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:

likescaves: (:D)

Merisia Thenel | Final Fantasy XIV (OC) 1/4

[personal profile] likescaves 2016-02-02 07:50 am (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: Zee
Contact: [plurk.com profile] eiyoko
Age: 26
Current Characters: None!


⌈ CHARACTER SECTION ⌉

Character: Merisia Thenel
Age: 20
OC Type: MMO OC
Point Taken: A short time after fleeing from the Howling Eye.

World Building: Here's a handy dandy wiki link! Hope you're a fan of reading...
Edited 2016-02-02 07:51 (UTC)
likescaves: (legacy)

Merisia Thenel | Final Fantasy XIV (OC) 2/4

[personal profile] likescaves 2016-02-02 07:56 am (UTC)(link)
Backstory: Major spoilers for the main scenario quests of FFXIV follow!
Merisia grew up in a family of bandits in the many caverns of Thanalan, stealing to survive. However, over time Merisia became a bit of a treasure hunter while out scavenging and thieving with her siblings. This led to a few nasty mishaps, and Merisia ended up being essentially grounded on a frequent basis. During one of her solo outings, Merisia happened upon adventurer bound for Thanalan, returning from a trip to Limsa Lominsa with a hefty bounty in tow and chatting with his party about their recent successful excursion. Merisia found herself more than a little envious of such freedom and rich rewards. Soon, Merisia left home and took up thaumaturgy magic, opting to be an adventurer rather than a thief (though she was not opposed to picking a few pockets to make ends meet from time to time). She immediately made for Ul'dah, familiarizing herself with the city while picking several rich pockets and even carrying out a few small-scale robberies of her own.

Eventually, her hand was caught. Although Merisia feared her time was done and she would be imprisoned, the man instead gave her an offer. He introduced himself as Emereck, claimed to be a practiced gladiator and member of the Adventurer's Guild, much like Merisia. Although still wary of him, Merisia agreed to keep in touch, if anything as thanks for not turning her in. Over time, the two grew to be good acquaintances, and eventually close friends (though Merisia was reluctant to admit it, even when Emereck teased her about it).

Several months later, Emereck and Merisia ended up on a request to check the roads for a lost caravan. Upon arriving on the scene, the cart was wrecked, the cart's chocobos all but fled, the cargo either damaged or ablaze, and the survivors were trembling in fear. Just as Merisia began approaching one of them, a vision of the past flooded her vision, showing the caravan being attacked by imperial soldiers, several of the survivors setting off with precious little cargo on the chocobos that once drew the cart while the rest attempted to fight off the soldiers. As the vision ended, Merisia heard Emereck cry out that they needed to return to Ul'dah immediately.

Merisia spent the next few days silent, reluctant to speak to anyone other than Emereck about the incident. Emereck again and again extended offers for Merisia to accompany him somewhere as a "Path Companion", but she refused until eventually he dropped the offer, much to her relief. Merisia soon returned to her adventuring like before, albeit much more cautious this time. Soon, the whispers of Imperial activity became too great to ignore, and Merisia found herself joining the many adventurers fighting in the Eorzean Alliance against the Garlean Empire. Though this was mostly at Emereck's behest, Merisia reluctantly admitted that she was doing it on her own accord as well, especially after her vision at the ruined caravan and the rumors of the rapidly descending moon, Dalamud, being the work of the Empire. While at first her excursions involved smaller missions with Emereck against smaller groups of imperial soldiers, it was not long before a full-scale battle ensued in the desolate region of Mor Dhona.

The battle took an unexpected turn when the red moon Dalamud above them burst into pieces, out of which sprung Bahamut. Soldiers of both sides of the conflict fled while Bahamut laid waste to the battlefield. When Archmage Louisoix attempted to re-seal Bahamut, however, the ancient primal proved to be too powerful, shattering the spell and beginning to summon an enormous flare. Louisoix, in a last ditch effort to save the valiant adventurers - including Merisia - that fought for Eorzea, transported them forward through time. Thus was the Calamity, and the end of the Sixth Astral Era.

Merisia quite suddenly found herself alone on the shores of Limsa Lominsa five years in the future, dazed and confused. For some time, she retreated in solitude, relieved that the realm survived to see another day, but shocked at the sudden shift in scenery and mood. She also found that not only were some of the citizens of Limsa Lominsa that formerly knew her suddenly unaware of who she could possibly be, but she was no longer familiar with her own magic. To make things worse, Emereck was nowhere to be found.

After finally recovering, Merisia began seeking a new way of life in a new realm. Fortunately for her, the Arcanist's Guild was not only open, but accepting members. Deciding that it was a perfect opportunity for a fresh start, she joined the guild, and quickly rose through the ranks to become a formidable arcanist. Merisia began to search for Emereck, but to no avail. There were no signs of him on the battlefield, nor had any other adventurers heard of him. In hopes of finding some clues, Merisia resumed her previous travels as an adventurer and "treasure hunter", hoping that perhaps by returning to her previous lifestyle, she'd run into him again just as she had the first time.

Soon enough, her travels took her to Thanalan, where she searched for her family to see if they escaped the Calamity's destruction, only to find her home completely destroyed. When Merisia questioned the inhabitants of one of the nearby camps about this, she began hearing rumors of repeated kidnappings in the area by beastmen. Merisia, taking it upon herself to investigate these rumors, found herself on the receiving end of an Amalj'aa ambush. Though a skilled arcanist, Merisia was grossly outmatched, and wound up kidnapped herself. To her horror, the Amalj'aa planned to bring her to the primal Ifrit to be tempered with several other victims. As Ifrit doused them all with blue fire, however, everyone was shocked to find that while the flames had tempered the souls of the other victims, Merisia's remained untouched.

Ifrit, enraged, attacked Merisia. Knowing she was outmatched and not wishing to remain to fight a primal, Merisia managed a narrow escape and fled the Amalj'aa encampment, not eager to see how the lizardmen would react to the turn of events. Word of Merisia's exploits soon made their rounds, and soon she received an invitation to join the Scions of the Seventh Dawn. Hoping it would lead her to Emereck, she made her way to their headquarters with many questions on her mind. There, she learned of the Echo, the strange ability she (and many other adventurers) possessed that made her immune to tempering and able to see the past, among other things. She also discovered that her late companion was among their members before the Calamity, and his constant pestering to be his Path Companion was actually him trying to introduce her. Upon discovering that Emereck truly was nowhere to be found, the reality struck Merisia that Emereck was not simply missing; he hadn't survived. For a time, Merisia remained silent on the offer to join the Scions, overcome with heartbreak that her only friend was lost to her forever. Perhaps had she listened to him, joined him sooner, aided him more, he would still be alive. She wouldn't be suffering this pain and none of this would have ever happened. Merisia resolved to never let such a thing happen again, not only in being more careful of not letting others come to harm, but also in not letting them too close.

After a short time, Merisia finally agreed to join the Scions in their efforts to halt the primal threat to Eorzea, but only if she retained her independence as an adventurer. It was not long before Merisia met a few new companions within the Scions. An archer by the name of Seda'li befriended her first, although admittedly it was a very one-sided notion. Although at first a little too forward and eager, Seda'li proved to be reliable and skilled with the bow, and Merisia agreed to fight alongside him, "...but only because I have to. Don't get any ideas." Merisia still preferred to work on her own, and the sting of losing Emereck was far from gone.

Alongside many of Merisia's explorations in Eorzea, her investigations as Scion did not go neglected. Her next duty sent her to make peace with a beast race in the Black Shroud. Merisia, having no fondness of Gridania for many reasons, was immensely reluctant to go, and only ended up being dragged there at Seda'li's behest. Upon meeting and working with the Sylph, Merisia found that they were one of the few things she doesn't mind about Gridania, and eagerly worked with them, especially satisfied that she has no need to fight the tempered sylph and thus avoiding conflict with their primal. In aiding them, Merisia began to hear the voice of the mothercrystal, Hydaelyn, and encountered an Ascian by the name of Lahabrea, whom made it immediately clear that he had no intention of letting the scions continue their efforts and would quickly become a thorn in their side.

Merisia continued her investigations and adventuring, until the Scions rose a call to action against the next primal threat, Titan. After some trials involving gathering food for a feast, which left Merisia confused and frustrated ("How in seven hells does fetching a bottle of fine wine have anything to do with defeating Titan?!"), Merisia finally faced the kobolds' primal with a small party and soundly defeated it. Seda'li, whom fought alongside Merisia, complimented her on her skill and helpfulness, and promised her a special gift in celebration. Merisia, however, was exhausted and needed some time to recover from the battle, and Seda'li promised to meet her back at the Waking Sands.

Upon returning, however, Merisia found a horrifying scene waiting for her. The lanterns that weren't shattered were devoid of light, and the normally quiet chatter was absent. The Scions had been attacked, with many of them either gravely injured or dead. Among them, Merisia found no trace of Seda'li aside from his bow lying broken in half on the floor next to his equally damaged (and bloodstained) masked turban. Upon learning via the Echo that the Empire was behind the attack, Merisia swore vengeance. They had taken Emereck from her, they'd had a heavy hand in causing the Calamity, and apparently they wouldn't stop at murdering innocent people.

"It doesn't matter whether or not I knew them or even trusted them. What matters is that none of these people deserved being mindlessly slaughtered."

For a short time, Merisia retreated in a cathedral in a nearby encampment until a few surviving Scions coaxed her out. After learning of the next primal threat, Merisia's journey next took her to Coerthas to stop Garuda. However, Garuda's winds were impenetrable, and priority fell to finding Cid's airship first. It was not a journey she made willingly at first. Having grown up in the deserts of Thanalan, Merisia was not fond of the cold at all, and it took some convincing, but Merisia eventually went. She carried with her Seda'li's broken mask, her excuse being that it would be a shame for such a valuable piece of equipment to go to waste, and that she'd simply make a new hat for the mask to go with since the original one had been too damaged for her to repair adequately.

In Coerthas, Merisia soon ended up amidst a feud among several Ishgardian houses. She quickly grew frustrated with the stubbornness of the houses and their reluctance to aid her, and it took much of her willpower (and some warnings from the other Scions aiding the investigation) to keep from shouting insults at them for being narrow-minded and unhelpful. After unraveling a conspiracy and putting an end to the madness, Cid's airship was located and - many slain dragons later - liberated from Stone Vigil.

With Garuda finally approachable, Merisia faced the Ixali's primal. Although she prevailed against Garuda after a vicious battle - resisting Garuda's last-ditch effort to temper her in the process - the victory was a short-lived one. The Ixali's worship and stash of crystals bestowed Garuda with more power, revitalizing her. Imperial forces appeared from nearby, having hidden for some time. Their leader, Gaius van Baelsar, mocked Garuda's power, enraging her. The wind primal responded in kind by attacking the nearby Amalj'aa and Kobold prisoners, causing them to summon their primals, Ifrit and Titan.

Outmatched and overpowered, the scions fled aboard Cid's airship. From afar, Merisia watched in horror as the Imperial juggernauts delivered a powerful, beast-like magitech. Not only was the monstrosity easily able to overpower all three primals, it also absorbed their essences, becoming incredibly powerful. Lahabrea informed Gaius that the machine would only grow more powerful with every primal it absorbed, making it a formidable weapon against the beastman tribes.

With the only comfort being that the other beast tribes wouldn't dare summon their primals with such a threat looming, Merisia suddenly found herself with one of her two enemies being a far greater threat than ever before. With many of the more skilled and knowledgeable scions missing, kidnapped or dead, Merisia was once again alone, not with a disaster behind her, but looming not far in front.
Edited (clarification) 2016-02-04 02:51 (UTC)
likescaves: (I heard that!)

Merisia Thenel | Final Fantasy XIV (OC) 3/4

[personal profile] likescaves 2016-02-02 07:59 am (UTC)(link)
Personality:
Merisia is fiercely independent, to the point where she takes very poorly to being ordered around. Getting her to bow to the will of others in any degree or way, be it from simple favors or direct orders, is difficult unless there's some form of reward in it for her. In fact, she's so stubborn about this that not even her appetite gets in the way of her refusal to be told what to do, and might even scold the other party for even trying. She also has little respect for social hierarchy of any kind, foregoing titles and honorifics altogether unless absolutely necessary. Like many adventurers, she also possesses a natural curiosity (which easily lends itself to her adventuring hobby of exploration), and has a knack for eavesdropping, though luckily for others she's no interest in gossip and will only listen in on information she considers valuable.

Another of Merisia's notable traits is that she is very slow to trust or befriend others, partially from her past as a thief and partially from being wary that anyone could be two-faced and waiting to trick her or harm her. She is quick to assume the worst of others and quicker to make jabs and throw insults. She's also quick to make threats, although these aren't often genuine and are more tend to be meant more to keep others at bay. Her words are often blunt or harsh, and she has little fondness for beating around the bush. However, through all of this, she isn't foolish enough to burn bridges, saving her worst words for only those that are truly despicable in her eyes (especially the empire, primals, and ascians; all of which are the only things she harbors true hatred for).

While all this may make Merisia seem anti-social, this isn't true at all. When someone does gain her trust, she is immensely loyal to them. After having experienced heartbreak previously from losing not one but two close companions to the Calamity, however, Merisia is not keen on repeating such experiences, adding to her reluctance to bond with others. She also has a low tolerance for unneeded malice, and is unafraid to confront someone who she believes has done something wrong. (She isn't opposed to doing things purely out of spite for lighter offenses, though.)

She isn't very fond of Wildwood Elezen (whom she rudely refers to as "Greens") or even Gridanians in general, viewing them as egotistical, closed-minded, and far too obsessed with nature to care about the world around them. Merisia doesn't like the wealthy crowd, either, particularly after some negative experiences with their greed in Ul'dah. When discriminated against, Merisia's short temper often causes her to get defensive and hostile very quickly, typically leading to insults being thrown about with no care about repercussions. Despite her dislike of Gridania and many things pertaining to it, however, Merisia is somewhat fond of the Sylph that reside in the forest, if anything due to her shared love for pranks, humor, and general tomfoolery. She does occasionally take part in some more humorous pastimes (though she isn't public about it) and enjoys a good laugh, although this tends to come at light expense to others.

It may not be obvious, Merisia does have a kind heart. Even if it means foregoing personal rewards or desires to do so, she is unafraid to help those truly in need. However, she has little desire for others to see her caring side if it isn't necessary, and even less desire for others to think her someone they can use or take advantage of. Naturally, any sign of someone attempting this is often met with a stern (and often very rude) protest and - in some cases - a lighter coinpouch for good measure. When aiding someone, Merisia will often be subtle about it, or otherwise not make her efforts obviously known. If spoken to about it, she will typically be dismissive or otherwise act apathetic, eagerly changing the subject or finding some way to walk away from the conversation, be it by scolding or by actually walking.

Everyone feels sorrow and pain, and Merisia is no exception. However, she often opts to bottle it up around others by burying it in anger, denial, or biting remarks; though there are times where she may still have to fight back tears and force herself to focus on something else to avoid truly breaking down. Only when alone or around those she absolutely trusts does she ever feel safe letting her true emotions show when upset or hurt, be it from a quiet explanation or a flood of tears. Once recovered, of course, she slips back into her usual sarcasm and grumpiness and will refuse to speak on the subject further, getting dismissive and insisting that she's fine if someone shows concern. On the flip side, if she reconciles with someone after arguments or even a fight, she may offer a few more light-hearted jabs in place of her usual cold ones, possibly the only indicator that she's not quite as grumpy as she lets on.

Merisia is much smarter and more observant than she seems, and prides herself on her ability to not only formulate strategies but also to revise them on the fly. As such, Merisia is highly adaptable, and responsible enough to prioritize focusing on the situation at hand, sometimes completely foregoing her hardened, sarcastic facade in the process if things are serious enough. Her determination is nigh-unbeatable; once she sets her sights on something, she'll rarely stop until she gets it, no matter what mischeif she has to get into or whatever poor soul she has to drag along with her.

Carbuncle, Merisia's summoned familiar, has a limited personality of his own. Though he shares much of Merisia's curiosity and stubbornness, he is far more playful and mischievous, and much more willing to approach others and help them. He's quite obedient and generally friendly to just about anyone who treats him well, although his primary loyalty will always lie with Merisia. Carbuncle is also very intelligent, although he can't communicate outside of various squeaks, hisses and yaps. His skills in observation are more than just a tool in battle; he will often pick up on the emotional cues of others and act accordingly if he's certain he won't get in too much trouble.
Edited (clarification) 2016-02-04 21:27 (UTC)
likescaves: (Carbuncle; Emerald)

Merisia Thenel | Final Fantasy XIV (OC) 4/4

[personal profile] likescaves 2016-02-02 08:20 am (UTC)(link)
Abilities:
As a Duskwight Elezen, Merisia possesses very keen hearing. However, her vision is relatively weak. She is by no means blind without a pair of glasses, though she does have a hard time seeing details or reading without them. She is also light on her feet and has a relatively fast reaction time, yet her physical strength is lacking. She makes up for this by being quick-thinking, and able to improvise on the fly, an important talent for a strategist. She's also very dexterous, and a capable pickpocket. However, having grown up in the desert, she has a noticeably low tolerance for colder weather.

One of Merisia's most peculiar abilities is the Echo, a strange ability bestowed upon many adventurers. This ability allows her to see the memories of others via visions. When doing so, she is often caught in a brief, momentary trance. Merisia does not have full control over when these visions occur, although fortunately they do not occur often, and they only occur when standing near the one whose memories she ends up seeing. These visions often cause Merisia a bit of dizziness or vertigo, although in rare cases - usually particularly powerful memories - it can knock her out entirely. The Echo also has a few passive effects, one of which allows Merisia to understand (but not speak) virtually any language. It also acts as a layer of protection, preventing her from being brainwashed or controlled by external forces or powerful entities. The Echo also gives Merisia a link to the mothercrystal, Hydaelyn, allowing her to hear Her voice when She speaks. (I doubt this will have any particular effect on her in the game since Hydaelyn is not here, but I figured it's still worth noting due to plot significance.)

To cast spells, Merisia utilizes arcanimae, a method of magic which requires the use of the aether-manipulating geometric patterns within her grimoire. Although she is capable of sending out smaller bursts of (sometimes temporarily blinding) energy as a basic offensive spell, most of her spells focus on slowly sapping away the target's energy, be it a single target or anyone within several feet of her, with most of them also capable of weighing down a target and reducing their ability to recover. She can also conjure a virus to temporarily weaken strength or mindpower. If that weren't enough, she can envelope a circular area of the ground in arcane shadow, slowly damaging any enemies that enter in the same way her health-sapping spells do.

Among this arsenal of arcane magic, Merisia also has a single healing spell. It's not immensely powerful, but it's respectable enough and gets the job done all the same. She can also wake those that are unconscious, though it takes time to complete the spell and those wakened will remain weak for a short time. Using an ability called Aetherflow, Merisia can also summon three bursts of aether to replenish her magical energy, and then expend them to spread her energy-sapping spells to nearby targets or to drain an enemy's health to restore her own. She also possesses the ability to place a protective barrier around an ally that may weaken any foe that strikes it. Oddly, she cannot place this barrier on herself.

One of Merisia's most important spells allows her to summon a familiar known as Carbuncle, whom is essentially her arcane magic given life and form. Carbuncle has a very good nose, and can pick out (and possibly even track) scents much like a canine. Although Carbuncle is more or less an extension of Merisia, he does have some limited sentience and can act entirely on his own, though Merisia is completely capable of manually controlling him if she needs to at any time, from what abilities he uses to where he's standing. Merisia's combat effectiveness heavily relies on Carbuncle aiding her; without him, she is only half as effective in battle. She is capable of temporarily bolstering his power using archanimae, giving him resistance to detrimental effects in the process, and can slowly regenerate his health when needed with a spell made specifically for him. If Merisia moves too far away from Carbuncle, loses consciousness, or if Carbuncle takes enough of a beating, he will dissipate. He can be easily re-summoned, but the spell takes time and considerable magic energy to cast, so Merisia often opts to simply keep him in top shape instead.

Carbuncle comes in two forms, which cannot be changed at will (Carbuncle must be dismissed for the other form to be summoned, as Merisia can only summon one of him). Emerald Carbuncle focuses primarily on slinging out both single-target and wide-area wind-elemental attacks, though he also possesses a strong shockwave that knocks back the target a considerable distance (roughly fifteen to twenty feet, although larger/heavier targets may not budge) as well as an ability that aids Merisia's spells by lengthening their duration. Topaz Carbuncle focuses on melee attacks rather than spells and bolstering his own defense. Topaz is also deceptively hardy, possessing far more defense and endurance than Emerald. One specific attack of his is a rather swift headbutt that's strong enough to momentarily stun whomever is unfortunate enough to be hit by it.

Magical and physical abilities aside, Merisia is also a skilled weaver. Though making entirely new garments from scratch isn't something she does frequently (or as well as the particularly famous weavers), she is learned enough to perform maintenance or even replace entire parts of various pieces of clothing with little to no issue. Merisia also has a basic knowledge of cooking, although this tends to boil down to cooking meat over a fire while in a makeshift camp more than doing anything fancy in a kitchen.


Alignment: Piphron. Many of Merisia's actions and reactions when interacting with others stem from her slowness to trust them, not necessarily from malice but to protect herself (and her emotional state, being unwilling to care about someone she may later lose). Once earned, however, she puts much investment in those she does trust, though this has caused her great emotional pain in the past several times.

Other: Nothing for now!


⌈ SAMPLE SECTION ⌉

Sample: TDM Threads!

Questions: As listed before, Merisia does have a familiar of sorts - he has two forms but it's essentially the same creature - summoned from her own aether. Will he be allowed in as well or will she be unable to conjure him?
Edited (clarification) 2016-02-04 02:27 (UTC)
likescaves: (Arcanimae)

Re: Clarification

[personal profile] likescaves 2016-02-04 10:59 pm (UTC)(link)
The former! Merisia's story follows the main Warrior of Light storyline.

(I wrote the backstory section with this game in mind. However, if there are any problems, I am willing to make changes as necessary. Alternately, I can use a different backstory in which she is a more independent adventurer if thay works better. My apologies for any confusion.)
Edited 2016-02-04 23:45 (UTC)
likescaves: (Default)

Revised Backstory

[personal profile] likescaves 2016-02-05 02:59 am (UTC)(link)
Alright, understood! My apologies for the confusion. I'll go ahead and put her independent backstory here. It runs tangent to the MS, but there should be no conflicts and it does not include anything WoL-specific. (It's also a lot shorter.)

Backstory:
Merisia grew up in a family of bandits in the many caverns of Thanalan, stealing to survive. However, over time Merisia became a bit of a treasure hunter while out scavenging and thieving with her siblings. This led to a few nasty mishaps, and Merisia ended up being essentially grounded on a frequent basis. During one of her solo outings, Merisia happened upon adventurer bound for Thanalan, returning from a trip to Limsa Lominsa with a hefty bounty in tow and chatting with his party about their recent successful excursion. Merisia found herself more than a little envious of such freedom and rich rewards. Soon, Merisia left home and took up thaumaturgy magic, opting to be an adventurer rather than a thief (though she was not opposed to picking a few pockets to make ends meet from time to time). She immediately made for Ul'dah, familiarizing herself with the city while picking several rich pockets and even carrying out a few small-scale robberies of her own.

Eventually, her hand was caught. Although Merisia feared her time was done and she would be imprisoned, the man instead gave her an offer. He introduced himself as Emereck, claimed to be a practiced gladiator and member of the Adventurer's Guild, much like Merisia. Although still wary of him, Merisia agreed to keep in touch, if anything as thanks for not turning her in. Over time, the two grew to be good acquaintances, and eventually close friends (though Merisia was reluctant to admit it, even when Emereck teased her about it).

Several months later, Emereck and Merisia ended up on a request to check the roads for a lost caravan. Upon arriving on the scene, the cart was wrecked, the cart's chocobos all but fled, the cargo either damaged or ablaze, and the survivors were trembling in fear. Just as Merisia began approaching one of them, a vision of the past flooded her vision, showing the caravan being attacked by imperial soldiers, several of the survivors setting off with precious little cargo on the chocobos that once drew the cart while the rest attempted to fight off the soldiers. As the vision ended, Merisia heard Emereck cry out that they needed to return to Ul'dah immediately.

Merisia spent the next few days silent, reluctant to speak to anyone other than Emereck about the incident. Emereck explained that the phenomenon she had experienced was something known as the Echo, an ability that allowed her to see into the past. Emerek continued to explain that he'd heard that several adventurers seemed to be picking up this ability, advised that Merisia join the Path of Twelve with him to learn more about the Echo. Merisia, however, refused Emereck's offer, claiming that she wanted to be left alone and had no desire to join any organization. Emereck reluctantly (but respectfully) agreed, but advised that she keep this ability a secret to avoid trouble. Merisia had no qualms with this.

Before long, Merisia returned to her adventuring, albeit much more cautious this time. Soon, the whispers of Imperial activity became too great to ignore, and word of an imminent war began to break out. Emereck suggested that he and Merisia assist the Grand Companies in the battle. However, Merisia refused once again, confident in her strength as a mage but not interested in fighting in a war that was out of her league. "I hate the Empire just as much as anyone else, Emereck, but I'm not an idiot."

Days came and passed, and one day Merisia found that she was unable to contact Emereck over her linkpearl. Worried, she made her way to his home, only to find it vacant and his usual battle gear missing along with him. Merisia made haste for Mor Dhona, where the war was said to take place, swearing under her breath that she would scold Emereck for running off into battle so recklessly. She soon joined the fight alongside other adventurers, but was unable to find Emereck amidst the chaos.

The battle took an unexpected turn when the red moon Dalamud above them burst into pieces, out of which sprung Bahamut. Soldiers of both sides of the conflict fled while Bahamut laid waste to the battlefield. Knowing better than to risk her life in vain and putting her faith in Emereck that he'd escape safely, Merisia made a run for it, praying to the Twelve that Emereck would make it out alive. The escape was narrowly made. Once the devastation was finally over, however, Merisia was still unable to contact Emereck.

For some time, Merisia retreated in solitude, relieved that the realm survived to see another day, but shocked at the turn of events in Mor Dhona and Emereck's constant radio silence. After finally recovering a few years later, Merisia began seeking a new way of life in a new realm. Fortunately for her, the Arcanist's Guild was not only open, but accepting members. Deciding that it was a perfect opportunity for a fresh start, she joined the guild, and quickly rose through the ranks to become a formidable arcanist. In hopes of finding some clues to Emereck's disappearance (thus burying her denial that he'd possibly died in the battle), Merisia resumed her previous travels as an adventurer and "treasure hunter", hoping that perhaps by returning to her previous lifestyle, she'd run into him again just as she had the first time.

Soon enough, her travels took her to Thanalan, where she searched for her family to see if they escaped the Calamity's destruction, only to find her home completely destroyed. When Merisia questioned the inhabitants of one of the nearby camps about this, she began hearing rumors of repeated kidnappings in the area by beastmen. Merisia, taking it upon herself to investigate these rumors, found herself on the receiving end of an Amalj'aa ambush. Though a skilled arcanist, Merisia was outmatched, and wound up kidnapped herself. While in the holding cave, she found herself with a few other victims, one of whom claimed to attempt escaping previously but to no avail. In questioning the other prisoner about his escape attempt, Merisia received a vision of the past once again, this time showing the victim's attempting to flee the holding cavern leading to a river, only to be caught not long after he made it outside. Before Merisia could rally any of the victims to follow her, the Amalj'aa began rounding up prisoners to bring to Ifrit. Realizing that there was no time left, Merisia managed a narrow escape and fled the Amalj'aa encampment though the river flowing into the cavern.

While running a few errands in Ul'dah several weeks later, Merisia found herself being followed by a Miqo'te archer named Seda'li, whom had observed her escaping from the Amalj'aa encampment some time ago and wished for an explanation. Merisia expressed reluctance and attempted to brush him off, but Seda'li's persistence eventually wore Merisia down, and she quietly informed him of her escape from the Amalj'aa and her vision with one of the other victims. Seda'li informed her that this was possibly due to the Echo, and he offered to bring her with him to the headquarters of the Scions of the Seventh Dawn to learn more, as there were other members gifted with this ability.

Believing Seda'li's claims to be absurd, and bothered by the repeated mention of the Echo, Merisia refused, but did ask Seda'li if he knew anything about the Path of Twelve, another organization that had studied the Echo. Seda'li replied that it was roughly the same organization, albeit under a new name and in a new location. A glimmer of hope in sight, Merisia asked if Seda'li knew anyone named Emereck, and was relieved to know that he indeed was familiar with him...only to learn that Emereck was among the adventurers that had died in the Calamity.

For a time, Merisia remained silent on the offer to join the Scions, overcome with heartbreak that her only friend was lost to her forever. Perhaps had she listened to him, joined him sooner, aided him more, he would still be alive. She wouldn't be suffering this pain and none of this would have ever happened. Merisia resolved to never let such a thing happen again, not only in being more careful of not letting others come to harm, but also in not letting them too close.

Eventually, Merisia gave Seda'li a formal reply, in the form of several harsh words stating she refused to join, as she saw it infringing on her independence as an adventurer. Seda'li decided not to push the issue further, but offered to aid Merisia should she ever need his aid. Merisia reluctantly agreed, though she silently hoped she would not need it.

Seda'li ended up accompanying Merisia through various treasure hunting excursions through ruins and strongholds, and proved to be a formidable ally and slowly warmed up to Merisia as a friend (though she loathed to admit it). Though Merisia still did not wish to join the Scions, he told her what he knew of the Echo anyway. Merisia never directly thanked him for his aid until a successful hunt in Cutter's Cry. It was then that Merisia finally decided that perhaps she should join the Scions. Seda'li promised to meet her back at the Waking Sands once she was recovered from the excursion.

Upon arriving, however, Merisia learned that the Waking Sands had been attacked by imperial soldiers, with many Scions kidnapped and the rest inside killed. For those dead, a burial had recently taken place at the cathedral near Camp Horizon. Merisia hurried to the graveyard, and to her horror found one of the graves marked by Seda'li's broken bow. Angered and heartbroken again, Merisia swore vengeance against the empire. They had taken Emereck from her, they'd had a heavy hand in causing the Calamity, and apparently they wouldn't stop at murdering innocent people.
Edited 2016-02-05 03:11 (UTC)
likescaves: (Hahaha!)

Accepted!

[personal profile] likescaves 2016-02-05 05:53 am (UTC)(link)
Will do! o7