application
erku
Player Info:
Name: Tai
Over 18?: Yes
Contact: PM to character journal or message foxtrots#1157 on discord
Characters Currently In Game: Jesse McCree
Character Info
Name: Duo Maxwell
Canon: Gundam Wing
Canon Point: At the end of Endless Waltz
Age: 17
Background: Link
Personality: Duo Maxwell's cheery personality contrasts strongly with his frequent assertion that he is the God of Death, and his desire to keep people at arms length.
It is worth noting Duo does not truly believe himself as such, but takes the moniker to reflect his beliefs, due to several events in his life that lead up to him stealing the mobile suit known as Deathscythe and taking it to Earth. He grew up an orphan, and only named himself Duo after losing his best friend so that they would always be together ("If Solo's with me, we'll be Duo"). When he was adopted by a priest, he told him he did not believe in God but in the God of Death, having seen nothing but such since a young age. Indeed, said church ends up burning down during a terrorist attack, and he takes the priest's last name - giving us Duo Maxwell.
Despite his history, Duo appears to be generally cheery and sociable - far more than the other pilots of the program, excepting maybe Quatre Winner himself. He quickly makes himself friends with Heero Yuy and Quatre, frequently partnering with Heero on two-person missions, or partnering with Quatre otherwise. He actually spends a majority of his on screen time with either of them, especially in the later half of Gundam Wing, when he works to support Quatre's vision of ending the conflict between the colonies and Earth.
However, part of the reason he is so cheerful is he doesn't wish people to question if he's not fine - to assume that he's doing okay no matter what. His trauma extends to his friends so specifically that he seems to crack jokes during serious situations so they won't realize how worried he is, and he keeps them at arm's length - after all, if you don't get close to people, you can't really lose them, as Duo had lost his best friend and foster family.
This doesn't mean he doesn't care about the other pilots, however, and is shown to rush to their aide in battle quickly, or to rescue them if they are captured. Even when it appears that Trowa Barton has betrayed them and joined Oz, Duo chooses to believe in Trowa when he hands him proof that more Gundams are being developed, even when teammate Wufei has given up.
But this means that he cultivates very specific relationships with the others - with Quatre, he focuses on ending the war and disarmament, and with Heero he focuses on completing missions or what soldiers need after the war. By helping them with things they find important, he seeks to deflect questions about his own interests. Indeed, he seems most at home drifting between several projects, whether metaphorical or literal, and he likes salvaging because most people don't bother you when you're neck-deep in an old mobile suit.
Duo is quite clever, in part due to his history as an orphan and having to steal to survive. He's shown to be quite handy at hacking, tracking and bugging communications, as well as sneaking into enemy territory, either via stealth or by falsified documents, and escaping imprisonment. His Gundam reflects that specialization as well, having the ability to scramble enemy radar and cloak itself. He's also one of the best shuttle pilots, as admitted by Heero himself in the OVA.
To sum it up - Duo's a capable fighter and the most friendly pilot - but that covers up a deep history of trauma and fear of loss, that makes him focus on keeping people at arm's length. Still, he cares despite his fears, and tries to help those that he considers important and the people important to them.
Powers: None for Duo himself. For the mobile suit: it is equipped with head-mounted vulcan cannons, a beam scythe (able to cut through the standard issue OZ mobile suit with ease), active cloaking technology (located in the bat-like wings on its back), and hyper jammers (basically a fancy version of chaff) that allow the mobile suit to confuse guided missiles. On top of that, it is made of Gundanium alloy, which has several times the strength and heat resistance of titanium, does not conduct electricity, and cannot be detected by radar systems. It also drastically reduces the initial effectiveness of beam weaponry, but cannot stop it and will be damaged under sustained assault.
Inventory: 1. Gundam Deathscythe Hell
2. Pistol
3. Lockpicks
4. His Endless Waltz uniform
5. Switchblade
Samples:
TDM thread here. (note: i listed him as sixteen, but he's 15-16 in Gundam Wing and then Endless Waltz is a year after the end of that, so I'm going with 17)
Augury
To comply with our generator's requirements, we ask that you choose up to 12 "yes" kinks that you'd definitely like included on the bingo card, as well as up to 12 hard no kinks that will be excluded. We cannot accommodate more than 12.
Opt-In Kinks: Hair pulling; Handcuffs; Endurance; Exhibitionism; Blindfolds; Competition; Crossdressing; Cuddling; Wax; Strip tease, exposure; Rough sex; Orgasm control, denial;
Opt-Out Kinks: Bodily secretions; Coercion, blackmail; Consent play; Gore, vore, guro; Immobilization, mummification; Snuff, necrophilia; Cages, confinement;
Name: Tai
Over 18?: Yes
Contact: PM to character journal or message foxtrots#1157 on discord
Characters Currently In Game: Jesse McCree
Character Info
Name: Duo Maxwell
Canon: Gundam Wing
Canon Point: At the end of Endless Waltz
Age: 17
Background: Link
Personality: Duo Maxwell's cheery personality contrasts strongly with his frequent assertion that he is the God of Death, and his desire to keep people at arms length.
It is worth noting Duo does not truly believe himself as such, but takes the moniker to reflect his beliefs, due to several events in his life that lead up to him stealing the mobile suit known as Deathscythe and taking it to Earth. He grew up an orphan, and only named himself Duo after losing his best friend so that they would always be together ("If Solo's with me, we'll be Duo"). When he was adopted by a priest, he told him he did not believe in God but in the God of Death, having seen nothing but such since a young age. Indeed, said church ends up burning down during a terrorist attack, and he takes the priest's last name - giving us Duo Maxwell.
Despite his history, Duo appears to be generally cheery and sociable - far more than the other pilots of the program, excepting maybe Quatre Winner himself. He quickly makes himself friends with Heero Yuy and Quatre, frequently partnering with Heero on two-person missions, or partnering with Quatre otherwise. He actually spends a majority of his on screen time with either of them, especially in the later half of Gundam Wing, when he works to support Quatre's vision of ending the conflict between the colonies and Earth.
However, part of the reason he is so cheerful is he doesn't wish people to question if he's not fine - to assume that he's doing okay no matter what. His trauma extends to his friends so specifically that he seems to crack jokes during serious situations so they won't realize how worried he is, and he keeps them at arm's length - after all, if you don't get close to people, you can't really lose them, as Duo had lost his best friend and foster family.
This doesn't mean he doesn't care about the other pilots, however, and is shown to rush to their aide in battle quickly, or to rescue them if they are captured. Even when it appears that Trowa Barton has betrayed them and joined Oz, Duo chooses to believe in Trowa when he hands him proof that more Gundams are being developed, even when teammate Wufei has given up.
But this means that he cultivates very specific relationships with the others - with Quatre, he focuses on ending the war and disarmament, and with Heero he focuses on completing missions or what soldiers need after the war. By helping them with things they find important, he seeks to deflect questions about his own interests. Indeed, he seems most at home drifting between several projects, whether metaphorical or literal, and he likes salvaging because most people don't bother you when you're neck-deep in an old mobile suit.
Duo is quite clever, in part due to his history as an orphan and having to steal to survive. He's shown to be quite handy at hacking, tracking and bugging communications, as well as sneaking into enemy territory, either via stealth or by falsified documents, and escaping imprisonment. His Gundam reflects that specialization as well, having the ability to scramble enemy radar and cloak itself. He's also one of the best shuttle pilots, as admitted by Heero himself in the OVA.
To sum it up - Duo's a capable fighter and the most friendly pilot - but that covers up a deep history of trauma and fear of loss, that makes him focus on keeping people at arm's length. Still, he cares despite his fears, and tries to help those that he considers important and the people important to them.
Powers: None for Duo himself. For the mobile suit: it is equipped with head-mounted vulcan cannons, a beam scythe (able to cut through the standard issue OZ mobile suit with ease), active cloaking technology (located in the bat-like wings on its back), and hyper jammers (basically a fancy version of chaff) that allow the mobile suit to confuse guided missiles. On top of that, it is made of Gundanium alloy, which has several times the strength and heat resistance of titanium, does not conduct electricity, and cannot be detected by radar systems. It also drastically reduces the initial effectiveness of beam weaponry, but cannot stop it and will be damaged under sustained assault.
Inventory: 1. Gundam Deathscythe Hell
2. Pistol
3. Lockpicks
4. His Endless Waltz uniform
5. Switchblade
Samples:
TDM thread here. (note: i listed him as sixteen, but he's 15-16 in Gundam Wing and then Endless Waltz is a year after the end of that, so I'm going with 17)
Augury
To comply with our generator's requirements, we ask that you choose up to 12 "yes" kinks that you'd definitely like included on the bingo card, as well as up to 12 hard no kinks that will be excluded. We cannot accommodate more than 12.
Opt-In Kinks: Hair pulling; Handcuffs; Endurance; Exhibitionism; Blindfolds; Competition; Crossdressing; Cuddling; Wax; Strip tease, exposure; Rough sex; Orgasm control, denial;
Opt-Out Kinks: Bodily secretions; Coercion, blackmail; Consent play; Gore, vore, guro; Immobilization, mummification; Snuff, necrophilia; Cages, confinement;