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<<Rennat>> Charming Snapdragon


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«Rennat» Charming Snapdragon

Profile

» Username: Rennat

» Real name: Tanner Hall

» Age: 17

» Gender: Male

» Height: 5' 11"

» About: As a child, the world of video games was as daunting to a child as it would seem lacking when that child matured. There was a sense of wonder in every push of a button, a magical delight that arose from seeing a reaction occur when one input his own commands. Knowing that he could create and manipulate and start all over again if he messed up, and also knowing that messing up was never a bad thing, but only afforded him yet another opportunity to re-enjoy whatever game he was playing at the time - it was mystical. The hold that the flashing lights and pixel characters could have on a child, especially one as inquisitive as Tanner, was strong and rewarding. When the dynamic of the gaming world changed from simple button mashing minigames to full-blown, highly customizable adventures, Tanner easily adapted and immersed himself in them. He came to realize that he valued the ability to customize his own characters above all else, and though Aincrad took this feature away from him among many other things, he could still find enjoyment in his own virtual form, whose physical version he often detested. Besides the video games that took over most of his childhood, Tanner once had a bout with art that, while proving he should keep most of his more creative concepts in his head, also gave him the ability to further appreciate the graphics of the virtual worlds he so often found solace in. The Great Beyond, as he liked to call it, was always his most favorite feature, and every game had one. A wall of vegetation and a distant mountain range, sometimes one that would change with the time of day. A place that a person would never reach, because the game was only programmed to make the world seem more sprawling than it was. The sense of yearning that the Great Beyond produced made Tanner frustrated with the limits placed on him, but also made him wonder just what would lay past that wall if the developers had decided to keep going another span of monster-filled forests further. And in the world of Aincrad, where the Great Beyond is like it is in real life, always expanding out further as one blazes a trail toward it, the frustration seemed to disappear. He really could keep going on and on and always have more of the world to see, without all the imposing restrictions of the real world. This dreamer in him, which had stayed when so many other child-like traits had dissipated with age, Tanner treasures most, whether he knows it or not.

However, for every bit of one's childhood dragged into adulthood, there is the mortal flaw of immaturity that accompanies it. For Tanner, this immaturity is his flaky belief system. Often blamed on some deep-seated naivete nurtured in his past, Tanner suffers from an inability to effectively have his own opinions. He is easily swayed because he is always eager to please and garner attention, and is therefore impressionable. There are few things in his life that he decisively knows, which is his personal style, his level of intelligence, and his religious beliefs; that's not to say that people had not convinced him to change his ways on all three matters in the past. But, because those three things are also big attention-getters, Tanner constantly reminds himself of where he stands regarding each. But social matters and personal affects can often be chosen for him based on the person he is with and who he is trying to impress, which reflects back on him as a weakness of character, or a lack of identity. He has often struggled with truly fleshing out the kind of person he is, since so many of his interests vary depending on his company. Therefore, Tanner functions best alone, where he cannot inadvertently change himself to match with a group. This has frightened him from making the first move in many social situations, and though he treasures the company of others, he will often refrain from seeking it out himself on the basis that he is 'most comfortable' alone. Which is, of course, a lie, but certain action must be taken to preserve one's sense of self.

Tanner grew up in a small household, below-average financially, with an overbearing mother and a mostly absent father. He also has a brother, but clashing of their personalities prevented any sort of familial bonding from an early age, which has become a real detriment to their relationship as they grow. But, outwardly, Tanner doesn't find his brother all that appealing even on an acquaintance level, so keeping out of his life suits him best anyway. School was never a huge issue in Tanner's life because he was so good at it; he wasn't a prodigy by any standards, but the rhythm and methodical way of handling school came to Tanner naturally, and compounded his ongoing urge to impress authority figures and elders in a way that made him a justified overachiever. His hobbies, which once included theater, culture club, and video games, slowly whittled down to just video games as he began to cut himself off most of his friends, a negative byproduct of aging. He found himself connecting less and less with the people around him and increasingly more with those who he could speak to without ever having to achieve a true connection. His online friendbase skyrocketed as is real-life one did the opposite, but he was happy to be left alone more and have fewer responsibilities. If anything, SAO saved him from his own form of isolation and deterioration by forcing meaning into his life, and leaving him regrettably culpable for his own destruction.

» Virtues:

Innovative.

As a heavy-thinker, Tanner has had years of mental battering and overthinking to prepare him for many tricky situations that would require innovative thought. Often times he even comes up with the most involved, complicated solutions to simple problems on the basis that his mind wandered a little too far. Though this may seem like something of a flaw, when a situation does require a solution outside of the norm, Tanner is the type to come up with the complicated plan that will tie up all loose ends and leave all his allies at an advantage. In his normal life, his knack for innovation made him quite skilled at accessorizing and, in school, greatly assisted him with group projects, allowing him to not only take the lead, but also create the blueprint for his groupmates to follow.

Quirky.

Tanner's penchant for all things colorful and flamboyant, not only in clothing choice but also in personality, gives him a natural allure. This works well to remedy the hard time he has approaching others, because his style and mannerisms compels to come to him first anyway. Tanner is most likely to give the most off-the-wall responses in regular conversation one moment and catch the people around him off-guard with a witty quip on a more serious or somber occasion. Some may find Tanner's quirkiness unnerving or even pretentious, and because those people rarely approach him or become involved with him in any way to begin with, Tanner has an easy time keeping amiable company.

Cautious.

Though he has often had risky streaks in the past, as a general rule, Tanner likes to keep things on the safe side and well under control. Thinking quickly allows him to diffuse potentially dangerous situations, avoid brash decisions by quickly proposing more secure alternative, and efficiently escape blame if it comes down to it. He always has a plan hidden away to ensure his own safety first before anyone else, and if ducking out means securing himself, than erring on the side of caution suits Tanner just fine.

» Flaws:

Fickle.

As mentioned previously, Tanner has a hard time making definitive decisions about anything. He often changes his mind, even in important matters. He does not often understand the importance or cannot fathom it, because he chooses to view life in a way that reduces the consequences of most decisions dramatically. Not until later does he realize that his inability to take a stand may have affected him for the worst, and his fickle nature often lands him in hot water.

Self-Centered.

Because he is mostly bent on fending for himself, Tanner often comes off as self-centered. Of course, he isn't simply a misunderstood survivor; he truly does value his own life over another in most cases, but is not always so comfortable with admitting it. His occasional haughtiness can sometimes make him stand-offish, causing him to invite potential friends in with a smile and joke and scare them away with is own inflated sense of self. This is likely a defense mechanism to never fully understand what he wants or who he wants to be.

Cautious.

Just as being cautious can prove a useful, virtuous characteristic, it can be his greatest flaw as well. He is not as likely to take opportunities when there is a heavy level of risk involved, even if the reward outweighs it twofold, and as noted, his own caution has him prepared to leave others in the dust, even if he may have landed himself there to begin with.

Profession: N/A

Skills (2/2)

Non-combat:

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Passive:

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Combat:

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Weapon skills :

» One-Handed Rapier (2)

Inventory

Weapons/Tools:

» Basic Rapier

» Basic Leather Armor

» 1x Loaf of Bread

» 1x Flask of Water

Roleplays

» [solo/private/open] LinkedTitle

» [solo/private/open] LinkedTitle - in progress

(no "in progress" means its complete; "incomplete" can mean one or the other person stopped replying for a long time)

Relationships (optional)

»

Story Thus Far (optional)

»

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