Come Sail Away application
PLAYER
Name: Molly
Age: I remember when the only thing we had was VHS players.
Contact:
marvelousmith and Discord at Tutui#1374
Permission Post: here!
Reserve: N/A
Please note that this app includes a content warning for suicide.
CHARACTER
Name: “Hope”
True Name: 390-H
Canon: République, post-game
Age: unknown, looks to be around 15-16
History: here is the game's wikipedia page, however it doesn't really give a lot of info on the plot, so I've made a more in-depth summary here!
Powers/Abilities: Hope is a normal human, aside from the large swaths of information stored in her junk DNA. She does speak French, seems intelligent, and is a pretty good pickpocket.
Inventory: the clothes and tracking collar she always wears; a taser.
Job History: Hope's remembered life has consisted of studying at Metamorphosis. Her well-graded homework and love of the library suggest that she is very studious. However, there are significant gaps in her knowledge due to the overzealous censoring of the government (they are shown to try and hide parts of history such as American slavery, as well as information about sexuality, etc). She's aware that her education is flawed, but still holds onto some of the ideals she's been fed.
Her sort of “hidden job” is as a living mass storage device, but she has only recently discovered this fact about herself.
Suppressions:
Desires/fantasies:
Hidden knowledge: Hope seems to be too curious for her own good. She's snuck around with her crush (gasp), tried cigars (gasp!), and read banned literature (gasp!!). She's a dreamer and loves poetry and fiction. Suppresses this poorly, though flashbacks indicate that she has still tried to be an obedient citizen/drone of the Republique.
Control: at the end of the game, Hope makes the choice to throw herself off the ship, despite not knowing how to swim. Her motivation seems not to be overwhelming pain or a desire to end her own suffering, but instead the need to be in control over her life, to do something herself instead of being lead around by others. (Throughout the game, it’s made clear that you, the player, are not Hope - you are just her guide.) Suppresses this very well until that last scene.
Negative thoughts/traits/fears:
Morality: by the end of the game, she has hurt several people and done a few unsavory things, such as fabricating incriminating evidence about (possibly) innocent guards in order to get them out of her way. She fears both that she is now a “bad person” for this, not morally decent as she's always pictured herself; and that the real world is just like that, a place where one has to commit crimes and immoral acts to survive. Suppresses this to varying degrees of success; she's stubborn enough to carry on escaping (with a bit of encouragement), but is also clearly shocked and numbed by these thoughts.
Violence/Death: she breaks down at the sight of the Librarian's dead body, and even if you allow her to hear the details of his murder, she eventually shuts the recording off herself and says that she “shouldn't hear this”. In one of the paths you can take for Episode 5, she hears a loud gunfight outside and shudders, covering her ears. Suppresses this pretty well; by the time she has to walk through the aftermath of the gunfight, she steps over the dead bodies without comment, and a short time later aids in killing Derringer without apparent regret.
Theft: she steals shit, including Mireille's phone, an action which kickstarts the game's entire plot. Suppresses this poorly; she steals lot of shit over the course of the game. Look, she's a little rascal, okay.
Actual people she's scared of: Treglazov (the Headmaster/Overseer) and Derringer (head of security), and to a lesser extent Mireille Prideaux. In particular, other 390s have been shown to have nightmares about Treglazov (“the man in the white gloves”), so she likely also views him with a mixture of awe and fear. The game deliberately never shows you his face in order to increase his mystique. Suppresses this surprisingly well in the moment (facing off against both Derringer and Treglazov, multiple times) but I imagine that their memories will come to haunt her later on.
Greatest Fear: Hope's greatest fear is that everything she's been hoping and working towards is a lie. That she is not a real person – just a clone, one of many “390s” out in the world, not worthy of having a sense of self or her own memories – and that the world outside is not as wonderful as she's imagined and she cannot truly be free in it. When faced with the prospect of freedom for the first time, she asks the player (empahsis mine): “is this your world? Is there even a way out of it?”
Greatest Desire: to live a happy, “normal” life, in a world that is kind and beautiful the way she's always pictured it. To experience the simple joys of “feeling the rain” and so forth.
Greatest Regret: accidentally implicating Cooper and getting him into possibly fatal trouble.
She also deeply misses her friend/crush Weep.
Sample: TDM toplevel and thread
Name: Molly
Age: I remember when the only thing we had was VHS players.
Contact:
Permission Post: here!
Reserve: N/A
Please note that this app includes a content warning for suicide.
CHARACTER
Name: “Hope”
True Name: 390-H
Canon: République, post-game
Age: unknown, looks to be around 15-16
History: here is the game's wikipedia page, however it doesn't really give a lot of info on the plot, so I've made a more in-depth summary here!
Powers/Abilities: Hope is a normal human, aside from the large swaths of information stored in her junk DNA. She does speak French, seems intelligent, and is a pretty good pickpocket.
Inventory: the clothes and tracking collar she always wears; a taser.
Job History: Hope's remembered life has consisted of studying at Metamorphosis. Her well-graded homework and love of the library suggest that she is very studious. However, there are significant gaps in her knowledge due to the overzealous censoring of the government (they are shown to try and hide parts of history such as American slavery, as well as information about sexuality, etc). She's aware that her education is flawed, but still holds onto some of the ideals she's been fed.
Her sort of “hidden job” is as a living mass storage device, but she has only recently discovered this fact about herself.
Suppressions:
Desires/fantasies:
Hidden knowledge: Hope seems to be too curious for her own good. She's snuck around with her crush (gasp), tried cigars (gasp!), and read banned literature (gasp!!). She's a dreamer and loves poetry and fiction. Suppresses this poorly, though flashbacks indicate that she has still tried to be an obedient citizen/drone of the Republique.
Control: at the end of the game, Hope makes the choice to throw herself off the ship, despite not knowing how to swim. Her motivation seems not to be overwhelming pain or a desire to end her own suffering, but instead the need to be in control over her life, to do something herself instead of being lead around by others. (Throughout the game, it’s made clear that you, the player, are not Hope - you are just her guide.) Suppresses this very well until that last scene.
Negative thoughts/traits/fears:
Morality: by the end of the game, she has hurt several people and done a few unsavory things, such as fabricating incriminating evidence about (possibly) innocent guards in order to get them out of her way. She fears both that she is now a “bad person” for this, not morally decent as she's always pictured herself; and that the real world is just like that, a place where one has to commit crimes and immoral acts to survive. Suppresses this to varying degrees of success; she's stubborn enough to carry on escaping (with a bit of encouragement), but is also clearly shocked and numbed by these thoughts.
Violence/Death: she breaks down at the sight of the Librarian's dead body, and even if you allow her to hear the details of his murder, she eventually shuts the recording off herself and says that she “shouldn't hear this”. In one of the paths you can take for Episode 5, she hears a loud gunfight outside and shudders, covering her ears. Suppresses this pretty well; by the time she has to walk through the aftermath of the gunfight, she steps over the dead bodies without comment, and a short time later aids in killing Derringer without apparent regret.
Theft: she steals shit, including Mireille's phone, an action which kickstarts the game's entire plot. Suppresses this poorly; she steals lot of shit over the course of the game. Look, she's a little rascal, okay.
Actual people she's scared of: Treglazov (the Headmaster/Overseer) and Derringer (head of security), and to a lesser extent Mireille Prideaux. In particular, other 390s have been shown to have nightmares about Treglazov (“the man in the white gloves”), so she likely also views him with a mixture of awe and fear. The game deliberately never shows you his face in order to increase his mystique. Suppresses this surprisingly well in the moment (facing off against both Derringer and Treglazov, multiple times) but I imagine that their memories will come to haunt her later on.
Greatest Fear: Hope's greatest fear is that everything she's been hoping and working towards is a lie. That she is not a real person – just a clone, one of many “390s” out in the world, not worthy of having a sense of self or her own memories – and that the world outside is not as wonderful as she's imagined and she cannot truly be free in it. When faced with the prospect of freedom for the first time, she asks the player (empahsis mine): “is this your world? Is there even a way out of it?”
Greatest Desire: to live a happy, “normal” life, in a world that is kind and beautiful the way she's always pictured it. To experience the simple joys of “feeling the rain” and so forth.
Greatest Regret: accidentally implicating Cooper and getting him into possibly fatal trouble.
She also deeply misses her friend/crush Weep.
Sample: TDM toplevel and thread
