two feet tall, Alice is now short enough to fit through the door, however - the key has unfortunately been left on the table.
Not to be discouraged, Alice locates a little piece of cake labeled 'Eat Me', which she does. It seems the only natural thing to do at this point, all things considered. Growing to almost twenty one whole feet, Alice is now able to reach the key, though unable to fit through the door. Being one that is now accustomed to doing things in circles, she drinks the potion once more, this time leaving the key well within reach of a much shortened and very much NOT the right sized Alice..
Upon entering Underland, Alice is almost immediately met by the White Rabbit, the Dormouse, Tweedledum, Tweedledee, and the Dodo bird. These things are all, of course - remnants of her first 'dream', and, considering this is simply a new and updated version of said dream, it only makes sense for her to properly assume that this too, is a dream.
After a bit of debate about her being the wrong or right Alice, the group takes her to Absolem the smoking caterpillar. Upon consulting the Oraculum, Alice is informed she will be slaying the Jabberwocky, as to which Alice very firmly states that that is most certainly not her doing the slaying. There is more debate about her right or wrongness, and Absolem states that Alice is "Not hardly Alice."
Unfortunately, before Alice can be returned home, the group is ambushed by the Bandersnatch and cards, and The White Rabbit, and the Dormouse are captured along with several flamingos. Alice, who is pursued by the Bandersnatch, stands her ground considering this is her dream, and nothing can hurt her here. Knowing better, Mallymkun the Dormouse saves Alice by stabbing out the Bandersnatch's eye, though it manages to claw Alice's arm. Alice and the Tweedles carry on until the 'Jubjub Bird' captures the Tweedles as they stood and debated about which way was best to go.
A bit lost, Alice finds herself wandering into a very ominous looking forest - though instead of another Bandersnatch (if there are more than one - she isn't terribly sure about that) she meets a smiling, floating cat who helpfully offers to heal her wound, though Alice declines. Instead, he takes her to the Hatter, Mallymkin, and the March Hare who are in the midst or a very solemn seeming tea party. She's very readily (and happily!) accepted by Tarrant (her Hatter), though the reunion is quickly broken up when Ilosovic Stayne, the Knave of Hearts, arrives at the tea party. Thinking quickly (as mad ones are prone to doing) the Hatter quickly shrinks Alice to a bitty six-inches tall (even shorter than before - she had to wonder, what would happen if she shrank even more?) and unceremoniously stuffs her in a teapot. Whilst distracting the Knave, Tarrant also manages to persuade Bayard the Bloodhound to not reveal Alice's location, causing Bayard to lead the Knave and his troops away. From here, Tarrant begins his journey towards Marmoreal with Alice on his hat.
On their way, Tarrant tells Alice his sad story on how he lost his clan and the beginning of the Red Queen's reign. It all began on Horunvendush Day, when the Red Queen in a jealous rage sent the Jabberwocky to steal her sisters crown, and the Vorpal Sword. On said day, Tarrant's entire clan was murdered, and and the reign of peace was no more. As Tarrant is lost in thought, there is barking in the distance that signals the approach of the Knave and the Cards. As a last resort, Tarrant throws his hat with Alice on it across the river (because, of course - travel by hat is the very bast way to travel). Tarrant is captured without resistance and Alice succumbs to exhaustion and sleeps under the hat.
Alice sleeps fitfully, and is awoken in the morning by a giant nose sniffing at the brim of the hat, and is eventually exposed by Bayard whom she convinces to take her to the Red Queen’s castle in order to rescue the Hatter. She is a bit put out with Bayard’s insistence she fulfill her destiny, and insists herself that she makes her own, and that she was quite annoyed at the circumstances surrounding her. But, take her she does, and upon arrival Alice gallantly crosses a moat full of severed heads to breech the castles walls at a formidable six inches.
While the Queen is playing croquet, Alice is found by the White Rabbit once more, whom she asks for some more Upelkuchen. She impulsively eats to much, and grows two feet taller than her normal size, but Alice uses this to her advantage instead of being waylaid. Informing the Bloody Bighead that she was Um from Umbridge, she told her tale of woe – being that she had been outcast because of her size, and she’d outgrown her clothing. Immediately accepted into the Queen’s court, Alice continues to use the situation to her advantage, and manages to keep the Hatter calm, and perhaps even giving him motivation to make his request to be the Red Queen’s Hatter.
Alice is given free roam of the halls, and she uses this to explore the castle and unmask the location of the Vorpal sword from the White Rabbit, which just so happens to be within the Bandersnatch’s lair. Undeterred, Alice retrieves the beasts eye from Mallymkun, though on her way she is cornered by the Knave, who’s advances she brushes off in a huff.
Upon arriving at the casa de Bandersnatch, Alice creeps inside and rolls the creature’s eye, using the distraction created to slip in and attempt to unlock the case holding the Vorpal sword, but the gash on her arm has begun to fester as Chessur had told her it would, and she passes out atop the sword case.
In the morning, Alice is still somehow alive and has not become breakfast, and the Bandersnatch sits placidly in front of her, key dangling. She takes it, and in the process he licks her wound, clearing it of infection. Now even, Alice takes the sword and leaves, though she doesn’t make it very far. The Knave’s actions against her were seen by a court member who informed the Queen, and he lies to her, telling the Queen it’s Alice who is obsessed with him. This is, of course, a lie – Alice is quite decidedly repulsed by the Knave! Alice immediately returns to Mallymkun and Tarrant, but is pursued byt the Knave and the cards, who attempts to arrest Alice for seduction. Tarrant holds the Knave and cards off, but Mallymkun blurts out, "Run, Alice", and The Knave, now knowing Alice's true identity, pursues her instead, surrounding her in the courtyard with cards. It seems quite hopeless, but Alice isn’t one to run anymore, though she finds she doesn’t have to herself.
The Bandersnatch appears like the miraculous beast it is, and she flings herself upon its back and escapes, Vorpal sword in hand to the White Queen’s castle. Upon arriving, she presents it to the White Queen, who then in turn creates a potion to shrink Alice back down to her original and very right size. She is taken to see Absolem once again, and, after a brief conversation, she is informed she is much more like Alice now than she was when she had first arrived.
It isn’t terribly long before company arrives, and Alice sees that Tarrant, along with Mallymkun, the Tweedles, the White Rabbit, and Bayard's wife and pups have managed to escape and are now coming up the walkway. Frabjous Day is tomorrow, and Alice is still very much convinced this is a dream.
The next morning, The Queen asks for a Champion to do battle against the Jabberwock, and many step forward. The Oraculem is consulted, but, still showing Alice as the Slayer, everyone realizes there can certainly be no other. If it isn’t Alice wielding the sword, the Jabberwocky isn’t dead.
Alice is very much against this slaying business and had never intended to do any slaying period, runs into the castle where once again she encounters Absolem, who is now preparing to go into pupa stage. They have a brief little chat, and eventually Alice realizes within her own mind that "Underland" is what she mistakenly heard as "Wonderland" during her first visit. Alice realizes that her dreams were really memories and Underland is very much real, and that this is not a dream. Moments later, Alice appears atop the Bandersnatch, decked in armor and clutching the sword as she pulls up next to the Queen.
Armies of each queen arrive at a chessboard-like battlefield for the battle between Alice and the Jabberwock.
The Jabberwock finally reveals itself to Alice, spouting some nonsense about meeting its sworn enemy on the battlefield once more, though Alice is quite clearly not the original bearer, though considering the Jabberwock was so rude she decided to slice his tongue off. Thus begins the great battle of the Frabjous Day, in which Alice does battle with the Jabberwock before the armies of the Red and White Queens.
As the battle carries on, the Jabberwock seems to gain the upper hand, and instead of letting that continue, Tarrant himself assaults the Jabberwock, leading both armies to battle due to his interference. As the war below rages, Alice and the Jabberwock climb up and up and up, and eventually she manages to get on the back on his back. It’s a struggle to hold on, with him flailing and flipping like that, and she eventually loses her grip and is flung high into the air. Twisting, Alice brings the blade down to sever the Jabberwock’s head, shouting, "OFF WITH YOUR HEAD!".
This event is witnessed by everyone, and while the Red Queen attempts to keep the upper hand by ordering her troops to kill Alice, they no longer follow her since the death of both the Jabberwock and Jubjub bird. The rightful Queen is re-crowned, as once again the queen of Underland, and the Red Queen is banished to the outlands along with the Knave. The Knave, though having been her noble knight and right hand man, can’t seem to stand the thought of this and attempts to kill the Red Queen, but he is quickly stopped by Tarrant. As the Red Queen and The Knave are carried off, Tarrant finally does the Futterwacken dance, on this memorable and very much successful Frabjous Day. The White Queen collects the blood of the Jabberwock which will send Alice back to the human world. Giving her final farewell and reminding them she will return, Alice drinks the blood, and --
Oh my. Would you just look at that book just there, on the ground? How odd and interesting, and despite her better reservations, well --
She ought to pick it up and have just a peep, don't you think? Best to investigate all suspect things before leaving Underland, you know.
[Obviously, that last bit is NOT canon, but where Alice will instead be pulled! I chose this pull point because she has gone through some MAJOR development thus far - she's really found herself, become confident, and can more easily adapt to things whereas before she was a bit reluctant to accept that her dream had been a reality. Essentially, Alice is pulled after the Jabberwocky battle and after she has seen the fate of the Red Queen, and spoken to
Personality:
Normal, every day, commonplace, average, methodical and habitual, the ordinary and popular and droll - that's for other people besides Alice Kingsleigh. It's more for the whole of England, actually - growing up in the Victorian era left little room for flights of fancy other than what was deemed proper and right for a lady. From a young Age, Alice was considered a unique and odd sort of girl, preferring interests in politics and her father's business instead of the usual dolls and parties. Uninterested in the conventional, she turns her nose up at exactly what she was supposed to be. She tends to think outside of the box – in the time and age that she lives in this is generally not terribly acceptable behavior for a woman to engage in, and therefore she sometimes has trouble conforming to what the standards of the age are. Her mother is continually frustrated by Alice’s refusal to wear stockings or corsets, and by her daughter’s general need for independence and uniqueness.
Initially, Alice is unsure of herself and underestimates her capabilities and talents, and her determination. This becomes quite clear immediately when Alice decides to flee from the gazebo in favor of chasing a white rabbit instead of facing an uncomfortable and inevitable situation head on. She is content to stand up to her mother while alone and subtly disregard the current times sense of fashion by blatantly going sans stockings, but in front of others she did as asked until faced with a situation that she simply cannot consent to. She's lost her 'muchness', as she's told, though at first Alice doesn't see that as meaning she's lost her sense of self somewhere between her visits to Underland.
She can be a bit impulsive in her decision making process; sometimes she doesn’t quite think things through before she acts. This tends to have interesting consequences, though often it’s usually in Alice’s favor, regardless of if it was intentional or not. Improvisation can be key in Underland, and when she declares herself as Um and makes up a story about coming all the way from Umbridge because of her largeness, we really begin to see Alice's 'muchness' resurface.
Alice is quiet in her methods and doesn't often raise her voice unless she's quite angry or frustrated. She's subtle in her manipulations and isn't above using her wiles to get what she wants or what she needs. It's all about using what tools you have in front of you, and this is clearly evidenced in her stealing the Bandersnath's eye from the Doormouse and subsequently bribing the Bandersnatch with it, returning it and in exchange she is healed and gifted the Vorpal blade.
By the end of her trials she has regained said muchness, and is therefore more self assured and willing to accept that this is, indeed, quite the curious rabbit hole she’s fallen into, and does come to the realization that Underland is most certainly not a dream. Despite all this (and her newfound adoration for all things strange, odd, and mad), she has a quiet and aching desire to go home and get back to business. She has ideas, you see – ideas that could reshape the world into something new and exciting, and while being in Underland is quite entertaining and she’s certain this new place will be as well, she does so wish to return home.
Innovative, resourceful and now filled with understanding of herself as a person, Alice does return home and immediately right the wrongs that she had so abruptly left behind. She becomes a much stronger person during her journey, learning more about herself than she had previously thought possible. Now self assured, determined, and ready to accept what lies ahead of her, Alice flips the conventional life that was laid out for her and carves out her own path, her own destiny.
Despite her trials, tribulations and growing up, she is a strong young lady and does try not to let things get her down too terribly much – to be a continual visitor to Underland one must really be bred of stronger stock than most muchness aside, especially considering they don’t get many visitors from Above and when they do, it’s always, always Alice.
Strengths:
Curiosity
Subtlety
Bravery
Courageous
Impulsive
Weaknesses:
Stubborn
Impetuous
Impulsive
A bit of a temper
Abilities/Special Powers/Non average skills:
Alice's abilities, while not supernatural (unless one counts falling down a rabbit hole and shrinking and growing and shrinking as such) lay more within her mind than anything else. She's brilliant at coming up with on the spot solutions and excuses, even going so far as to name herself 'Um' in the Red Queen's courtyard, and making her believe it.
She's evidently handy with a blade, which might indicate some 'unladylike' fencing lessons or grappling with her father when she was younger. She is, however, no expert.
Also, sometimes she believes up to six impossible things before breakfast.
Alice will be coming in with her Vorpal blade, along with her armor. It isn't enchanted, though the blade could be considered as such, since it is the only thing that can successfully kill the Jabberwocky. As such, perhaps it has a bit of added strength?
Notes: Head-canon will likely be involved, but it will in no way directly affect other appers from the movie. I do tend to play Alice with memories of the 1951 version of the Disney movie, since this one can be considered a sequel. Please let me know if this is not acceptable.
[Game Specific]
Character Role: Knight
Why your character would be that role: Alice is, at this point, a willing protector of Underland, a place that was in dire need of a Champion. She fills the role of Knight in the movie, and can easily transition into that role here as well. She won't even find the place all that odd, really - it's just another rabbit hole, after all.
Powers/skills to be gained by being that role: None
What Role Type would you like? N/A
[Samples]
Log sample:
Odd rabble, this - but Alice was quite used to odd. She delighted in the curious, the strange, the unusual and truth be told, she could hardly even be all that upset in regards to her current predicament. Certainly it wasn’t where she had intended to be – she had intended to be home and facing Hamish and informing her mother that no she was not going to marry that fop and she would be quite fine and most assuredly be able to make something of herself – but at the same time, had she truly intended to visit Underland at all?
She supposed not, though it does occur to her that following a white rabbit in a waistcoat ought to be some indication that she was either entirely bonkers after all, or that it was everyone else that was entirely bonkers and she the only sane individual out of the lot of them.
Admittedly, she was more apt to believe the latter than the former.
In any case, this quaint little place wasn’t home. It almost seemed an extension of Underland in many ways (perhaps another rabbit hole?) and that did, at least, offer a bit of comfort to the young Alice.
She eyes the sword still in her hand, and holds it up to her, examining it.
“A knight, then? Do you think me knightly material, Vorpal One?” She supposed that if it could think or speak, it might agree with the statement. She wore the armor of the Champion still, she held the mighty blade that slew the Jabberwocky, and she was Absolutely Alice.
Still, every hero – every champion – has a bit of doubt. Doubt that Alice immediately curbs and shunts aside in favor of a far more optimistic and cheerful disposition.
“Well, I do, at any rate – and that is certainly what counts. Let’s see what we can get into, hm?”
Orb sample:
[Initially, there is nothing. You’re just going about your normal day, orb nice and silent, until--]
Good heavens!
[There is a bright blue eyeball peering into it from the other end, expression, what can be seen of it, delighted.]
How perfectly marvelous – how on earth does it truly work? Hello? Can you hear me in there?
[She taps it and pulls back, her entire face coming into view.]
Terribly curious indeed – how whimsically magical…
[She straightens, and folds her arms.]
For anyone that may or may not be inside of this magical device, I bid thee a fond greeting – I am Alice Kingsleigh, the White Queen’s Champion, at your service.