tentacletrainer: (Allow me to be your wizard.)
Rose Lalonde ([personal profile] tentacletrainer) wrote in [personal profile] thalassino 2012-09-22 06:16 am (UTC)

Rose Lalonde | Homestuck | Reserved 1/2

☆ Player - - -


( Player Name ) : Kinam
( Personal DW ) : [personal profile] kinam
( Age ) : 23
( Timezone ) : PST
( Other Characters ) : None

☆ Character - - -


( Character's Name ) : Rose Lalonde
( Character's Age ) : HERE
( Series ) : Homestuck
( Canon Point ) : Act 6 Intermission 1, just after WV is delivered to the group on the meteor.

( History ) :
On the MSPA Wiki!

( Personality ) :
With a personality erring on the side of antisocial, Rose Lalonde is a card to interact with. Whether this is a good or a bad card is hard to discern. First you have to deal with the terrible combination of her skepticism and cynicism. Do you really mean what you say? Are you sure everything you do is for as sincere purposes as you claim? Aren't you really just taking a jab at her or her interests or hobbies? The next step of interaction is the passive-aggression. Once she has determined the level of sincerity in whatever it was you did, she will meticulously craft a rebuttal. Assuring that her response is filled with just enough sincerity to be seen as touching, she carefully adds her quiet jabs in return. “Oh, under usual circumstances, this could have been taken as quite rude, but I know you would never do such a thing.” And of course, in the spirit of one-upmanship, this reply must also be over-the-top, but only enough to impress and, possibly, make your action look inferior to hers. If you can make it past that, realizing that she just has a hard time saying thank you, you get the pleasure of sarcasm seeping heavily into her humor. So what's so attractive about speaking with this girl? What could possibly be so compelling as to encourage you to continue interaction? Well, we'll get to that. Trust me when I say 'you'll know it when you see it'.

Rose Lalonde, unlike most stereotypical girls of the young age of thirteen, isn't into shopping and fashion, cartoons and boys, ponies and fairies. If the previous paragraph didn't leave you feeling as though she kind of breaks the mold of peppy girl character, what you're about to read will surely confirm this for you. Rose, firstly, dabbles in psychology. And when I say dabbles, I mean she is not afraid to explore the minds and actions of her friends when opportunities that pique her curiosity arise. Moments of presumed weakness, metaphors that hint at further meaning, things that really seem to hide some deeper, secretive meaning. Of course, then there are moments like the mystery of the defaced movie posters. After displaying proof that they were wrecked previous to John's acknowledgment of it, she's asked for an explanation. While she does offer the answer as a friend, her theory sounds just like one you'd probably expect from a therapist. Dave has also received her 'help' in the form of dream analysis..

The bestially strange and fictitious is another preoccupation of hers. And no, we are not referring to flamingos or unicorns. Think more along the line of the horrors that live in the deep. The terrors lurking and looming just outside of your subconscious. Or, perhaps more specifically, Horrorterrors. Ones such as Fluthlu, Foul Patrician of Misery or Nrub'yiglith, Shamebeast King of Grotesquery. And one must never forget Oglogoth, the Deep One. Various creatures who exist and inhabit what is know as the Furthest Ring. All of this information is stored in the Grimoire for Summoning the Zoologically Dubious. As can be expected, this interest goes hand in hand with one of the ridiculously obscure literature.

And, speaking of literature, this brings us to the last subject of her passions we will touch upon; That being her somewhat secretive love of creative writing. While personal journals are strictly for her eyes only, she does not seem to be completely opposed to the idea of spinning tales and poetry to her friends . Thanks, however, to the peek into aforementioned journals taken by Dave, at least one of them reveals that perhaps Rose loves wizards more than she lets on. Her creativity, however, does not stop with simple writing. Once the game SBURB began, Rose was able to view and manipulate John's surroundings as his server player, even without being physically there. When John needed something cleaned up in the back yard, but her cursor couldn't reach? She expanded the space of his room and had him stand closer to the mess, allowing her a further reach. When John needed a little help defeating imps, she wasn't able to provide that in person. She opted to throwing large objects at them instead, such as a bathtub or piano. Once entering the game herself, she uses nothing but a pair of simple knitting needles to blind an intimidating ogre by stabbing it in the eyes. She then employs her yarn to wrestle the creature not only to the ground but into the water leading away from her home, thereby effectively creating a raft to float upon. The young miss Lalonde also happens to be a talented little violinist and she knits! In fact, one of her most adventurous projects was repairing a stuffed bunny of great importance, requiring large sections of previous material to be removed and replaced with the newly knitted panels. Such an endeavor doesn't come with patterns and requires both creativity and logic to accomplish.

And logic seems like the perfect positive facet of her personality to start with. Intelligence is something that Rose has an abundance of and this can really be taken in a variety of ways. She's an excellent problem solver, and here we go back to previous examples given to exemplify this. The expansion of his room to widen her cursor range, the use of objects thrown somewhat haphazardly at monsters when she herself cannot physically help. She is also the one to figure out much of SBURB, relying on FAQs written by others momentarily in an attempt to discern why there was a countdown ticking threateningly at John, but soon abandoned them in favor of scribing her own. The only aspect of the game that seemed to give her real troubles was futzing with the controls. Rose is also, you could say, “book” smart, owning a bookshelf filled to the brim with books, some of which are likely fantasy stories, while others being psychological or philosophical in nature. Her love for literature is likely quite apparent, even if you are never allowed a look at her room. Everyday conversation with her often includes verbose replies, her penchant for the sesquipedalian not at all hidden from the world. Her vocabulary is extensive and utilized regularly, without the assistance of a dictionary or thesaurus on her end. It simply comes natural to her.

Serious and stoic of nature come hand in hand with her next positive trait. Rose likes to keep an air of poise about her, often sounding very mature for her age. Always calm, always collected and always in control. And while normally this can be a rather double-edged sword for girl her age, she is lucky in that a small part of her still indulges in the silly and ridiculous. Where using a magnetic W as a distinguished mustache is okay (as long as no one is looking). Where there is some fun to flying around a pastel rainbow land with a salamander garbed in a cute little cowl by your side, a pair of wands made from knitting needles, a book and a wizard station in your hands. Despite wanting to be so mature, she's still thirteen and she really seems to realize this.

This leads us into number four of her sundry strengths, that being her self-awareness. Her age is not the only thing she realizes about herself. Rose, whilst in control of her emotions, is never pictured working outside her limits. She doesn't push her body to any breaking points, nor truly put her powers to any real test of their boundaries. Yes, to be fair, those may not exactly be small confinements, but she uses only what she needs to get things done. Aside from being aware of the greatest extent that she can push herself to, she is always mindful of mistakes she makes. If she doesn't admit to and apologize for them when she becomes aware they were made, you can bet she will at some point. In fact, by the time she reaches ascension, it seems as though she's come to terms with many of the mistakes she's made along the way, learning from them rather than dwelling or repeating them. At least, the ones that can be repeated.

From here we venture into the realm of her determination. Driven and ambitious, giving up is never an option for this one. And sometimes, neither is failure. Whatever her task, whatever the goal, whether it be for herself or for everyone, once she has set her mind to something she will follow it through as far as she is absolutely able. To this end, she is not easily deterred. If something stands in her way, she will find a way to circumvent it so she may continue. And if a way around the obstruction is not available?

She will blow it the fuck up.

However, this drive isn't always the best feature of hers either. Along with seeing good things through to the end, she also has a tendency to follow plans that are on the side of 'really bad ideas' just as stubbornly. Such as missions that will end with her very much dead in the end. And this is because, unfortunately, she is a very poor judge of character.

Yes, despite all of her study into psychology and people, and all the skepticism she holds for basically everyone, Rose still manages to place faith in forces that are likely Not Good. Remember those Horrorterrors I spoke of earlier? Again, these creatures are very much real, and as a Derse Dreamer Rose is able to hear them. Which means she's able to place her trust in them, even though they do not sound like the nicest bunch. Further more, she places trust into a guy who is kind of creepy. Doc Scratch makes promises of a better chance at survival for her and her friends (though no absolute guarantee) in exchange for Rose running off on a suicide mission that would bring the arrival of a rather evil sounding guy. It's sort of like he's offering her candy in exchange for sitting in his van for a little while. And yet she willingly takes the offer without fully thinking the situation through. In her defense, however, the price to pay for refusing such an offer is too steep for her. She would essentially be dooming her friends to die.

It is likely these decisions that bring about our next course in this dreary half. That being her need for a little emotional detachment, and how that turns into a whole lot of detachment period throughout the game. She is seen various times treating discussion held with her friends as more of a professional than a companion. She breaks down their thought processes, their decisions, their seemingly pointless antics and presents them with the results, trying to remind them of how serious the situation is early on. After obtaining the goal of saving them, she slowly begins with withdraw. Despite the best intentions of her friends, she offers them at best mysterious and cryptic answers to their probing questions as to what she's doing, what she's plotting and what she's up to. At worst, she just won't answer them at all, though eventually this becomes the permanent answer the closer they come to the Scratch. It's not until prompted to ask her magic cueball what to do that she finally answers one of the chums pestering her again.

Here is another moment where I will ask you to recall something for me. Do you recall when I said she likes to give off an air of poise? Of calm, cool, collectedness? Well let me reiterate. She likes to. And for the most part, people believe it. However, sometimes her emotions can get the better of her and she ends up making rash, reckless decisions on impulse. Her first offense being that of when she destroyed her first gate. They're doomed to fail. Their session won't bare fruit. Essentially, they will die there, and she refuses to accept this. She swears to tear the game apart at the seams until she finds every answer it can give her on how to fix this. How to repair her fate. Perhaps it's anger or desperation or an undeniable will to live that spurns this on, but this decision is not made with logic. It is made with emotion. The next offense I am about to describe is the likely the most impacting. The setting is the Land of Heat and Clockwork, and she has just been told to speak to Jade by a magic cueball. Doing so allows her to learn of the death of her mother, which is only a toe in the water of grief and anger driven actions for this example. In a fit of anger, Rose hunts down Jack to exact her revenge. Upon doing so, she comes upon John who has yet to learn of the fate of their parents, and she is in no position to tell him (what with her speaking gobbledygook thanks to being all grimdark and stuff). Instead, she is left leading him to the scene of their murder, where they are confronted by Jack. The two ready their weapons, but before either can take a strike, Rose witnesses yet another murder. That of John. At this point, it's pretty obvious from the look on her face that she's not just mad anymore. She's terrifyingly furious, launching into a battle with the villain that she is doomed to lose.

Now, something almost everything she does and continues to do comes down to one thing. There's one big reason she starts looking for answers, willing to break the game if she has to to obtain them. There's one thing that sends her truly off the deep end and ends with her getting killed against Jack. There's one purpose behind risking her life on a suicide mission that she will never return to thanks to that death. And that one thing is the fate of her friends. From the very beginning, she is repairing their fate, not hers. She is working to save them more than herself. And when one of those very close friends is killed in front of her, she positively loses it, absolutely blinded by rage.

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