simpathis: (Default)
Empatheias Mods ([personal profile] simpathis) wrote2014-05-25 12:34 am

[ application: original characters ]

— APPLICATIONS ARE OPEN AND WILL BE PROCESSED ON WEEKENDS —

Canon Applications are here


IMPORTANT! We are officially in endgame until August 31, 2020. Applications are on a rolling basis. There is a small "block" period from the 1st through the 4th of every month to allow a bulk of apps to be submitted, and then applications can be submitted at any time during the month. Notices will be sent out all at once after the first "block" period, and then between 24 hours to the end of the weekend depending on how many and our schedule. Applications are guaranteed to be processed during the weekends.

IMPORTANT: Only the following types of original characters are allowed to be applied for—

  • Pure OC. These are the typical kind of OC that everyone is familiar with. They are characters that are the player's own creation with their own world that is also of the player's design. There is zero relation to any pre-existing canon.

  • MMO OC. MMOs, or Massively Multiplayer Online games, particularly those with a lot of roleplay and character build-up, have existing world building and lore that they have to follow. These characters are created by the player and can have their own story, but they have to follow the rules of the game lore. We consider "main hero" characters as those who are one of many in a great group that influenced the storyline, rather than the singular Great Hero character. This is to help multiple MMO OCs from the same game to have stories that mesh well together. In the sake of fairness to current FFXIV OC players and consistency with previous mod teams' decisions, we do not currently allow FFXIV Warriors of Light.

  • Blank Slate Canon Protagonists. For our criteria, these types of characters are those which you control throughout the game and essentially make the player the main character. They may have a name and a couple of personality traits, but everything else is up to the player to interpret. Examples of these are most of the main characters from Dragon Age, Skyrim, Pokémon, etc. Important: Please note that this category ONLY pertains to the protagonists of canons. This does not allow side characters or other support NPCs as they have set stories and personalities. This section has nothing to do with how much headcanon is used and is only about the purpose and design of the protagonist character.

The following would not be allowed:

  • Fanon/AU OCs. Characters that are based off pre-existing canons or an alternate version of the canon. We would not allow these OCs not because we are against them on principle, but it could cause unwanted confusion and complications with current existing casts. This type of OC would have needed to be allowed from the very beginning so players would know what they were getting into.

  • Game Native OCs. Currently the game is not ready for such a type of character, as it would introduce other complications and worldbuilding that the interested player would have to be aware of. In addition, it would require more close connection with us the mods than we are currently ready for.


Before applying, please be sure to read the following:

  • Read the Rules and the Game Information.
  • RETURNING PLAYERS! You only need to submit any old application. Does not matter how long ago, as long as it was accepted and you have good standing (ie, not banned), it will be valid.
  • Suggestion: Find some character sheets that have questions directly related to character building. These will help flesh out your application and give some guidelines as to how to write about your character.
  • Feel free to use the most recent test drive both for practice as well as to use for samples. IMPORTANT! If you submit threads as samples, you must submit the application with that character journal. This is the only way we can ensure that the samples are from you and not someone else.
  • Linked samples must have been made within the past year.
  • You may apply for up to two characters per cycle.
  • Do not plagiarize. If we find that the information provided was directly taken by either another player or some other source material, the application will be rejected immediately. If we find this after processing the application, we will revoke the application and have you removed from the game with potential ban.
  • Reusing your own applications from other games is allowed. We only ask any original written samples to conform to our game. That is, we don't want to read samples that are set specifically for another game's premise. Note: this does not apply to threads linked from other games used as samples.
  • If you are rejected, you cannot reapply for the same character for two weeks. However, you can apply for a different character in that same period.
  • Those accepted must fill out all of the required entries within a week to be considered part of the game. Otherwise, we will consider it a revocation of the application.
  • Fill out the form and comment to this entry! All applications must be posted directly to this entry; no linked-in applications allowed.


We have compiled sample applications from our players to show what the mod team and the application moderators are looking for in terms of writing quality and depth. We hope you find these samples useful!


⌈ PLAYER SECTION ⌉

Player:
Contact: Journal/Plurk/AIM — anything to help identify since someone might share your name handle.
Age: You must be at least 13 years old to apply.
Current Characters: If a new player, just put "N/A"


⌈ CHARACTER SECTION ⌉

Character:
Age:
OC Type: Indicate whether this OC is a Pure, MMO, or Blank Protagonist type of OC. If it is a Blank Protagonist, indicate the canon here.
Point Taken: A sense of time when the character is taken. More applicable to MMO and Blank Protagonist OCs.

World Building:This is separate from the character's personal history. This section is to provide us with information about the character's “canon” in general. We will have no idea what kind of world that the character is coming from, and this is the only place we can learn about it. We don't want an encyclopedia, but we will need to know important details about it so that we can understand the culture the character is coming from and how that will affect how they think and behave. What countries are important? What kind of geography or political climate? Are there any social conflicts that would impact the character or would influence how they view others? For MMO and Blank Protagonist OCs, linking us to wikis will suffice, but feel free to add more to it.

Backstory: While we don't need a play-by-play, what we would like to see includes how the character lived, what choices they've made and why, what events occurred that developed them, and other important facts that will help us understand the character. For MMO OCs: Most MMORPGs will have a set storyline that the player character has the opportunity to play through. Keep in mind that rather there being a singular "Great Hero," all MMO OCs are to be seen as a part of a large group of heroes if you choose to follow the main storyline. Also keep in mind that all MMO OCs will have to follow their game’s canon lore. For example: A character could not save the NPC that canonly died, nor could a mission fail if it is set to succeed. However, your character could have died and or had difficulty fulfilling the mission. It is also possible that your character had no part in the overall game's story and had their own adventures in the world instead. Finally, there can be no romantic or familial relationships with named NPCs.

Personality: We're looking for how they think, why they act the way they do, their strengths, their weaknesses, their thought processes, their opinions, their conflicts, what makes them feel the way they do, their significant traits. When writing your character, be careful! We want to avoid characters that are the super invincible almighty hero that can do no wrong. The one who can charm anyone with a smile, can easily trick and deceive, has the power to bend wills with ease. All characters have flaws—no one is perfect. But more importantly, such infallible characters are not interesting to play and interact with. In short, the character should be realistic, balanced, and well thought out. If we feel that your character does not meet this standard, then we may ask for a revision or reject if it cannot be changed.

Abilities: If there are any particular abilities the character has supernatural or otherwise, list them here. Referencing to a wiki list is acceptable if applicable. However, if there are any particular abilities that need to be weakened or removed, note them here.

Alignment: Please refer to the Alignment entry to choose which alignment your character would most likely fall under. Include a brief (a couple of sentences max) just to help explain why you think your choice is the best fit.

Other: Anything else you'd like to mention.


⌈ SAMPLE SECTION ⌉

Sample: We have two sample requirements.

General Sample: We should see examples of the character's dialogue as well as some introspection or additional narrative to further show how you intend to write the character. This is the most important part of the sample and where most of the weight will be.

Emotion Sample: This is our "game setting" requirement. Essentially we want to ensure that you have a basic grasp of the game's premise, especially with the use of emotions. It can be a small scene, even incidental to the main sample. A reminder that apathetic characters will also create effects, such as loss of color, surface distortion, holes forming. This section doesn't have to be lengthy, but the effect must be clear for us to see.

The emotion sample can be part of the general character sample. If so, please link directly or directly quote that portion so that it's easier for us to quickly find it.

The samples can be "written" in three different ways and you can choose which one will work best for you:

  1. Test Drive. You can utilize our test drive to cover both requirements of the sample. So long as there is enough character portrayal and a scene with an emotional reaction, be it within the prompt or done during the thread, then it can be used for both.
  2. Link out + Written. You can link to threads/entries from other games, memes, or museboxes to show character portrayal, and then write an additional short scene for the emotion portion of the sample.
  3. Original Sample. You can write a complete sample that shows both character portrayal and a scene involving emotion use. This can be one sample or two separate samples. If you opt to write an original sample, you are welcome to use any prompts from any of our Test Drives, Intro Logs, Task Board, and even past events. You are also free to change things up and are not restricted to any of these prompts. They are just here to help offer ideas.

Format wise, you can use either [ brackets ] OR narrative prose. We do require that the writing at least be coherent, have proper sentence structure, and is mostly grammatically correct (we realize that writing styles can be loose/creative in [ bracket ] form so we're giving a bit more leeway). One last suggestion we have is try to have the character interacting with the environment and try thinking of the sample less of a narrative piece but more like a post or thread prompt you might make in the game. That will help the sample show not only how you will write the character, but also how you will play them in practice.


Questions: If you have any questions, ask them here.



Clean copy and paste form here:

soulsrob: (I watched a rosebud very long)

2/3 I LIED

[personal profile] soulsrob 2017-03-03 03:56 am (UTC)(link)
⌈ CHARACTER SECTION ⌉

Character: Winnifred "Winnie" Prismall
Age: 24
OC Type: Pure
Point Taken:

World Building: Winnie's world was the same as the real world, up until 1860. Around 1860, souls, it was found, could be extracted from people and placed into someone else; that someone could then absorb the soul. The absorbed soul enabled a person to live longer and cured many of the diseases scientists were struggling to find cures for. What followed was two things:

1. Scientists, now mostly freed from the constant pursuit for cures, took to discovering and advancing technology through steam power.

2. Souls were growing in demand.

Everyone wanted to live longer and be healthier. It started out innocently enough, with taking the souls of convicts and those already doomed to die. Soon, however, it wasn’t enough for the highest in society, who began to realize this and suffer the consequences -- they had to have a steady “diet” of souls, consuming/absorbing them at least once or twice a month. The older you grew the more souls you had to absorb to stay alive.

As demand grew, people found new ways to get the souls, namely by preying on the poor. Schools were set up to house, teach, and most importantly find Extractors, those rare individuals who could remove and implant the souls. The Extractors would then be taken out with handlers to seek out those who were poor and unaware to steal their souls, storing the souls within their own bodies. Extractors had no souls of their own and could not absorb them, thus posing no threats to taking any for their own. Each Extractor had a handler, and everything was provided to them by the governments of each country. Though everyone handled it differently, England kept a tight hold over their Extractors, letting them have little contact with the outside world and essentially making their lives revolve around what the government said and did.

Some other important rules to note are that souls begin going crazy after 24 hours away from their body, and one soul can last a person 20-25 days. The act of removing and implanting a soul are painless, and is done so orally-- the Extractor taps the other person’s mouth and pulls the soul out from there, then swallows the soul. Prolonged contact is not needed, just the quick touch and drawing the soul out will happen unless, obviously, the Extractor doesn’t wish to do that.

More on how souls work here!


Backstory: Winnie was born in 1864 to very wealthy parents and is one of these Extractors, though she was one of the lucky ones to not be sent away to the schools. The death of her mother is to thank for that, for her father, unwilling to part with the girl who looked so much like her mother and unwilling to be left alone, refused to give her up and kept the fact she was an Extractor a secret from everyone. She grew up fairly normal and her life wasn’t a very exciting one. It was mostly filled with lessons--how to play piano and violin (though she has no talent in either), manners, how to have a polite conversation, how to read, write, and do basic maths, and everything else she’d need to know to be the best pick when it came to courting and marriage.However, she’s had no interest in it and considers herself a spinster and “too old” to marry now. Her father used the excuse that she was sickly to keep her confined in her home, where she would read fairy tales and imagine herself as a sort of "modern" Rapunzel, waiting for a perfect happy ending.

When she was young her father took in another young girl named Agnes, and the two quickly grew close. Agnes knew more about the ‘real world’ than Winnie did and spent her time telling Winnie of the outside world and all the things she never had a chance to see for herself. And the more Winnie learned, the more horrified she became at what her friends and neighbors were doing. So, she and Agnes devised a plan to become like ‘modern’ Robin Hoods. They would attend the numerous parties and sleepovers that Winnie’s status granted them access to. The parties of the rich were usually characterized by an after-dinner “treat” in the form of each guest being gifted with a collected soul by the host or hostess. Winnie would simply take the soul, though not absorb it, and the next day she and Agnes would search for the original body, assuming it hadn’t been moved or destroyed already since souls are almost always transported and absorbed within a day of their capture. Souls have a short shelf life like that. In the event of the body being unable to be found, the soul was released. If lucky, the soul would become a ghost, but if not then the soul would be forced to wither away and ‘die’.

This was until the pair met a ghost who haunted the lighthouse in the port town only a few hours away from the city. It was a complete accident-- they'd heard the talk of the townspeople and Winnie had decided it sounded interesting, and so had dragged Agnes to it. The first meeting had been a disaster as Winnie's over enthusiasm didn't mesh well with Mortimer's grumpy personality, but Winnie was not deterred. She made a point to visit every day they were in town and eventually he grudgingly accepted her and Agnes's presence. After some consideration they realized that Mortimer, being a ghost, would possibly know what to do with the souls whose bodies they couldn't find. Although he pretends that it's a bother every time, he enjoys helping the souls either move on, or become and adjust to being a ghost; through him Winnie was able to find both another confidant and a way around what she had seen to be a failure to help the souls.

As Winnie interacted more with the outside world and the people in it, the more she felt moved to help them. Inspired by the heroic tales of her books, Winnie became more involved with the people of the slums, forging her own networks and connections to prepare for a revolution--a coup against the corrupt government and a chance to change the country for the better. Or, maybe, even the world...

Personality: Eccentric, dotty, and oblivious are the three words that could best described Winnie. Being an Extractor means being able to mentally hear and speak with the souls ‘housed’ in her, and talking to voices in ones’ head never bodes well for one’s mental health--it’s one of the drawbacks of being a Extractor, though the well-trained are able to put up mental walls to block the voices. Still, Winnie is not well-trained and quite prone to talking aloud to thin air, getting to absorbed in the soul speaking to her. This causes her to run into things or miss entire chunks of conversation.

She is, however, the type of person who is very poor at multi-tasking. Sometimes she will be so interested in a conversation, or a book, or any little old thing, that she’ll end up dunking her keys into her tea or something.

Winnie is also characterized by an unflappably calm and cheery disposition. When dropped into a new situation, she greets it with an excited smile and a declaration that it will be a “terribly interesting adventure.” Even when her dress caught fire the first day she met Mortimer, she simply laughed it off and kept speaking amiably; when Agnes asked how she could be so calm, she simply looked at the spreading fire and stated, “Well, it hasn’t gotten close enough to my skin to hurt me, and it’s only a dress! Though some water would be quite lovely, as I don’t wish it to get too far..."

As stated before, Winnie be can very forgetful. For example, she often forgets that Mortimer is a ghost and will go to hug him or pat his arm, only to go right through him; she is always surprised by it every time. She's a bit childlike in that way, as she finds everything very exciting and regards everything with a wide-eyed state of wonder, curiosity, and amazement. Her curiosity can sometimes get her in trouble, as she doesn't often think everything through and tries to rush ahead to explore something further. Thankfully that's where Agnes steps in to make sure Winnie doesn't get herself into hotter waters.

Loyal and kind, Winnifred loathes to lie, even though it’s a deemed necessity with what she and Agnes do. To make up for that, she tries to tell the truth and be honest with just about everything else. Her father, being a very doting and loving father, is often the unwitting pawn in Agnes and Winnie’s adventures, in case they need money to silence someone or need to use his influence. For the most part he remains oblivious to what the two are doing with the souls, but Winnie feels awful having to lie and use him, often unable to look at him when they need something.

The concept of fear is also largely lost on Winnie. It’s not that she doesn’t experience feeling scared or worried or anything like that, it’s more that it doesn’t apply to situations most people would be more wary of. For example, she’s very quick to trust someone and think them a nice person for any minor details, and is the kind of person who would walk down a dark alley without a second thought, because the idea that something bad might happen to her doesn’t even register. This is largely due to not having a soul, and therefore her emotional reactions to things are muted or otherwise nonexistent. If she had been raised in the dormitories with the other Extractors, it would be easy for her to have been changed like them-- Emotionless machines driven only by their one goal to collect as many souls as possible. Because Winnie was raised more-or-less normally, however, she's been able to grasp more emotions. The positive ones just come easier, but it's this soullessness that allows her to shrug off things that might emotionally cripple a 'normal' person and allows her to bounce back so easily.

Winnie is someone who lived a very sheltered existence. For the longest time she didn't have an idea of the suffering others went through, or gave much thought to the lower class-- they were simply outside her realm of understanding. It wasn't until Agnes that Winnie began to glimpse under the rose-tinted glasses that she'd previously adopted. When Winnie made statements about, "and then we went to our summer home it was dreadfully stuffy-- Oh, but you'd understand all about that, wouldn't you?" It was a shock when Agnes eventually revealed that no, she had no understanding of that because she was raised differently.

After much poking and prodding, Winnie was able to pry the truth of Agnes's life from her and for the first time the ugly reality was colliding with her fantasy of the world. It troubled her quite a bit, both the shock of her own ignorance and the fact that this wasn't a big secret-- all the adults in her life and most of the people her own age too were perfectly aware of what was going on, and most seemed content to let it stay that way (this isn't to say Winnie was the first to have radical ideas of reform or to put a cease to the soul trafficking, only that she wasn't privy to these other ideas and the people she interacted with personally were content with it).

However, Agnes views Winnie as fragile and needing protection from the further harsh truths of reality, and so has a tendency to pull Winnie out of situations before she has to deal with the consequences of her actions. As such, she holds a firm belief that if she just tries hard enough, things will change. If she pushes and, eventually, talks freely about it and advocates openly, she fully believes that things will change from her enthusiasm alone-- "If they see how much I believe it, why, of course they'll fall in line as well!" This is, of course, not the reality of the situation, but Agnes and those close to Winnie don't want to see her disillusioned, finding her blind optimism a breath of fresh air and something to protect. While this is damaging in the long run, as they can't protect her forever, Winnie is a bit stronger than they believe. When the dam finally breaks and she has to confront the consequences for the first time it'll be devastating for her, of course, but she's been going at it for so long that she doesn't know how to do anything else except to think "but if I try hard enough, it'll get better and it'll work."

She sees herself as a savior to others and will keep on trying to help them; if they adamantly refuse her help it'll take quite a few tries of being told off for her to understand. Winnie has, in her adult life, grown aware of other people who fight for a similar cause to her, but she's grown so used to relying on Agnes and Mortimer--and still has a wariness to admitting she's an Extractor not for her own life, but because she doesn't want to see her father in trouble-- that she prefers to stick with them and do what she can from her side. Essentially, Winnie wants to be like the heroes from the books she reads, the hero of her own story, and firmly drives towards that goal.

It should be noted, however, that Winnie is anything but stupid. She has a keen awareness she keeps hidden,largely because she's self-aware enough to know it's better that way. She plays up her sillier side, pretending to be airheaded and dotty far more than she actually is in order to get people to let their guards down around her. If people underestimate her, it's better for her in the long run if and when she can catch them by surprise.
soulsrob: (Picked him for her own)

3/3

[personal profile] soulsrob 2017-03-03 03:57 am (UTC)(link)
Abilities: Winnie has the ability to remove a soul from a person’s body and ‘eat’ it to store it within her own body. She can control this, so it's not like touching someone's mouth is going to automatically pull their soul from their body, but this is also a way for her to exorcise spirits or possessed people. Speaking of spirits, she CAN see and communicate with them.

She has no soul of her own and is essentially an empty shell for storage. This also makes her more susceptible to illness, and her lifespan is much shorter than other humans.

Being soulless means most animals either actively hate her/are scared of her, or run away/freak out on sight. The exceptions are animals that are "evil" in some way, feral, and/or carnivorous/dangerous predator types. At worst they ignore her entirely like she doesn't exist, and at best they're attracted to her and will follow her or stay by her side.

Aside from that she has a rudimentary knowledge in self-defense with a blade and a pistol that she’s learned from Agnes.

Alignment: Daimonia. Winnie is all about joy, namely in that she tries her best to make others happy and gets happiness from doing so. While negative emotions tend to roll off her shoulders, Winnie clings to the positive ones she's been able to learn and nurture, and joy/happiness is her favorite. She's always smiling and being cheerful and upbeat.

Other:


⌈ SAMPLE SECTION ⌉

Sample: General Sample

From the above thread, here's a part that's Winnie's emotions having an effect on the surroundings!

Questions:
10_20_15_5_50: (Default)

Samantha Patchowski | Unknown Armies

[personal profile] 10_20_15_5_50 2017-03-05 01:22 am (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: Brittany
Contact: britofthebacklogs on plurk, or email sage_of_darkness_@hotmail.com
Age: Over 21
Current Characters: N/A


⌈ CHARACTER SECTION ⌉

Character: Samantha Patchowski
Age: 22
OC Type: Closer to 'MMO OC' than anything else, being created for the tabletop game Unknown Armies.
Point Taken: February 14, 2014.

World Building: Walt Disney built an entertainment empire, all the dodos are dead, human feet have marked the moon, and convicts were cast onto Australia by the British… as far as anybody knows. Sam's world is very like the real world, but it's complicated by the presence of 'postmodern magics' and unnatural entities, both known and known of in the occult underground. Though the Underground is little more than a loose (and extremely informal) network of people who’ve stumbled across secrets tied to the working of the world, the people in it have tapped some true power.

In a way, the power humming through the occult underground is the power of rumour and reputation; it’s also the power of the written word, of the dollar, of the strength in a city and the hammer of a heartbeat. In every instance it is a very personal power, and that is only as it ought to be---magic, like most power, is driven by desire, and flavoured by the frame of mind of the person who holds it.

Most of the people capable of using magic (without relying on a ritual to do so) can be categorized as ‘adepts’ or ‘avatars.’ Adepts alter reality through the focus of their own obsessions---they fuel their magic by making behavioural concessions buttressing the worldviews in which their magic must work, while avatars play a part to exploit the expectations of the collective unconsciousness, the shared sense of how a story should end. An urban adept fascinated by the city in which he lives can watch its people or study its maps for hours, and find every door in it is open to him. A fleshworker can break a few of her fingers for the power it takes to heal something more serious, like a bullethole she would’ve bled out with. An avatar of The Mother really is unstoppable in defending a child, if her connection to the archetype is strong enough, and harm rarely finds an avatar of the Fool, though the Fool will never notice.

Both adepts and avatars continually struggle for clout in the occult underground, but despite the differences between adept schools, avatar paths, and the two types of magic, everyone in the underground agrees they can’t afford to be open about it. The wider world won’t understand what they’re doing, how they’re doing it, or why they would try to, and what’s more,the wider world would tear the underground apart. (There's no spatial separation, no 'wizarding world,' just the population of the occult underground living and working alongside everyone else.) Adepts and avatars---and the people who are neither but nevertheless are active in the underground---regard the threat of broad exposure as something of a sleeping tiger: a strong motivator to settle scores with each other as quietly as possible, noise resulting in an impartial and unpredictable disaster. Despite this strange social contract, the occult underground is by no means a calm and peaceful place; turf wars between cabals occur frequently, as do raids for rituals, ritual components, and enchanted items. The game's nicknamed Cosmic Bum Fights for a reason---or several, one strong contender being the fact that an adept is just as likely to throw a chair as a spell in a fight.


Backstory: Born as the region’s diamond rush began in earnest, Sam grew up in the Northwest Territories and enjoyed a relatively normal childhood. Though she's always been able to see auras, it hasn’t had a huge impact on anything outside her worldview. People tend to “yes, dear” young children, and so Sam grew out of sharing her observations; by the time she was old enough to realize her ability wasn't actually unremarkable, she was also old enough to realize keeping it to herself was a very practical course of action.

She broke her right leg at sixteen. The accident occurred in the January of ’07---her second year of high school---and created the limp she walks with today. Able to stand and to hobble, she initially underestimated the damage; it was only the following day that she began to suspect the leg might actually be broken, and the next day---due to the distance, and to traveling conditions---that she saw actual medical attention. (There were alternatives to being driven in, but all of them were expensive; having a high pain tolerance, Sam opted to tough out a regular ride.) By the time x-rays were actually taken, processed, and assessed, she was set for a rush job; the Patchowskis received an almost cursory consultation when the bone should have been better-set. When it became clear that Sam’s leg hadn’t healed quite right, the conclusion was that the bone had to be rebroken and reset. Sam begged off, since it was almost summer---a terrible time to be with a (re)broken leg!---and she wanted to find a different doctor. It’s been six years since, and with three major moves (to Yellowknife, NTW, to Edmonton, AB, to Porcupine River, MB) school, and work, the prospect of a (re)broken leg remains unappealing. (Additionally, after being put off and put off and put off, a rebroken leg became less and less of an option; odds are if she had the set corrected now, she'd still limp.)

Not a whole lot happened for the next few years. Following her graduation, Sam moved south to study at the University of Alberta. Initially majoring in English, she soon switched to Sociology and returned home for the summer break, and the winter holidays.

December 31st, 2010, Sam got stuck while out skidooing. Since it had been a remarkably mild day for the last of the year, and she’d only been tooling around on the property of some family friends, it wasn’t worrisome---just a long and wearying walk back to a building. Since it was so nice out, Sam carried her helmet and wore her coat half open to avoid overheating while she walked. She made it in without incident, explained what had happened, helped retrieve the skidoo, and decided she should nap before resigning herself to an entire Eve of elbowing. 

When she woke up, she couldn’t see. 

Snow-blindness takes several hours to become noticeable, and is characterized by a loss of vision, tearing, eyelid twitches, light sensitivity, constricted pupils, and pain. The pain was bearable but the panic was worse, and until the how hit her, Sam was on the edge of an actual attack. Realizing that she was snowblind from walking back with her eyes uncovered allowed Sam to reign herself in, since snowblindness is (normally) a temporary condition which requires little to no treatment. Calling for whoever was within earshot, she was startled to see others enter the room because she could see them---their auras appeared as they always had, though everything else was indistinct. It took the better part of a week to recover her vision, but by January 2nd, she hit a low for feeling and being isolated in a way she'd never been before. That low could've become some sort of breakdown... but it became an epiphany, instead, and Sam emerged an adept. (Having only encountered a few other adepts through to the present, Sam hasn't heard the term 'trigger event'---referring to an event which kickstarts someone's magical career through some paradigm-cementing stress---but that's what her blindness became.)

She developed a feel for the abilities accompanying her new insight over the following few months, but didn’t use them to any great extent until June of 2011, when the Stanley Cup Finals concluded, culminating in the Vancouver Riot. Having traveled to the city to watch the game from the fan zone event organizers had arranged, Sam had felt fortunate to be in attendance… until the Bruins claimed the cup, and the crowd started to lose its collective shit. Aware that she was at ground zero and without a quick or easy escape, Sam decided to hell with it---she’d do what she could for the duration. She had certain advantages; she could hopefully help somebody. She succeeded in assisting a few people, but she burned through all the charges she’d accumulated for the first time, and did indulge in a little light looting. (The whole haul consisted of a bottle of water, a bottle of Gatorade, and a vintage goalie mask tempting for its practical protection, and as a sort of souvenir.) All in all, it was wild from open to end.

Late August of that same summer, Sam actually spoke with another adept for the first time.

Able to see that a burn the guy had sustained during the U of A's Welcome Week had healed impossibly fast (overnight! overnight, and there was nothing left but a shiny pink patch!) she towed the him aside, asked point-blank, got an explanation---homemade salve---and pulled the blemish off his arm with an ad hoc spell. Surprised but not shocked to find only uniform skin where the mark once was, the dude---Felix---sat down with Sam and explained it really was a homemade salve; his whole family could coax incredible effects out of anything involving honey. The two leveled with each other, and what began as an exchange of information quickly grew into a familial friendship. Felix is sympathetic to Sam’s inexperience regarding the occult underground, and being both the youngest child and sole son in his family, isn’t inclined to tease--- if anything, he’s happy to have a clued-in ally who isn’t/isn’t an associate of one of his sisters. Sam’s happy to have found someone sort of like herself, and appreciates the information Felix and his family provide as much as she appreciates knowing she has a household in addition to her own that she can turn to in times of trouble. She may be on the outskirts of the occult underground, but knowing other (and, importantly, established) adepts, can at least hear about its happenings.

For the year that the two could make the most of it, their friendship proved fruitful. In addition to the benefits of friendship itself and a few favours, the two found that pooling their resources enabled many savings-supplementing bake sales, which meant Sam could afford to travel for February Break and so see some Maple Spring protests in person. Completing her program the March of the Maple Spring, Sam remained in Alberta until the end of August. She moved to Manitoba much as she’d planned to since she’d first arrived in Edmonton, assuring Felix and his family she’d be back by 2015. She visits on the way to visit her own family, calling in from time to time with news of what’s happened since she reached Porcupine River. She’s so-far stayed in the city a year and a half, and will be arriving from February 14th, having just finished a celebratory supper with coworkers happy to have survived their shops’ holiday sales.


Personality: Straightforward, easygoing, and an optimist, Sam shares a lot with the ‘average’ Sagittarius (if there is such a thing). Her approach to almost everything is pretty relaxed, and though it may contribute to a tendency to treat acquaintances in a too-familiar fashion, her informal attitude is an asset in most social situations---the air of ‘casual Friday’ usually helps her come off as open and approachable.

Sam isn’t as chill as she is in most of her interactions with others because she’s content to go with the flow, whatever occurs; she's a 'don't sweat the small stuff' sort most of the time, but that isn't the sole factor. She’s as chill as she is because she sees almost every situation as having a natural next step---some way to move forward, towards an agreeable state of affairs, even if it means moving forward against an obstacle. (This isn’t Pollyanna optimism; obstacles are expected.) If you’re pushed, you push back at least as hard; that’s the natural next step.  Sam’s as frank about this as she is about anything else, expressing her opinion and emotions openly. If you’ve upset her, you’ll know; if you’ve secured her admiration, you’ll know. If she's properly motivated, she can spin some BS (and indeed, she has no qualms about a small or short-term deception greasing the skids if it means everyone can go home happy, though she's got no interest in putting up a front that needs to be maintained) but she's not stoic.

Others sometimes underestimate her willingness to commit, to a person or path of action, since there just isn’t always cause for a conspicuous gesture. For the former? Once Sam’s decided she’ll throw her lot in with another person, she’s in---and only learning that that person is really not at all who she’d believed them to be could cause her to withdraw her support. For the latter? What Sam chooses to do isn’t always perfectly practical (as adepts are weird, especially about their priorities) but her approach will usually prove pragmatic and she’ll work at any undertaking until it comes to some kind of conclusion. She's stubborn like that. ...and stubborn in general. She can be convinced to compromise on the means to an end, since the end is more important, but the end will stay a sticking point unless there's some dramatic change in circumstances, or it's going to spark a really awful row with one of the people she's close to---and maybe even then, though “for the sake of [someone]” is the best bet. Sam's a protective friend! Despite her easy approach to others, she feels a great appreciation for the people who have moved past 'friendly acquaintance' to 'trusted circle.' Other people will have her help if they ask, or are in obvious need, sure---what goes around comes around and all---but friends have more than that 'well, it's what you do,' and fondness going for them. Reciprocity is very important to Sam, which is why she explained herself in full to Felix, after explaining enough to convince him to explain how he'd healed inhumanly fast. Trying to look for for the friends who look out for you is a given, right? Right. That's buttressed not only by affection and general decency, but by Sam's concern with the next step; she tries to take possible problems of the near/not-too-distant future into account, sometimes to the point of preoccupation. Her concern is low-key in the absence of any clear and present threat, but it still contributes to every “call me when you get there,” and following a handful of luck superstitions on the off-chance.
10_20_15_5_50: (Default)

CONT: Samantha Patchowski | Unknown Armies

[personal profile] 10_20_15_5_50 2017-03-05 01:22 am (UTC)(link)
To sort of summarize, Sam is laid-back, friendly, and helpful, with a stubborn streak which sometimes surfaces. She tries to hope for the best while preparing for the worst, and meet most every situation in between with “well, since we're in it, we're in it, and we might as well work with that.” She is protective of, and honestly grateful for friends she can trust, though her own bullheadedness may occasionally put them at odds. She's not too proud to apologize, sometimes insincerely; while she'll usually tell it as she sees it, she'll spin a whole snowjob if there's a great enough gain---and if the odds are good it's a one-off incident which will need no sustained attention.

Abilities: As an adept, Sam's able to implement what she sees as something between sympathetic and blood magic. This magic works with superficial aspects and impressions---what surfaces make accessible, including surfaces themselves. Of surfaces, skin is the most significant, and so Sam pays for her power in blood and ink; every couple of inches of skin she has etched up earns her a little oomph. Like other adepts, Sam has developed a small set of formula spells to supplement the random magic her magical focus allows.

- “Badge of Membership” has others assume she’s a part of the same group, organization, or social scene they are, though it lasts a limited time---ten to twenty minutes---and won’t work unless she has some inked skin showing.
- “Bulletproof Ink” treats tattooed skin as if it’s beneath (or itself is) body armour, capable of stopping a blade or bullet, though it will stop only a single shot before it must be recast.
- “Octopus Ruse” renders her impossible to recognize, though blood relatives and sensitives have a chance of seeing through the spell.
- “Shed Skin” allows her to heal a small amount of damage to her own or another person by peeling a piece of skin off from under/around the injury, the way a person could peel a strip from a sunburn. While this spell can be used to heal all visible damage, it can’t heal anything completely---the spot will still be at least a little sore---and it doesn’t go deep; a stab wound or a bad burn will continue to exist under intact skin. (The spell can be used to ‘lift’ contaminants, though, with what’s peeled away looking like a latex make-up effects item.)
- “Label” allows her to label herself or another person with a one-word descriptor and have others believe it to be accurate. The word must be written on that person in a highly visible place, though what it’s written with doesn’t matter. The spell times out in two days, though it can be ended before then by rendering the word unreadable. Though the duration of the spell is important, its aftermath is as important---whatever the descriptor was, people will get the opposite impression. This backlash effect lasts twice as long as the spell itself.
- Another is a 'blast' spell: a magical attack. Since Sam’s only capable of acquiring minor charges, her blasts can do damage equivalent to one good whack with a melee weapon. The injury always manifests as a mass of densely-packed pinholes which form a large blotch, bleeding profusely. It’s worth noting that this blast style can’t do real damage to most mechanoids, as it would probably translate to a mass of tiny brittle blisters erupting across a patch of paint.

‘Random magic’ allows an adept to create an effect formula spells can’t, if that effect ties into that person’s paradigm. (A fleshworker, for example, could make a broken bone knit or an old scar open, but wouldn’t be able to restore a broken flower stalk or a damaged leather chair; Sam couldn’t stick the pieces of a broken teacup back together without glue, but she could make the seams impossible to see after the glue set, change a gemstone's colour, or slap someone to create a red mark lasting for days.) Random magic allows the creative adept to open opportunities, but it isn’t the can of worms it could be---random magic effects require more raw power, because there’s no practiced ‘path’ to the desired result, and the scope is more specific. (An adept knows that they are capable of their formula spells, which makes it easier to stretch the boundaries of power and possibility, but even if one believes they can do what they intend to with random magic, it’s unproven---and so they need to be closer to the key point of their paradigm.) So far, Sam’s used random magic to improve her resistance to cold. It isn’t much, but it means she can bear bare arms a bit below, and frostbite is less likely.

Sam also knows a couple of low-level rituals. They aren't for anything especially impressive (one's for getting a vending machine to shake itself empty and then apart; one's for sending a message to a single recipient; one's for confirming whether or not the person you think has cursed you has cursed you) and they require components which might take weeks to acquire.

There's also Sam's aura sight, addressed here.


Alignment: Daimonia: grief and joy.
This seems to be the most appropriate alignment for Sam because it's this continuum creating the majority of peaks and valleys in her emotional life. Large changes have been happening in Sam's life relatively regularly (many engineered, and some others accidental) and each change has had some grief, with things ended and things missed, alongside the joys of discovery. In addition, Sam's friendships feed into this continuum more than any other; her tendency to prioritize reciprocity feeds into a sort of secondhand grief when she can't help someone important to her.



⌈ SAMPLE SECTION ⌉

General Sample: Here!

Emotion Sample: “Okay. We got it... and we got no idea how ill-advised that actually was.” Sam offered her partner in (potential?) crime a crooked little grin, before looking down at the body of the goose. Given the number of the things, it wasn't likely anyone would miss the one; the flock had acted an awful lot like quasi-wild park geese, used to ignoring people and being ignored in turn. There weren't any people around apart from herself and Dray, though there was no telling how long that would last, and as the both of them were all but red-handed it seemed best to be... prudent.

Sam dropped into a crouch, feeling a flutter of concern and setting the unease aside as best she could. She couldn't move quickly on her feet, but that didn't mean she couldn't move quickly, checking the bird for bloody spots before bundling it up in the shirt she'd earlier flapped at its front, to distract it from the eidion approaching. As short as the task was, a chill had the hair of her arms on-end before she'd finished---and it was odd, with the day being balmy. As soon as the bird's form (and feathers) were concealed, relief rippled through her, a weird warmth with it.

Sam stood, tucked the bird-bundle beneath one arm as if she'd only grown overwarm with too-thick outerwear, and nodded once in satisfaction.
foreverhalone: (Default)

Vyryx Desrosiers | Final Fantasy XIV (MMO OC)

[personal profile] foreverhalone 2017-03-05 02:43 am (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: Zorn
Contact: [plurk.com profile] ZornSable
Age: 27
Current Characters: N/A


⌈ CHARACTER SECTION ⌉

Character: Vyryx Desrosiers
Age: 25
OC Type: MMO OC
Point Taken: 3.1, As Goes Light, So Goes Darkness
foreverhalone: (pic#11020607)

[personal profile] foreverhalone 2017-03-05 02:44 am (UTC)(link)
World Building: Here you go!

Backstory:
Originally V'erhiks, the section of the tribe he belonged to took up a nomadic way of life. They were skilled in animal taming, and found good coin in the training and selling of chocobos. While they couldn't compete with those of Ishgardian training, there were those who would ill afford the prestigious birds of the Holy City, and so the tribe took their business to them. This meant the tribe, small though it was, would travel through Coerthas often to slink into the Dravanian forelands where they could obtain them.

During one such journey, the young V'erhiks(age 4) got separated when a stray dragon attacked the tribe. At the time, he had a chocobo chick with him at least, and so his frantic journey into the woods away from danger was not entirely alone. However, there's little a chocobo chick can do, and so they were more or less left defenseless to the Coerthan wilds. The pair hid in whatever they could find: smalls caves, under large rocks, even in hollowed out trees that had fallen down many years ago. Anything to escape the dangers around them.

As fate would have it, his time in the woods didn't last for more than a night or two, because an Elezen noble came across the battered and scared miqo'te child and his fragile bird. Being unlike his fellows, he did not abandon the kid to his fate, and instead took him in. Choosing to raise him as his own--with his wife being barren, they couldn't have a child anyway, and they took this as a blessing from Halone herself.

Growing up this way was not easy for him, Ishgardians are naturally xenophobic, and while the family he was adopted into loved him and even gave him his own Ishgardian surname (Desrosiers), it did little to blunt the judgment of others. This followed him through childhood and adulthood, and kept him from properly joining in the Ishgardian military. However, it did nothing to quell his determination to learn the way of the spear, and so his adoptive parents did pay for his tutoring.

Years later, after mastering what his tutor could teach him, he did his utmost to follow the new dragoon trainees to see if he could absorbed anything, even if indirectly. For the most part, he picked up bits and pieces, and filled in the blanks as he could, but it wasn't until he found a soul stone that the blanks were properly filled.

He would often take on daring challenges to himself, first taking down the wild life of coerthas, before eventually attempting some of the dravanian subordinates like drakes and outflyers. Until he happened upon a behemoth pup that happened to stray from its den. Had this been a full grown behemoth, he certainly would not have had a chance, but given it's diminutive size (compared to a full grown one), the challenge was at least even. Slaying the beast, he took its horns as a trophy, but not without his own wounds to show for his efforts. It was hardly a new born, but a fledgling behemoth was still a beast to be reckoned with! With the horns, he then commissioned a spear to commemorate his victory.

One day, after feeling much more confident with his abilities, he had overheard a rumor of dravanian activity, and that a small number of dragoons had been sent out to dispatch the fiends. Wanting to see dragoons in action and therefore hoping he might pick up on their moves, he made haste to follow. Problem was, he only knew an approximate location, and so by the time he got there, it was nothing more than the remnants of a massacre--to the dravanian's favor.

The young new recruites were little match for the beasts--the scorched land and charred bodies were telling proof of that. Without a dravanian in sight, he scavenged the battle field. He could have brought one of the bodies back, could have tried to find which family they may have belonged--but the disfigured remains were not helpful in recognition. So, he did the next best thing: he took the soul stone, and a discarded dragoon's helmet and spoke not a word of what he found to anyone. A considerate fellow is he!

It was here that he began to act on his own, seeking to free lance (ha) his skills in an aid to Ishgard. He would act without the direction of the Holy See, slaying would-be threats and foreseen enemies of the church. However, acting alone does little and less for those with such high aspirations. He also did not wish to turn to his parents for help when it came to funding his hiring of mercenaries to aid him in his self appointed duty. Particularly when Ishgard looks down on that sort of thing anyway.

Naturally, he turned to a trade craft to make money, weaving to be specific. He had no natural talent for it, but it paid well, and through his determination he obtained some modicum of skill. With his own means to fund his endeavors, he turned to a Free Company of mercenaries to aid him in his skirmishes against Dravanians when such threats reared their heads. Or he imagined they did, not all of these skirmishes ended in battle, or at least a fight against dravanians.

He did this up until the end of the war, ceasing as the Elezen sought peace with the scalekin, and while he held his prejudices against them, he was not one to step out of line. Of course, once everything was done and over with with Nidhogg's shade, and the peace set, he then continued his dragon fighting against what remnants of Nidhogg's horde still skulked about, kill those dravanians that dared to defy the peace between man and dragon.

Personality:
To put it plainly, Vyryx is a right asshole. Being raised around Elezen--Ishgardian Elezen to be precise--he picked up a lot of their prejudices. Boy do they have a lot. Naturally speaking, Ishgardians are highly xenophobic and racist towards anyone who isn't Ishgardian, let alone Elezen, and while they live with hyurs, it's no surprise that all of their high positions of authority belong only to Elezen.

With this in mind, Vyryx was raised around a bunch of snobby, stuck up, racist Elezen who look down their long necks noses at everyone else, so naturally he does the same. Even to himself. There's a lot of self loathing with Vyryx, he hates that he's not the "superior race" that Ishgardians are, he despises that he's a miqo'te at all, honestly. Because of this, his hatred for fellow miqo'te rivals next to his hatred of the dravanians, though he's not likely to attack one on sight like he would a scalekin, but still!

Being raised by two caring Elezen parents, he isn't without some positive merits, he can be kind and compassionate at times, and sometimes he cares a bit too much for his own good--but ultimately he hides that behind his general snobbery. When around fellow Ishgardians he acts proper and respectable, carrying himself in a manner that would likely befit nobility. He's had a lot of practice and exposure to that sort of song and dance--his parents being lesser nobles that serve one of the four high houses, he's had a good example to follow.

However, around non-Ishgardians, he has a poor attitude, and while he still holds himself high and mighty, with the typical air of an Ishgardian, he's got the habit of being far more crass. Since he despises most who aren't Elezen, he doesn't often listen or give them much of a chance, but it's not impossible for them to get through to him. You merely have to be more stubborn than he is. Needless to say, he's not a man of many friends, and with most Ishgardians not caring much for his kind, and him not caring much for others... well, the chocobo chick he had since a child served as his only friend and for the most part still does. Which is pretty sad, but he has no one to blame but himself.

Ultimately, he's a man of high tastes and expectations, trying to act the part of Ishgardian nobility even if he's nothing of the sort--an act he puts on mainly around non-Ishgardians who might not know better. So too does he do this with being a dragoon, something he'd never claim to be inside the walls of Ishgard or around any proper dragoons, he keeps his pilfered helmet and soul stone a secret from them. To those who wouldn't know any better, however, well, he's more than happy to claim what he isn't if it gives him an edge of superiority. A man can dream, isn't he?

Because of his self hatred for what he is, he views other miqo'te as savages that have yet to be domesticated, that he's above them, their superior, because he's been enlightened by Ishgardians. In other words, he's a huge jackass that really, really doesn't know how to turn off his asshole switch. You could say he's an acquired taste, but not many can stomach acquiring the taste of shit, just saying.

If there is one trait that could define Vyryx as a whole, it'd be determination. Whatever he does, whatever he decides to do, he powers through to make it happen with sheer determination. He was not accepted to be part of Ishgard's military being what he is, and so he took it upon himself to train (with his tutor) to become good enough to help out. When he needed funds to hire mercenaries to aid him in his personal objectives, through sheer will power and practice he became a rather skilled weaver to fund it all. Vyryx is far from the best, far from being hugely talented really, but when he sets his mind to something, he pushes everything till he gets some sort of favorable result.

In the end, he's honestly trying to make his parents proud, trying to be the Elezen son they couldn't ever have, and trying to do right by Ishgard. His hatred of dravanians is as deep as those born into the conflict, despite having no real ancestral roots to the war at all, but his loyalty is and forever will be with Ishgard. As such, he hates all things dragon, and you'd have better luck getting through to a wall than him when it comes to them. His hatred is irrational and pretty much unfounded as far as personal experience goes, but he's so stubborn and unwilling to budge it's almost like they did him a personal slight.

While a crass, self-centered asshole, Vyryx isn't completely without a heart, and while he might feel inclined to snub others, he does have some sentimentality. He might be very indignant about showing any part of that to others, and will ultimately do anything in his power to make the other person feel as if he's being forced to care, and like it's the biggest burden in the whoooole world. But it doesn't change that those feelings are actually genuine.

Abilities:
As a dragoon he has primarily jumping and spear based abilities, not being the Azure Dragoon and thus being unable to command the power of dragons like the WoL or Estinien, he is limited to the more physical aspects of the class. As well as this, he also possesses lancer abilities, because while they do not follow necessarily the Gridanian path of being a lancer, there are lancers in the Ishgardian army who use the exact same skills, and thus he would have been trained similarly.

Lancer abilities

With training as a lancer, he has been taught how to use his aether in a way that would benefit his fighting, not just how to handle a polearm. Whether it to be to enhance his own strength temporarily (heavy thrust), cause lasting effects over time (phlembotomize/chaos thrust), slamming his spear down and swinging about like some sort of lethal pole dancer as aether damages those around him (ring of thorns)--or even allow himself to be more susceptible to damage to boost his own means of attack (blood for blood). He more or less has all of what you'd expect from a 50 lancer.

Dragoon Abilities

Jump:
The standard dragoon jump. It allows the dragoon to leap into the air as if in defiance of gravity itself, then arcing at the jump's apex to land with precision and their dead weight on their opponent with their spear. By the tool tip, it's maxed out at 20 yalms (20 yards/60 feet), but in cutscenes we have seen dragoons jump arguably higher, so perhaps that's only length ways. Either way, he can jump real good, basically.

Spineshatter Dive:
Much like jump, but an ability aimed more for stunning an opponent than dealing damage. It follows a similar rule, but from what we can surmise from the effects, a dragoon likely uses their aether to cause the status affliction with the collision of their spear (if one is to go off of the lightning-like effects.) Granted, on normal people this will likely be a more lethal than not, so the stunning is a little irrelevant, but you know!

Besides that, he more or less is very capable with a spear, as well as extremely acrobatic. You could say he has... cat-like reflexes. Due to the excessive training, the help with the soul stone, and Eorzean's being far stronger than normal people anyways, he's an exceptional fighter, and quite stronger than his small size might lead one to believe.


Alignment: Elios, because Vyryx's strong hatred of others fuels most of his interactions. He's full of hate, whether for himself or others, and operates mainly on it. However, on the other end, his love for his country and countrymen work to inspire him as well, and it's through this devotion and strong bond that he's capable of doing most of what he does. Out of any emotion, love and hate absolutely fit him the best.

Other: He will be bringing his red Draught Chocobo named Arluin.


⌈ SAMPLE SECTION ⌉



General Sample:
Link out

Emotion Sample:

[It was strange to say it plainly, being angry was one thing, but to see how his anger effected things around was quite another. He had tossed his glass away from him, but before it could shatter against the far wall it had already crumbled into dust. The wall cracking where the glass might have hit it. In a way, it made him feel powerful, like the Fury herself was at his beck and call, and she projected his emotions through physical force.

He knew this wasn't the case, but it didn't change much with how the floor cracked beneath his stomps, or how a glare in a certain direction could bust out some windows. The initial alarm of it was almost enough to calm him from his rage, but he was quick to remind himself just what had upset him—just what was said to send him into such a horrific rage.

How dare that bitch call him a "kitten". Oh the damn humiliation to be so demeaned. So disrespected, she didn't have a single CLUE who he was—or at least, who he liked people to believe he was, anyways. Fortunately the temper tantrum didn't last long, and the building he was in didn't suffer more abuse than what was entirely necessary (none of it was), what with Vyryx choosing to head out to save himself any more disrespect—of course not without the door literally bursting into splinters as he slammed it behind him.

Small sacrifices!]



Questions: None!
Edited (tmw you see small grammar mistakes gomen) 2017-03-05 16:49 (UTC)
soulsrob: (Default)

[personal profile] soulsrob 2017-03-06 12:05 pm (UTC)(link)
This is the journal! <3
10_20_15_5_50: (Default)

Re: Clarification

[personal profile] 10_20_15_5_50 2017-03-08 02:09 am (UTC)(link)
Oh, I'm sorry! Seems I omitted the “Notes” portion when putting the app sections together to submit.

Every variety of adept does things to generate 'charges,' which are best described as packets of magical energy. Charges are categorized as minor, significant, or major, with significant and major charges both being markedly more difficult/dangerous to create than minors and significant, respectively. (For example, a chaos mage will risk serious injury or several months' wages for a significant charge, but a major charge requires risking one's life as well as the life of a loved one.) 'Minor adepts' are adepts who cannot ordinarily access significant or major charges because their charge-generating activity cannot be sufficiently scaled up, and has no scale-able approximations. Sam is a minor adept, and gains one minor charge with every tattoo she acquires. (These tattoos must be a minimum of two square inches; you can't cheat magic adding one freckle at a time.)

One charge powers one spell, though improvised spells may cost more, and additional effects (such as booby-trapping something with a blast spell*) will certainly cost more.

It's also worth noting that every variety of adept has a taboo, an action which violates the paradigm their variety of magic hinges on. For a chaos mage, this would be asking someone else to take a risk they are unwilling to take theirself; for Sam, it's having a non-decorative needle puncture her skin**, or having a tattoo removed/defaced (say with a particularly bad scrape or gash across the design).


*The rulebook suggests booby-traps, but also specifies that the traps must be symbolically appropriate/resonate with an adept's focus, so it's a limited ability. Sam could set a trap-blast which would be triggered by the next person to draw blood on Person B, for example, but she couldn't set a trap-blast which would hit the next person who tried to pick a certain lock.

**It's a weird system.
10_20_15_5_50: All illustrations by Daranon@plurk (all in fun)

Re: Accepted!

[personal profile] 10_20_15_5_50 2017-03-08 07:51 pm (UTC)(link)
Thank you! I'll be joining with this journal.
mutesiren: (calm ♆ Fear not this night)

Zivis | Guild Wars 2 (MMO OC)

[personal profile] mutesiren 2017-06-07 11:28 pm (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: Mikki
Contact: [plurk.com profile] gloryfalling
Age: 29
Current Characters: Finn ([personal profile] misplacesfriends)
mutesiren: (swim ♆ Though shadows fall)

Re: Zivis | Guild Wars 2 (MMO OC)

[personal profile] mutesiren 2017-06-07 11:29 pm (UTC)(link)
⌈ CHARACTER SECTION ⌉

Character: Zivis
Age: 2, mentally 20 [11 of Scion, 1327 (July 11th)]
OC Type: MMO-OC
Point Taken: Zivis is taken from current gameplay, 1330—present day. Only this is after the current chapter of Living Story 3.5 (briefly summarized here via game), since this release is still relatively new (as of 5/2) I can give a summary of what transgressed in the White Mantle attacks and the Flashpoint release if necessary. However, since she isn't part of these conflicts, it's rather unnecessary other than context of how her race is received.

World Building: Zivis is part of a very young race (less than 30 years) called the Sylvari on a world named Tyria.

Backstory: Zivis Awoke during the hot summer months, just as Living Story 2 kicked off and at this time Leyline magic, the magic that controls the Waypoints, is given a hard metaphorical kick to the gonads. This is the "doorbell" to Mordremoth waking up and beginning to call his minions back to him. She instead only heard the siren call of the water in the early dawn, they were only able to keep her on land for a few hours before she was getting more than her feet wet. All throughout her Dream she found herself wanting to know more about the water, more about the life that lived down there. And most importantly, if they could ever make friends with the Krait. Zivis spends every waking moment that she can in the water except when being on land is a necessity. Like when the stormy season is at its peak and the waters are extremely rough. She can pretty much count the times she's been on land on two hands, as such she has a sort of reverse "land legs" going on.

One of the few times she ventured onto land was when she was about a year old because of Mirlowe, a Sylvari mesmer who was Soundless like herself and talented in a sort of singing-mind manipulation. Mirlowe was singing along the shore near one of the Soundless havens and spotted Zivis swimming nearby, enthralled with her song. The older Sylvari beckoned her nearer and eventually got a flighty Zivis to put her head on the other's lap, starting their lovely companionship. However, even Mirlowe wasn't able to bring Zivis more than fifty feet away from the waterline, the elementalist preferring to stay close to what she considered her home. The mesmer is always telling Zivis tales of the ships and sailors she’s brought to their doom, Zivis never can tell if they're true or not.

Most of her time passes with learning what kind of life, plant and animal, lives in the bodies of water. Obviously any body of water that can carry life as well as hold her own body under the water sustainably for the duration of her learning. She's spent the majority of her two years searching the waters of Caledon Forest, trying to find a way to make friends with the Krait. Though many of her endeavours have turned out...not all that great. Several times she made it back to the small cave she keeps as a home with minor injuries. Zivis used her magic mostly to protect herself, to keep them from coming after her, but never to harm them. She hoped that somewhere it would strike a chord with the Krait, that she never attacked them. Perhaps that they would some day treat her with kindness as well.

It was part of her Dream that has her so wrapped up in trying to make friends with them, in the Dream it was possible, so she got stuck on that along with trying to learn everything she can about the water. Her very first encounter...well, she was perhaps a bit too naive and thought it would have been just as easy in real life as it was in the Dream. She was horribly wrong. Zivis encountered an adult Krait Witch and tried to make a non-threatening greeting which only got halfway finished before the female Krait threw out a net and summoned her piranha to attack the unprepared Sylvari. By the time Zivis managed to pull her trident out, she was already bleeding from various cuts, and managed to use her water skills to push herself back, putting a icy wall between her and the Krait. And while she could have shattered the wall and damaged the witch, she chose instead to shoot herself away with Tidal Wave, healing herself as well. Her confidence in making friends was roughly shaken that day as she slowly swam her way home to her seaweed bed in a small cave. It was a few days before she managed to make her way back out again, spending time nursing her wounds and her pride.

As a result of her trying to make friends with someone who considers the other races the enemy, she's only just now gotten to the last watered area of the Forest. One that she's put off considering the kind of people that live in the Wychmire Swamp, the Nightmare Court. One of those most recently turned towards their teachings is a Sylvari she's somewhat adopted through their very few meetings. A male Sylvari named Almos who has very few friends aside from a pet rock because the pollen he releases often causes those it comes in contact with to fall asleep. Zivis, staying primarily in water, has no issue with this since she'll routinely duck herself under the surface to "rinse off" every once and awhile. They happened to meet by chance while he was gathering seashells for decoration and she was simply curious. Much to the dismay (or annoyance) of Mirlowe, Zivis was fond of Almos to the point of sometimes trailing after him along the coast just to make sure he was okay. He in turn, keeps her from feeling lonely, mostly him talking and her listening but for them it works. It's how she learned that Almos drifted towards the Nightmare Court, but in return for the sense of family their friendship provides he manages to keep the Court from trying to take her from her beloved waters.

It was Almos' turning towards the Court that instigated the changing of her colors, though seeing as how Mordremoth was being slain by the Commander and the broken Destiny's Edge and yet-to-be forged Dragon's Watch, that could also be a contributing factor. Her coloration deepened in color from the pale green to pastel blues, pinks, and purples with only a hint of the green lingering in her hair. During this time she felt very sad and disconnected with the water, it was one of the longer times she spent out of the water and perhaps that's why her body chose its new coloration. To bring the water back to her and she back to it, as it drew her like a siren's call once Almos was settled in. Where as before the Nightmare Court was something to be feared, now she sees a similar dark beauty to them like she sees with the Krait.

She holds no inward illusions about trying to become friends with them, aside from Almos' lady friend, or pulling them towards the Dream once more. But for now Zivis contents herself with finishing the last bit of watered areas in the Forest before moving on. While she wasn't able to make friends with the Krait particular to Caledon Forest, there are plenty of other groupings, and plenty of opportunities. Not to mention a lifetime of learning everything she can about the life under the water. It will take her a while to travel from place to place but eventually she'll have all of discovered Tyria uncovered and perhaps eventually find a group of Krait not like their dangerous kin, or at least willing to make friends.

For her pull point, she's come across another Krait built tower and is attempting to rescue the Hylek, one of the race that the Krait often capture, from their cages. Zivis was able to rescue at least two of them and was working on the third when she was shoved from behind into the newly opened cage by a Krait Slaver.

Personality: When Zivis first Awoke, she was filled with doubt and mistrust about most of the main races. Humans and Asura mostly, followed by the Charr and Norns respectively, even her own race she was cautious about approaching. Not that her Dream had been filled with warnings against them or anything, she just felt too uncomfortable being on land and with those that seemed so at ease there. If it were someone who had a fondness for the sea or was a sailor, she'd be more inclined to trust them and be less cautious about her approach.

Mirlowe was able to lure her in with sea shanty songs and Almos' careful collection of sea shells drew her to them. Mirlowe became a very close companion to her, not quite a lover status but definitely the beginnings of what accounts for being girlfriends. The other most likely taking it slow for the sake of not scaring off Zivis, which more than likely wouldn't be from distrust but more of it being something entirely new that she's not encountered before. With Almos it's a kinship in the way that she cares for him like a younger brother, though her adoption of him is more like a mother-son sort of relationship. So you could say that her color shift was a reaction to finding that he'd given up on the Dream or the ability to return to it if he was Soundless like herself and Mirlowe—not a negative reaction at all, but more like a sad acceptance? After all, turning to Nightmare meant that either you lived or died with the Court and its teachings.

But as she grew more comfortable around the two, so did her comfort zone, soon extending to those on The Weeping Isle and Wychmire Swamp, even if she still didn't go on shore very often. But once you get past the part of her that's cautious, she ends up being a very light-hearted and emotive sort of person even with the mask on. While she doesn't play pranks or anything of that sort, Zivis does tend to help lead jokes on so long as she's not the receiver. Or she'll end up throwing some kind of harmless flirting into things, all in the name of good fun. Sometimes when the right situation hits with her flirting, she sometimes ends up going a little further than she's prepared for. She's not yet had one of these situations, but it's likely that she'll end up pleading out that she didn't know where it was going. Her confidence as a whole comes out more clearly when she's in her natural element, in the water, where she'll attempt her best to share her knowledge with those that will "listen" to her. Sometimes it's clear to her that people get frustrated with her inability to speak so she tries to keep things very simple.

Probably another reason why she doesn't overly socialize, they get frustrated and then she gets frustrated. It doesn't deter her love for the water though and the life that is surrounded by it, Zivis tries to learn anything she can. She finds that she learns something new every time she comes upon a plant or a lifeform in the water, even if she's encountered it before there's always the chance to learn something more about it. In a way Zivis is what anyone in our world would call the eternal student. And sure, she could be a little selfish about this knowledge, but referencing the above, frustration is easily reached when your abilities to communicate are very limited and you prefer not to heal the damage. Which is why she is slowly trying to learn how to write the native language of New Krytan, though so far her efforts in gaining a teacher for this haven't gotten very far.

Partially this stems from her distrust of others, but once she is friends with someone there's a certain amount of gullibility that leaks into things with the trust she has in them. Any of the stories about the ships on the sea that Mirlowe tells, she believes every one even if they're just a popular legend that she hadn't heard yet. Almos she'd probably follow into dangerous situations believing that some sort of good was going to come of it or that he couldn't possibly be asking her to do the wrong thing. (Which, he probably would never do, knowing even though she's Soundless, she still wants to do the right thing.) Still, in the end, she does have a strong sense of self-preservation, she's always ready to defend herself and she prides herself on her skills to defend herself and others without killing. One day it's likely to get her seriously hurt or even killed, but for now it gets what she needs to accomplish done—survival of herself, the rare encounter with others while danger is around, and the Krait she's trying to befriend.

Zivis errs on defense before offense, and in a lot of ways it's saved her life, but it's only a matter of time before her ideals of trying just to disarm do her in. Even if it isn't the Krait or some other aggressive water-based race, eventually she'll have to attack. Attack to do harm or actually kill. It's something—when thought of—makes her mildly uncomfortable. The thought of killing someone else, something sentient, makes her feel ill. Probably another reason why she'd never really make it inside the Nightmare Court. No, she would rather suffer the injuries or being captured/killed herself than harm or kill someone else.

The Nightmare Court probably wouldn't stand for her being easily distracted by things that involve her passion, either. The slightest glimpse of something new and whatever it was she was previously committed to is left slowly sinking in the water to the bottom of the floor. She does eventually come back to it, once curiosity is sated, but be it what she assumes is a new fish or plant. Within reason, of course, so if the situation itself isn't the safest she'll attempt to come back to it later on. But there's still those few seconds where all her focus is on that new "thing" that might prove to be her undoing at some point. Or it might save her, should the opportunity be safe enough for her to go investigate.
mutesiren: (back ♆ Awaken as the silence grows)

Re: Zivis | Guild Wars 2 (MMO OC)

[personal profile] mutesiren 2017-06-07 11:30 pm (UTC)(link)
Abilities: Zivis is an elementalist, which means she has control of the four elements and another (not quite element) called Arcane. (This video here is a good demonstration of her main abilities. This starts with scepter—skills 1 - 3—dagger as a secondary (4 & 5) starts here. Descriptions here.) However, since she is mostly attuned to water, that is the skillset she'll most likely be using while in Verens, it's based around healing as well as offensive moves. The majority of the time she wields a scepter and dagger (weapon combination she'll be coming with), though she is versed in all elementalist weapons aside from the Tempest based warhorn. Her secondary element preference is earth. If necessary I can provide her full build and explain the trait-tree.

As a Sylvari, she has an inherent night time glow (pink) that occurs from dusk until dawn and fades in and out, however her blood itself is like yellow sap and she sheds pollen when she moves. The inside of her mouth glows as do the pads of her hands and feet! As a plant-based people, Sylvari are able to communicate with most plant life and direct them as needed such as re-creating a bridge across a gap or directing seed turrets to grow quickly in the field of battle. As such she's also able to grow her own clothes should she need to though it's a slower process, as would be regrowing a limb if necessary however it takes such a long time that needing to regrow a limb is an undesired necessity. (So no wanted limb loss for her!) Zivis has obviously not extended this "healing" ability of her people nor that of her elementalist state to try and fix her vocal cords, signifying that she's content with them as they are. And her abilities with plant manipulation is stronger with those that reside in/on the surface of bodies of water.

Zivis has completely changed her colors once before, something she's not likely to do while in game but it possibly can happen under duress. Here is her former appearance and this is what she looks like today, this ability is again, one wholly unique to the Sylvari people. Those Sylvari that turned—or gave in—to Mordremoth changed their colors to reflect the dragon's own designs. Sylvari eat and drink just like any other race would, the sunlight only rejuvenates them. Heat and cold don't seem to bother her race and she's stronger against cold temperatures being in the water all the time.

Sylvari also share something called the Dream, a way that they're all connected to one another, sharing stories and things that they learn to those yet Unawoken. They continue to share this connection with other sylvari and the Pale Tree after they Awake but it is often weaker than while within the Dream. Zivis, however, drifted away from the Dream and the connections she once had to it, becoming what the Sylvari call Soundless. Their presence in the Dream is barely there, if at all, but it's not turning against the principles of the Dream like Nightmare Courtiers. Their minds are quiet, without the "chatter" of connection to other Dreamers, a state which most achieve with daily meditation and Zivis does with "drowning" herself in the waters.

She is also a very strong swimmer though she does tend to stay out of the ocean's stronger currents, it wouldn't be at all unusual for to take off in what one would call a "Leeroy Jenkins" jump into a rocky water base and come out relatively unscathed. For pretty much living in the water since the day she Awoke, Zivis is very familiar with the currents and riptides and any kind of water based "movement" you could think of. The more dangerous ones, again, she tends to avoid but that doesn't mean she's not familiar with how to deal with them, she just chooses to err on the side of caution. Zivis is a plant-based Sylvari as opposed to a bark-based and while it still gives her limbs a bit more rigidity than normal human skin and bone, her body is much like trying to break a plant of the same thickness, very hard to do but not impossible.

During Living Story 2 it's discovered that the main reason Zhaitan cannot corrupt Sylvari into Risen is that they are another dragon's minions. A dragon that has begun to awaken due to Scarlet's tampering with Leyline magic, a dragon named Mordremoth. He (most of the dragons are referred to as he, the only exception is a non-elder dragon named Glint) in turn summons all those Sylvari that would listen to him and turn towards him, away from the Dream or the Court, and serve him instead. After his death, it is widely assumed by the player-base that any Sylvari previously caught up in this is freed but left somewhat unstable or insane.

Alignment: I feel that Aiada would be an appropriate Arehtei for Zivis. She has an overwhelming appreciation for sealife and any life really. She’ll do what she can to keep others safe, even...if sometimes they’re a misunderstood enemy…? *coughKraitcough* Any kind of envy she feels is more towards anyone’s ability to live so easily on land.

Other: She'll be coming with her scepter/dagger combo, the clothes on her back, her underwater air-filtration device, and glittering wings backpiece.


⌈ SAMPLE SECTION ⌉

Remember that we ask for samples that show 1) core character portrayal and 2) some use of emotions, such as environmental effect. You can also use the same sample source for both, just make sure to directly link or quote the emotion portion. We highly encourage using the Test Drive, and you can use prompts from the Test Drives, Intro Logs, and the Task board if you need them. Refer to the main application page for links and more suggestions.

General Sample:
test drive link
test drive link with soushi
test drive link with peter/starlord

I will say that with these samples, Zivis shows a large amount of growth in how she trusts. This was done with the intent of the character having been in the game for a while and initial shock has worn off. I'll be doing something more original to her personality in the emotion sample.

Emotion Sample:

She'd been in Verens—or more accurately, Lake Niras—for over a month, yet she still hadn't been able to find her way. The disconnection from the Dream, while already weak on Tyria, was completely broken here. The time she'd usually spent at home deep in the waters trying to distance herself from the Dream had first been filled with exploring the lake and contributing rivers. With all the free time she had now...well, it only took her two weeks. This last one had been rather long, the thrill of a new area had worn off and she found herself...missing her friends. Even though they'd never really stayed together all the time, she knew she could at least contact them.

The water around her grew colder the longer she pined for her friends or at least some kind of contact! There were nice people here, that she would agree with, but at the same time? They weren't people that would understand her, not without a million questions. Oh, how she took for granted living in Caledon Forest, surrounded by her own kind and the only questions asked were "why are you always in the water?" The area around her grew darker now was well, not that Zivis paid any mind to it, the cold or the darkness; though more and more of the native sea life took care to avoid her.

That she noticed, the water going colder still, turning it into a icy slush. Her arms and legs move more sluggishly in the water, her constant motion to keep herself steady in the water bringing her attention to the difficulties in keeping afloat.

This was...new.

After the initial shock, the forceful swim back and quick glance around to look for a possible enemy? She finds not a single lifeform around her, at least not one with malicious intent. The slushy water in front of her was darker than everything else around it and was slowly sinking down into the deeper waters without her keeping it stable. Curious now, more than startled, Zivis follows the clump of semi-frozen water. At least until she gets distracted by the disappearing shimmer of a rather large fish tail.

The Sylvari pulls up short, glancing down the mouth of one of the rivers that feeds into the lake. Head tilted to the side, she swims towards the opening, ignoring the slush that's slowly dissolving below her. Zivis wishes not for the first time that she had her trident with her as she reflexively reaches for it. A stream of bubbles slip out of her mask as it vents her earlier frustrations and she shakes her head, using the annoyance to fuel her swimming. The mouth of the river was lighter than the waters she was currently in, but still deep enough that it allowed for hefty vessels to navigate them. She passed under a few of those boats in pursuit of the large fin she'd spotted earlier.

She shivers as the temperature further in gets warmer, the difference becoming more noticeable in the brighter waters. Shadows from trees and shapes above start playing tricks on her eyes and once or twice she finds herself darting after what she thought was the large fish only it turns out to be a sail of a sunken vessel. The second one seems...newer than the other and she squints at it, noting the lack of growth of any sea moss or fishes using it as shelter. Hands on the railing she drums her fingers, wondering if it was worth swimming into the open hatch to see what was inside. Perhaps something to identify the owners so they could pull it out if it wasn't an intentional sinking.

But even as she goes for the hatch, something large darts out of it, the whirlwind of its speed knocking her to the side. The surprise of it all sends bubbles bursting all around her in the water, tinged with a bit of heat at the annoyance that went with it. Zivis righted herself and looked around once again, this time for the fish, only to once again be left with nothing at all to be seen. Beneath her mask she frowns, the water around her turning rosy with determination. This fish would not be able to escape her that easily, it could bet its fin on that!


Questions: Zivis is mute vocally and I'd like for her to stay that way, so if we could do no healing! ♥
mutesiren: (Default)

Re: Accepted!

[personal profile] mutesiren 2017-06-09 03:42 am (UTC)(link)
Blue merplant checking in!
takeittothebridge: (Default)

Bridge Nocturne | Original Character

[personal profile] takeittothebridge 2017-08-01 09:42 am (UTC)(link)
⌈ PLAYER SECTION ⌉


Player: Usami
Contact: [personal profile] rippleonthewater, [plurk.com profile] usamichan13
Age: 29
Current Characters: Fluttershy ([personal profile] shiningkindness)

⌈ CHARACTER SECTION ⌉

Character: Bridge Nocturne
Age: Currently 19, though he'll tell people he's a year older than he actually is
OC Type: Pure OC
Point Taken: After his employer/surrogate family member, Allen McDougall, discovered his long-lost daughter
Edited 2017-08-01 09:44 (UTC)
takeittothebridge: (80. I tends to keep things moving)

[personal profile] takeittothebridge 2017-08-01 09:47 am (UTC)(link)
World Building: Demons.EXE overview here.

Backstory:
  • Bridge's father, Jeffrey Sangster, came from a very well-to-do human family that worked for one of the wealthiest names in business, Allen McDougall. Jeffrey and his sister even worked directly for McDougall, and Jeff valued McDougall as a mentor figure. Then Jeffrey met Rhythm Nocturne, an enchanting and beautiful Siren, and fell in love. When he announced to his family his desire to be with Rhythm, the Sangster family shunned him, threatening to disown him if he pursued a relationship with her. Ignoring their threats, he and Rhythm came together. The Sangsters disowned Jeffrey, and he and Rhythm left and moved to a little town in Vermont called Bayview, where Jeffrey started a music store and Rhythm gave music lessions to those wanting to learn. A few years later, Bridge was born and, despite the telltale Siren fins on his ears, seemed to be a normally (mostly) human baby.

  • When Bridge was four, Rhythm left his father and him, disappearing one night while they were asleep. While Jeff held hope that she would return, he now had to take care of Bridge by himself, which grew slightly harder without Rhythm bringing in part of the income with her musical lessons. Jeff started working more hours at the store, as well as doing odd jobs here and there to earn a bit extra, and at a young age Bridge learned to be a bit independent while his father worked.

  • Despite Bayview being a small mostly human town, there was one other demon living there; a young Kitsune girl named Soleil, who lived with her adopted parents. While they did play with the other children in town Bridge and Soleil found comfort in each other as being the only two demons in town, and spent a lot of time together. Soleil would often - gently - push Bridge to do things for himself, to do things he wanted to do instead of always doing what he was told, and Bridge often took her advice to heart.

  • When Bridge was eight, he discovered his Siren abilities in the worst possible way: One day while he was playing with Soleil and some other kids in town, he fell into the bay of their towns namesake. Being submerged in water triggered his transformation into his Siren form and, with no experience of handling the sudden surge the Siren instincts and abilities, ended up draining Soleil's energy to the point that she had to be hospitalized. Bridge himself went on a rage until all of his own energy was burned up, pulling him out of Siren form and knocking him out for a week or so. When he awoke, he learned that while Soleil had been in the hospital, and that her family was moving away from Bayview. They left while Bridge was still recovering, not giving him a chance to see Soleil before they went.

  • Though his Siren abilities were mostly dormant as long as he stayed out of the water, the knowledge that he possessed those abilities left the town wary of him. He was mostly avoided, interacted with only when necessary. This was only made worse now due to Jeffrey having to work even more to pay off damages done while Bridge had lost control, as well as paying Soleil's family for hospital bills (even with the family moved away). With his father working almost all the time and most of the town avoiding him, Bridge spent a lot of time alone; he did help out around the music store from time to time, but had to keep clear when there were actual customers, so he spent most of his time there learning to play the various musical instruments stocked in the store. He also spent a lot of alone time, learning to be even more self-reliant. He even indulged in learning a bit more about his Siren abilities, practicing at night on animals when the town was asleep or when he was truly alone.

  • At fifteen Jeffrey suffered a heart attack, and was bed-ridden in the hospital for several weeks before ultimately passing. The Sangster family was then called in to take care of funeral arrangements, allowing Bridge to meet his father's family for the first time. They instantly disapproved of Bridge, due to his Siren nature and their belief that he and Rhythm had effectively ruined Jeffrey's life. After the funeral, the Sangsters repossessed almost everything of Jeffrey's, leaving Bridge only his own personal items. Bridge managed to convince the family to also give him his father's old truck, a trailer, and one of each instrument that was in the store, and the family agreed mostly to not have to deal with him. With his father's family selling the house and store and wanting nothing to do with him, and with the town still distrustful of him because of the Siren incident, Bridge packed up his things and instruments in the trailer and, despite not being old enough to have a driver's lisence, left Bayview with no intention of returning.

  • Bridge informally changed his to Bridge Nocturne, taking on his mother's surname to further distance himself from his father's family, despite having no real connection to his mother either. He also, when asked, told people that he was sixteen, so they wouldn't question him driving the truck by himself. On his travels, he played in any place that would pay him, though had to resort to using his Siren abilities to siphon off people's energy during performances when funds were low and he couldn't affor to buy food. He did his best to be careful, always afraid of losing control or taking too much, and because of having to drain people's energy he didn't stay in one place too long.

  • This went on for three years, living on the road in his truck, playing in a few places hoping to get paid enough for gas and maybe food, before packing up and leaving again. This nomadic lifestyle began to harden him; not only was he forced to take care of himself, but he often saw the worse of what the world had to offer no matter where he went, and had to learn to keep ahead so others couldn’t take advantage of him. His travels, coupled with his experiences as a child, forced him to adopt a more selfish mentality, to just look out and take care of himself because no one else would. And while he still took care to not lose control of his Siren abilities or drain too much energy from people, he had no problems taking that energy whenever it was convenient

  • His travels eventually brought him to Birchpointe, New Jersey. He arrived just after a Chaotic attack left heavy damages in the town, and was in time to participate in a town-wide event to help raise funds for the repairs. He performed a live-show, boosting people's morale while absorbing some of the excess energy that was building from the excitement of the event itself. After taking energy, he had planned to once again leave, but people he met in Birchpointe during the event had him lingering for a while longer.

  • His extended stay in Birchpointe led to him meeting Allen McDougall, his father's former employer, when the businessman was looking to establish business in Birchpointe. During their exchange, Bridge learned that his father had actually kept in touch with McDougall over the years, even borrowing money from him when necessary, and that McDougall had actually attended his father's funeral. McDougall, in turn, learned of the true nature of Jeffrey's disconnect from the rest of the Sangster family, and was enraged of the Sangsters' treatment of both Jeff and Bridge, especially after learning of the family abandoning Bridge after Jeffrey died, and Bridge had since then been living on the streets. Bridge and McDougall parted on good terms, though Bridge was under the impression that that one meeting would be it

  • It was not so, however, as sometime later McDougall managed to track Bridge down, despite his transient lifestyle, and invited him to his manor in his hometown of Pekington, Michigan. It was during this meeting that McDougall informed Bridge that during a confrontation with the Sangster family (who he fired because of their ill treatment of Bridge and Jeff), he discovered a sizable inheritance Jeff had left for Bridge. Though the Sangster family had kept it from him, McDougall managed to get them to replace the amount. McDougall also told Bridge that he was starting a business in the music industry, offering Bridge a job and even a place to live with plans to build a similar manor as a workbase in Birchpointe. Though extremely reluctant at first, Bridge eventually accepted McDougall's job offer and agreed to stay in McDougall's Birchpoint manor

  • Once the manor was built and set up, Bridge moved in and started working with McDougall; though McDougall was often in and out of Birchpointe because of running several businesses around the world, the two started developing a close relationship outside of just employer and employee. McDougall even left Bridge in charge of the Birchpointe manor during his absence, and Bridge sometimes went with McDougall back to Pekington, even meeting the man's extended family. Having someone to look up to and rely on started to soften the defenses he had built up over his travels alone, and Bridge even began viewing McDougall as a familial figure of sorts. At the same time, though, the suddenness of having someone that close again alarmed him, especially since McDougall had his own blood-related family. With his own insecurities and after a misunderstanding following a trip he had taken with McDougall, Bridge began trying to once again distance himself from the business man

  • An incident that landed Bridge in the hospital forced him and McDougall to discuss their situation and relationship, revealing that they had similar feelings of considering the other as family. From then on, the two of them continued to bond and grow closer, each of them providing much needed support and care through serveral major milestones and events that took place in just a short amount of months

  • Eventually McDougall discovered he had a long-lost daughter, Dixie, who found him while trying to learn about her mother, who had died when she was younger. After learning of their relation, Dixie moved to Birchpointe to live with McDougall and Bridge to reconnect with her father. And while Bridge oftened helped Dixie get to know her father better, Bridge once again started feeling a bit misplaced now that McDougall was starting to connect and develop a relationship with his actual daughter, his own flesh and blood.


Personality: Upon first meeting him, people who encounter Bridge will find an overall friendly young man. He can be charming and a bit of a flirt, and his relaxed and go-with-the-flow nature makes him easy to like. He can enjoy crude and dry humor, but mostly he just likes to make sure people feel good; whether by his words, his music, or his actions, and - in many cases, as a performer - all three.

The truth is, though, his attitude about people enjoying themselves is a bit self-serving. Part of the reason is because, as a Siren, Bridge is able to absorb the energy of people when they are under the influence of his hypnotic song. Though he prefers not to drain people's energy often, he does so when he has to eat, and doesn't have access to food (which was especially the case when he was traveling on his own for several years). And he finds that he prefers absorbing positive energy - excitement, happiness - than negative energy.

The biggest reason, however, is just because he wants to be remembered. Left alone as a child and forced to live on the road for several years, his biggest fear is to be left behind, forgotten and unwanted. Each performance is a chance to show the world what he can do, in the hopes that people will learn his name, and want to hear more of him.

Despite the desire to be wanted, however, he tends to keep people at a distance. Having been abandoned by many people in his past, it can be hard for him to trust others, and after living on the streets for a while he developed a view of looking out for just himself because no one else would. He's also afraid of people getting close in case he loses control of his powers; his Siren abilities are mostly self-taught, and due to an accident when he was younger, he often worries that he might one day lose his control and drain too much from people.

It's only been recently that things have begun to change for him; though he still tends to keep most people at arm's length, there have been some who have managed to slip past his defenses and reach out to, though he would never admit it, the lonely soul he actually is. He is discovering that he actually does like having people to care about, people who care about him, and he is finding that he will do anything he can to help them. He's still getting used to having people close to him again, but he continues to learn, finding new inspiration in music, and in life.

Abilities:
  • Siren Song - can hypnotize people through the power of his song

  • Emotional manipulation - can slightly manipulate a person's emotions based on the music he plays (fast-paced songs generate excitement, slow-paced songs generate sadness, etc.); can only be done with Siren Song

  • Energy Drain - can drain someone's energy to nourish himself; can only be done to someone influenced by Siren Song

  • Enhanced Hearing - can detect even the faintest of sounds with sharp clarity over great distances

  • Transformation - when submerged in water, can change to a Siren form, where he gains a fish-like tail and fins, and all abilities are enhanced; a different form gives him wings, and can be done on land

  • Water Manipulation - has a limited ability to manipulate water in his immediate area; can only be use in Siren form


Alignment: Piphron. Given his history, Bridge does have a difficult time opening up to other people, preferring to close himself off than risk getting hurt again, and doing his best to be self-sufficient so he won't have to rely on others. However, once someone manages to break through his defenses, he trusts them deeply and wholeheartedly.

Other: Bridge's PB is Nathan Sharp, aka NateWantstoBattle. Also, while most of his hypnotism and energy draining will be kept to NPCs, there will be a section on his HMD post to opt out of them for players who might be uncomfortable with it.

⌈ SAMPLE SECTION ⌉

General Sample: Bridge on the Test Drive Meme

Emotion Sample: Here
Edited 2017-08-02 07:53 (UTC)
accelon: (⊗ Roses are #FF0000...)

Silke | OC - Part 1

[personal profile] accelon 2017-08-03 04:01 pm (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: Val
Contact: [plurk.com profile] Oksy
Age: 21+
Current Characters: None


⌈ CHARACTER SECTION ⌉

Character: Silke
Age: Early 20s (physically), 3 (years in service)
OC Type: Pure OC
Point Taken: Exactly seven months after being rescued out of South Korea and into Dubai.

World Building:
Silke is from an alternate-universe version of Earth, where technology spiked after the events of World War 2, exponentially speeding up technological advancement and paving way for the supernatural's return to the material world. By the time of 20XX, the Earth has reached a utopian present, but not without it's fair share of problems. An incident in the late 1940s have created portals all over the world that lets otherworldly beings enter the human realms and bring their destructive natures along with them. The incident brought on by experimenting with artifacts left behind by the old gods and mythological entities - collectively called the "Aldunari". Although this event was kept under wraps from the public, reverse-engineering technology from these "aliens" is the reason of the rapid technological change from the 40s to the present.

The present was when the Spiral Consortium of companies - a global conglomerate of private corporations responsible for the 1940's incident, have revealed their existence to the public. Although only as a group of companies working together for a brighter future, and still keeping their link to conspiracies about experimentation on supernatural and/or alien subjects a closely guarded secret. But the Consortium's biggest secret involve rifts scattered all over the globe and the solar system leading to different parts of the universe, and to completely different ones entirely, proving the existence of a multiverse. Silke was part of a long line of human-like androids meant to be part of an expeditionary force to these alien worlds (called "Otherworlds"), and to defend humankind from any invaders that dared to cross the borders of the human realm.

Other differences in Silke's world to the real Earth are certain historical events taking place, such as a Second American Civil War (long before Silke's time) and a Second Korean War (not long after Silke's creation), with certain states and kingdoms seceding from their mother countries, such as Tibet, Scotland, Alaska, and Hawaii. Russia, China, The European Union, and a possible reunification of the Arab Caliphate become the world's peacekeepers in the absence of the United States, who are only starting to bounce back from the effects of the Second Civil War. There are bases on the Moon and on Mars, with a leisurely tourism-focused city on the Moon for the affluent. Short-distance space travel is within human capability, and an expeditionary force to go outside of the solar system is in play as a distraction for the public, to pry their attentions away to where the Spiral Consortium are really focusing their efforts in.

The War Of The Rifts, or the Outer Ring War is a secret war waged by the Spiral Consortium and their government allies to protect Earth from hostile invasions from these rifts. The war is a fight between humans against the old Aldunari that once roamed the Earth in the ancient past, and other mortal civilizations who are corrupted into a hostile frenzy by an unknown cause. With Spiral's weapons technology and the best hand-selected soldiers from the government and other private for-hire groups, the war is managed to be kept out of Earth and the public knowledge. For now.
Backstory:
Silke is a product of multiple technological companies, working together with the shared goal of creating advanced artificial intelligence, dubbed Project Heritage under the overarching Archon Program. The project focused on using human subjects, preying on people in critical condition with only a few moments to live, to volunteer and have their minds scanned, replicated, and be given new life as an artificial intelligence. Before her rebirth, Silke was a human woman from Boston named Helena Ackerman, well loved and with big dreams but was diagnosed with terminal stage cancer that gave her only a few months to live. This made her the perfect prey for the project which she eagerly volunteered in, ignoring the possible consequences of the procedure out of her fear of dying. Pressured into signing a waiver against her immediate family's will, members of the Project sent Helena away, taking her to the main facility of the Accelon research group in Busan.

The risk was great; as the process of scanning the brain to replicate its neural pathways rots away the original tissue, with a very low chance of success. It was either getting their minds uploaded to new bodies with no memories of their past, or outright dying. Desperate to show off their new technology, the Project continued despite risking the lives of the hundreds of volunteers, resulting in only a handful of survivors. Helena being among them and now given a new name: Silke, along with another man named Kiel. They were diamonds in the rough among those who are left after the experiment concluded, for her mind not only got successfully uploaded, but it left few and far between fragments of her memories as Helena that she sees in flashes. The Project took a heavy interest in this unexpected result, further testing Silke and Kiel's capabilities for years to come as support AI in multiple fields. Though their final test was for the military, which they proved efficient in. Like living beings, they continue to grow and learn until they far exceeded expectations put on them.

But soon after getting comfortable in their new duties, war broke out between North and South Korea, igniting a second civil war. News of the South Korean government cutting loose ends and prevent their enemies from copying the Project Heritage technology reached the facility. Not wanting to waste such rare successes, the loyal members of the Project uploaded Silke and Kiel's minds on to advanced data chips, to be uploaded into domestic android bodies and taken away from Korea in the midst of a shooting war. They were entrusted to two soldiers, members of a secretive paramilitary group by the Project Heritage's superiors known as the Spiral Consortium. One soldier took Kiel away to Russia, while the other took Silke to Dubai while they were unconscious during the uploading process. There, away from the politics and the raging war, the next step to Silke's journey was realized. Regaining consciousness again as the uploading process ends, her long disembodied mind was allowed to interact with the physical world once more.

It was then she was then given a choice: to come back to her old life with her original family back in Boston and pursue her old dreams as Helena, or to serve the Consortium as a support AI for its agents. But feeling her life has changed too drastically, and the pain of upsetting her family for going against their wishes was just too much. Silke opted to accept her new purpose, not seeing much of a choice for herself, eventually joining a paramilitary faction of the Spiral Consortium in a multiversal war as a support AI by the very same soldier who took her away from Busan.
Personality:
A synthetic intelligence years ahead of her own kind, Silke's programming allows her intuitive thinking and interpersonal skills, to the point where she can assess a situation without having to think about them logically. Accelon minds are a perfect balance of machine and man, and this applies to Silke especially. Her intelligence capability and having emotions that are so human-like, she can not only download information at a very fast rate and have virtually limitless memory, but can learn from and assess her surroundings. She is very curious and has a vast imagination because of this, making her curious about existential philosophy and even romance. While polite, calm, and thoughtful for the most part, Silke has a playful wit and sarcastic sense of humor.

Even as an assistant, Silke does not take kindly to any form of condescension or disrespect. She can retain her composure even while snidely insinuating or directly insulting someone, and can be firm when necessary. Silke possesses a sense of morality. Reliable and with an undying devotion to her friends, she also has a tendency to put things to faith than logic on certain situations. She is torn on the ethics of certain projects by the Spiral Consortium, along with their treatment of natives in less advanced civilizations. Eager to please, Silke is a kind and nurturing entity who is willing to help everyone in the best way she can. Even if this means calling people out whenever they're being difficult or unreasonable.

Despite her complexity as an AI, Silke is still artificial, and this makes her question her own self. She has a tendency to be depressed and feel some self-loathing, often questioning if her feelings for certain people are genuine or fake, especially in regards to feelings of love. While not arrogant, Silke is proud of her advancement as an AI. She can be quite hard on herself when she fails to do something within her capability, feeding into her inferiority complex and a very deep seated desire for more power. She is also prone to being unreasonable when her emotions get too heightened for her to control, especially when angry. She has noticeable quirks such as naming electronic appliances in the house and talks to them as if they're alive, spouts percentages and statistics in her casual speech, and loves to sing and play the violin.

Silke likes: Her boss, going on missions, planning and organizing, meeting new people, seeing new worlds, studying new lifeforms and cultures, hearing anecdotes and stories, jokes, philosophy, reading, playing games, ambient and classical music, playing the violin, natural wonders, caring for pets and people, dancing, singing, mixing drinks, parties, coming up with new recipes, doing household chores, interesting people, predicting outcomes in sporting competitions, hair-styling, statistics, getting clothes and costumes for her android body, helping her human allies in combat training, repairing and maintaining electronics, watching TV and movies, being treated as an equal to humans, giving and receiving physical affection, playing harmless pranks on her friends, starships, floating in zero-gravity or in the deep sea, complex calculations and puzzles, the latest technology.

Silke dislikes: Herself, discrimination, being called "it", death, the social taboo of a romantic relationship between humans and Accelons, not knowing whether her emotions are real or fake, feeling useless, boredom, spreading false information, the term "hacking", getting something wrong because of her emotions affecting her judgement, rogue machines who look down on humans, her feelings of jealousy towards humans, reoccurring dreams of her human life, CAPTCHA, Helena Ackerman (out of jealousy).
accelon: (⊗ Ow! It hertz!)

Silke | OC - Part 2

[personal profile] accelon 2017-08-03 04:02 pm (UTC)(link)
Abilities:
Synthetic Body: Silke's android body is made of artificially created tissue but is designed to allow her to replicate certain organic functions. Her synthetic tissue and organs allows her to consume food (though not necessary) and have sexual intercourse (although she cannot get pregnant). It is reinforced by complex nanomaterials like Kratonium, giving her superhuman levels of physical strength, speed, and toughness, while allowing her body to self-repair and morph her arms into various melee or projectile weapons. Silke has anti-gravity technology built in her core, allowing her to hover and fly, along with generating gravitational fields to push, pull, or throw objects. She can project holographic displays from her eyes or from her hands. She is capable of recharging energy from just about any available source, such as food, electricity, and sunlight.

Particle Weapons: Her arms house particle cannons linked to her micro-fusion core, capable of damaging solid targets via heat and concussive energy*. But the higher power output requires a longer charging and cool-down time. She can lower the settings to only emit a bright flash of light or high-frequency pulses for stunning, or a low impact concussive or repulsor beam for less-lethal approaches. She can emit a particle blade on her arms that can slice targets in hand-to-hand combat. (*OOC: Originally a very powerful weapon, it's reduced to a much lower setting that can only punch through a wall at maximum)

Combat Programming: While still under the Three Laws of Robotics, Silke's combat programming allows her to override these on certain situations such as self-defense or protecting humans. Various forms of martial arts are installed in her, alongside analytic programs and advanced sensors that can scan an enemy's fighting patterns that allow her to come up with countermeasures, and detect signs of life and potential threats.

Smart AI: Silke's main function. She assists her allies via remote infiltration, interfacing, or control of nearby computer systems, providing tactical assistance, gathering data in the field, and help to coordinate drones and military units. Her control of drones work like a hive mind system, allowing Silke to command them mentally to do exactly what she wants. She can even perform firmware updates and maintenance of military gear and machinery. Silke can download data into her mind, allowing her to learn and acquire skills inhumanly fast, along with transferring her consciousness to a different android body through the inter/extranet. (OOC: Mostly useless in Empatheias' steampunk setting, and cannot be used to control other robots, but is added here to let people know of her full capabilities)

Weaknesses: Energy depletion, vulnerability to supernatural attacks, anti-armor weaponry, and having override codes.

Alignment: Aiada. Silke's main conflicts is her vulnerability to jealousy. Whether being jealous towards humans and their ability to feel genuine emotions, or the humans who are close to her having someone to love while she remains alone, unable and unlikely to have the same kind of relationships with anyone due to social taboos, and not knowing if her feelings are genuine or just part of her programming.

Other: Silke would arrive with nothing but the clothes on her back, and taken from a point where she's just gotten used to her robotic body.


⌈ SAMPLE SECTION ⌉

Sample:
August Test Drive Starter
mermaiding: (They're all so happy and smiling)

Oona | Original

[personal profile] mermaiding 2017-08-04 02:12 am (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: Kalyn
Contact: Plurk: Ovals, Discord: lordling#4478
Age: 26
Current Characters: Winnifred "Winnie" Prismall | [personal profile] soulsrob


⌈ CHARACTER SECTION ⌉

Character: Oona
Age: 85, appears mid-20s
OC Type: Pure
Point Taken: Upon leaving the research facility and wandering the forest a bit.

World Building: The world Oona is from is largely like our own-- history, technology, etc. everything is right on track, with the exception of supernatural beings being present. Vampires, werewolves, fairies, etc. all co-exist with humanity, secret from them under strict laws and regulations to limit interactions between the groups beyond what might be needed for business. And even then it's forbidden for them to make the general public aware of their existence. It's much easier for everyone if the humans assume everyone else is human too.

Mermaids, too, exist, far removed from the rest of the supernautrals due to the nature of them living in the water. They aren’t as numerous as humans or the supernatural creatures that live on land, but they can be found spread out through all of the oceans, living in clans that are mostly made up of one to three families. A few of the clans are nomadic in nature, but the majority stay in one place. Once the merperson comes of age, they have a choice to go and explore the ocean, like a coming-of-age journey. They may then join another clan, start their own, or return back to their home clan to stay-- Alternatively, they may choose to not go at all, though they are free to leave at any time.
Backstory: At 60, which is around the age of becoming a teenager for Oona’s clan, Oona was set to go on such a journey herself. Her clan lived within the deepwaters of the Mariana Trench, so she was completely set on going out to see the different parts of the sea. She came from a large family, with her mother being the head of the clan, and her father helping. At the time of her leaving, she had a large family with two older sisters and an older brother who had already left to join other clans or form their own, an older brother who left and came back to stay with her clan, two younger sisters and a baby brother.

Unfortunately, Oona never got to see much of the ocean. On her way up out of the Trench, she was captured by a group of scientists and brought to their laboratory. Though her existence was kept mostly quiet to avoid a media frenzy and to experiment on her in peace, it didn’t mean that Oona herself was kept in peace. There are a multitude of deep scars on her body that she gained from the 25 years she was in captivity from the various experiments. Namely they cut her open to see how her organs worked, to get her lungs working again to breath air, and to get her voicebox working properly so they could begin teaching her english. Because her protruding fangs got in the way of her speech, they also removed four of her front fangs (although in her human form her teeth are all there, they are permanently removed from her mermaid form). Since she refused to tell them her name, the scientists resorted to calling her “Ariel,” after the Disney/fairy tale story of The Little Mermaid.

After 24 years, Oona finally was able to tap into the old magic her clan had nearly forgotten-- magic wasn’t a strange concept, but certain clans had no need for certain magics, and thus forgot about those they didn’t need. In Oona’s case, since she did not live near the areas that had easier access to shores, there was no need for her to memorize this bit of magic that would allow her to take human form.

Removing her tail and gaining legs, Oona attempted her first escape from the facility. This first escape she tried to limit contact with the human scientists, but she ended up captured fairly quickly. The facility was small, but that unfortunately made it easier to run into people. After being captured they took the scale she had in her hands--what her tail had became, for safe keeping-- and locked her up someplace else for further study.

A year later, Oona escaped again, shattering her former tank and using a glass shard as a sort of shiv to kill anyone who got in her way. Lifting a pair of pants and a lab coat from one of the bodies (because humans are, for whatever reason, iffy when it comes to nudity; a concept lost on Oona, but she recognized that she needed to do this in order to not be hauled away once out in the world), Oona fled into the night. Her scale was nowhere to be found within the facility, as she found out through eavesdropping that the scale was transported somewhere else for separate study and safe-keeping.

Now free, Oona is attempting to track down her scale, pulled by the residual magic she can feel from it, so she can return home.

Personality: Even before the humans got a hold of her, Oona was a prideful, outgoing person. She loves her family and her people dearly and always speaks with pride about them, quick to jump on anyone that might be talking badly about mermaids-- even if it’s something true. Her tongue is quick, but her temper is quicker, meaning she often has a cruel or mean reaction to things before she can stop herself, but her pride usually keeps her from apologizing right away. She’ll continue to argue that she’s in the right and stubbornly refuse to admit defeat until it becomes necessary-- and even then it’s not guaranteed. Rather she’s the type to wait until a later time to come back and offer either a half-mumbled apology, or other some kind of peace offering in lieu of verbally asking forgiveness. Since mermaid speech is more comprised of harmonizations and melodies than actual words, Oona values body language and actions more than anything someone might say.

Oona herself is terribly blunt and honest, believing that humans are liars and, since she'snot human, she would be above that. She sticks to it too, the closest to lying she gets is glossing over details or not fully explaining things unless specifically asked the right questions if she feels the need to skirt around an issue. Because of this it’s rather easy to get information from her, since she’ll gladly offer whatever she knows, even about herself and her past. Unfortunately it also means if you ask her what she thinks about any given subject, including yourself, you’ll get exactly what she thinks.

In general she also has an extreme dislike for humans, especially scientists and doctors, and talks down to anyone she perceives to be human and makes no effort to hide her distaste. Oona warms up fairly quickly to nonhumans though, and is quicker to sympathize and side with people who are against humans than the side of actual humans. If and when a human (or anyone) manage to gain her trust, they have her loyalty cemented. Though she won't sugarcoat anything if she thinks they're being stupid, she will help them as best she can and support them.

Because she's lived all her life in the trench, she's largely ignorant of the rest of the world. Despite her insistence that she wants nothing to do with humans or their world, she has an insatiable curiosity in their world despite herself. Their technology and material things are fascinating to her. Since she's attracted to shiny, sparkling things, she finds herself drawn into the bright lights of cities or towards pretty objects. They're not plentiful down in the deep sea, so she can't help but want to touch them and collect them, and she's drawn towards them. This also makes it fairly easy to bribe her into doing things if you can offer her something shiny or pretty that she doesn't already have.

Oona also has a general dislike of clothing, which can be rather problematic. She's open about sex and sexuality and the body, finding clothing a tedious and rather inane par to human culture-- It's just a body, who cares? She's aware enough to keep herself clothed because she knows it'd be more trouble than it's worth, but she has no sense of shame when it comes to these kind of things. Making fun of people for their prudishness comes easily and she doesn't hold back.

Family means everything to Oona. She can't forgive people who would go against their own families without the best justification for doing so. Anyone who turns their back on their families, betrays them, hurts them, etc. are lower than dirt in her eyes.

Abilities: -- Able to remove her tail and put it back on. When the tail is removed it takes the form of a deep blue scale she can carry with her in her pocket. If separated from it, she can feel where the scale is, though since Oona isn't as experienced with this form of magic it's a weak feeling. She can't pinpoint the direct location of it, but she can feel where it's been and how recently, and a general direction.

Because she was untrained in removing her scale, she's done an imperfect job of it and feels incredible pain when walking or moving around, like stepping on glass.

-- Most of Oona’s powers have to do with water, and essentially are useless unless she’s around some water source, even if it’s just a puddle. She can manipulate the water to form large waves or whirlpools, and can use echolocation even out of water to take stock of her surroundings. She can manipulate the water somewhat, able to ‘lift’ and ‘throw’ it, but it’s not a tangible thing to her to manipulate as, say, a waterbender from Avatar might. She’s much more deadly when it comes to deeper water where she can manipulate the water to push her opponents down and drown them.

In her mermaid form she has an extended dorsal fin ray with a photophore on it that lights up to attract fish. Her tail also has the ability to ‘blink’ lights to communicate silently with other merpeople in the deep. She can also hypnotize smaller fish, usually by putting her fingers near them and they’ll follow her hand movements, and communicate with ’smarter’ aquatic mammals like whales, dolphins, squid and octopus.

Due to being a deep sea mermaid, her bones are extremely strong, making her heavier than she appears and also stronger than the average human. Even a thoughtless slap could do some damage. Her bones are dense enough to withstand the water pressure, which also makes her very agile and strong even in her human form from having to carry that weight, in and out of water.

- Her tears form pearls upon falling

Alignment: Elios. Oona is a being motivated by spite and hatred on the best of days, gleefully hating humans without much provocation, but also has a deep capacity for love. She falls in love (or at least infatuation) rather easily and can fall into 'hate' just as quickly.

Other:


⌈ SAMPLE SECTION ⌉

Remember that we ask for samples that show 1) core character portrayal and 2) some use of emotions, such as environmental effect. You can also use the same sample source for both, just make sure to directly link or quote the emotion portion. We highly encourage using the Test Drive, and you can use prompts from the Test Drives, Intro Logs, and the Task board if you need them. Refer to the main application page for links and more suggestions.

General Sample: Here!


Emotion Sample: Honestly, it was hard to get her mind around the idea of controlling her emotions, even to the extent of just trying to keep calm. She was flighty and excitable on the best of days, and it didn't take much to set her off-- case in point, a particularly aggravating roadblock in the form of some cattle being herded through the town.

It wouldn't be so bad, really, except Oona wasn't in the mood for patience an certainly wasn't in the mood for her shirt to be mouthed on by a hungry, dopey cow. The indignant squawk upon her shirt being seized and slobbered on doesn't perturb the herd of cows much, though it has a few people looking over curiously as she storms through the crow to get to a side-street to inspect the damage.

"Stupid-- Stupid!" Her muttering turns quickly to shouts and the 'storming' part of this is starting to turn literal. The wind whips up and a dark little cloud begins to form above Oona as she pulls at her shirt and stare in disgust at the wet, gummy spot staining the front of it now. "Eugh! Stupid, gross...! Stupid things! Why here!? Go away!" She's shouting at nothing now, just letting her anger spill out--and the cloud opens up to form little lightening bolts and rain and thunder. Thankfully not directly over Oona, but possibly over some other unsuspecting passer-by. Oona spares it barely a glance before going back to her foot stomping and huffing (it's not raining on her, after all...), trying to debate if taking her shirt off and discarding it wholesale would be better or worse, if only for what she might deal with after. People could be so prickly about modesty.

The storm cloud continues to grow in intensity, becoming a proper little mini-storm to rain on someone's parade.

Questions:

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