Entry tags:
erku | app
Player Info:
Name: Jenny.
Over 18?: Yep.
Contact:gobrookeyourself
Character Info
Name: Clary Fray (aka Clarissa "Clary" Fairchild)
Canon: Shadowhunters
Canon Point: After showing Jace the box of baby things that belonged to Clary's brother and which Jocelyn kept (end of 1x12, “Malec”).
Age: 18
Background: Shadowhunters Wikia link for Clary.
Personality:BRAVERY— Despite being faced with unknown dangers in a world she's unfamiliar with, Clary jumps headfirst into dangerous situations - sometimes with very little forethought - in an effort to right wrongs and save the people she loves. Though she is almost certainly terrified of the situation, she musters courage and pushes forward, such as when she went to face the Silent Brothers to uncover her lost memories in early season one. She had known of the Shadowhunters and the Downworld for a day or two, maximum, and yet threw herself at creatures that could have very easily killed her in an effort to recover her memories and find her kidnapped mother. Although she may hesitate, Clary eventually pushes aside worries and doubts to get things accomplished when lesser people might give up.
COMPASSION & LOYALTY— Time and time again, Clary makes it abundantly clear that family and friends are the most important thing to her, to the extreme of risking her life to save a loved one. When she cares for someone, no matter what has transpired between them, she will step up to help or protect them, no matter the cost. When attempting to retrieve her memories from the demon Magnus had fed them to in an effort to locate the Mortal Cup and stop Valentine, Clary sacrificed said memories and risked the safety of mundanes and the Downworlders alike to save Jace when his life seemed to be in danger. Time and time again, she puts herself into dangerous situations to save the people she loves, no matter how bleak or low the odds.
MORALITY— Clary did not grow up as a Shadowhunter and as such does not have an ingrained sense of duty to protect mundanes, as most Shadowhunters do. Despite this, Clary fights and risks her life time and time again to protect the mundanes because she wants to. More than that, she is not clouded by the Shadowhunter dislike of Downworlders and fights for their protection and rights as well. This is likely due to a combination of her upbringing in the mundane world and the fact that her best friend and closest thing to a father are both Downworlders, and people she fights for or alongside regularly.
OBSTINACY— Although her strong-headedness can sometimes be a good thing for Clary, it can also get her into a lot of trouble. Even when warned about the risks by those more knowledgeable than her about the situation, when Clary sets her mind to something, it is nearly impossible to stop her. Despite their protestations and the danger it posed to them and the Accords, Clary forced Jace, Alec, and Izzy to join her in infiltrating the vampire lair to retrieve Simon when he had been taken as a bargaining chip for the Mortal Cup.
UNCERTAINTY— Multiple times throughout the show, after Clary’s true life as a Shadowhunter is revealed to her, she struggles with where she belongs and who she belongs with. After losing Jace to Valentine when everyone believed Jace was Clary’s long lost brother, Clary blamed herself (as did Alec) for all of the issues and problems the Institute faced. It left her feeling out of place in the Shadowhunter world, but she also struggled with the fact that she could never return to the Mundane world, either, leaving her torn between two worlds and two lives, neither of which felt right. She also struggled greatly with her feelings regarding Simon and Jace after it was revealed that Jace was not, in fact, her brother. It took a trip to the Seelie Court and a game from the Seelie queen for her to even partially acknowledge her true feelings.
IMPULSIVITY— Clary is prone to not always thinking things through, leading mainly by her heart and emotions instead of her head, even when people around her are offering arguments against a specific course of action. She doesn’t always consider the consequences of her actions until it is too late. This is especially prominent when Clary is grieving or has suffered a huge loss/something has shaken her to her core. When her mother is killed, Clary seeks out a powerful warlock to make a blood oath to bring her mother back, despite Magnus’s protests. It isn’t until the oath is made and clary starts facing some of the consequences that she realizes it was a mistake.
Powers: Skills/abilities. Nerfing ideas: Obviously she won't be able to create any new runes because her connection with Ithuriel will be severed upon arrival. I would also be fine with limiting her increased speed/strength/etc from her runes, if necessary, to prevent them from being game-breaking! Any other abilities will be used on a permissions-only basis, if applicable.
Inventory:1. The Fairchild Stele, sans rune-creating capability (unless the mods are okay with keeping it active).
2. The outfit she wore to Alec and Lydia's wedding.
3. A sketchbook with only a few unused pages + an artist's pencil set.
Samples: Top-level post + log thread comments. | Network thread.
Augury
Opt-In Kinks:Adultery, cuckolding.
Age difference, ageplay.
Anal.
Anonymity.
Authority figures.
Begging.
Bites, bruises.
Blindfolds.
Bloodplay.
Breathplay.
Chastity, virginity.
Clothing.
Coercion, blackmail.
Consent play.
Cuddling.
Dirty talk.
Drug, alcohol use.
Exhibitionism.
Fisting.
Food.
Gags, silence.
Hair pulling.
Handcuffs.
Hands, fingers.
Hurt, comfort.
Kissing.
Leashes, collars.
Licking.
Masturbation.
Messy.
Multiple orgasms.
Multiple partners.
Multiple penetration.
Oral fixation, oral sex.
Orgasm control, denial.
Pain play.
Pervertibles.
Phone sex.
Photography, videotaping.
Possessive, leaving marks.
Public.
Roleplay.
Rough sex.
Rubbing, grinding.
Scratching.
Sensation play.
Sex toys.
Size difference.
Spanking, paddling.
Strip tease, exposure.
Teasing.
Temperature play.
Tickling.
Vehicles.
Voyeurism.
Water.
Wax.
Opt-Out Kinks:Bodily secretions.
Breeding, in heat.
Edgeplay.
Gore, vore, guro.
Mechanical, technological.
Prostitution.
Snuff, necrophilia.
