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clarke "no chill" griffin ([personal profile] skaikru) wrote2024-02-29 09:13 pm

app @ etraya



⏵ player information
name and pronouns: demi (she/her)
age: 28
contact: [plurk.com profile] inb4circlejerk (same on discord) or pm!

⏵ character information
name: Clarke Griffin
canon: The 100 (+ crau from Come Sail Away)
age: 19-20
canon point: (originally) 04x13, "Praimfaya" — right after making a mad dash to escape a death wave, and collapsing in her pseudo-bunker covered in radiation burns | (crau style) from the prison cell in the middle of Come Sail Away endgame
history:
» canon history:
everything is toxic and the world is actively trying to kill them: a summary | i am become death, destroyer of worlds: an indept narrative about long lasting guilt and grippling ptsd by clarke griffin

» come sail away history:
Clarke Griffin was pulled from the top step of death's door after an apocalyptic event in her own world and woke up on the Serena Eterna, which was a really lovely cruise liner with endless food and amenities, and probably would have been a nice time if it wasn't for the fact the ship didn't have an engine and was powered by their pain, suffering, and deaths. She managed to make a few fast friends, died 4-5 times (once by jumping ship and drowning, once by having her arm cut off and bleeding out in a Battle Royale, once by having her chest exploded by a sigil she thought offered protection, then her body died again after being possessed, and finally by being beaten to death in a winter resort). Immediately distrustful of the entire place, she helped spearhead Team Mutiny and argued with a lot of the other passengers, most of whom found the Captain's story worth a sob (he was a formerly enslaved djinn just trying to run and hide from those who would re-enslave him). Instead of growing positively as a person, if it's possible this little warlord managed to devolve to more brutality and less optimism; she wanted to get off the ship, but without a clear idea of how to do that she was content with the idea of just burning the whole place down so this cycle wouldn't repeat with a new set of stolen, copied soul being put through hell. And she was really stubborn about this idea, pretty much nothing moved her except the preemptive grief of losing her friends.

As one of a few "mere humans" on board, Clarke set her mind to obtaining magic of her own in order to fight and protect "her people", but never quite managed it past proficiency in blood sigils and attempting to manipulate a god or two. Despite the whole ship being originally based on murdering each other, she somehow only managed to kill one person while on board (we'll call this a personal victory, considering her canon body count is near 1000) but made plenty of enemies simply by going against the majority.

In the end, she was the one who put a mysterious red string — gifted to them by a mysterious benefactor who promised to liberate them after they managed to get an S.O.S signal out — around the Captain's neck, effectively breaking the game (with mod permission), re-enslaving him and putting everyone at the mercy of a woman who collected "exhibits" and liked to trade people away. (She messed up, okay? It's fine, what's one more war crime? She'll fix it.) They failed to negotiate even a limited release of passengers, and everyone was immediately sunk into belly of the ship, caged in prison cells with no door. Will they ever escape? Some are certainly trying, but as current ship pariah, Clarke is not high on the list of people to free from their cells.

Sidenote on age: she vanished from the ship and missed her own 20th birthday, and thus doesn't know if it still counted. If applicable in game, when she reaches next October 30th, she'll start saying she's 20 with her full chest.

abilities:
» arker Everyone born on the Ark was genetically engineered to be a universal donor. They were also all born in space and exposed to the radiation that came with living in a spaceship circulating the wasteland that is planet Earth. As a result, all the Sky People can metabolize higher amounts of radiation than a normal human.
» earth skills They had classes on the Ark about surviving on the ground, and the best kind of practical exam is dumping a bunch of kids on a radioactive planet and wishing them good luck, right? Between hunting, foraging, war waging, horseback riding, water collection, finding shelter, camouflaging herself, starting cook fires, and not eating anything poisonous for fun, Clarke would ace that survivalist class.
» gunplei Thanks to some crappy shooting lessons from the one and only Bellamy Blake, she's got a decent handle on gunmanship. And can very much hold her own in a fight, despite being more inclined to talk it out instead of immediately start punching people.
» natblida So the world was ending and Clarke was pretty desperate to find a cure to intolerable levels of radiation. She recently injected herself with the synthesized bone marrow of a Nightblood, a descendent of the first Commander, Becca. Nightblood is just like any other blood, except it is jet black and somehow prevents you from outright dying when exposed to radiation? I dunno man, it's probably magic.
» medical training Clarke did an internship under her mother while on board the Ark, which went on for an unspecified amount of time, but left her quite capable. She can do everything from basic sprained ankle tests, to removing knives from peoples rib cages, to relieving blood build-up from internal bleeding, to curing infections with some seaweed tea, to deciding who's not going to make it and putting them out of their misery.
» well read, knowledgeable Clarke is intelligent; a self taught map reader and a quoter of Oppenheimer. She's one of the privileged and was accorded a quality education on board the Ark, and while she may not have the skills Raven and Monty possess when it comes to technology and engineering, she's a quick study and good at inferring things.
» oil pastel maps of escape routes She draws pretty things.

» skills acquired in her previous game: During her time on the Serena Eterna, Clarke had easy access to a large fiction-filled library and several movies, so her understanding of pop-culture has expanded. She also did her damned best to steal and wheedle information about magic from anyone who'd tell her, in an effort to better understand their world and also attempt to arm herself against it. She now has an understanding of several magic systems as well as creatures she'd previously hadn't even known the myths behind. She went so far as to tattoo two blood sigils on her own body, but they were dependent on the systems underlying the ship and are thus inert here. Fitness and fighting were other priorities, and I think it's fair to say she's come away with better endurance and better hand to hand combat skills (through trial and error and death) compared to canon.

personality:
Hailing from a privileged background on the Ark, Clarke Griffin's life took a sharp nosedive after the execution of her father for treason and her subsequent framing. And she's honestly still trying to come to terms with it while also never having time to process because there's always a new crisis on the horizon. Dropped onto Earth with few means to survive, she quickly became half of the defacto leadership over 100 juvenile delinquents in their most dire hours and dedicated herself completely to the survival of her people. Clarke's journey through the show maps a pretty tragic downward spiral from an optimistic idealist to a battle-hardened survivor, often faced with awful scenarios that push her principals to the limit — and usually crossing the arbitrarily drawn "morality" line. This girl's a master of backing herself into a corner, fighting her way out bloody, and then saying "we had no choice" and crying about it.

Recognized by friend and foe alike for her strong leadership qualities, Clarke has A Reputation and a tendency to run herself ragged under the weight of that responsibility; taking on the role of medic, diplomat, and war chief as necessary. Her leadership style and general person can be summed up as messy, with a great capacity for both compassion and ruthlessness. She is incredibly stubborn and will sink to almost any level to achieve her goals and however well-intentioned they might start out, she usually walks away from them with a tiny piece of herself missing. Circumstance made her a leader, but she was still an impressionable child when this started and had to learn fast; drawing from an amalgamation of the different leaders she's encountered and mixing their philosophies, her methods and decisions often seemed harsh to those closest to her. When the people you break yourself in order to save turn around and condemn you, you pretty quickly grow a thick skin as well. Clarke tries very hard to live up the expectations she and others have placed on her, even if most of the time she's flying by the seat of her pants. She very much feels the weight of all her mistakes and knows exactly how many people she's been party to the death of — to the point of sometimes even hallucinating their ghosts — but stomps it all down and keeps pushing forward, "I bear it so they don't have to."

She's a martyr type: cutting off the better parts of herself to be an effective leader, surrendering herself if she thought it'd save her friends, subjecting herself to experiments and staying behind on a burning planet to insure others manage to get off of it. Arguably her greatest fear is being alone, and thus her greatest weaknesses are her friends. But when times get tough, Clarke gets tougher. She has learned to keep emotion out of hard moments and make pragmatic calls, like letting her mother hang or sending Bellamy Blake into enemy territory. By later in the series, she gives the distinct impression of a soldier who thrives in chaos and probably wouldn't know what to do with themselves during peacetime.

It's almost impossible for her to create any meaningful relationship and have it just be simple. Deep love, grappling power dynamics, routine betrayal, emotional whiplash, and death complicate a lot of her friendships and all of her romantic relationships. She killed Finn to spare him torture and then "caused" Lexa's death, and will be stuck on both of those losses until her end of days. Her dual-leadership with Bellamy Blake kept her centered — as Clarke eloquently puts it, she's the head and he's the heart of their operation to keep people alive. They push against each other a lot, challenge one another, and also do their best to keep the other alive. (This is codependence at its finest.)

Clarke's resilience and survival instincts are notable too, she's been through a lot. Be it faction battles or mass apocalyptic events, she's got a good head on her shoulders. And her intelligence, instincts, and overall suspicion tend to keep her one step ahead, though her trust issues and increasingly secretive nature sometimes isolate her from allies.

At the core, Clarke Griffin's story is one of transformation, marked by the burdens of leadership, the pain of loss, and the relentless pursuit of a better future for her people. She has had to learn a lot of hard truths about survival very quickly, and the end all be all is, what it takes to survive impossible odds will break you as a human being.


» come sail away personality addendums: Fun fact, when you put no effort into growing as a person and devote all your energy to fighting the establishment, you don't really change all that much, even after two years! Though being murdered a few times and loudly disliked does have a tendency to push you more towards extremes. A few codependent, enabling relationships help too. All in all, Clarke is still who she started out as but her capacity for violence and deceit has taken a more front seat. Her paranoia has worsened, she's one small inconvenience away from a meltdown, and high-key possessive over her friends. For anyone canon familiar, despite her end of season 4 canon point, her mentality reflects more of a season 7 mindset — moderately estranged from her original friends, but instead of her world revolving around her adopted daughter, all she cared about are her ship-based friends, and more than willing to rampage and destroy worlds for them. She's tired and wants a peaceful life but doesn't know how to obtain that, and honestly wouldn't trust anyone who offered it to her. And, again, probably wouldn't know what to do with a nice ending if she got one.

» tl;dr: taylor swift said it best, and also here's a fun fanvid!





samples:
one — with Rita Mordio, Sails CRAU buddy
two — TDM toplevel
three — with Mizu