extemely beth and incredibly greene (
littlemissfutility) wrote2013-06-16 11:51 am
app.
OOC INFO
Name/Handle: Dove
Pronouns: She/her
Contact: PM this journal
Reserve?: No
IC INFO
Name: Beth Greene
Journal:
littlemissfutility
Canon: The Walking Dead
Age: 18
Species: Human
Canon Point: At the end of 05x08, "Coda," in the moments when the hospital's preparing to trade her back to her group.
Condition: Two facial injuries with surgical stitches in them and a cast on her left arm. Otherwise, physically healthy.
History:
• Normal farmgirl childhood with two parents and an older half-brother and half-sister.
• When she's 16, the zombie apocalypse starts. Her mother and older brother both die and regenerate as walkers and get stashed in the barn. Because their farm is fairly isolated, her life otherwise remains relatively normal as they hold out hope for a cure.
• A volatile man staying on their farmland kills all the walkers they've kept in the barn while waiting for a way to "fix" them, including Beth's brother and mother.
• Beth sinks into a catatonic depression in her grief and eventually attempts suicide. She recovers physically from the suicide attempt and starts to look for new things she can live for.
• Walkers attack their farm, forcing them to leave in search of a new place to live. They wind up at a prison, where Beth becomes the primary caretaker to an infant, her sister gets married, her dad loses a leg, and they all end up in a territory feud of sorts with another group in the area.
• After a lot of small dramas, both domestic and apocalypse-fighting based, there's a standoff between Beth's group and the other group. Beth's father is beheaded in front of her, the prison is destroyed, and she's separated from most of her people, including the baby she's spent months taking care of.
• She wanders the Georgia countryside with Daryl Dixon, eating mud snake and trying not to die. They get drunk on moonshine--her first and last experience with alcohol--play an ill-fated game of Never Have I Ever, and burn down a house. It's called bonding.
• After a funeral home they're staying in gets attacked by walkers, Beth's kidnapped and taken to Grady Memorial Hospital in Atlanta. She receives medical care and is essentially indentured by the hospital's corrupt staff to "pay" for her treatment. While there, she is also sexually assaulted. She's drawn into the orbit of the hospital's corrupt leader, Dawn.
• Her group eventually finds her and works out a deal to "trade" her for some hostages. Beth stashes a pair of surgical shears in her cast and prepares to meet up the people she loves. On some level, she's aware that she might not walk out of the hospital alive.
More detail can be found on the wiki.
Personality:
Pros:
• A fighter. When her back's against the wall, Beth doesn't give up; it's the reason she lives as long as she does in a world she's not prepared for. She perseveres in the face of physical obstacles as well as others' doubts, and she's aware of the fact that she has to overcome both. At one point, she tells another character, one with more traditional wilderness skills: I'm not Michonne. I'm not Carol. I'm not Maggie. I survived, and you don't get it, 'cause I'm not you or them - but I made it.
• Empathetic. Beth comes through two years of hard living and death without losing her gentleness. She sees the (former) humanity in the dead that try to kill her, and she prevents other people from desecrating their corpses. And she finds connections between herself and others, even when other people might be slow to warm up; she can bring out the best in the people around her with her kindness. For close to a year, her main chore is taking care of an infant - she's good enough with the baby that she's mistaken for her mother.
• Action-oriented. All I wanted to do today was lay down and cry, but we don't get to do that, she says at one point. Working with what's in front of her keeps Beth from drowning under grief or giving in to depression. She keeps moving, keeps planning, keeps looking ahead. When she sees cruelty, she tries to stop it. When she sees a problem, she tries to fix it. And when she borrows someone's food to make a PB & J, she writes a thank-you note. Everything that keeps her focused on doing rather than dwelling keeps her alive.
Cons:
• Stubborn. On the one hand, it's good to be stubborn when you're surrounded 5000-to-1 by things that want to kill you. On the other had, she's undeniably bull-headed and willing to argue when she disagrees with a person, and if she wants to do something - up to and including getting drunk or attempting suicide - then God help the person getting in her way.
• Nihilistic. Especially when she's trapped somewhere unsafe, surrounded by people manipulating her - but not solely then. The thing is, she knows that no one's coming to save her or anyone else: The government is gone, God isn't interceding, and and anyone who pretends otherwise is lying to themselves. All anyone has is themselves - and if they're lucky, maybe a few people they trust. no one is coming, except the people she knows and trusts. For her, this is freeing - it puts the onus on her and what she can do for others. But it means she's pragmatic in ways that can look cold; she'll kill people to stop them from hurting others, for instance, and if she feels guilt, it's not enough to make her reconsider.
• White-knuckling her way through literally everything. Beth recovers from her suicide attempt with one scar to show for it. However, due to the nature of the world she lives in, she never gets professional help. For the rest of her life, she essentially has to bootstraps her way through any mental health crisis she experiences. When she's trapped at Grady, she steals the key to the hospital's elevator so she can open it up and sit at its edge, staring into the darkness of the empty shaft. The void is always with Beth; she just learns to change how she handles it.
Inventory: Grey cardigan, yellow polo shirt, and jeans, recently laundered but bloodstained. A plaster cast on her left arm. A bracelet made out of an old necklace and some leather. A pair of cowgirl boots. A ponytail holder. Surgical shears.
Powers/Abilities: None.
TDM Sample: TDM.
Name/Handle: Dove
Pronouns: She/her
Contact: PM this journal
Reserve?: No
IC INFO
Name: Beth Greene
Journal:
Canon: The Walking Dead
Age: 18
Species: Human
Canon Point: At the end of 05x08, "Coda," in the moments when the hospital's preparing to trade her back to her group.
Condition: Two facial injuries with surgical stitches in them and a cast on her left arm. Otherwise, physically healthy.
History:
• Normal farmgirl childhood with two parents and an older half-brother and half-sister.
• When she's 16, the zombie apocalypse starts. Her mother and older brother both die and regenerate as walkers and get stashed in the barn. Because their farm is fairly isolated, her life otherwise remains relatively normal as they hold out hope for a cure.
• A volatile man staying on their farmland kills all the walkers they've kept in the barn while waiting for a way to "fix" them, including Beth's brother and mother.
• Beth sinks into a catatonic depression in her grief and eventually attempts suicide. She recovers physically from the suicide attempt and starts to look for new things she can live for.
• Walkers attack their farm, forcing them to leave in search of a new place to live. They wind up at a prison, where Beth becomes the primary caretaker to an infant, her sister gets married, her dad loses a leg, and they all end up in a territory feud of sorts with another group in the area.
• After a lot of small dramas, both domestic and apocalypse-fighting based, there's a standoff between Beth's group and the other group. Beth's father is beheaded in front of her, the prison is destroyed, and she's separated from most of her people, including the baby she's spent months taking care of.
• She wanders the Georgia countryside with Daryl Dixon, eating mud snake and trying not to die. They get drunk on moonshine--her first and last experience with alcohol--play an ill-fated game of Never Have I Ever, and burn down a house. It's called bonding.
• After a funeral home they're staying in gets attacked by walkers, Beth's kidnapped and taken to Grady Memorial Hospital in Atlanta. She receives medical care and is essentially indentured by the hospital's corrupt staff to "pay" for her treatment. While there, she is also sexually assaulted. She's drawn into the orbit of the hospital's corrupt leader, Dawn.
• Her group eventually finds her and works out a deal to "trade" her for some hostages. Beth stashes a pair of surgical shears in her cast and prepares to meet up the people she loves. On some level, she's aware that she might not walk out of the hospital alive.
More detail can be found on the wiki.
Personality:
• A fighter. When her back's against the wall, Beth doesn't give up; it's the reason she lives as long as she does in a world she's not prepared for. She perseveres in the face of physical obstacles as well as others' doubts, and she's aware of the fact that she has to overcome both. At one point, she tells another character, one with more traditional wilderness skills: I'm not Michonne. I'm not Carol. I'm not Maggie. I survived, and you don't get it, 'cause I'm not you or them - but I made it.
• Empathetic. Beth comes through two years of hard living and death without losing her gentleness. She sees the (former) humanity in the dead that try to kill her, and she prevents other people from desecrating their corpses. And she finds connections between herself and others, even when other people might be slow to warm up; she can bring out the best in the people around her with her kindness. For close to a year, her main chore is taking care of an infant - she's good enough with the baby that she's mistaken for her mother.
• Action-oriented. All I wanted to do today was lay down and cry, but we don't get to do that, she says at one point. Working with what's in front of her keeps Beth from drowning under grief or giving in to depression. She keeps moving, keeps planning, keeps looking ahead. When she sees cruelty, she tries to stop it. When she sees a problem, she tries to fix it. And when she borrows someone's food to make a PB & J, she writes a thank-you note. Everything that keeps her focused on doing rather than dwelling keeps her alive.
• Stubborn. On the one hand, it's good to be stubborn when you're surrounded 5000-to-1 by things that want to kill you. On the other had, she's undeniably bull-headed and willing to argue when she disagrees with a person, and if she wants to do something - up to and including getting drunk or attempting suicide - then God help the person getting in her way.
• Nihilistic. Especially when she's trapped somewhere unsafe, surrounded by people manipulating her - but not solely then. The thing is, she knows that no one's coming to save her or anyone else: The government is gone, God isn't interceding, and and anyone who pretends otherwise is lying to themselves. All anyone has is themselves - and if they're lucky, maybe a few people they trust. no one is coming, except the people she knows and trusts. For her, this is freeing - it puts the onus on her and what she can do for others. But it means she's pragmatic in ways that can look cold; she'll kill people to stop them from hurting others, for instance, and if she feels guilt, it's not enough to make her reconsider.
• White-knuckling her way through literally everything. Beth recovers from her suicide attempt with one scar to show for it. However, due to the nature of the world she lives in, she never gets professional help. For the rest of her life, she essentially has to bootstraps her way through any mental health crisis she experiences. When she's trapped at Grady, she steals the key to the hospital's elevator so she can open it up and sit at its edge, staring into the darkness of the empty shaft. The void is always with Beth; she just learns to change how she handles it.
Inventory: Grey cardigan, yellow polo shirt, and jeans, recently laundered but bloodstained. A plaster cast on her left arm. A bracelet made out of an old necklace and some leather. A pair of cowgirl boots. A ponytail holder. Surgical shears.
Powers/Abilities: None.
TDM Sample: TDM.
