Forest Covered Application and Stats.
Jun. 16th, 2014 12:30 amQuick Stats
Canon Name: Mary.
Work Name: Jaune.
Canon: Ib.
Age/Sex/Gender: Appears nine. Female bodied, female identifying.
Height: 48in/122cm.
Weight: 64lb/29kg.
Species/Supernatural Qualities: Human, no powers to speak of.
Occupation/s: ???
Point Total: 0.
Inventory: Work clothes.
Other Notes: None for now.
Application
( PLAYER INFORMATION )
Name: Onion.
Contact:
Are you over 17?: Yes.
Characters in Forest Covered: I have reserves in for Aya Drevis (Mad Father) and Ib (Ib), but am using Ib's slot for Mary.
( CHARACTER INFORMATION )
Name/Work Name: Mary/Jaune.
Canon: Ib.
Canon Point: "A Painting's Demise" ending.
AU/CRAU: N/A.
Age: Appears 9, real age unknown.
History: "Ib" RPG Maker Wiki page.
Personality:
Mary is a character with many personality layers, and perhaps the easiest way to dissect them are to look at the symbolism behind both her name and of her signature yellow rose. The name Mary has multiple definitions: “wished for child”, “rebelliousness”, “bitterness”. Likewise, the yellow rose also has a number of meanings: "friendship", "jealousy", and "new beginnings".
The first definition of "Mary", "wished for child", is applicable both literally and figuratively. Mary began her existence as the final painting of Weiss Guertena, a world-famous artist in the Ib universe, shortly before his passing. Being a solitary man who never (save for a single painting) used live subjects for his work, it has been heavily speculated that Mary is, in fact, the child that Guertena wished for but never had. As such, on the surface, Mary has a very typical little girl's personality: energetic, cheerful, outgoing, fun-loving, and happy-go-lucky. These traits are thoroughly demonstrated in canon; for example, when she goes on about her favorite colors when Garry attempts to warn her about protecting her rose, and during the optional conversations she has with Ib about things like snow and crayons and sweets and Mary randomly making up a song.
However, her happy, carefree attitude only runs so deep, as can be surmised from "rebelliousness", "bitterness", and "jealousy". It's debatable how much of these characteristics are intrinsic to Mary's being, but they are, at the very least, created environmentally from her having been trapped in the Fabricated World with the ability to see into the real gallery through a single "window". While the rebellious bit of her nature can manifest in more innocent ways (ignoring Garry's warnings about the rose, wanting to read a book that Garry deems too "adult" for the girls), the greatest example of it is her desire to defy Guertena and escape the Fabricated World. However, she is unable to leave without certain conditions being met (two people come in, and she takes the place of one of them to leave), and having her goal dangled in front of her a distance that leaves it just unattainable could certainly turn her bitter and jealous of those who live in the real world. When Mary finds Ib and Garry in the Fabricated World and freedom is within her reach, she becomes very possessive of Ib, and jealous of Garry's relationship with her. Almost immediately upon meeting the pair, Mary's emotions influence the Fabricated World into separating Garry from her and Ib, and Mary is all too eager to leave him behind. As the girls progress, Mary expresses mild concern for Garry, but that is overshadowed by her negative comments about him, alluding to his cowardice and perhaps outright stating that she doesn't like "him". At one point, she may pose a certain question to Ib: "If only two of us could get out of here... then what?" If Ib answers that she'd leave with Mary, Mary is incredibly relieved and all but forgets Garry; if Ib answers that she'd leave with Garry, Mary backpedals and promises they'll all get out together. Either way, it's clear that Mary is trying to manipulate Ib away from Garry, whether that is conscious- or subconsciously. Finally, in a possible scene in the toy box, Mary gets ahold of Ib's rose before the latter can retrieve it, and in her most direct attempt to separate Ib from Garry, Mary orchestrates a trade for Garry's rose, then uses it to kill him (through a playful game of "loves me, loves me not"). If Ib chooses to return to the real world straight away ("Together Forever" ending), Mary is able to sneak out with her, though Ib does not remember her ordeal in the Fabricated World. Depending on whether Ib has Garry's candy or lighter, Mary will eat it or claim it's dangerous and take it away, respectively; assuming Mary retains her memories of being a painting, this is certainly in an attempt to keep Ib's memory from being jogged (which happens in the "Promise of Reunion" ending).
However, it would be wrong to paint (pun not intended) Mary in an entirely negative light, as ultimately, the most widely known meaning of the yellow rose is "friendship". It's made clear that she has at least some care and affection for the other gallery-dwellers: she calls the Lady in Red "onee-san"/"big sis" after finding her picture in a book, she deters Ib from destroying too many mannequin heads, and she thinks that the creepy dolls that end up haunting Garry are cute. Also, Mary has varying degrees of obvious attachment toward Ib and even Garry, depending on how the story unfolds. Though her primary concern is Ib, it's very clear that Mary did not want to resort to hurting either Ib or Garry, until Garry learns that she is a painting and her own survival is threatened. Even then, it takes Mary until the final confrontation when Ib is able to burn her painting for her to feel the need to hurt Ib. In one of the two new endings ("Welcome to the World of Guertena"), Mary is able to choose to stay in the Fabricated World with a despairing Ib (and a hallucinating Garry) after attempting and failing to bring her back from her hopeless state, saying that that she doesn't want to leave her first friend behind. On the other hand, Mary can choose to attempt to leave the gallery without them ("A Painting's Demise). But because the correct conditions weren't met, the gallery is empty, slowly darkening until it disappears altogether. In her last moments of desperation, Mary calls upon both Ib and Garry for help.
Frankly, Mary's is a rather tragic existence. In what is probably one of her most telling pieces of dialogue, Mary questions whether she'll be tall like Garry one day and expresses a wish to grow up, and her sketchbook illustrates her lonely world: "won't somebody come soon?" In the end, all she wants is, as her rose means, a "new beginning": a new life as a real little girl in the real world, with friends to play with, sweets to eat, and fun to be had.
Debt: Bringing her back to life as a real, human girl.
Suitability: Mary isn't going to like going from a literal prison to a metaphorical one, but she's more than happy to be a Real Girl and have all the perks that come with it. After she realizes that work is just a part of her new life (possibly including a punishment or two for skipping out), she'll accept it pretty readily; just be prepared for some loud complaining, especially if she lands in a labor-heavy job.
Previous Game Info: N/A.
Inventory: Her clothes (green dress, black tights, brown loafers) and a palette knife.
Abilities, Strengths, and Weaknesses:
+ Adorable. Come on, just look at her!
+ Artistic. Mary has a thoroughly artistic spirit and loves to draw and paint. She's quite good, if she says so herself!
+ Non-traditional thinking. Mary is entirely untethered by normal human thinking patterns, so if you want a creative solution to a problem, she's the person to ask. This also shows up in her totally uncanny valley vision of what is cute.
+/- Boundless curiosity and few inhibitions. While these traits can certainly lead her to great discoveries, they can also lead her to heaps of trouble. One time, she decided to eat a crayon. It was not a Good Idea.
+/- Berserker mode. Mary has an intense need to survive. If she feels like her safety is being threatened, beware, because this little girl will do everything in her power to get out of that situation. However...
+/- Strength and stature of a child. Though her first instinct in the face of danger is to fight, Mary isn't strong by any means. She is, however, fast and small, so she would generally be able to run and dodge her way out of a pinch, if necessary. She can also brandish a palette knife with some skill.
- No familiarity with social norms. Though a few positives stem from this, it's safe to say that there are far more negatives, especially since she's getting tossed into a world of social norms.
- No moral compass. Because she didn't grow up in society, she doesn't have society-given values, so her idea of what is acceptable and what is not is quite skewed. However, she has begun learning the importance of friendship, and that value will grow with time.
- Obnoxious. Mary is extremely energetic, in-your-face, and attention-needy. If you can't keep up with her, it's likely that you'll want to throttle her. If you can keep up with her, you may still want to throttle her.
- Fun-loving to a fault. Mary's number one priority is FUN. If it isn't fun, she doesn't want to do it, and that's that.
- Intense fear of fire. Because of her origins as a painting, even though she will be flesh and bone here, Mary is still terrified of fire. It's one of those things that will send her into berserker mode.
( SAMPLE )
Characterization Sample: Route 29 journal entry.