faderifting: (Default)
Fade Rift Mods ([personal profile] faderifting) wrote2020-01-06 09:45 pm

Applications


APPLICATIONS

Applications generally always open (unless otherwise announced and noted) and will be processed on a rolling basis, as quickly as possible.

Before applying, please read the FAQ and the Rules. In addition to a lot of other useful information, the Rules page details the caps and restrictions in place for certain character types. Native characters need to conform to Fade Rift's World State and should take a look at the Timeline of major events that have occurred in the game's version of Thedas. You may also want to check out this post about our incorporation of Veilguard canon and characters.

↠ Reserves
↠ Format Notes
↠ Native Application Form
↠ Rifter Application Form
↠ CRAU Application Form
↠ Canon Updates
↠ Apping Previously Played Characters

RESERVES

To reserve a character, you can comment to this page with a blank comment. You'll have one week to edit your comment to link to a completed application. E.g., you can post a blank comment for Dagna at 1 p.m. on June 1 and will have until that same time on June 8 to finish your application and edit the comment to include it. Do not update your comment until your application is complete. Expired reserve comments will be removed after the deadline passes. Consecutive reserves for the same character are not allowed—you must wait at least one week after your reserve expires to reserve the same character a second time.

FORMAT NOTES

Please paste your application into the comment body, rather than linking it. The subject line of your comment should include your character's name and canon (if they have one). Please don't include any images or adjust the app's style—it's plain to make it easy to read. Also, please make sure you're truly finished with your application before you post it; there are no app deadlines to meet so no rush, and we get notifications for every edit you make, which can get annoying very quickly. And note that we do strictly enforce our word count limits, even if you're only a little over!

If you need help with samples, check the the test drive meme for prompts—you're welcome to either link threads or write starters, whichever is easier for you.

NATIVE APPLICATION FORM

PLAYER

Name:
Age:
Contact:
Other Characters:
Interests: What sort of RP are you hoping for in Fade Rift? Are there particular aspects of the world you're hoping to dig into? Types of plots or threads you're excited about? Do you love action scenes? Political intrigue? Rescuing lost animals? This doesn't have to be long or complex and there is no right answer—it's to help us make sure our plots stay in line with people's interests.

CHARACTER

Name:
Canon/OC:
Journal:
Race:
Nationality:
Occupation:
Division:
Mage or Not:
Age:

History

This section has a 500 word limit. Bullet point timelines are fine! We're less interested in a list of every event in a character's canon/life, and more interested in a description of key moments that shaped the character.

For Dragon Age canon characters, you're welcome to just link to the wiki and then fill in any holes or significant headcanon as needed. If your character has been off-screen for a while since their last canon appearance, please provide a write-up of what they've been doing since their last appearance. For AU'd canon characters, please link to their canon history and write up their AU history. For OCs, just write their history.

Personality

Please describe your character's personality in 300-500 words. No need to touch on every aspect of their being, but do hit the key traits and motivations (as you see them) and demonstrate balance.

Opinions & Affiliations

This section has a 300 word limit. Please briefly note your characters' opinions on topics such as the Chantry, the Qun, the Mage/Templar War, Thedosian race relations, and anything else you feel is worth mentioning for a particular character! If your character is currently or has previously been a member of an IC organization or identifiable group other than Riftwatch, please also briefly describe their relationship with that organization or group. This includes obvious things like Templars, Seekers, Circle Mages, and Grey Wardens, but it can also be used for less organized groups such as Dalish elves, landed nobility, etc., if you have something you'd like to say on the topic that isn't covered in the personality section.

Adaptation Notes

If your character is being AU'd from another canon, please explain in 300 words or fewer how the adaptation you've chosen is a good fit for your character. This should include things like why you've chosen to make them a mage, or a particular race, or a member of a particular organization. How do these choices reflect essential aspects of their canon character? What key features are you adding or subtracting from the canon version of their story and why? There is no single right answer to this question; there may be lots of plausible ways to AU a given character. We're interested in understanding why you've chosen the things you've chosen as part of evaluating your grasp on the character and on the setting.

Strengths & Weaknesses

Basically, what are they best at, and what are they worst at? How can they assist Riftwatch and where will they be a liability? This can include personality strengths and weaknesses as well as any skills or special abilities. It is not necessary to pick a class or to provide lists of specific Dragon Age skills or skill trees, but you can use classes and skill trees as a reference to discuss what your character is and isn't good at, such as saying a mage is good at primal magic but useless with entropy, etc. It's sufficient to give us a general idea of areas and level of ability, but please make sure you mention any magical ability or significant skill/resource/connection you hope to rely on in-game. Please make sure to read and comply with the FAQ sections on character abilities.

Inventory

Please list any notable objects your character will be bringing with them. This doesn't have to be exhaustive, but weapons, magical objects, and items with plot importance must be listed if you plan to use them in the game.

Motivation

What brings your character to Riftwatch? This can be as brief as "he's got a sliver of weird magic in his hand he'd like Riftwatch to deal with" or "he wants to help," though more complex reasons are welcome, and shouldn't be more than 200 words.

SAMPLES

Please provide 2 samples. It doesn't matter if they're written or linked and we don't care if you prefer brackets or normal punctuation, but at least one of your samples must take place in the game world, and at least one must be a log rather than network tags (or their setting-appropriate equivalent). They can be of any length, as long as taken together they provide a good sense of your character and your writing ability. If we feel they aren't sufficient, we'll ask you for more.



RIFTER APPLICATION FORM

PLAYER

Name:
Age:
Contact:
Other Characters:
Interests: What sort of RP are you hoping for in Fade Rift? Are there particular aspects of the world you're hoping to dig into? Types of plots or threads you're excited about? Do you love action scenes? Political intrigue? Rescuing lost animals? This doesn't have to be long or complex and there is no right answer—it's to help us make sure our plots stay in line with people's interests.

CHARACTER

Name:
Canon/OC:
Canon Point:
Journal:
Age:

Canon World

In no more than 500 words, please describe the world your character comes from. Don't try to cover everything, just focus on the key points that an unfamiliar reviewer would absolutely have to know in order to understand your character and their abilities.

History

Please provide a summary of key points in your character's history in no more than 500 words. Bullet points are fine. If there is a wiki history for your character available, please also provide a link in addition to your summary. We're less interested in a list of every event in a character's canon/life, and more interested in a description of key moments that shaped the character.

Personality

Please describe your character's personality in 300-500 words. No need to touch on every aspect of their being, but do hit the key traits and motivations (as you see them) and demonstrate balance.

Strengths & Weaknesses

Basically, what are they best at, and what are they worst at? Where can they help and where will they be a liability? Give us a general idea of areas of expertise and level of ability. While this needn't be 100% exhaustive, any powers/magic/significant areas of expertise not listed here cannot later be used in game.

If your character has superhuman abilities, please describe these abilities in plain terms. Although Fade Rift is based on a video game, we don't write about abilities or attacks as if they are occurring in a video game. For example, characters will not have an ability called "Whirlwind" that enables them to spin in a circle and strike things with a sword. Just tell us they can use a greatsword and they're agile enough to spin in circles with it.

Please make sure to read and comply with the FAQ sections on character abilities.

Suggested Nerfs

Many (if not most) abilities from other canons will be nerfed or adapted to Thedas. We want rifters to be unique and retain what makes them fun to play, but not to be so powerful that they render natives and especially unpowered characters superfluous to missions. A list of universally applied power limits is in the FAQ (http://faderifting.dreamwidth.org/966.html#nerfs). These nerfs will apply to all rifters unless we discuss a specific exception with you. Additionally, we may place other limits on rifters' abilities to prevent them from being too powerful compared to natives and unpowered characters. So if you have a high-powered character, we encourage you to use this section of the app to suggest your own nerfs or let us know what's most and least important to you about their powerset so we can take it into consideration when we establish limits.

Arrival Inventory

What will your character have with them in the dream they arrive from? Please go ahead and list weapons, technology, and magical artifacts, though they may disappear in the passage through the Fade. And please note that we do mean what they have with them in their dream; they can arrive in plainclothes with their usual belongings from a dream about buying groceries, or they can arrive in a gorilla suit with a deflated hot air balloon from a dream that was a little less mundane.

Humanization

Please describe any ways that your character's canon form differs from that of a normal real world human. This should include all physiological differences, even if they're purely cosmetic (for instance, hair or eye color if not standard real world colors). Passage through the Fade will convert each character into a Thedas-standard human, elf, dwarf, or qunari. This means that in every physiological respect, both internal and external, they will be a member of one of those races.

If your character is not a human, elf, dwarf or qunari in their canon, which would you like them to exit the rift as?

Fit

Is there a reason you think this character would be particularly interesting in this setting? Are there particular aspects of the world you're hoping to dig into? Things about your character you think Thedas will help you explore? Will they have a personal connection to an issue, or act as a foil to another character/group/opinion? Give us a sense of what you think your character will bring to the game world and what you think they might take away from it. Basically, why did you choose this character in this game? This shouldn't be more than 300 words.

SAMPLES

Please provide 2 samples. It doesn't matter if they're written or linked and we don't care if you prefer brackets or normal punctuation, but at least one must take place in the game world, and at least one must be a log rather than network tags (or their setting-appropriate equivalent). They can be of any length, as long as they provide a sense of your character's voice and internal narrative. If we feel they aren't sufficient, we'll ask you for more.



CRAU APPLICATION FORM

PLAYER

Name:
Age:
Contact:
Other Characters:
Interests: What sort of RP are you hoping for in Fade Rift? Are there particular aspects of the world you're hoping to dig into? Types of plots or threads you're excited about? Do you love action scenes? Political intrigue? Rescuing lost animals? This doesn't have to be long or complex and there is no right answer—it's to help us make sure our plots stay in line with people's interests.

CHARACTER

Name:
Canon/OC:
Last Canon Point:
Previous Game:
Arrival Point: (At what point in the past game is your character arriving in Thedas?)
Journal:
Age:

Canon World

In no more than 500 words, please describe the world your character originally comes from. Don't try to cover everything, just focus on the key points that an unfamiliar reviewer would absolutely have to know in order to understand your character and their abilities.

Canon History

Please provide a summary of key points in your character's history in no more than 500 words. Bullet points are fine. If there is a wiki history for your character available, please also provide a link in addition to your summary. We're less interested in a list of every event in a character's canon/life, and more interested in a description of key moments that shaped the character.

Past Game History

Please provide a link to the main navigation for the game your CRAU character is arriving from, as well as a summary of key points in your character's prior game history, in no more than 500 words. Bullet points are fine. (There's no need to recount the basics of the game setting, we'll get that from the link.) We're less interested in a list of every event, and more interested in a description of key moments that shaped the character into who they are now.

Personality

Please describe your character's personality in 300-500 words. No need to touch on every aspect of their being, but do hit the key traits and motivations (as you see them) and demonstrate balance. Please make clear which aspects of their personality are from canon and which have changed as part of the CRAU. While it's expected that characters will have changed as a result of their experiences in other games, we expect that they will still remain true to the fundamental nature of the canon character, and that any development will logically follow from the events described in your history sections.

Prior CR

Please list 2 to 5 of your character's closest relationships (of any kind--canonmates or cross-canon, platonic or antagonistic or romantic) from their past game and briefly explain what that relationship was and how it influenced the character's development. This section shouldn't exceed 300 words.

Strengths & Weaknesses

Basically, what are they best at, and what are they worst at? Where can they help and where will they be a liability? Give us a general idea of areas of expertise and level of ability. While this needn't be 100% exhaustive in detail, any powers/magic/significant areas of expertise not listed here cannot later be used in game.

Please note which skills or abilities are from canon and which were developed in your prior game. If your character has superhuman abilities in canon, in their past game, or both, you can choose (1) to keep their canon power set, (2) to keep their game power set, or (3) to lose both. Your character cannot keep both game-granted abilities and canon abilities. If your character's canon abilities were removed in their previous game, you can choose to have them regain them in FR.

If your character has superhuman abilities, please describe these abilities in plain terms. Although Fade Rift is based on a video game, we don't write about abilities or attacks as if they are occurring in a video game. For example, characters will not have an ability called "Whirlwind" that enables them to spin in a circle and strike things with a sword. Just tell us they can use a greatsword and they're agile enough to spin in circles with it. And while we don't want to hear about saving throws or hit points, we do want a sense of the scale of their abilities, so please do include some ballpark parameters for stuff like how big a thing can they lift, how big a ring of fire can they create, how long can they stay transformed into a spider, etc.

Please make sure to read and comply with the FAQ sections on character abilities.

Suggested Nerfs

Many (if not most) abilities from other canons will be nerfed or adapted to Thedas. We want rifters to be unique and retain what makes them fun to play, but not to be so powerful that they render natives and especially unpowered characters superfluous to missions. A list of universally applied power limits is in the FAQ (http://faderifting.dreamwidth.org/966.html#nerfs). These nerfs will apply to all rifters unless we discuss a specific exception with you. Additionally, we may place other limits on rifters' abilities to prevent them from being too powerful compared to natives and unpowered characters. So if you have a high-powered character, please use this section of the app to suggest your own nerfs and let us know what's most and least important to you about their powerset so we can take it into consideration when we establish limits.

Arrival Inventory

What will your character have with them in the dream they arrive from? Please go ahead and list weapons, technology, and magical artifacts, though they may disappear or be bricked or altered by their passage through the Fade.

And please note that we really do mean what they have with them in their dream. They can arrive in plainclothes with their usual belongings from a dream about buying groceries, or they can arrive in a gorilla suit with a deflated hot air balloon from a dream that was a little less mundane. Since your character is arriving from a dream, they may be able to regain canon items, animals, etc. that were not permitted in their previous game.

Humanization

Please describe any ways that your character's canon form differs from that of a normal real world human. This should include all physiological differences, even if they're purely cosmetic (for instance, hair or eye color if not standard real world colors). Passage through the Fade will convert each character into a Thedas-standard human, elf, dwarf, or qunari. This means that in every physiological respect, both internal and external, they will be a member of one of those races.

If your character is not a human, elf, dwarf or qunari in their canon, which would you like them to exit the rift as?

Fit

Is there a reason you think this character would be particularly interesting in this setting? Are there particular aspects of the world you're hoping to dig into? Things about your character you think Thedas will help you explore? Will they have a personal connection to an issue, or act as a foil to another character/group/opinion? Give us a sense of what you think your character will bring to the game world and what you think they might take away from it. Basically, why did you choose this character in this game? This shouldn't be more than 300 words.

SAMPLES

Please provide 2 samples. It doesn't matter if you write a fresh top-level style starter for the app or link us to existing threads, and we don't care if you prefer brackets or normal punctuation, but at least one must be a log rather than network tags (or their setting-appropriate equivalent). One must take place in the world of Fade Rift, and the other in your previous game. They can be of any length, as long as they provide a sense of your character's voice and internal narrative. If we feel they aren't sufficient, we'll ask you for more.




CANON UPDATES

Once in Thedas, rifters don't return to their home universes unless they are dropped and later reapped by the same person. However, your character may acquire new memories from time after their originally apped canon point while asleep and traveling in the Fade. (If your character is a dwarf, please contact us for alternate options.) Your character will not change physically--no new scars, no overnight aging--but the memories will feel as real as if they've experienced them directly. This option is available to both canon and original rifter characters.

If you would like to use this mechanism to update your character, you can do so by submitting the following form as a comment during the rifter application period.



APPING PREVIOUSLY PLAYED CHARACTERS

We allow reapps of dropped characters by both the previous player and new players. Unless their players make other arrangements, dropped native characters generally fade into the background or are sent away on long-term missions. Dropped native AU characters may be reapped by their previous players with their in-game memories intact or by both previous and new players as a new person entirely, with a clean slate. Dropped rifters will have disappeared mysteriously from Thedas, unless killed off in-game prior to a drop. Previously played rifters may be reapped by their previous players with their in-game memories intact, or by both previous and new players with a clean slate.

Dropped Dragon Age canon characters are a little trickier. For characters who were only briefly present in the game or who were dropped a long time ago, it may be possible to retcon their involvement entirely and allow a new player to start fresh. For characters that were around for a while and may have established CR that other characters can't easily retcon, you can work with other players to determine what to keep and what to discard from character histories, and we can work with new players to allow for (selective) memory loss via an in-game mechanic.

If you plan to app a Dragon Age character, we recommend checking for a tag to see if they've previously been played, then contacting us to let us know if you're interested in a clean slate. If you don't want an entirely clean slate, most players who app previously played DA canon characters make OOC posts after acceptance to ask people to recap their previous CR, if any, and decide what CR to keep or change on a chase by case basis.

rakta: (Default)

lauralae | rifter oc

[personal profile] rakta 2020-01-09 09:47 pm (UTC)(link)
PLAYER

Name: Rachel
Age: 27
Contact: solas#2878 / aziraphale @ plurk
Other Characters: Solas, Sidony
Interests: DRAMA and feralism

CHARACTER

Name: Lauralae
Canon/OC: OC
Canon Point: During her time of self-wandering
Journal: rakta
Age: 80+

Canon World

Lauralae essentially comes from a magical world very similar to Thedas with all your typical races and magics - elves, humans, dwarves, etc. It's not particularly modern and it acts as a vaguely medieval society. Each race has it's own homeland, people, rules and society and there's very little interaction between them; religion is very important to people.

History
  • Lauralae was born to parents who loved her at first and put very little pressure on her. She grew up being a cherished daughter, only losing her connection to her parents when desperation for power turned her towards dark magic; she was exiled from her society and forced to live alone.
  • Although unaware at this point, it was during the ceremony for her exile that her God first took an interest in her. It was also at this point that, thanks to her dark magic, her hands were 'cursed'; her skin became black from her fingertips up to her wrist and she was forced to wear gloves to hide it.
  • After fleeing, she lived alone for some time until she stumbled across a woman named Myr. Myr essentially adopted Lauralae and took care of her, teaching her how to use herbs, create potions and live by herself. During this time Lauralae reads and discovers more about a God, the Black Wolf, and becomes something of a devotee to him, kept secret from Myr.
  • Some time while later, Lauralae met a man named Aramas who she fell in love with. She had been able to hide her curse from him for a long while, but one evening when they were alone he noticed and called her a demon. He attacked her and left her to die, then fled to the house Myr lived and killed her.
  • At this point Lauralae dies, but is returned to life by her God, unknowingly. She isn't aware of her own death - she simply thinks she survived the attack.
  • This is what drives Lauralae into something of a huge manic spiral; she ends up fleeing from the home she's grown up in (where she was probably on the path to becoming a 'wise woman') and began wandering around in the wilderness for a long time.
  • It's here that she starts to develop her wild magic but eventually turns to her own hazardous version of blood magic, using her own blood as a vessel rather than someone else's, biting and cutting her own skin to power her dark magic.
  • Throughout this time she is still devoted to her God and frequently emerges from the forest to worship him. She becomes somewhat known as a devotee, but a wild one, giving herself to nature to honour him. Living in the forest, she chooses to live and interact alone, living off the lessons Myr taught her, hunting and her own magics in order to survive.
  • Personality
    + She is determined to do whatever it takes to get what she wants, no matter the cost to herself. It means she will do whatever she can to work towards her goal, even if they're often minimal; she still seeks vengeance on Aramas she is unsure if he is alive or not, which is the only thing stopping her now.

    + Once her devotion is earned she is an intensely loyal companion. The people she has been loyal to in life are still the people she is most devoted to now and she would do anything for their memory. It takes a huge amount to earn her trust, but once its there it is something she will not forget easily.

    + Lauralae has a sharp mind. When she puts her mind to something she will do whatever it takes to make sure that she can get it: it's what happened with her study of magic, her study of the Gods and her personal interest in medicine and poison making.

    + She does have a kind soul. Lauralae comes across as a very feral being, due to her isolation and her distrust of people, but she does have a wealth of kindness. This is mostly directed to people who are unable to take care of themselves. It's not something that is inherently obvious about her because she keeps herself distant and away from other people.

    + While she might not admit it to herself, Lauralae is very brave deep down. She struck out on her own after losing her mother figure and has managed to survive alone, isolated from the world. She is more than willing to put herself in danger to survive and she's quick to do what it takes to get out of it.

    - Thanks to her past and background, Lauralae does not trust very easily. She does not like strangers and does not react well to them, which can sometimes put her on edge with other people. Turning away from people seemed to be the best and only option to protect herself. Having hands that, even now, curse and burn people only made this choice all the more obvious to her.

    - Lauralae's faith in people and most organised religions and groups have been broken due to their treatment of her and society's view of her. Everything she has experienced since she left has done nothing more than add weight and strength to the pillar of her independence and, now that she has grown, she refuses to allow herself to lean on anyone else.

    - Isolation has turned Lauralae into something dangerous and feral, more of an animal than a person at times. While she doesn't often give into her nature and allow herself to lose any kind of control, there's no denying just how dangerous and threatening she is. She doesn't try to hide it as she sees no reason to - what's the point when people are going to judge you anyway? It makes her quick to defend herself and quick to action.
    Strengths & Weaknesses
    - MEDICINE MAKING Years in the wilderness using her own blood and some teaching from Myr before she died means that she has learned a little about how best to use herbs to treat wounds and injuries. She is not naturally proficient, but she can bandage herself up and create a handful of poultices from herbs to stop herself dying.

    - SURVIVAL SKILLS Tied in with her knowledge of the wilderness is the knowledge of how to hunt. Lauralae can track stealthily and knows how to lay traps for wild creatures that she has used for food in the past.

    - POISON MAKING Lauralae's lessons from Myr mean that she is somewhat more adept with the creation of poisons. It's something she knows how to do, but not something she does often.

    - BLOOD MAGIC The main source of Lauralae's magical power. Lauralae uses blood magic as a source for all her magical abilities and spellcasting, focussing on using her own and not touching anyone else. In her world, the use of her own blood allowed for it to be a catalyst for spellcasting and the creation of runes - drawings in the ground or on items that would create magical effects (such as a fire rune making fire). The more blood sacrificed in the creation of the rune, the more powerful the magic it would be.

    - CURSED HANDS As a result of her death and resurrection, Lauralae has cursed hands - coloured black, as if dead, from her fingertips up to above her wrist. Anyone who touches her hands feels incredible pain and she cannot use them bare to pick up or carry anything; she has to wear gloves at all times in order to protect herself from incredible amounts of pain.

    - LIFESPAN Lauralae has lived longer than the average human because she is technical 'undead'; her life is supported by her God, the Black Wolf, and he brought her back to life as a worshipper when Aramas killed her. She is therefore significantly older than the average human; she has not aged and while she can still be killed by mortal means time won't catch up with her any time soon.

    - COMBAT Lauralae is not at all combat trained; she is more like a wild animal than anything else. She can use a dagger in a pinch, but real fighting (without magic) is beyond her.
    Suggested Nerfs
    Lauralae's blood magic should still fit within the realm of Thedosian blood magic; her runes are something akin to native mage's glyphs and work in a similar way. I don't think it will necessarily need much in terms of nerfing - it'll work in the same way as a Thedas blood mage, just with different symbols.

    Her cursed hands are a side-effect of who she is and mostly just a pain/touch issue as well - they can't really be used to damage anyone.
    Arrival Inventory
  • Black cloak
  • Herbs pouch
  • Black dress
  • Myr's necklace
  • A set of leather boots
  • A pair of thin, silken black gloves
  • Humanization

    Lauralae is, in essence, a regular human - she is simply 'undead' with an extended lifespan. It might be appropriate to Rift her in as a fully functional human rather than one that is undead - she won't know the difference.

    Fit

    Lauralae would be really interesting in Thedas as a way to explore blood magic and the role it plays (especially since in her world it's seen as 'bad', but not so much if you use your own blood). It will also be interesting to play around with her adapting to survive in an entirely new place and attempting to try and come out of her isolation, being part of an organisation that she can't really escape from and has to try and help and support. Also, imagine Solas' face when he hears there's a Rifter that worships a wolf.

    SAMPLES

    LOG SAMPLES: ONE, TWO

    THEDAS SAMPLE:
    The pain of her shard is not unfamiliar to her.

    Lauralae is used to agony in her hands. She is used to feeling the burn of her flesh when she frees them from her gloves, pained and sore from whatever curse had been left upon her. She knows how it feels to suffer this kind of torment, even if she wishes she did not. Trying to find a means to suffer this the further she steps from the city she had been forced to walk to... That is altogether new torture.

    The people are not so different. She has seen elves and dwarves and humans before. She has seen their shapes and what makes them who they are. She recognises them, even now. She simply has no desire to be near them, to be one of them, trapped and lost in a new world that seems entirely beyond her reckoning. She did not wish for this - she did not ask for this. She did not want this, and the Black Wolf had turned from her when he had sent her here.

    Sitting on the outskirts of the town, idle fingers pressing into the palm of a gloved hand, a soft green light echoing through, she hisses. Teeth bared, she appears more animal than a person, shifting to press her knees into the ground as she peeks left and right. The moon is the same - the sun is the same, but the Gods are not. She hears the whispers of Andraste, the Maker, meaningless terms for meaningless Gods that hang heavy on her heart.

    The walls of Kirkwall offer her a safe beacon and she hides, pressed down low, peering out at people as they walk by. The shadows do not offer much cover but she tries all the same, hoping the mark of the green magic in her hand does not alert anyone to the watcher she has become.

    Re: QUESTIONS

    [personal profile] rakta - 2020-01-20 18:28 (UTC) - Expand
    windyvoice: (Default)

    Jenny Lou | Rifter OC

    [personal profile] windyvoice 2020-01-20 05:45 am (UTC)(link)
    PLAYER

    Name: Caitlin
    Age: Ageless
    Contact: thatoneblonde @ plurk
    Other Characters: Sister Sara Sawbones
    Interests: i wanna pet dogs and play irreverent teen hijinks as the desperate seriousness of their situation slowly dawns.

    CHARACTER

    Name: Jenny Lou Davies
    Canon/OC: OC
    Canon Point: Just after the fight in the London tunnels
    Journal: [personal profile] windyvoice
    Age: 17

    Canon World

    A near future type world where magic and supernatural entities are a given and the figures of Arthurian legends are religious figures. Magic generally doesn’t happen to normal folk unless there’s a saint or god involved, which is seen as a Bad Thing. Saints were human at one point and you can sort of trust them, but gods are supposed to stay in legends. Gods have rules that mortals can only guess at and getting involved is as likely to end up with a city wiped off the face of the map than anything good.

    Saints are common enough and show up plenty to pick their heroes or honor devotees. Dealing with a Saint is generally a mixed bag, but for the most part, things generally work out okay. Getting involved with a god means something big and world changing is about to happen. In the streets and on a practical magic level, there’s hustlers alongside earnest believers and folks who are actively against mingling with magic in general. Similar to a Terry Prachett or Peter Beagle world where fairy tale rules apply and everyone is genre aware, but still beholden to their effects

    History

    -The only child of renowned opera singer Grace Marie Davidson and rumored sentient trashbag Heathcliff St Laurent

    -Spent most of her early childhood traveling the world for her mother’s performances, mostly left to her own devices. Her mother doted on her whenever she had the chance and her father mostly ignored her.

    -Moved to her father’s home city, Cincinnati, after what seemed to be an incredibly bad bout of pneumonia destroyed her mother’s voice and left her an invalid in the hospital.

    -Her mother spent years lingering, ill of health, while her father spent most of the time spending Grace Marie’s money on a lavish lifestyle that mostly didn’t include Jenny Lou (Unless he needed to charm a particular person).

    -Grace Marie died under suspicious circumstances, an autopsy ordered by her family revealing unusual chemicals in her bloodstream. Heathcliff immediately skipped town, leaving Jenny Lou behind.

    -She bounced around, living with different relatives, earning herself the reputation of a troublemaker and a liar.

    -Dropped out of school at 16 and started hustling cards as a fortune teller and palm reader in Burbank, specifically targeting folks who couldn’t or wouldn’t visit an actual seer.

    -Heathcliff, meanwhile, fell in with the elves of the secluded Windswept Winter Isles. The king was a great fan of Grace Marie and was fully willing to grant Heathcliff riches beyond his imagination in exchange for Grace Marie’s daughter.

    -The crowned prince Halandriel immediately set out to California to hunt down his new bride and bring her back to the Isles regardless of how she felt on the matter.

    -Jenny Lou immediately hitched a ride with a band of wanderers who were definitely More Than They Seemed, but they had space in their van and weren’t creepy, so like…

    -Got left behind at an all night diner when the gang got swept up in an Epic Quest on Another Realm.

    -Hustled fortunes, accidentally to a real seer who was so amused by her audacity she invoked the ladies knight, Gawain the Green, who was sufficiently compelled by Jenny Lou’s story to grant her his favor and gifts to help her along.

    -Except also he would like her to go and find the Tomb of King Arthur and kill the Dreaded Mordred, thanks.

    -The seer, Lillian, agreed to help her along or at the very least get to Europe.

    -Upon arriving in London, they head out to look for someone to train Jenny Lou for her quest.

    -Tracked by Halandriel, they make a break across the city and into the tunnels where they run into mysterious shadowy nights who immediately attack them.

    -They manage to escape and make it to a friend of Lillian’s, a witch named Faye.

    Personality

    Jenny Lou doesn’t think of herself as a con artist, but she is a survivalist and the two tend to blend together. Life has taught her that even well meaning adults are more likely to get you in trouble than help and as a rule, authority isn’t to be trusted. Or respected for that matter. She’s been told she’s a good for nothing and the child of a murderer so many times in her life that she can’t help trying to live up to the low expectations of the grown ups around her. So she lies and she’s good at it. She hustles and drinks and smokes. Jenny Lou knows that life is miserable and hard and that most people can’t help you even when they want to. And that more importantly, people will act like they want to help you when really they’re just out to fuck you over. Adults especially and the more power they have the worse they are, so there’s no reason to play the game fair.

    She likes to think she’s mercenary and she’s got a tough exterior, but it’s all mush and a surprising amount of nobility under the teenage bravado. She doesn’t really want to hurt anyone and more often than not will go out of her way to ask someone what’s wrong if they’re upset. She’s seen the damage people like her father do, she doesn’t want to be that person, even if it feels like an inevitability at this point. As jaded as she plays at being, she’s especially weak to genuine kindness from other people, grown ups in particular. She gets along just fine with people around her age, but grown ups with authority (men, specifically) are people she feels both instantly antagonistic towards and desperate to win some level of approval.

    A romantic at heart, she was enchanted with Arthurian stories as a child. They were her mother’s favorite legends and so hold an extra special place for Jenny Lou. She knows things like noble hearts and honor and shit aren’t practical for her life, but she’s drawn to those characteristics and she still harbors some of her childhood dreams of being a knight worthy of King Arthur’s court. With her sudden patronage of Sir Gawain, she can’t help seeing this as a chance to actually be someone worthy of the people in her mother’s stories and to prove everyone who said she’d end up just like her father wrong.

    Most importantly of all, as a hip member of Generation Z, she is the walking talking embodiment of the Useless Lesbian stereotype. Girls are just…. Really pretty. Like… So pretty… Around her peers, she does all right, but the more self possessed and confident a woman, the more useless Jenny Lou is.


    Strengths & Weaknesses

    Strengths-
    + Excellent at sleight of hand, especially with cards.
    + Agile and quiet when she has to be.
    + The reckless courage and determination of a teenager who desperately wants to prove their worth.
    + Wind Powers! Jenny Lou can control the wind, from calling up a mild breeze to a sharp blade thin gust that can toss a man backwards to a full force gale. Cus fuck you, it’s magic.
    + Shape shifting! Jenny Lou can shape shift into most any nonhumanoid creatures, her easiest form being the form of Gringolet, Sir Gawain’s war charger (yes, it is deeply weird to transform into a male horse).

    Weaknesses-
    - She’s a teenager who’s pretty sure she’s an adult.
    - Fighting is a new and overwhelming concept and so is saving the world.
    - She doesn’t have full control of her wind powers and the more she tries to do, the more energy it takes.
    - Her shape shifting only really works if she has made contact with the creature, or ideally has something of the creature (hair, skin, scale), trying to shift into an unfamiliar form gets messy and painful.


    Suggested Nerfs

    Origins rules for the shape shifting: she’s got a limited amount of time she can stay in any given form and can only shift once per fight.

    Wind powers are also limited in duration, the bigger the stunt she’s trying to pull, the longer cooldown time she has. If there need to be further nerfs, I'm open to 'em.

    Arrival Inventory

    A bracelet made from horse hair braided with green ribbon and a small metal plate embossed with the pentangle.
    An elven wedding dress and accouterment.
    A giant fuck off sword with ornate engravings she can not lift.


    Humanization
    n/a

    Fit
    I think it would be interesting to have a character from another world where magic and fairy tales are real and follow certain rules, but is entierly different from Thedas and it's races and magic system. Also I'm a sucker for young heroines in peril and scrappy teens trying to prove themselves.

    SAMPLES

    one
    two
    tensive: (Default)

    lukas | native OC

    [personal profile] tensive 2020-01-22 08:48 pm (UTC)(link)
    PLAYER

    Name: Melissa
    Age: OLD
    Contact: PM or awarewolf @ plurk
    Other Characters: Caspar Perakis
    Interests: Want to dig into the mage drama more, have bad opinions (that are also the riGHT opinions), be generally judgmental. But mostly a reason to engage in some different politics that I'm currently on the fringes of!!

    CHARACTER

    Name: Lukas
    Canon/OC: Native OC
    Journal: [personal profile] tensive
    Race: Human
    Nationality: Ferelden
    Occupation: Knight-Enchanter/Archivist
    Division: Research
    Mage or Not: Mage
    Age: 35

    History

    • Born to Circle mages in 9:10 and surrendered to the Chantry in Lothering. He lived in the orphanage there until his magic manifested at age six, then was sent to Kinloch Hold (9:16).
    • Effectively raised by the Circle. He was very quiet and mild-mannered as a kid, so he took to the extremely structured (and arguably restricted) lifestyle well.
    • With the exception of emotional fallout from classmates' doomed Harrowings, the first significant upset in his life was the Broken Circle event in 9:30. He tried to get younger mages to safety and engaged in a few fights with abominations and possessed Templars, but his memories of it aren't very sharp (it was bad).
    • His training switched gears afterwards, partly by choice and partly by suggestion; he was good at combat focus and compartmentalization, and working in a library all day didn't really take advantage of those skills.
    • Had a smooth Harrowing and graduated to working as a Knight-Enchanter. He spent a lot of time in the field hunting down dangerous apostates, but occasionally his job was a bit more subtle, visiting Circles to investigate trouble or making appearances on behalf of the Chantry.
    • When the Mage/Templar War kicked off, he (predictably) sided with the Loyalists. He was firmly Loyalist in the years leading up the war, as well, though he was surprisingly open to discussions.
    • His previous work segued well into the task of hunting down the worst of the rebels in the war. Unfortunately, the bare-faced hostility on both sides made the practice far messier than before, both practically and morally. This was starting to wear on his conviction before the Inquisition put things on hold.

    Personality

    Between a natural tendency towards introversion and an upbringing that never fully gave him permission to take up space, Lukas tends towards being very reserved. He's usually boringly polite, which is maybe half about respect and half about having a social script. He's happy staying quiet and will always favor straightforward communication over wasting time with small talk, though that only applies when he's genuinely disinterested. If he's curious about something, small or otherwise, it isn't a waste of time.

    Straightforward doesn't necessarily translate to "blunt", either. The manners help some with this, though really it's just that he doesn't care for unnecessary drama and will avoid it when possible. He won't lie to avoid drama, and he'll always favor honesty, but he's comfortable withholding his opinions when it doesn't seem prudent. If conflict happens, he's comfortable with that, too — he just likes to pick his battles carefully. This can sometimes make him read as easy-going, and in plenty of matters, he is. But when it comes to things he's truly passionate about, it's more about being unfazed by other opinions than going with the flow. A more accurate read would be that he's a bit cold or distant, all pleasantries aside.

    He'd call himself a realist. What that really means is that he likes to tuck emotions and trauma into very tidy boxes, because with enough structure you can make almost anything make sense. This applies most directly to his own choices and the need to have faith in the Chantry's reasoning, even if he can't sustain blind faith in the Chantry itself. The damage caused by magic is too much of a reality for him to easily forgive it. He'd never argue that the current solution is perfect, but he'd rather deal with known elements than what-ifs.

    That said, he doesn't blame all of his choices on the Chantry. Personal accountability is a Big Deal to him. He knows the cost of his decisions, both to himself and others, and compartmentalizing them doesn't mean ignoring them. His years as a Knight-Enchanter were a grim warm-up for the War, and he's spent a lot of time hunting down other mages — some of them friends, and not all of them evil. He's willing to acknowledge the nuance and the tragedy of it without disregarding what he considers a very real threat, and he's always approached it as an unfortunate necessity.

    Walking the weird balance of having empathy without mercy has worked up a killer guilt complex, but he does a pretty good job of boxing that up too. His coping mechanisms are quiet and self-destructive. Lukas has no issue with informal or professional connections, but he's fairly deliberate about isolating himself from anything more substantial. When boxing things up fails, he's prone to infrequent bouts of substance abuse that he's made a career out of keeping quiet.

    Opinions & Affiliations

    Lukas's opinions on the Chantry are generally positive. He has no problem with calling out corruption as he sees it, he just draws much more "nuanced" lines than a rebel mage would. Clear abuse of power shouldn't be tolerated, but certain sacrifices are required to maintain balance. He has no inherent distrust regarding other mages, either; he'll just judge them very harshly if they make what he considers to be destructive choices.

    His interaction with many other groups has been fairly militant and impersonal, and as a rule he approaches them with detached respect. His work as a Knight-Enchanter cracked open the sheltered upbringing of the Circle, exposing him to a broad range of people and politics. Even so, he isn't above bias or ignorance, and "detached" can often mean "not instinctively empathetic".

    For the most part, he's more about the micro than the macro: he judges people based on their actions and what's right in front of him, not things he considers philosophical or abstract.

    Strengths & Weaknesses

    A nerd and trained archivist who read a lot of books in the Circle, so he'll mostly use those skills to assist with Research. He isn't stellar at interpersonal relations or diplomacy that requires actual charm, but he's fine with formality and tact. In terms of combat, he's a blunt tool. His skills are focused on dealing damage with just a few defensive staples thrown in to help keep him on his feet. He's proficient with non-magic swords, though he'd probably be at a disadvantage against someone who isn't used to leaning on magic for an edge.

    Inventory

    • well-made modest clothing, not overly fancy mage stuff
    • sturdy steel hilt without a blade

    Motivation

    He's genuinely interested in what the heck they're up to and would like to be around/have a voice in it, and is also informally keeping tabs so he can report back to the Chantry if anything gets too wild. Not really Big Spy stuff, just annoying teacher's pet stuff.

    SAMPLES

    - Crystal post
    - Log thread
    Edited (ope sorry. formatting!!) 2020-01-22 20:50 (UTC)
    technologist: (Default)

    leo fitz | mcu

    [personal profile] technologist 2020-02-12 06:18 pm (UTC)(link)
    PLAYER

    Name: Melissa
    Age: 18+
    Contact: PM or awarewolf on plurk
    Other Characters: Caspar, Lukas
    Interests: Being judgmental and doing nerd stuff with rifts/magic.

    CHARACTER

    Name: Leopold James Fitz
    Canon/OC: Agents of SHIELD/MCU
    Canon Point: Season 6, Episode 9
    Journal: [personal profile] technologist
    Age: 32

    Canon World

    The expanded Marvel Cinematic Universe, which is set in the modern day and includes all kinds of high-tech superhero science and ancient alien artifacts. The setting's history is roughly comparable to ours with a few major exceptions: superpowers and aliens, and the existence of SHIELD (the very heroic organization committed to protecting Earth from superpowers and aliens) and HYDRA (a very ancient and evil organization that briefly ran parallel to the Nazi party). As of Fitz' canon point, it's been revealed that HYDRA infiltrated SHIELD a long time ago, and SHIELD's organization and reputation have both been thoroughly dragged through the mud. It's making a gradual recovery, but it's far more clandestine than it had been in its heyday.

    Some technology/"magic" that's been encountered in the setting includes: different dimensions, time travel, sentient AI, soothsayers, evil alien possession, an actual wizard, some rocks that control all of space and time or something, etc. It's Outback Steakhouse rules in the MCU baybee

    History

    @ the wiki
    • Was a very smart wee lad and was recruited to SHIELD Academy and got several degrees or whatever before he was [some impressive age].
    • Met Jemma Simmons at SHIELD Academy and became hopelessly devoted to her, signed up for field missions at her encouragement.
    • Joined Phil Coulson's team, had lots of good times and lots of really traumatic times, some of the big ones being:
    • Betrayed by his buddy, Grant Ward, who tried and narrowly failed to murder him. Gave Fitz brain damage that he's slowly and steadily recovered from.
    • Misguidedly helped perfect the Life Model Decoy (LMD) prototypes, resulting in full AI life that went a little evil and imprisoned Fitz and other agents in a knockoff Matrix called the Framework. This gave Fitz an AU life that included his (previously mostly absent) abusive father. He became a HYDRA leader and committed lots of murder.
    • Post-Framework Fitz feels very guilty and now has 2 lives worth of memories and conditioning stuck in his head. Tries to turn himself in for science crimes, but before he can his team is kidnapped and taken to the future (without him).
    • He spends some time in SHIELD jail being interrogated before his pal breaks him out. Chasing down leads on his team's disappearance leads to the revelation of cool time aliens and time travel, and he decides to find his team by doing time travel the old-fashioned way: freezing yourself and waking up 70+ years later.
    • He does this, and in one timeline he wakes up, rescues his friends, has a massive psychotic breakdown and goes very Mad Scientist/HYDRA leader, and then dies tragically while doing hero stuff. But he helps the team get back to the present time and saves the world, breaking a time loop and deleting the future they'd traveled to. That means that present Fitz, who just popsicled himself to head to that future, is now floating aimlessly in space.
    • In the new timeline, popsicle Fitz' ship is attacked by a mysterious enemy and he and his time traveling alien buddy are forced to go on the run. Fitz spends the next year hopping planets and ships trying not to get caught, hoping to eventually get frozen again so he can get back to saving his team. They don't need saving anymore, but he hasn't gotten the memo.
    • Space hijinks ensue, he's finally reunited with Jemma, he proposes. Then he finds out a) he already proposed once, b) he died, and c) Coulson died. Distant d) he has a grandson who is an adult man. Still processing!!

    Personality

    Loyal. Fitz is disgustingly loyal. He'll do anything for the people he loves, which sounds very nice — and usually is, as long as the people he loves aren't the type to ask too much or for the wrong things. The show has explored this theme plenty, starting with his anger at and refusal to accept Ward's betrayal. Later, when he's pulled into a Matrix-style AU, his devotion to terrible people drives him to commit (and justify) a whole lot of awful, including human experimentation and cold-blooded murder. The positives are, of course, that he's a very good person to have on your side. He's willing to cross time and space to help out his pals.

    Ambitious. An academic at heart, Fitz' curiosity and passion for discovery makes him an asset to any project or team. He's a quick learner and a self-hating over-achiever, which always yields stellar results. While he's generally got a very strong moral compass, he does have a habit of getting carried away — he isn't a total mad scientist, but he's had his moments. This bleeds into his approach to missions, too, and he'll sometimes tackle them with an objectivity and determination that irks his teammates. To be clear, his empathy's still very powerful and intact, and he'll fall apart over hard decisions, but he believes someone has to make them.

    Stressed. Fitz takes on way too much. Some of this is the result of messy circumstances and being the only person with the skills to get the job done, but it's been pushed to a boiling point by his desire to seek approval and prove his own worth. His upbringing instilled a hefty dose of insecurity that's shaped a lot of his motivations and relationships. Fitz holds himself to impossible expectations in just about everything, and while he's enough of a genius to somehow meet the mark surprisingly often, it isn't healthy or sustainable; he's always just shy of a meltdown, and he can be very irritable and short-tempered on account of it.

    Emotional. Good side: very empathetic, able to sympathize with almost anyone. Bad side: able to sympathize with people who probably don't deserve it, can sometimes let his emotions do the steering. He's an open book in relationships, too willing to care and too willing to trust. He'd go miles out of his way to help a stranger. That said, things have changed a bit post-Framework; while the empathy is still natural, he's also been conditioned to be ruthless regarding perceived threats or morally tough decisions. Also, less dramatically, he is very tired and grumpy and can be a real dick in casual interactions.

    Strengths & Weaknesses

    Very good at science and other brain stuff (picking up new languages and systems, etc). Also has advanced combat training and is above average with firearms and hand-to-hand, but it isn't his focus and he's very small and in like, Decent shape at best.

    Arrival Inventory

    • Plainclothes (blue button-down shirt, slacks, etc).
    • If his dream is about being dead can the body bag come with??

    Fit

    Would love to science some magic, good at adapting to new settings. Also very mission-oriented so he'd be motivated to start projects and do tests and look for answers. When he isn't being a prickly old man he's very sensitive and accepting of anyone and everyone, so it'd also be fun to dig into Thedas politics and interact with people from different worlds.

    SAMPLES

    TDM top level with log + crystal threads.
    coeurdulyon: (Default)

    Lucien the Lionheart | Native OC

    [personal profile] coeurdulyon 2020-02-17 03:32 am (UTC)(link)
    PLAYER

    Name: beka
    Age: 31
    Contact:
    Other Characters: athessa, lino, skull, henry
    Interests: i don’t have interests i am a meat popsicle

    CHARACTER

    Name: Lucien Amour Lyon du Lyon the Lionheart
    Canon/OC: OC
    Journal: coeurdulyon
    Race: Human
    Nationality: Orlesian
    Occupation: Chevalier
    Division: Forces
    Mage or Not: Not
    Age: 34


    History

    There was a time when Lucien Amour Lyon du Lyon did not exist, and the boy that would become the legendary Chevalier was nobody of importance.

    Lord Thibault Lyon du Lyon and his wife, Lady Arielle (nee Roux), adopted Lucien after a woodsman found the boy wandering in a thicket on the Lyon estate. Unsure of what to do with him, the woodsman presented him to the Lord and Lady, who had been trying in vain to conceive for some time.

    They raised Lucien as their own, dedicating themselves and plenty of servants to his upbringing. He excelled in school and whatever extracurriculars he participated in, and when Lord Thibault suggested he become a Chevalier, he excelled in the Academie as well. While he did not kill any city elves in pursuit of the yellow feather, he did not treat them particularly well either, a fact that brings him great shame today.

    He has done great work as a Chevalier, including but not limited to some heroic acts during the War of the Lions, during which time he became known as Lucien The Lionheart.

    More recently he has been serving with the Order, trying to keep his homeland safe from invaders and demons and the like, but in late 9:43 Dragon he was captured by the Venatori and has been a prisoner of war ever since.

    There is no shortage of tales and legends surrounding Lucien Amour Lyon du Lyon, the Lionheart, but it’s hard to say without asking the man himself which ones are true and which have been blown far out of proportion.

    Personality

    Lucien is a practical, dramatical, pragmatical, oratorical, romantical jellicle cat man.

    Lucien is intelligent and studious with a sense of gravity and a mind for tactics and diplomacy. He can come off as much older due to his austere, regal appearance and attitude, but at 34 he still has a youthful spirit and a tendency to make jokes, even if it’s hard to tell when he’s kidding. He may be above public drunkenness and tries to avoid doing anything to invite ridicule among the people, in private he can be a bit of a dork and isn’t afraid to play the fool to brighten someone’s day. The Lucien in stories differs slightly from the man as he is today in that before being a prisoner of war, he was far more likely to throw around the weight of his station to get shit done. Since his internment, he’s become far more humble, and would sooner lay down his own life to ensure the survival of common people than command they be set free without paying any price.

    He’s carrying with him a level of guilt that is currently informing his decisions and actions, and in his mind he owes the people of Orlais penance not only for his own entitlement and abuse of power, but for the abuses suffered at the hands of all Chevaliers. He still holds some romantic ideas about the Order of Chevaliers, but he isn’t going to argue that they’re a perfect organization the way he might have earlier in life. He’s spent a lot of time thinking about his own status and value as a human/person and has realized that very little indeed separates him from any random farmer or elf beyond luck and circumstance. Particularly because if it weren’t for the kindness of Lord and Lady du Lyon, he would be a destitute orphan or dead.

    He’s struggling to come to terms with the fact that being a good person might mean being a bad Chevalier.

    Opinions & Affiliations


    The Chantry: Lucien is pretty devout, but not to the point of bigotry. He also recognizes that the Chantry is, by and large, an organization of people, and people are flawed. It stands to reason that the Chantry is as flawed as those people, and it’s important to recognize flaws and mistakes and learn from them rather than erasing them and repeating the mistakes.
    The Qun: The fact that they’re an enemy of Tevinter leads Lucien to believe that perhaps an alliance is in order. The enemy of my enemy and all that, but he doesn’t quite understand the basis of their society or culture.
    Mage/Templar War: What a mess. A lot of death and destruction could have been avoided if more knowledge about the Circles and what went on within them was available to the public. The tensions between mages and Templars is only made worse by fear of the unknown, and the only way to combat that fear is by making the unknown known. N’est-ce pas?
    Race Relations: This is a tricky subject. Lucien is only just starting to dismantle a lot of his own prejudice against elves and the like, so the opinions he holds about the various races and creeds of Thedas are not firm anymore.
    Chevaliers: Like the Chantry, the organization is flawed and while the core beliefs are ones he still romanticizes, the execution of those ideals has been less than ideal. The Order is suffering the tarnish of more than a few bad eggs, and Lucien isn’t sure whether or not it’s worth working to salvage or if they should simply be dismantled altogether.


    Strengths & Weaknesses

    Strengths:
    All the strengths of a Chevalier, plus uncanny luck, charm, and nobility in the truest sense of the word.

    He still has Chevalier contacts even though a lot of them still think he’s dead.

    His family is alive but he’s remiss to call on them for aid since they’ve done so much for him already.

    Weaknesses:
    Blind spots in his education that lead to prejudice and racism.

    Physically weakened from being a POW for a year and a half.

    Does he know how to relax and be a normal 34 year old humanman? No, not really.


    Inventory

    Nothing

    Motivation

    His main motivation is to protect his homeland, maintain Orlais’ freedom etc etc etc. He also has reason to lend aid to Gwen, being the cousin of her half-brother, who sold all Lucien’s stuff to pay off gambling debts about a year ago when Lucien was declared dead. Being rescued from being a POW by Riftwatch lands him squarely in owing a debt of honor to Riftwatch as an organization so he’s going to be pretty dedicated to helping however he can. He won’t be able to help monetarily but has connections even if he’s still legally dead.

    SAMPLES

    Lucien on the TDM
    Lucien and Jone


    Edited 2020-02-17 03:32 (UTC)

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    bloodandsand: (Default)

    Poesia | Native OC

    [personal profile] bloodandsand 2020-02-22 03:59 am (UTC)(link)
    PLAYER

    Name: Caitlin
    Age: I'm Just A Kid And Life Is A Nightmare
    Contact: thatoneblonde @ plurk
    Other Characters: Sister Sara Sawbones, Jenny Lou
    Interests: i wanted to play someone who fucks and also a blood monster and here we are

    CHARACTER

    Name: Poesia
    Canon/OC: OC
    Journal: bloodandsand
    Race: Elf-blooded human
    Nationality: Nevarran
    Occupation: Murder
    Division: Forces
    Mage or Not: Not for lack of trying by the Cult of Andraste
    Age: 32

    History

    - Born into the Disciples of Andraste by a Mortalitasi gone rogue and an elven mother
    - Raised a reaver on dragonling’s blood
    - Fell in love with the girl being groomed to be a priestess and Kolgrim's protege.
    - Oops It’s the Blight
    - The Grey Wardens Crash Haven and Destroy a Cult
    - Cut off from what remains of the majority of the cult with her priestess lover and a handful of acolytes, spent a good deal of time knocking around Redcliffe and Denirum.
    - Cause some minor trouble (sabotage and the occasional murder) for the Chantry while they try to build the Temple of Sacred Ashes, get run off after a few years because Oops It’s The Mage Rebellion.
    - Priestess girlfriend thinks they should strike out as an independent force and wage war against the Chantry for the crimes committed in Haven. A few of the higher rank acolytes think hey this Corypheus guy seems like he knows what’s up and also has a dragon.
    - Poesia kills a bunch of templars and mages and has a good time, still high on dragon’s blood.
    - The acolytes use the remaining stash of high dragon’s blood to get Poesia blasted and lock her in a room with her priestess girlfriend.
    - In a blood fueled homicidal mania, Poesia kills her love and eats most of her.
    - When Poesia comes down and realizes what’s happened, she goes on a revenge road trip to hunt down and torture the surviving members of the Cult of Andraste.
    - Decides to wind her way toward Tevinter to see if she can rip Corypheus’ throat out with her teeth or die trying, but catches a rift shard in the process.
    - KNOCK KNOCK RIFTWATCH

    Personality

    Poesia is all the makings of sweet refinement of a High Class Nevarran girl, run through a blood obsessed cult. She has been sculpted from a young age for a very specific purpose and she’s very comfortable with that purpose. She enjoys violence and death and all of the delightful inbetweens an individual can get up to with the proper tools and motivation. She’s been fed entirely too much dragon blood for too long to ever hope to reclaim what scraps of her humanity remain. And her tenure off her beloved’s leash has given her a taste of what life without a master is like.

    She’s not very fond of it. Directionless violence is terribly boring and Poesia has found that she enjoys having a collar to strain against when she bares her teeth. Which does not mean she’ll give away her obedience freely. The blood drenched night she devoured her beloved was horrific and Poesia fears that loss of self again. The betrayal of those she served via her beloved was a severe one and though they all died miserable deaths, it’s not a lesson she’ll forget. She is a monster who has been honed into a very fine weapon. The person who holds her leash must be worthy of it.

    Despite being a blood drenched killing machine, Poesia is wildly affectionate and constantly charmed by people. She’s guileless and earnest in her emotions, upfront about her likes and dislikes, which has its own charm when it’s not about her favorite ways to flay a man alive (unless you’re into that I guess). She has no other particular skills outside of death and sex, so cleverness is a large draw for her. She is very aware she is lovely to look at and is an irrepressible flirt who is disinclined to form strong attachments. Her beloved is first in her heart even still and it would be so sad for those she leaves behind after her inevitable gruesome death.

    Opinions & Affiliations

    The Chantry- Her darling hated them so Poesia hates them, not enough to go on the massive killing spree her darling might have wanted, but enough to be like “Hey… Fuck you guys.”

    The Mage-Templar War- 10/10 Lots of fun, would war again, sorry about killing and eating some of your comrades.

    Grey Wardens- Fuck These Guys Too.

    The Disciples of Andraste- Actually Fuck These Guys The Most. Still super into Andraste, but would absolutely dig up Kolgrim's grave and piss on it if given the opportunity.

    Most anything else, Poesia’s opinions generally run towards “It sure do be like that huh”, because being raised in relative isolation and fanatic dogma to be the priestess’ pet killer doesn’t make for a well rounded person with strong opinions about the wider world.


    Adaptation Notes

    n/a

    Strengths & Weaknesses

    Strengths-
    Super strong and durable, thanks to a steady diet of dragon’s blood.
    Very good at murder and wholesale violence, reasonably talented at tactical thinking, though mostily limited gureilla warfare involving one (1) person high on dragon’s blood.
    Uncomfortably charming and elegant for someone who’s a clean 6’ and has a blood fetish
    Loyal to the point of worship

    Weaknesses-
    Generally enjoys killing people with her bare hands.
    Please don’t put her in charge of things, she dislikes it
    Please don’t let her talk to important people, she has two conversational settings and they’re “Fuck” and “Kill”
    Has not fully kicked that bad habit of eating parts of the people she’s killed.
    Loyal to the memory of her darling first and foremost, therefore measuring everyone against her memory with a knife


    Inventory

    The clothes on her back.
    A very fine set of knives and the appropriate accouterments to care for them.

    Motivation

    Not being in charge all the time because oops she doesn’t super know how to function without some kind of directive and “Rip out Corypheus’ heart and eat it” kinda got sidelined by this whole rift shard business.

    SAMPLES

    one
    two

    REVISIONS

    [personal profile] bloodandsand - 2020-03-04 04:41 (UTC) - Expand
    inkindled: (07)

    Matthias - Native OC (promoting to a full character, play the graduation music)

    [personal profile] inkindled 2020-04-03 03:22 am (UTC)(link)
    PLAYER

    Name: Cee!
    Age: old mrs old
    Contact: Ceeeee @ plurk or twotimesfew at gmail dot com
    Other Characters: Val, Salvio, Darras as my other FT characters; Nikos as my side character
    Interests: I want to play a baby rebel mage and get in the shit. AND I want to update my side character to a FULL character.

    CHARACTER

    Name: Matthias
    Canon/OC: DA OC
    Journal: inkindled
    Race: Human
    Nationality: Free Marcher
    Occupation: Rebel Mage
    Division: FORCES. he wishes.
    Mage or Not: Y
    Age: 16

    History

    - Born poor in the Free Marches, Matthias was destined for the life of a country something-or-other, until he was showing off for friends and burned down the village stable with a magical fireball at 10 years old. Promptly shipped off to the Circle at Tantervale.

    - As excited as he was terrified, Matthias found Circle life to be chaotic. He arrived in Tantervale at a time of unrest despite--or perhaps because of--Tantervale’s strictness. There were grumblings and threats of rebellion while the templars remained firm and cold and occasionally brutal. Mages were kept apart from one another and in silence as often as possible. Whispers of sedition and grumblings of rebellion entered the zeitgeist regardless.

    - Unrest came to a head one cold winter day. Mages were at war all over the land, and the Circle at Tantervale was not exempt. True battle broke out. Whether the templars struck first or the mages struck first is unclear. In the end, templars were overthrown. An escape route was blasted through a curtain wall. The Tantervale mages fled, made for the camp of rebel mages, to join the fight. Matthias and the other young mages dragged along.

    - Matthias was scared, but elated! Joining the rebels and fighting in battles felt like something. He and his friends spent a lot of time whipping each other into a frenzy of excitement and battle eagerness. Talked endlessly about heroes of the rebellion, all these names that circulated camps and backroads during battles and marches. These were real mages, heroic and noble and self-sacrificing.

    - And fuck going back to the Circles, btw! Nomadic life? Not that bad. War camps? Not that bad, especially compared to the shitshow that the Circle had been pre-rebellion. Matthias could not imagine returning to that structure, not when he'd had a taste of real freedom, however blood-soaked it was. Hardened and eager and bright-eyed, Matthias and his fellow baby mages were all in. Death, even the death of a friend, was worth it if it meant freedom. Once Matthias had dreamed of holding the power and status of a Knight-Enchanter or an Arcane Warrior. Now his dream morphed into that of a freedom fighter. Became determined that mages would never return to the Circles or the downtrodden life they'd led before.

    - Post-Conclave, Matthias' rebel mages didn't join up with the Inquisition immediately. Fought all over Fereldan, carrying on the war. Did manage to make it to the battle at Ghislain, with mixed opinions among the group. The unsure proved the wisest: most of the Tantervale mages were killed during the battle. Remaining small contingent of survivors were less than impressed with the Inquisition. Decided to keep on keepin' on. Rather than keepin' on, Matthias struck for surety and Kirkwall, following the trail of the Inquisition's wounded. On foot and without coin, he suffered a little on the road, but he made it.

    - And he's been here ever since!

    Personality

    Matthias is a scrappy survivor and a try-hard rebel. He was taught to be obedient and kind and generally moral, a simple peasant boy of the Free Marches, but also not to put up with too much shit or waste time crying over spilled milk. There was little time for coddling in Matthias' childhood. Born one of seven kids, raised by hard-working parents, Matthias knows how to get by without much. But he craves attention and praise, having had very little of it in his life. A few words of kindness from the right person can send him spiraling into a paroxysm of loyalty.

    He is deeply loyal, easily encouraged to a cause, and difficult to disillusion from issues or people he cares about. He has always developed crushes easily, and even after he’s fallen out of them, retains deep loyalty to his former beloveds--man, woman, or cause. He often fixates on the aloof, determined to win their praise and approval.

    He has seen injustice, which has made him want to fight injustices. Compromise frustrates him. Being underestimated frustrates him more. Matthias might be young, but he has seen shit. There are few people in the world who understand where he's come from, and what growing up in a warcamp has meant.

    He craves approval and acknowledgement, but resents pity. While it’s true that his life in the Circle and war was hard, Matthias considers it to have been a trial by fire. He’s proved that he can take it, whatever it might be.

    He can be impulsive and often speaks or acts before he thinks. His rebel streak was fanned to a flame during the height of the mage rebellion. Matthias and his fellow baby mages were reared in battle and trained on the fly. Without any deep study or tutelage, Matthias' magicwork has developed inconsistently, and he rushes through any spell or enchantment in his eagerness to deploy them. He's more guts than brains, and he reacts quickly. His lack of formal education is a source of embarrassment to him, and he will get defensive if anyone calls him on it. He’s young enough that he hasn’t been Harrowed yet, which he’ll also try to talk his way around.

    Matthias makes friends with ease, and enemies with equal ease, especially if mutual hate of someone will get him a fast friend. His principals and ideals are often what block friendship. He can't get his head around putting up with someone who might be at odds with what he believes, and he refuses to try to understand anyone who would compromise their beliefs for friendship. The latter is somewhat hypocritical, because in truth, Matthias' own belief could soften for friendship. He wants badly to be liked, to have a solid group of people he can call his own. Among the rebel mages of Tantervale, Matthias had camaraderie, and he misses it badly.

    Matthias wants to be a hero, and to find a cause worthy of him. And one that he's worth of.

    Opinions & Affiliations

    - pro-mage
    - pro-REBELs specifically
    - anti-templar
    - likes the Free Marches, playfully disparaging of Fereldan, unimpressed by Orlais, intrigued by Antiva and Rivain, not sure of Nevarra
    - freaked out by the Qun
    - okay with Rifters, but a little suspicious
    - pro poors, impatient with the wealthy but unfortunately trained toward deference and boy!! is it hard to shake

    Strengths & Weaknesses

    - a mage, which is a strength! ...but a largely untrained and definitely unharrowed mage, which is a negative. Matthias has showed forceful displays of magic but his raw talent has been left largely unharnessed. In battle, he was permitted to do pretty much whatever, as long as it destroyed, so trying to rein any of that in now will be an uphill battle.
    - no formal education beyond what he got from a few years at the Circle and also being homeschooled in a tent during the, you know, war. prior to all that, one of his older sisters did teach him to read.
    - fiercely loyal to a fault.
    - impulsive, acts on his gut if he's in the moment and ignores his brain, common sense, and the advice of others.
    - also really wants to impress, like, really bad.
    - good at making pancakes, setting up a tent, foraging for food, and walking long distances.
    - bad at table manners, hiding how scared he is of boats, washing his socks, and coordination.


    Inventory

    - new clothes that he bought with his Riftwatch allowance
    - a really good wool cloak
    - really good boots
    - a staff, ugly, somewhat too large, definitely taken off a body
    - his allowance from Riftwatch
    - his plucky spirit

    Motivation

    Matthias wants to be a hero and play on the hero's team. He also wants to meet other rebel mages that think like he does.

    SAMPLES



    - ye logge
    - ye crystale
    adjurator: (Default)

    Alais | Native OC

    [personal profile] adjurator 2020-04-03 05:57 am (UTC)(link)
    PLAYER

    Name: k2
    Age: old
    Contact: scream into the night
    Other Characters: Isaac (Mage), Lazar (Side), Coupe (Side)
    Interests: I'd like to have a nerd in my pocket again.

    CHARACTER

    Name: Alais Amphion
    Canon/OC: OC
    Journal: [personal profile] adjurator
    Race: Human
    Nationality: Tevene
    Occupation: Academic
    Division: Research
    Mage or Not: Yep
    Age: ~25

    History

  • Second child of two Laetans: An academic, and a magical architect. It’s a dysfunctional relationship.
  • Grows up in mild neglect, but material comfort.
  • Older sibling dies while working on a magical project that gets out of control. The exact nature of that project isn't clear, but is known to have been shady.
  • This damages the family's already-teetery social standing, and Alais is shut out of the Right Circles of the Circles, just as she was preparing to enter them.
  • Works very hard to claw her way back into respected academia. Excels scholastically, but not socially, until she meets some friends who are better at parties.
  • They bond closely, and begin the life of Young Magical Professionals.
  • That involves a lot of drinking and wondering what to do with their lives.
  • Though trying hard to remain insulated from politics, the creep of war and Corypheus rocking up on a dragon have made that increasingly difficult.
  • Alais is scouted by the Venatori, RE her past research (intended to be kind of a weird impossible project) into the geography of the Fade.
  • More or less drafted into checking out rifts in the occupied South. Wouldn't have volunteered, but her participation isn’t entirely coerced: It's interesting, it's a sense of purpose she's been missing.
  • Catches a shard while taking field readings.
  • Has a vague idea of how the Venatori have handled those with shards before, and has a little too much doubt about whether she can expect better as a citizen.
  • Takes off with Caius, which is probably a friendship upgrade.

    Personality

    Alais has come out of her shell in the past few years. She'll always be anxious, but given a familiar domain (her work, or a conversation among friends), she's confident and even goofy.

    She often finds people stressful, but she's devoted to persons. Though her instincts move toward helping individuals, they don't wind along any particular ethical track, and her relationships have been defined by an unwillingness to challenge bad behaviour. If Alais is afraid of losing someone, she'll tolerate a certain amount of cruelty, stagnation, and poor choices.

    When uneasy, Alais retreats into her studies. Books are less a safety blanket than they are a whetstone: Alais' primary neurosis is an inferiority complex which demands she work, or be left behind. Alais isn't ambitious, but she's highly competitive. She knows that she's good at what she does, she just also believes that she's not good enough. Her background, and the national character have only reinforced that paranoia. Alais is the academic mage child of mage academics, and magical academia still didn't want her. She remains stung by that rejection, and believes at some level that her insider status should have earned her better treatment. Isn't she a Laetan?

    Cynical in the way of many tiresome twenty-somethings, Alais has nevertheless led a very sheltered life. Until the war rocked up to her door, the worst case scenarios just weren't that bad: There's a big difference between going hungry, and going home to your parents' basement. Though conscious of the charmed (ha) nature of her life, Alais often takes it for granted, because she's never experienced anything different. She knows there's suffering around her, but the face it wears is typically anonymous. There's a lot of evil in the world; you have to pick and choose what you address.

    Like, picking nothing and addressing none of it.

    Alais defines herself primarily by curiousity and loyalty. Though she defaults to careful planning and study, she enjoys and takes pride in adapting her plans on the fly. She's emotionally-driven, which she attempts to moderate through logic and reason. What she can't repress or rationalize instead simmers until she finally lashes out — sometimes violently — at those around her. Though frightened of brutality, anger fuels her bravado, and she's more than capable of ruthless choices; even if she cries while making them. At the end of the day, she will always prioritize 'us' over 'them'.

    A self-loathing nihilist trying to jog two steps ahead of the void at most times, Alais is terrified that she'll never lead a meaningful life, because she has no idea what 'meaning' is. Seeing passion in others delights her: Surprises — the fluidity of the Fade, the unexpected congruity of an idea — are her favourite thing in the world.


    Opinions & Affiliations

    The Chantry -
    Not observant. The Southern Chantry in particular are weird violent zealots, and she's not down with an Exalted March on her home. Also what did you do to this Circle system, it's way too openly sinister.

    Interested in the parts of the Chant that may be magically historical — particularly discussion of the Black City, for obvious reasons.

    The Qun -
    She'd find the purpose-driven philosophy more compelling if it didn't involve her magical lobotomy. The Qun is an existential threat that she more or less treats as background noise. It's Always Been There. It probably always will be.

    Elves -
    She's had an elven instructor or two, and probably hung out with some elven mages here and there. How hip.

    Dwarves -
    Not mages, but there are still plenty of them at parties.

    The South -
    Barbarians living in self-imposed squalor, on a scale of Ferelden to Nevarra.

    Tevinter Caste System -
    It's not great, but it's not like anyone else is doing better.

    Slavery is discomfiting to look in the eye. Alais doesn't have or (often) hang out with people who have personal slaves — but she's always benefitted from the system via: Public servants, Circle staff probably, Tevinter's entire economy, etc.

    Blood Magic -
    Declasse. It also interferes with one's ability to access the Fade, which is a personal priority, if one she's curious about given the supposed history of blood rituals and physical Fade entry. But of course it's like, bad to sacrifice people. It's at least cheating.

    Venatori -
    Was not a fan of them or Corypheus, but also wasn't paying too much attention. Then Corypheus invaded and also they suggested she work for them, and it hasn't been the worst.



    Strengths & Weaknesses

    Mage —

    Although potentially formidable, she’s an academic, and has never seen or studied for battle. If that evolves, it’ll be over time.

    Like many Tevene mages, she's familiar with the basic principles of blood magic, but it's not something that she uses. In an emergency, she'd reach for other, different bad ideas, and if that has any reason to change I'll check in with the mods.


    Custom Spec —

    If possible, I'd like to app her in with a custom spec, but I'm all good to tweak or remove it. It'd focus on working with unusual research materials.


    THICK SKIN:
  • Specialized barrier, renders her impervious to intense heat, cold, or another damaging substance. Unlike a typical barrier, it won't stop physical violence or spells, but it can be sustained with limited effort for a longer period of time. Typically used like really good gloves, or in a survival situation, like whole-body insulation.


    DELICACY:
  • Telekinetically manipulate small objects in a fine, controlled way: Ex - Move the tumblers in a lock, or turn a screw into place. Requires sustained concentration. Has never actually picked a lock, and would need direction from someone who's actually done that with their hands. The smaller the material or more complicated the motion, the more difficult it is. Requires sustained focus.


    SMOKE SIGNALS:
  • Telekinetically manipulate flames, liquids, or gases into a desired shape; or shoo them the short distance into a container. Limited to a campfire's worth of material, and shape detail is limited: Can draw a dick, or spell a simple word; not render a portrait. Requires sustained focus.


    MELT:
  • Heat glass or metal intensely enough to melt, and then manipulate or fuse it. Limited to about a fist’s worth of material. Requires sustained focus.


    Aren't We At War With Those —
    A Vint, a mage, and unused to hiding either of these facts. Suspicion, ahoy.

    Not a fighter —
    High likelihood of being stabbed, and/or friendly fire.

    Hufflepuff syndrome —
    Her loyalties are staked to individuals, not organizations or ideals. If Caius decided tomorrow to jump off a bridge, odds are good she'd follow.

    Basic life skills —
    City-dweller unused to manual labour. Can swim at a doggy-paddle level, and ride a dracolisk at a children's birthday party level. Literate in Tevene, Trade; has studied what fragments of older languages she can get her hands on.



    Inventory

  • Staff
  • Traveling clothes
  • Limited research notes
  • Misc. ~magical measuring instruments~



    Motivation

    Alais is taking a gamble by going to Riftwatch. She worked with the Venatori until very recently, and she didn’t defect for ideological reasons. She doesn’t expect a welcome wagon.

    She does expect that they want intel, need contacts, and probablywouldn't cut off her arm before they executed her.

    She can’t offer any secrets outside her own studies (unless there's something specific it would be helpful/fun OOC for her to come in with), but she figures those studies were important enough to send her south in the first place.

    I’m chill with whatever IC consequences for this, but I’d rather not play in the dungeon forever, or immediately test Val's guillotine. Actually that's funny enough that I'm tempted, but alas.

    So anyway! If her background would be unworkable, let's figure out changes.


    SAMPLES

  • One
  • Two

  • sumptus: (Default)

    caius | native oc

    [personal profile] sumptus 2020-04-03 06:07 am (UTC)(link)
    PLAYER

    Name: Jenni
    Age: older than jesus
    Contact: [plurk.com profile] jennibeans
    Other Characters: Ilias
    Interests: Magic nerdery, weird Fade shit, and ends-justify-the-means political intrigue.

    CHARACTER

    Name: Caius Porthmeus (born "Claus")
    Canon/OC: OC
    Journal: [personal profile] sumptus
    Race: Human
    Nationality: Tevene
    Occupation: Magic grad student
    Division: Research
    Mage or Not: Yes
    Age: 24


    History

    cw: child abuse ahead

    • Born in Tevinter to an Ander couple who had immigrated looking for work and only found enough to get trapped in a debt pit. They're technically Soporati, but with status close enough to slaves that they feel the need to be shitty about the distinction.
    • His parents discover their disinterest in having children by having him and aren't shy about sharing that revelation with him.
    • Markedly intelligent and mechanically minded from a young age, which his father considers a personal insult and takes out on Caius with regular physical abuse.
    • Learns to hide goddamn everything about himself that might attract negative attention, which comes in handy when his magic manifests in his preteen years.
    • Until he slips up and uses magic in front of his father. Dad assumes he's been hiding it to avoid improving his parents' status (not 100% inaccurate) and beats the shit out of him; exciting adventures in traumatic brain injuries ensure
    • Caius ditches his parents for good and heads to the farthest-away Circle he can find, hello it's me definitely an orphan
    • Turns out Circles that take in orphans aren't great!
    • Works his ass off both in school and outside it to earn a place in increasingly prestigious Circles, at first out of an overabundance of survivalist paranoia, but that gradually blossoms into ambition
    • Realizes his dreams are not like other mages’, suspects he might be a somniari but that would be crazy right? Ha ha anyway.
    • Decides to keep that revelation on the inside where it belongs.
    • But one of his professors notices he's attracting demons all the damn time and starts working with him on that, oh my god Caius. She keeps his secret as a temporary gesture, likely for her own future gain, but is killed by a rival before she can share it.
    • Caius makes some rich friends but has a chip on his shoulder the size of Orlais about being anyone's charity case.
    • When he next transfers Circles, he decides to straight-up lie to his new friends about his status and family situation, pretending his dad is a rich, loving Laetan merchant who happens to be gone all the time, anyway don't worry about it.
    • Then Corypheus seizes Minrathous which??? seems like a dick move??
    • Likes Calpernia, but is unsure about destroying this class ladder he was just getting good at climbing. Rather than risk losing his footing, though, Caius opts to go with the flow, however uneasily.
    • Gets recruited to help with research re: power sources, which is half academically fascinating, half terrifying in its practical applications. [ unease intensifies ]
    • Until a shard lands in one of his friends, and wow yeah that's apparently the limit, let's not consign any of our friends to be Corypheus's research subjects.
    • Unsure if Riftwatch will be better but it's not like they've got many options.

    Personality

    At first pass, Caius comes off as a sharp but cautious young man who keeps his thoughts and emotions close to the vest. Old habits die hard, and his are to play silent observer until he knows the lay of the land. Anyone who spends more time with him will find a lack of confidence or social ability isn't his problem; he's just as likely to be considering whether other people are worth his time as vice versa, he just prefers to do so from inside his own head.

    For people who get over that initial hurdle, he can be surprisingly personable, in a salt-of-the-earth way that he's careful to spin as "authentic" and not "boorish" in polite company. He's more even-tempered than first impressions might suggest, with a dry, stealthy sort of humor that sneaks up on you and pushes you into the pool when you least expect. Caius doesn't want to be class clown, but he's happy to enable whoever is. Left to his own devices, he can get kind of intense and bitter, so he's learned to surround himself with people who don't take him (or anything else) quite so seriously.

    But even within a tight-knit group of friends, Caius is stubbornly independent. He's been an army of one as long as he can remember; apart from said friends, no one has ever looked out for him, and he doesn't expect that to change. Caius believes most people's actions are motivated by cost-benefit analysis and self-interest -- and that's not a bad thing, he's just not interested in pretending otherwise. Altruism isn't real, kindness is essentially transactional, and he doesn't want to owe anybody anything when he finally claws his way to the top of the shit mountain that is Tevinter.

    And he's going to claw his way to the top. In the absence of parental validation or support, Caius has become tremendously ambitious, with a driving need to prove himself to the whole damn world. That has fueled an obsessive work ethic and unhealthy commitment to pulling himself up by his own bootstraps, which, while effective so far, is probably not sustainable. His friendships in the Circle have helped him learn to chill out and occasionally accept help, but he is still pointed due north at "accomplishing everything I can without stopping to examine what I want."

    It helps that he's smart and good at things that are rewarded in Tevinter. Caius is a fixer, a problem-solver, the sort of person who asks whether he can without sparing a thought for whether he should -- and usually finds a way to make the answer "yes." In his work and life, he prefers to withhold judgment until presented with hard evidence, but is increasingly unafraid of making bold moves once he has that. However, his belief in the pure and unbiased nature of logic means he often ignores emotional arguments and overlooks human consequences until he's already done things he regrets.


    Opinions & Affiliations

    Venatori -- know a lot of interesting magic Caius wants to learn, have a lot of social power he envies, but as a die-hard skeptic he has trouble with their blind devotion to Corypheus (and some of the human consequences thereof, as he's become slightly more familiar with them).

    Chantry -- Speaking of blind devotion, he doesn't love the South or North iterations, but sees the Imperial Chantry as more harmless since it doesn't involve locking him in a tower.

    Old Gods -- more academically interesting, seem powerful in more ways he can observe and test. He doesn't trust or worship them either but he's more likely to believe they can do anything for him.

    Qun -- he likes his tongue attached, thanks. Hasn't thought about the war very hard.

    Slavery -- is happening, but for most of his life he's been more concerned about making sure it doesn't happen to him. As he's gained social status he's had a harder time existing in proximity to it without feeling like he's becoming the thing he hates most. Cool! Current feelings: complicated.

    Tevene class structure -- shitty, but shitty in ways he understands and wants to conquer. He's vaguely aware that systemic change would supposedly make that unnecessary, but the problem is too personal for him; he doesn't really believe there's a solution beyond bootstrapping his way up like he's already doing.

    Race relations -- seem fine in the Circles, seem like something he'll put his foot in his mouth over if he tries to have an opinion otherwise.

    The South -- well, he sure wishes he'd cared more about what the rest of the continent was up to before now. You know those nightmares where you show up for a final exam and realize you've studied for the wrong test? That, but it's his whole life.

    Strengths & Weaknesses

    Academic: Focused on magical energy -- mana from the Fade, lyrium, blood, whatever, he's good at figuring out how to get the most out of power sources and amplify the energy they produce, usually through mechanical means like glyphs or more involved physical rituals.

    He understands Ander, knows enough Ancient Tevene to make complicated nerd jokes, studied whatever scraps of old languages he needed for research, and is otherwise well-read in the way of obsessively diligent Tevene Circle students.

    Combat: Never been, Would Prefer Not To. He's highly uncomfortable with being physically threatened (by people/demons at least, animals are fine), so there's a 50/50 chance he'll either freeze up or produce So Much Lightning if cornered. From a safe distance, he could make a good mana recycling machine for other mages, and he's decent at primal magic, but only if he's not busy having a panic attack.

    Dreamer: His training was cut short not long after How Not to Become An Abomination lessons. At this point, Caius can "see the stitches" in the Fade the way Feynriel can at the end of DA2's Night Terrors quest; he lucid-dreams well enough to have self-aware conversations with spirits and manipulate the Fade in small ways. Wandering the Fade and visiting people's dreams are feasible but risky given he doesn't know what he's doing. However, he can't impact the walking world or drive people mad (or worse) in their sleep, and he'd need a teacher to ever get to that point. The presence of demons outside the Fade also causes him physical pain.

    Mostly I'd like to use this for random dreamscape threads and someday have him scout the Fade for (likely inaccurate) information, the way Solas dreams in ruins and watches ancient battles or consults with spirits, etc. But ICly it's dangerous enough he wouldn't use it often, and OOCly I'd submit a plot request if I wanted him to learn anything accurate or plot-relevant.

    Misc: Has done a lot of random manual labor to get by, so he can build a fence and mind a horse and do minor handyman tasks, along with regular rural household chores and generally looking after himself. Not as great at navigating elite circles, though he's trying hard to catch up. Can't hear in his right ear and has a dodgy sense of smell/taste as a side effect of his childhood head injury.

    In Riftwatch: Scary Vint Mage, actual former Venatori ally, could be a liability in a lot of situations even though he is generally polite. Abomination risk. Practical in a way that sometimes fails to account for other people's morals. On the plus side, he's got some nice Venatori intel to sell.


    Inventory

    Travel clothes
    Basic field research kit
    Research notes
    Maps
    Staff
    Terrible bowl cut


    Motivation

    His friend caught a shard and he doesn't want her to become a lab rat for Corypheus. He's hoping Riftwatch will be an improvement and figures two of them together have a better shot at escape if that proves not to be the case. But quite honestly, he's afraid this isn't going to work and they won't have anywhere else to go, so he's coming in prepared to both offer Riftwatch as much information as he can and strategically withhold the vital bits if necessary to negotiate their safety.

    OOCly I'm fine providing Benedict a neighbor for a while but would like to avoid RPing indefinite jail time, so I'm happy to rework things if that seems inescapable currently.


    SAMPLES

    Sample 1
    Sample 2

    (no subject)

    [personal profile] sumptus - 2020-04-07 05:50 (UTC) - Expand
    mereandrastianism: (021.)

    betrys / native oc

    [personal profile] mereandrastianism 2020-04-13 08:55 pm (UTC)(link)
    PLAYER

    Name: Dove
    Age: over 21
    Contact: PM this journal / PP [plurk.com profile] prettydoes / disco dove#9906
    Other Characters: Laura Kint
    Interests: I want to play a character who's a little more social and interested in intrigue, to balance out Laura's whole...thing....

    CHARACTER

    Name: Lady Betrys Argyn Bleddeth Miniver of Ostwick
    Canon/OC: OC
    Journal: [personal profile] mereandrastianism
    Race: Human
    Nationality: Marcher
    Occupation: Aristocrat
    Division: Diplomacy
    Mage or Not: Not
    Age: 24

    History
    • Born Cloudreach 02, 9:22, in Ostwick to Lord Ivor & Lady Tesna Miniver, the third child of theirs born alive. The first, Sherro, died in infancy, while the second, Mereth, was ~4 at this time. Ivor and Tesna experienced several miscarriages before and after the three children's births.

    • When Betrys was 1 and Mereth 5, Mereth drowned in a well on the familly's estate, leaving Betrys sole heir to the family's fortune.

    • Raised in Ostwick by a governess, servants, and two extremely protective parents. Betrys remembers her childhood as happy--she was mostly shielded from her parents' grief--but also as one in which she had to make her own solitude, as she was rarely allowed out of anyone's sight and frequently wanted to be. Aside from the desire to find hiding places in the orchard or slip down to the seaside alone (VERY MUCH NOT ALLOWED), generally a model of good behavior.

    • Tutored in all the necessary subjects to become An Accomplished Young Woman and prepare to someday be the lady of an estate. Excelled in academics from an early age, but also proved to be an adequate equestrian and archer (inasmuch as she was allowed to pursue either--overly athletic dedication was frowned on by her parents as dangerous and unladylike). Struggled with artsier accomplishments, like singing and needlework.

    • A decidedly well-behaved tween and teenager, too, who was socialized among other Young Ladies Of Gentle Birth and taught important skills like dancing and conversation. Made friends outside her neverending childminders. Discovered that she enjoyed society but still liked books better. Continued her academic studies with her parents' bemused consent.

    • Came out into Ostwick society along with the other girls her age. Lots of parties and social gatherings and fancy dresses. A happy, pleasant time.

    • Received a proposal of marriage at 19, which she turned down with her parents' approval; she asked for the opportunity to make a match with someone she knew she could care for, and they indulged her, assuming this would take a year or less.

    • At 20, began campaigning in earnest for the opportunity to go to university to study, framing it as Bringing Greater Acclaim To The Family Name Before Coming Home To Make A Good Match And Raise Good Andrastian Children. Parents were unconvinced.

    • Now that she's 24, her parents have grown frustrated with Bets' desires to leave Ostwick and generally do anything besides marry, have children, and see their estate run. On a hunt--more social gathering than serious work--she comes across a rift and ends up with a shard in her hand. She hides it from her family until it causes her so much pain she can't anymore.

    • And that's how she ends up in Kirkwall--against her parents' better wishes, the other choice having been pain interrupting social calls and causing scandal. Their acquaintances believe she's gone to live in Hightown and serve the poor (while looking for a husband).

    Personality

    Betrys has been raised to be a generally well-intentioned young woman with an unwavering sense of loyalty and a strong awareness of her duties to her family, city-state, and the Maker--and it's kind of killing her.

    On the one hand, she's been intensely aware of her parents' hardships since she was old enough to understand why she was the heir to the Miniver title and fortune. She realizes she's the only hope left for the family's continuation and has done (almost) everything possible to be the daughter her parents want her to be. Their ideal is a mostly ornamental daughter, one whose greatest concerns are the family, the estate, and Ostwick society.

    On the other hand, Betrys is curious about the world; she wants to travel rather than settle down and have babies quite yet, especially since she's built so similarly to a mother who lost so many children. She wants to learn and experience and study things, and to see what lies beyond the corner of the Marches she was born to.

    As a result, she's someone whose desires don't quite line up with the expectations on her, and she's trying desperately to find a way to manage that fact. That mismatch, coupled with her position as a noble, has made her intensely aware of how she's perceived by others; she conducts her business as such, taking great care to come off as exactly the poised noblewoman she's supposed to be. It can come off as prim and aloof when she doesn't know people, however, or otherwise like something about her attitude might not be quite real.

    At heart--perhaps ironically--she does believe in honesty and genuineness, though. It's what draws her to studying theology and debating its values with other scholars. Betrys wants to get to the heart of Andraste's teachings and the beauty she finds in the Chant, and make others see what she sees in it. And it's the reason she'd like to marry someone she loves, rather than someone convenient: she wants, and frankly needs, to be able to confide in someone without concern that she won't be living up to the expectations the rest of the world has.

    Beyond that? She's stubborn about the things she believes and wants, even as she tries to seem accommodating. She's conservative and parochial, however high up the food chain she might be in Ostwick. She pretends she doesn't read romance novels, but she definitely does. And, ever since she got that shard in her hand, she's been afraid--for her health, the future of her family, all the things she doesn't know about Riftwatch--and hoping nobody notices. But she sees opportunity, too, in the fact that she'll finally get to go someplace and do something. Whatever happens next, it's going to change her forever.

    Opinions & Affiliations

    The Chant: True and complete as anything could be, a source of endless comfort and fascination. Worth of study and requisite for living a truly good life.

    The Chantry: Looks out for the good of Thedas.

    Nobility: A natural part of Thedosian society that needs little change. Must show compassion towards the peasantry, but not so much that they become lazy.

    The poor: Are always with us.

    Elves: Should have a safe and clean place to live away from humans, since that's what they seem to want.

    Mages: The Maker gave them gifts they aren't all capable of controlling, which unfortunately makes them dangerous. Should have a safe and clean place to live away from non-mages.

    Dwarves: Good for trade but difficult company.

    Templars: Do the Maker's work. Should be gentle yet firm with mages, as a parent to children.

    Grey Wardens: Do the Maker's work generally quite far from her--she's never met one. Generally positive opinion.

    Fereldans: Loud, drink too much. The dogs are sweet when they're well-behaved.

    Orlesians: Treat the Marches like a backwater, rude, affected, excellent sense of fashion besides the masks.

    Nevarrans: Too fond of corpses to be entirely comfortable.

    Tevinters: Believe heresies, oppress normal people. A danger to all Thedas.

    Qunari: A danger to all Thedas. Would be fascinated by the Qun if she learned about it from a practitioner, however.

    Talking about religion and politics at dinner: Rude, proof that one cares more for one's stance than others' indigestion.

    Strengths & Weaknesses
    MENTAL
    Strengths: Clever, well-educated, speaks Orlesian in addition to Common.
    Weaknesses: Lack of experience with subject matter other classes of people find easy--has never cooked or cleaned, would assume a toilet brush was for cleaning the outside of a toilet.

    PHYSICAL
    Strengths: In reasonably good shape. A decent archer.
    Weaknesses: A young lady of good character who's never had to defend her own life, live in the woods, or otherwise get all that messy. Not actually ready to live in the field. Probably brought dancing slippers to Kirkwall but didn't think to get a solid pair of boots. (Will probably fix that early on.)

    EMOTIONAL
    Strengths: Knows how to show empathy towards others, especially when it's within the bounds of Appropriate Behavior For A Young Lady Of Good Character.
    Weaknesses: Struggles to express her true feelings to others when they might cast her in the wrong light. Really doesn't know how to deal with expressing intense or otherwise Not Appropriate For Society emotions.

    Inventory

    A trunk of clothes and accessories, a trunk of books (theology on top, trashy romances buried at the bottom), her bow and arrows, various homey little tchotchkes.

    Motivation
    She has a shard in her hand, and it's proving to be a pain--not just because she's been endeavouring to hide it from friends and acquaintances. Beyond that, she's lowkey hoping that coming to Kirkwall might be the first step on the road toward Orlais and the education she wants. After, she'll come back to the Marches, of course, but if she's going to study, she thinks she ought to seek out the best.

    SAMPLES

    one, two
    forwardmomentum: (Default)

    [personal profile] forwardmomentum 2020-04-24 03:57 am (UTC)(link)
    PLAYER

    Name: madi
    Age: 31
    Contact: runawayballista @ plurk
    Other Characters: Sonia Barra
    Interests: I’m interested in living the good ol’ jamjar life again and all the weird shit that comes with reconciling with the fact that you’re never going home, especially for a character who is uhhh at times a little bit of a control freak. I’d love for Miles to get up in plot stuff too, since his whole job is military covert ops, he’s here to HELP. He’s also just a complete wreck of a person and can at times be described as “a host of neuroses in a very small people suit”, and I can’t wait to inflict this little manic disaster on Thedas.

    CHARACTER

    Name: Lord Miles Naismith Vorkosigan
    Canon/OC: The Vorkosigan Saga
    Canon Point: Post-Brothers in Arms, after leaving Earth
    Journal: [personal profile] forwardmomentum
    Age: 25

    Canon World
    • It is the 31st century and humans have mastered wormhole jump technology and have been colonizing planets for centuries (no sentient aliens tho sorry)
      • This is 80s scifi with a real Star Trek vibe: lots of hard digital media with silly nicknames (who calls a watch a “chrono”, honestly), lots of beige and gray, Barrayar is more or less Russian expy Klingon
    • Several centuries ago, the only known wormhole route to a little ol’ planet we like to call Barrayar spontaneously closed, doused the planet and its small initial colonizing population in radiation, destroying all of their advanced tech and cutting them off from the rest of the Nexus
    • Over the course of the next several hundred years, known as the Time of Isolation, Barrayar went neo-feudal and formed the Vor and prole caste system, the Vor more or less a military aristocracy (it’s a little Shogunate Japan-flavored)
      • Fear of radiation-derived mutations entering their limited gene pool evolved into a cultural paranoia and bias against “mutants” (people with congenital defects or, just, you know, anyone with a visible disability) and those perceived thus.
      • Barrayar is…….problematic
    • Then a NEW wormhole route to Barrayaran space was discovered two generations before Miles, and they were able to start catching up to the rest of the Nexus — for about 20 years before they were invaded by an empire about eight times their size
    • Unfortunately for this superior empire, Barrayarans are just like, really fucking stubborn, and after 20 years of occupation, they gave up in disgust and left
    • Having gone from horseback to spaceflight and endured a war that decimated its population in a single generation has given Barrayar a WHOLE lot of cultural whiplash; in Miles’s time, it is going through some extraordinary growing pains as the oldest generation of staunch conservatives is starting to die out and leave room for new growth (read: they’re working on the sexism and the ableism)

    History
    The MOST important thing you need to know about Miles is that when he was 17, in a truly stupid series of events spurred on by a fit of despair and desperation, he accidentally acquired an entire mercenary fleet, the mere act of which, technically, also counted as high treason against his planet. The fact that he is 1) not dead and 2) still in charge of the mercenaries he stole (“stole” is a strong word) is a towering testament to two things: how quickly Miles can spew convincing bullshit in the midst of a blind panic, and how much the people around him trust in him.

    But here’s a quick rundown of the important things:
    • He is the heir to House Vorkosigan; his father the Count is not only a legendary military figure but also the Prime Minister (formerly the Imperial Regent), and his off-planet mother was an astrocartographer and commanded a ship of scientific daredevils
      • He might have like…a little bit of a complex?
    • An assassination attempt via toxic gas was made on his parents when his mother was pregnant with him; unfortunately the antidote was very Bad for fetal bone development
    • Thanks to a LOT of experimental science, Miles was born with bones — just very brittle ones, most of which he has broken, repeatedly, and resulted in very stunted physical development, leaving him at 4’9 with pronounced scoliosis
    • At age 17 he tried and failed to get into military school by breaking both his legs at once and he was so sad he accidentally acquired an entire mercenary fleet under the impulsively fabricated persona of “Admiral Miles Naismith”
      • This is what happens when you’re both a really good bullshitter and make a lot of “fix this now, fix the rest later” panic decisions, and you spend the next four months trying to dig yourself out of a hole by digging an even deeper hole
      • This is how Miles both gets into and out of trouble, mostly
    • Then he got to go to military school after all, yay
    • As a lieutenant in the Barrayaran Imperial Service, he’s ostensibly just a courier for Imperial Security (aka Barrayaran intelligence); however, his real work is to command the Dendarii Mercenaries as Admiral Naismith on covert ops missions that secretly benefit Barrayar
    • Managed to stop a couple of wars and liberated a prison camp (it wasn’t fun) by the time he was 25, which is cool (about 50% by accident)
    • Most recently discovered he has a secret clone brother who was originally engineered as a plot to kill and replace him, in a greater plot to take over the Barrayaran Empire, which was also a plot for personal revenge against Miles’s father; a LOT of things happened, very quickly, there’s a lot of uncomfortable feelings, but in the end clone bro decided not to go along with the plot and despite Miles’s KEEN desire to not be an only child, they went their separate ways

    (i respect the request for no images but please know that the original version of this app included a gif of john mulaney saying “now we don’t have time to unpack ALL of that”. it’s critical)

    Personality
    • HERE IS THE THING: growing up visibly disabled on conservative Barrayar was a bad time. His social privilege is his only saving grace, but people still made hex signs at him in the street
      • He’s been keenly aware all his life how society perceives him, and he’s got a chip on his shoulder, especially when it comes to Old-School Authority
      • This can make him…………somewhat reckless
      • Full of resentment towards Barrayar but also loves it and believes it could be better
      • Determined to prove himself (to Barrayar, his dad, himself, to everyone watching) and show he can serve as well as anyone else, and that he’s succeeded on his own merits
    • Possesses a frankly terrifying capacity for determination, disgustingly stubborn and occasionally spiteful (in equal parts towards himself and others)
      • His whole philosophy is FORWARD MOMENTUM (can’t stop won’t stop don’t know how to stop)
    • That said, he has an equal capacity for compassion; inherited a solid moral compass and sees his own struggle in others’
      • His tendency to be selfish usually arises around issues of his ego and how people perceive him, and he just wants to Control That; he can be a little shortsighted and forget that like, other people have feelings?
      • Loves to help. Sometimes too much
      • He can be PAINFULLY earnest; actually a pretty friendly & nice guy if you treat him like a whole person
      • Cares about his people REAL hard
    • His core values are SERVICE and HONOR. While he’s still in the process of growing up and sorting out his priorities, deep down, he just wants to serve, whoever & however he can
      • Decidedly NOT interested in the pursuit of power for power’s sake (the idea gives him an ulcer tbh); he really does just want to help people out
      • He is a Man Of Honor; if he gives you his word, he would rather die than break it. Honor is the standard to which Miles holds other people
    • Learns from his mistakes…………mostly
    • He couldn’t walk until he was five, so he spent that time honing his people skills to terrifying precision; baby Miles emerged from traction a ruthless negotiator
    • Fast-talker, world-class bullshitter, pretty good actor, thinks well on his feet, unfortunately is internally panicking at least 40% of the time
      • Incredibly animated and energetic, talks about a mile a minute, has that sort of wild, magnetic personality people gravitate toward
      • Talk now, figure out the rest later (aka The Snowball Approach)
      • Wry, occasionally morbid sense of humor, also, a smartass
      • Pretty good at getting a read on people, has an eye for personnel
      • Relies heavily on his own intelligence; he’s clever but knows it, which gets him into as much trouble as it gets him out of
      • Just really convinced his ideas are often the best ones; has a tendency to underestimate people he doesn’t view as clever as him
    • Big Bipolar Energy; tends toward manic but hoo boy does he crash hard
    • In conclusion: area man with good heart is a Hot Mess

    Strengths & Weaknesses
    Strengths
    • ”If you can’t be seven feet tall, be seven feet smart”
    • Tenacious to a fault
    • Clever, analytical, out-of-the-box thinker who can keep track of a surprising number of things at once
    • Particularly good when it comes to tactics and leadership; he has a surprising amount of operational experience for his age
    • Actually makes a pretty good officer, as it turns out; has a good eye for personnel
    • Generally good with people; if he can’t get them to like him, he’ll find a way to maneuver around them
    • Thinks well on his feet, knows how to run with a lie, world-class bullshitter
    • Pretty good with horses actually

    Weaknesses
    • Soft, shitty body
    • Seriously, his bones snap like twigs (except his leg bones, those are plastic now)
    • Tenacious to a fault
    • Prone to mood swings, particularly when under stress; bipolar with a heavy tendency toward manic & hypomanic episodes (followed, of course, by a fantastic crash)
    • His strategy of “talk now, figure out the rest later” backfires horribly about 35% of the time
    • While he is a great officer, he is an absolutely terrible subordinate and has a pathological difficulty following orders he thinks are dumb

    Suggested Nerfs
    Miles was nerfed in the womb

    Arrival Inventory
    Having just emerged from a CLASSIC “I’m taking an exam I haven’t studied for even though I graduated from school years ago” nightmare, Miles will arrive in his Barrayaran Imperial Service uniform with a few commendations attached and a fresh copy of the tactical treatise The Komarr Report. He’ll also have his grandfather’s dagger bearing the family seal, and a handful of Barrayaran change in his pocket.

    Humanization
    n/ah

    Fit
    Though Miles is from a decidedly Future setting, Barrayar’s neo-feudal bent and his own status as a Count’s heir will make it easier for him to relate to Thedas as a whole, while still posing serious problems to him personally (such as the lack of advanced medical technology). Miles is also a person of increasingly conflicting identity, as the roles he plays at home and out in his space adventures are considerably different, and he’s at a canon point where those identities are starting to become a little too crowded. Taking him completely out of his canon context and throwing him into Thedas will not only force him to deal with his identity issues, but open up some interesting possibilities for resolution.

    Deep down, Miles’s core value is service, and that has always translated to him as his eventual inheritance of the responsibility of Count Vorkosigan. Being permanently stuck in another world means he will not only have to come to grips with that, but also find a new way to find some kind of service that is meaningful to him, because without that, he’s totally adrift. Riftwatch will be an interesting place for him to commit himself to; as someone who has been Othered for pretty much his whole life, Miles is there to throw his lot in with the misfits and outcasts.

    SAMPLES

    Miles & Byerly have a terrible time in Orlais
    Miles & Lara Croft go for a midnight swim

    cyberware: (6)

    Vanadi | rifter oc

    [personal profile] cyberware 2020-05-22 02:05 am (UTC)(link)
    PLAYER

    Name: Zee
    Age: 18+
    Contact: plurk: zeeco
    Other Characters: n/a
    Interests: My main interest is in exploring a new version of an older OC I've had around for a while -- I've been hungry for a fantasy setting, one that isn't as plot-heavy as a few I've tried lately, as I am old and tired and lost the RP strength of my younger days. tbh Fade Rift looks perfect just as is, from what I've seen so far!

    CHARACTER

    Name: Vanadi de Vadarta
    Canon/OC: Dungeons & Dragons OC
    Canon Point: A few seconds after his death, before realizing he technically qualifies as "undead" now.
    Journal: implying
    Age: 125

    Canon World

    Vanadi is from a pretty typical swords-and-magic fantasy setting, where dragons roam and "adventurer" is a legitimate profession. It's largely just straight-up Dungeons and Dragons, with a few personalized touches. His corner of the world in particular was the rich upper crust of an elven kingdom called Aluthsa, where he lounged his days away as the youngest adult child who refused to stop throwing lavish parties on the family estate and go be a wealthy merchant or something.


    History

    Vanadi was raised well by a wealthy family, taught the usual skills of nobility (his favorite was sword fighting, closely followed by gourmet cooking). As the youngest child of several, not much was expected of him. His older siblings were doing just fine to bring money and fame to the family name, Vadarta, and Vanadi was happy just to enjoy himself. And he was really good at enjoying himself. It began to wear on his tolerant parents, that he had no greater aspirations than throwing the next most outrageous party in the kingdom -- and on their dime.

    They didn't really intend to do more than hint with growing exasperation that maybe he get out there and make something of himself ... but when the opportunity arose, well, they took it. The opportunity was a slowly growing fanatical cult, obsessed with summoning and brokering a deal with a demon. They needed a "beloved" sacrifice, and they had a full arsenal of coveted magical items to pay with. Word made its way to Vanadi's family, and ... they had so many children, didn't they? And some of those items were so rare, and would bring so much esteem. They made the trade.

    The ritual didn't really go as planned, though. The entity was indeed called, but it added a fun twist: rather than speak to the cultists, it made a deal with the intended sacrifice instead, as he lay dying with his throat cut. The entity would save Vanadi's life, restore his body partially destroyed by the ritual, and allow him to exact revenge on the cult -- for the small price of serving it. He took the deal, of course.

    Time passed, Vanadi grew familiar with his new dark magic, and the dark price for using it, and he never quite regretted his decision. His eyes had been opened to the uglier side of the world that he'd never had to pay much attention to before, and he found that he slotted very neatly into it. People were cruel, starting with his parents, and he was well equipped to repay them in kind. He always intended to get around to paying back those parents of his, but never quite summoned the nerve for it. And before he could, his capricious entity sold him just as they had. He was once again a sacrifice for a demon, sold for more power. Vanadi was severely outmatched when this new demon's pet warlock showed up to carry out the sacrifice, and slit Vanadi's throat just as the cult had years ago. Fortunately for him this isn't the end of his story, but it's the last thing he'll remember.


    Personality

    Vanadi has spent most of his life being a charmer. He was an expert at the ins and outs of his old high society life, and it was a simple thing to butter someone up to get just what he wanted out of them. His arsenal consisted of friendliness, compliments, favors promised, and of course sheer persistence. He was — and still is — a difficult man to dissuade when he’s determined to have something from someone. All this has led him to be quite good at reading and understanding people, because how else can he work his way around someone without anticipating their desires and reactions? He’s comfortable with people even now, and always knows just what to say to keep things moving smoothly.

    Although this easily and frequently lends itself to manipulation, that isn't all there is to it. Vanadi genuinely enjoys the company of others; he takes comfort from their presence, and particularly from the expression of physical affection. Which is to say, he really, really enjoys sex. He’d do a great deal to gain someone’s attention, in particular their companionship, and most especially physical intimacy with them. His interest is keen enough to push over the edge into addiction sometimes, and it doesn’t take much to become an easily manipulated weakness of his. Despite all his understanding of people, he is still a sucker for a pretty face. Sometimes it's just worth it to be played.

    Vanadi has become much more wary of people since seeing the full scope of them, though. He needs them, and craves company, but he is nonetheless keenly aware of the fact that people are, ultimately, out for themselves. You can trust someone only until it’s convenient for them to betray that trust, and so betrayal should always be anticipated. He goes into every interaction expecting to get something only if it’s beneficial to the other party to give it, and with an eye out for attempts at scamming him. He has very little patience for someone being actively awful, and while in previous years he’d have taken rudeness and a lack of manners in stride, these days he’s more likely to snap and snipe back. He's taken enough life by now to know that he can, should he need to, but he frequently prefers not to. Still, a choice between keeping himself alive and keeping someone trying to hurt him alive isn't really much of a choice at all.


    Strengths & Weaknesses

    Vanadi is reluctantly competent. He prefers to call no attention to himself and build no expectations of himself, so he doesn't tend to be any kind of useful unless he's backed into a corner about it. When he does need it, though, Vanadi relies on stealth, misdirection, and clouding his opponent's mind. He's very capable with the daggers and rapier he carries, but they're a last resort.

    The power the entity gave him (the source of which I'll dip into at the end of this section) allows him to manipulate the minds of his opponents. He can convince them they're seeing a completely fabricated scene of his choosing, weave a hypnotic image before their eyes to charm them into a stupor, ply them with simply-worded sly suggestions, or even make himself seem invisible. He can also focus this power into a blast of energy if he really needs something offensive and isn't near enough for a knife or sword to do its job. His magic never lasts long, and is more for the short duration of a fight than a long con.

    The flip side of this is that although he's quick and hard to pin down for an attack, Vanadi has really very little strength or endurance. He tires quickly, both in terms of magic usage and physical exertion. He usually has to escape than see a fight through to the end, if his opponent doesn't go down quickly enough. His left arm and parts of his chest are crystallized, and while the limb itself is strong and insensate, a blow to the divide between flesh and stone is a strong weakness of his. It hurts, don't poke.

    Back to the entity powering all this -- this connection was technically severed shortly before he died in his own world, but death changed the rules. He can now maintain the abilities as long as he powers them himself. His new status as undead will mean he has to drain energy from other people every so often, like a sort of psychic vampire, and enough of this energy will allow him to keep up use of his magic. Draining takes physical contact, and leaves his target weakened afterward.


    Suggested Nerfs

    I think I've wrangled the wild world of D&D powersets down into a digestible form above, and focused on sticking to like magic to build a kind of brand for Vanadi (for example, I am kicking away teleportation, creating his weapon out of nothing, gaining energy from a felled opponent, running super duper fast, manipulating things with a floating hand, making magic fire, and Basic Cold Air Attack ... he can just be puzzled that he seems to have lost access to some of his spells), but I am definitely open to any other nerfs you think would be necessary! And for the abilities that involve confusing the senses/hypnotizing opponents, I will only ever do so to other characters with explicit player permission.


    Arrival Inventory

    At the moment I am thinking to take him from one of two dreams. In the first he'll dream of being murdered over and over, which will mean he's dressed in his usual clothing and armor, armed with his rapier, usual multitude of daggers, pack with basic supplies, like rope, flint, etc ... the other option is a sex dream, which will mean he's got absolutely nothin. I'm not sure yet which one I'll go with, so here are the inventories for both options!


    Humanization

    I'm going for elf! Which means no real changes, but his ears are a bit shorter now and he will find this very aggrieving.


    Fit

    I am pretty into playing a character being roped into a good cause, who has very little interest in fighting for anyone. He's tired and grumpy and wants nothing to do with anything, as he thinks the world has done him enough harm and he owes it nothing. That's contrasted against a very begrudging sense of right and wrong, as he doesn't actually want to see harm befall other people. I'm also very into the social aspect; his backstory is laden with self-interested ne'er do wells who have convinced him that everyone is awful, so I look forward to running a bitter but ultimately lonely guy up against any other type of character. :]


    SAMPLES

    A log sample, and an in-game network sample.

    Edited 2020-05-22 03:09 (UTC)

    (no subject)

    [personal profile] highborn - 2020-05-31 23:24 (UTC) - Expand

    (no subject)

    [personal profile] highborn - 2020-06-01 02:33 (UTC) - Expand
    bignasty: (Default)

    Sylvester | Native OC

    [personal profile] bignasty 2020-06-18 07:22 am (UTC)(link)
    PLAYER

    Name: Rock
    Age: 3∞
    Contact: hackfraud @ plurk
    Other Characters: Richard Dickerson
    Interests: Still love intrigue but aiming to get involved in more nitty gritty day to day conflict in addition to plot conflict with this one.

    CHARACTER

    Name: Sylvester Dumas
    Canon/OC: OC
    Journal: bignasty
    Race: Human
    Nationality: Marcher
    Occupation: Guardsman (previously, possibly currently as well)
    Division: Forces
    Mage or Not: No
    Age: 52

    History

  • Born to a very minimally successful merchant family in Kirkwall 8:94 Blessed.

  • Worked from a young age. 2 siblings, a brother and a sister. Father accrued gambling debts, resulting in the entire family having to slum it for months or years at a time.

  • Did whatever odd work that was arranged for him. His father’s mercantile business gradually transitioned into more of a smuggling operation. Learned his letters to better assist. Father began to drink and became more overtly abusive.

  • Got very tall.

  • Joined the city guard in 9:15 Dragon, because he was large and because he’d be better positioned to facilitate the family business from a position of abusable authority.

  • Eventually became involved with and married an Antivan smuggler named Ariana looking to get her hooks in Kirkwall who he met at the Hanged Man. She was in direct competition with his father. His siblings were grown and his mother had long left; Sylvester dipped on his dad and gave Ariana the assistance she needed to get traction instead.

  • Quit the guard in 9:21 after the Viscount was thrown in jail. Took up travelling mercenary work for nearly a decade. Separated from and got back together with Ariana several times in that span.

  • Threw down his sword and went back to Kirkwall in 9:30 when news of the 5th blight broke -- no thank you. Rejoined the guard. Also cleaned up his act -- all that drama with Jeven, again, no thank you -- leaving Ariana’s business to Ariana and supplying only very occasional counsel. Their relationship improved greatly.

  • Settled into routine, was promoted to lieutenant by virtue of being old enough to have accrued experience and developed critical thinking skills. In addition to being large he was also very loud, and moved on into training new recruits in 9:34 -- a role he remained in until very recently.

  • Fought in the Qunari in 9:34 and the mage rebellion in 9:37, what a mess, very dramatic, really felt like they were living out history. Did well for himself for another few years telling war stories and shouting at young people.

  • Increasingly jaded as the worldstate continued to falter. Not thrilled about the Inquisition establishing roots in Kirkwall, making it a target and turning Rifters into locals at the same time. Even worse after they split off into Riftwatch, ugh.

  • War makes smuggling even more profitable (and more dangerous) than it is normally; Sylvester and Ariana debated how long it would be worth it for her to keep it going.

  • He received word in 9:45 that Ariana was slain in a Venatori ambush in Orlais after putting in a personal appearance to reconnect with a contact there. WHERE EXACTLY DID THIS HAPPEN, YOU ASK? Where makes sense, you tell me, based on the timeline I want to say outside of Val Royeaux but it’s hard to gauge if it’d be even remotely accessible for smuggling.

  • Sad.

  • Sad.

  • Sad.

  • Angry.

  • Riftwatch.

    Personality

    Sylvester is loud, brash, and cares very little for diplomacy in social or political settings, but is also reliably assertive in positions of responsibility and has great dad reflexes. In spite of his shady start with the guard and wife of crime, over the course of 30 years he’s grown into a sense of duty and loyalty to the city that he’s now hard-pressed to shake. He would have a reputation for standing his ground in defense of cityfolk and other guardsmen in times Kirkwall has been under attack, and has the respect of guards he’s helped train. On duty, he would also have a reputation for not wanting to bother with small infarctions unless he’s temperamental or holding a grudge and looking for someone to test him. All before going home to have a meal with his professional smuggler of a spouse.

    He would have a reputation for that too, although mostly in the form of convincing rumor, as she’d’ve partnered with the coterie to establish a “legitimate” process for herself in trade by the time he returned in 9:30.

    He can find anything wrong with anything -- a skill honed sharp through years of inspections of new recruits -- and loves to screw with people, particularly young people. He is both very social and very irreverent, particularly where alcohol is involved; he trends towards having very laid back friends and very hostile enemies accordingly.

    News of Ariana’s passing affected him deeply. He’ll just now be coming back from an unexpectedly prolonged leave, through which he will have assured anyone concerned that all was well. BUT ALL HAS NOT BEEN WELL. He’s lost purpose, and hasn’t made much effort to fight off cloying depression. Instead he’s decided to join Riftwatch, because it is here in Kirkwall, the war isn’t going well, team Corypheus took his wife, and this seems as good and noble a way to eventually get himself killed as anything.

    Opinions & Affiliations

    City Guard: something like 20+ years with the guard (with a several year break in the middle), spent most of the last decade training recruits as a primary duty, in addition to other duties. Reliable, dutiful, not a fan of paperwork, often pawned it off on new recruits as "part of their training." Not sure what rank would make sense here, I assumed Lieutenant in the history portion but am fine with whatever, including just regular guardsman. I also am unclear on whether or not he would have to separate from the guard to post up with Forces in Riftwatch, or if Forces makes use of city guard assigned to Riftwatch/The Gallows. Probably the former, right? Either is fine for my rp purposes.

    Chantry: positively incredible that the Maker’s will is to blow them up all the time

    Mages: grenades with feet and the ability to self-detonate which they are CONSTANTLY doing, doesn’t matter if they’re standing in a circle or not

    Templars: self-important blowhards who act on Chantry orders rather than sense, can’t even get that right, make every bad thing they touch worse

    Qunari: war cattle, big, why don’t they wear shirts

    Coterie: necessary and normal, so long as they stay in their lane

    Refugees: have historically provided him with lots of easy crimes to solve

    Tevinter: doesn’t even pretend not to be completely evil

    Orlais: ooh la la oui oui

    Nevarra: corpse fuckers

    Other places: do a better job of minding their own business generally

    Strengths & Weaknesses

    Strengths:

    Big, strong, tanky, intimidating, capable of being very ASSERTIVE, will get things done that superiors haven’t wanted to deal with without getting hung up on how sad or angry or put out people are about it. Experienced and comfortable with rank and file type organization in general.

    Capable warrior, proficient with heavy armor, prefers a polearm or greatsword but also very handy with a longsword, which is what was most often used in training.

    Weaknesses:

    Lazy if he’s allowed to be, will bully other people into doing menial tasks that he was told to do but doesn’t want to.

    Unhappy, rude, and predisposed not to care much for people who are not normal denizens of Kirkwall. Mages, Templars, Grey Wardens, elves, dwarves, qunari and Rifters are not normal.

    Not much of a sprinter, no ranged combat unless throwing a sword counts and he can only do that once.

    Little bit of a death wish.

    Inventory

    Heavy Armor - guard issue if he’s still with the guard or mercenary armor if he isn’t
    Great Sword
    Long Sword
    Shield

    Motivation

    Aimless and unmotivated to continue as he has after the death of his wife, expects his odds of being snuffed out by a weird red lyrium monster or demons will go up exponentially if he moves over to Riftwatch, which is conveniently very local. He’s not trying to go out easy or for nothing, either -- he’s pretty pissed at the Vints.

    SAMPLES

    Thread 1
    ...Thread 2

    TDM has been pretty dusty during the cv times, if this is insufficient I'll app him as a side and then take another crack at it.
  • Re: ACCEPTED + NOTE

    [personal profile] bignasty - 2020-06-20 21:00 (UTC) - Expand
    hacker: (daisy101)

    daisy johnson | marvel cinematic universe

    [personal profile] hacker 2020-06-26 05:32 pm (UTC)(link)
    PLAYER

    Name: tifa
    Age: 29
    Contact: [plurk.com profile] protects
    Other Characters: none
    Interests: I'm mostly in this for long-term CR build-up and interpersonal emotional moments. For the most part, with Daisy, this will look like political intrigue and action scenes as the baseline for changing emotional dynamics with other characters. I'm not super into quiet daily life elements, but I am into those moments when infused with the tension of building towards emotionally charged reveals and conflicts.

    CHARACTER

    Name: Daisy "Skye" "Quake" Johnson
    Canon/OC: Marvel Cinematic Universe
    Canon Point: 6x01
    Journal: [personal profile] hacker
    Age: 30

    Canon World
    Daisy comes from the Marvel Cinematic Universe, where people with exceptional abilities (i.e., superheroes) exist, and so do aliens. As a result of alien invasion, this universe experiences complex political fall-out, including legislation from the United Nations othering those with exceptional abilities — either from natural or unnatural causes.

    In this universe exists a global intelligence organization known as SHIELD, which previously and secretly dealt with matters related to aliens and people with exceptional abilities. SHIELD fell as a result of infiltration by HYDRA, a Nazi science and intelligence organization dating back to WW2, from its very origin. SHIELD was rebuilt under Phil Coulson, a man who died during the alien attack on New York.

    Popular opinion of SHIELD and people with exceptional abilities are at a low, and far-right extremist groups rally with xenophobia around inhumans in particular, a group of humans with an alien gene that predisposes them to these abilities. Daisy is one of these people.
    History
    Daisy was born in China to an inhuman and a doctor. Her mother was dismembered by HYDRA and experimented on, and her father went insane. Daisy was found by SHIELD; they erased her identity and classified her as an object of unknown origin, sending her through an endless string of foster homes.

    As Skye, she became a hacktivist with the Rising Tide, opposing lack of government transparency. Skye hacked a SHIELD server to spread their anarchist message, but SHIELD captured her and offered her employment. She accepted and trained as an agent — initially to infiltrate them, but when the Rising Tide betrayed her, she committed to SHIELD and came to see them as family.

    When HYDRA emerged within SHIELD, Skye's team survived under Phil Coulson, the new Director. However, Skye's supervising officer Grant Ward, a man whom Skye had come to regard romantically, turned against them.

    Later, Skye met her father and mother, who had survived thanks to her inhuman genes, realizing both were too warped by their trauma. Her mother tried to destroy SHIELD in order to enact her revenge against humankind for experimenting on inhumans. Daisy stopped her, helped her father kill her mother, and embraced her own inhuman powers and her real name in homage to her family.

    Daisy built a relationship with one of her fellow inhuman SHIELD associates, but their romance culminated in his death. Survivor's guilt pushed Daisy out of SHIELD for some time, and she became the vigilante, "Quake." However, the rising anti-inhuman sentiments reunited her with her team just as SHIELD reentered public awareness under a new, more trustworthy banner. Daisy ceased her vigilante activity and became the inhuman poster child for SHIELD.

    Shortly thereafter, Daisy's team (except for Leopold Fitz) was thrown into a future where a cataclysmic event had destroyed the planet, leaving humans as refugees on an alien space station orbiting nearby. Deke Shaw, regarded Daisy as the "Destroyer of Worlds" and told her that her inhuman powers were responsible. Deke sold her out to the aliens running the space station, who implanted Daisy with an inhibitor and forced her into colosseum matches against other inhumans. Eventually, the team reunited with Fitz and overthrew the alien overlords, returning to the past.

    Leopold Fitz experimented on Daisy by force to remove her power inhibitor, which Daisy felt insured against that future. They discovered, however, that Graviton was actually responsible for the destruction of the planet, and Daisy used her powers to stop him.

    Fitz lost his life in the fight, sending the SHIELD team out into space to recover the cryogenically frozen past version of Fitz that had not yet woken up in the apocalyptic future to help them.
    Personality
    Growing up without a stable home life made Daisy free-spirited and slightly cynical, but nonetheless chipper and light-hearted, driven by her ideals about justice and compassion. While she mostly communicates in sarcasm, it's the quirky, pop-culture-reference kind of sarcasm that begets positivity and good humor, and only disparaging when dealing with someone she actually hates. She's always trying to have a good time, only poking fun at people when there's little danger it might actually strike a nerve.

    The rebellious disposition Daisy developed as an anarchist hacktivist stays with her, even as she develops the discipline of a SHIELD agent. While she is more precise and analytical now, better at thinking of the big picture, she winds up stepping down as SHIELD Director and passing the mantle to Mack specifically because she remains emotion-driven, reckless, and rash. She takes huge risks and disregards rules in the pursuit of her own interests, not necessarily with an eye for the big picture. She's still a bright-eyed idealist with little respect for systems and structures, someone who has a lot of growing up to do in order to recognize what's realistic and responsible.

    But she values her SHIELD family above everything else, particularly because her upbringing and her biological family alike were disappointing in different ways. Daisy is unerringly loyal, and even when she turned away from SHIELD, it was because she didn't think she was good enough for them, not the other way around. Ward's betrayal hurt her like it did precisely because of how highly she values that family and her own loyalty to it. While she's often understanding and easygoing, she'll hold a long grudge against anyone who hurts someone that she cares about.

    To Daisy, doing the right thing often means finding the most vulnerable person in the room and looking out for them. Showing compassion to the downtrodden often puts her life at risk or causes as many problems as it solves, but that never stops her from doing what she feels is right. This is part of why SHIELD is something of a blindspot for her; she takes for granted that they're on the right side, trying to do the right thing, and will give them a lot more grace than other people. This is because they took her in when she had nothing and no one. In particular, Daisy acknowledges that she's lucky that Coulson has a strong moral compass because his recruitment and grooming could have put her on a terrible path if he had been a more negative influence. She was highly susceptible to his parent-like affection.

    Daisy's friends are her weak spot. She can't bring herself to do anything that would hurt them. Even when Ward first betrays them, Daisy finds she doesn't have it in her to kill him because she struggles so hard to turn off that switch that cares about people closest to her. The same happens when she needs to kill Coulson's body double — she can't kill a man with his face after Coulson died. She's too emotionally invested to be the perfect spy, but she's a good person with a big heart.
    Strengths & Weaknesses
    INHUMAN - Daisy is an inhuman, the result of a Kree experiment, which makes her immune to the adverse effects of their blood on human biology.

    SEISMIC ENERGY GENERATION - After undergoing terrigenesis to activate her abilities, Daisy has the ability to generate powerful waves of vibrations, which can produce earthquakes, shatter glass, blow people back like gale-force telekinesis, deflect bullets, and so forth.

    MASTER HACKER - Daisy was able to hack SHIELD from a café on a laptop she won in a bet. She is one of SHIELD's top agents (if not the top) for data gathering and interpretation, encryption and decryption, pattern recognition and analysis, piggybacking on systems, virus creation, information purging, and identity creation/deletion.

    SPY - After undergoing SHIELD training, Daisy can hold her own as a spy. She is a field agent, which means she's a capable hand-to-hand combatant and grappler, but also trained in a wide variety of firearms from handguns to sniper rifles. Beyond this, she is skilled in deception and manipulation, though she has no foreign language skills to speak of.

    SOFT TOUCH - Daisy's heart is her biggest weakness. She'll give in to anyone who holds her friends hostage. She can't kill friends who turn against her. She'll put herself at risk for children. But on the other end, her emotional behavior is also high in terms of people getting under her skin and angering her to draw out an impulsive reaction. She doesn't resist this kind of baiting well.

    LONE OPERATOR - Often, Daisy is the person in the horror movie who goes off alone thinking they can handle everything, only to find out that shit went pear-shaped.
    Suggested Nerfs
    Daisy's powers already put her body at risk. The vibrations that Daisy creates and controls take their toll on her bones. She cannot sustain her powers long-term, repeatedly in a short span, or at high intensity without her gauntlets (which are in her inventory) to protect the bones of her forearms from sustaining micro-fractures, and even with those gauntlets, she can overextend herself to the point of bloody noses, exhaustion, and unconsciousness.

    The earthquakes that Daisy can create can be large and minor ("I moved a mountain," she says after she caused a minor avalanche in Afterlife) or intense and small in diameter (such as bringing down the Kree temple on Antoine Triplett). In game, this probably translates to not having the range or intensity to do much on a scale larger than a city block.

    If the mods feel further nerfs are appropriate, I'm happy to discuss. But these feel like they suit the FAQ guidance and Dragon Age universe power scale already, to me.
    Arrival Inventory
    • 01 pair of vibration-suppressing gauntlets

    • 01 handgun

    • 02 extra ammo clips

    • 01 smart phone (bricked)

    • 01 tactical superhero costume

    Humanization
    Not applicable.
    Fit

    In addition to coming from a canon that has displaced her three times (the Matrix, Future-Space, the Past) making her very used to hitting the ground running in new settings, Daisy is pretty self-motivated and good at being proactive about thrusting herself up against new situations. This means she'll be proactive with engaging the plot of Fade Rift, despite the fact that she has some obvious culture gaps with a fantasy world.

    In particular, Fade Rift has an emphasis on politics and war and intrigue, which are places where Daisy's skills will come in handy. She'll be caught between Rifter/"magic"-user discrimination like she is in canon, and trying to engage the system that contributes to that.

    Since she's my first character in game, and Daisy is rather gregarious, I also think it'll make it easier to establish myself and accrue CR.


    SAMPLES


    link one (in-game sample)
    link two

    Clarifications

    [personal profile] hacker - 2020-06-29 22:35 (UTC) - Expand
    thereneverwas: (Default)

    graduation music

    [personal profile] thereneverwas 2020-07-07 09:30 pm (UTC)(link)
    PLAYER

    Name: Cami
    Age: 30+
    Contact: [plurk.com profile] eolasemah, Cafiffle #2173 on discord
    Other Characters: Teren, Benedict, Fifi
    Interests: I love negative CR as much as positive as long as there is a Purpose to it, and I am up for most things.

    CHARACTER

    Name: Obeisance Barrow
    Canon/OC: OC
    Journal: [personal profile] thereneverwas
    Race: human
    Nationality: Fereldan
    Occupation: mercenary/bodyguard
    Division: Forces
    Mage or Not: no
    Age: late 40's

    History

    Born and raised on a farm in Crestwood to Edmond and Delia Barrow, he was the older of two children and the time he didn't spend farming was in looking after his sister, Prudence. Though very much a homebody, Obeisance (I can't write it with a straight face) exhibited such physical prowess and ease of nature that his deeply religious parents encouraged him to join the Templar Order.
    He ended up serving at the Circle Tower in Jainen until the eruption of the Mage-Templar war, at which point he quit the post in a rather surreptitious way and wandered off to sell his skills as a mercenary.
    Knowing the conflict that would arise with his family if they knew he'd defected, he has been estranged from them ever since; though he received a letter from Prudence informing him of their mother's death in the terrible flooding during the Fifth Blight, he hasn't yet mustered the courage to show his face there again.


    Personality

    Barrow's personality can be best described as 'Henchman': he has no real aspirations apart from having a good time, but will gladly follow at the beck and call of stronger personalities, and in fact has made a living at it. He is the nameless goon in a video game who tries to stop the protagonist from entering the gate, but is just as content to be bribed as he is to actually do his job because he just truly doesn't care.

    Having said that, he does actually have a moral center, and it shows in how he treats the people with whom he's familiar: quite warm by nature, he doesn't like to see anyone hurting, will interfere with bullies and look out for people smaller than himself (which is most of them). It's only when one tries to dig more deeply into his beliefs and how they line up with his actions that he gets squirrelly.

    But at least he knows he's squirrelly, and hopes the charming outward face will throw skeptics off his trail just a little bit longer.

    One thing that becomes clear to anyone who’s known Barrow for longer than a week is that he’s a massive flirt, which has gotten him in trouble more often than not-- there is a nonzero chance he has more than one bastard child living somewhere in Ferelden, but as he has a clear preference for unhappily married women, one can at least rest assured that they are likely provided for (and he’s never gotten That Letter, so there’s that). A few close calls in his days as a Templar have taught him to exhibit at least a modicum of caution when abetting adultery, but it can definitely be said that his brain is not always the organ in charge.
    It should be noted that his particular interest tends to extend only to those who initiate: although ready to go at pretty much any time, it’s not something he actively pursues unless given reason to think he should.

    Overall an individual who does his best to appear (and be) uncomplicated, Barrow is more intelligent and uncertain than he lets on-- his peace of mind depends on never having his motives or decisions challenged, and being dumb friendly muscle is the ideal way to prevent that from happening.


    Opinions & Affiliations

    The Chantry: Quietly Andrastian with the tiniest of guilty consciences
    The Qun: sure??
    The Mage/Templar War: Best left undiscussed
    Non-Human races: Hey, whatever
    Templars: Please, not in public


    Strengths & Weaknesses

    Strengths: Large and physically very strong, good in a fight but otherwise easygoing, plays well with others, enjoys boosting morale, long fuse, etc.

    Weaknesses: Easily distracted and manipulated by pretty women, doesn't always entirely take things seriously when he should, sometimes overestimates his abilities, a bit of a show-off, drinks too much, low-key shady

    Inventory

    Nothing unusual, though his main weapon is a warhammer, and he also acquires lyrium from Colin on the down-low.

    Motivation

    The Inquisition was too far away, and getting involved with this stuff seems like the thing to do these days.

    SAMPLES


    three samples right here babey

    alar: (Default)

    danica shardae / the kiesha'ra

    [personal profile] alar 2020-07-16 12:34 am (UTC)(link)
    PLAYER

    Name: Alcyone
    Age: Old
    Contact: PM [personal profile] alar
    Other Characters: N/A
    Interests: I’m more interested in gray areas, situations that cannot be truly “won”, and conflicts that require more creative solutions than punch something really hard. In particular, I’m a sucker for opportunities for both character and relationship development.

    CHARACTER

    Name: Danica Shardae
    Canon/OC: Canon, the Kiesha’ra series
    Canon Point: Hawksong, after being shot with an arrow
    Journal: [personal profile] alar
    Age: 19

    Canon World

    A long time ago, or so the myth goes, a human child named Alasdair was raised by hawks and gifted with their form. When she returned to her people, she gave them each the form of birds too: ravens and crows and sparrows. She established a new home for them away from other humans where they could thrive. And in her goodness, she allowed the entry of others including the serpiente, shapeshifters whose second forms were snakes.

    That night, the serpiente put a knife in Alasdair’s back.

    The tale the serpiente tell differs. (The truth is more terrible still.) Neither side knows what happened or why. What each know well is two thousand years of war: a fight gone on long enough that each side continues fighting because it is all they know. The war, everyone knows, will only end with the destruction of one side or the other.

    Until the recently crowned Tuuli Thea, the queen of the avians, exchanged marriage vows with the king of the serpiente.

    History

    Danica was born the second daughter to the Tuuli Thea. At the age of eight came her first brush with the war and from that moment the losses piled on. When she was ten, she became her mother’s heir when her elder sister was murdered; at fifteen she lost her betrothed, killed while defending her. Four years later, Danica would lose her brother too in a fight in which both he and a serpiente prince would perish. When Danica came upon Gregory Cobriana in the field, he was still alive, but only just. His injuries were fatal, but death would be hours in coming. Danica knelt beside him until he died, holding his hand, and singing songs and lullabies to comfort him.

    This singular event proved a turning point. When Zane Cobriana, heir to the serpiente throne, learned of her actions, he sent his sister with a message of peace. Although distrusting, the avians acquiesced to a meeting on neutral land before the Mistari Disa, queen of the tiger shapeshifters. The Disa’s suggestion to end the bloodshed was simple: unite the two warring peoples by uniting the two royal houses. A marriage between Danica and Zane. Everyone was horrified. For Danica to agree would be suicide…but without another option to protect her people and despite the terror he inspired by his very presence, when Zane asked her to marry him, she agreed. On her nineteenth birthday, Danica was crowned Tuuli Thea. The next day, she snuck away from her guards to wed Zane.

    Both faced considerable criticism for their decision. Danica, especially, felt isolated. She found no support in her friends or family. Her people were wary and distrusting. Complicating matters was that before the serpiente, for whom marriage should always be for love, she had to be pretend to be madly infatuated with someone who made her nervous.

    Slowly, she and Zane were able to find common ground, though the way took terrible turns. Danica was accidentally poisoned protecting Zane from an assassination attempt. The second attempt targeted Danica directly: she was shot through the waist with an arrow.

    As she drifted in and out of consciousness in the aftermath, she fell through the Fade.

    Personality
    “The hawk queen is both a golden lady and a young girl, with too much power for her years…”
    These words had been written nearly two thousand years prior about Danica’s ancestor, but they could as easily have been describing Danica herself.

    Become her mother’s heir at the age of ten, Danica was raised to be queen. This was a sober responsibility: she would be inheriting a kingdom in the midst of a seemingly endless war. To prepare, she heeded the counsel of her mother and her friends, but she also confronted the horrors her people faced directly. Danica would not be a queen to hide behind walls and guards; she would rather take the risk upon herself, and spare her people. Despite the danger, she would walk the war-torn fields, and kneel beside fatally wounded soldiers and civilians alike, holding their hands, and comforting them with songs and stories to ease their passing.

    It was her love for her people that led her to make the choice she did: to take for a husband the enemy king in order to put a stop to the war. She knew the risks. Her ancestor had been famously murdered, stabbed in the back after trusting a cobra. To Danica, however, it was a small price to pay to keep from holding another dying child. And her people plainly loved her for it. They trusted in her enough to follow her into peace.

    Dignified and refined, she exemplified all the qualities of an avian lady. She kept a strong check on her emotions, displaying a cool poise and aloof manner. Avians were raised not to suffer outbursts. Even in the midst of grief and rage, she rarely allowed those emotions to show or to guide her actions. That was not to say she was unemotional; she felt, keenly. But in order to cope with the magnitude of loss, she needed to compartmentalize. While this helped her retain control even during stressful situations, her fear and anger leaked out in other ways, particularly dreams. Danica was prone to lucid nightmares, often replaying traumatic scenes in her sleep.

    In many ways, Danica remained an innocent. Sheltered and naive, especially on the subject of romance, she could not be teased without blushing. She was ready to fight, to the death if need be, but preferred to extend a hand in friendship first. She would go out of her way to help someone in pain, even if it was just acknowledging the hurt. She found the wonder and beauty in her former enemies, and thus won them over. Her dreams were vast and, once her trust was earned, her faith unshakeable. Her experiences made her cautious, but she never lost her good heart.

    Strengths & Weaknesses

    A queen, Danica has been extensively educated on various subjects, especially leadership, diplomacy and combat. While not a soldier herself, she was taught hand-to-hand combat and practiced with the elite avian soldiers. She is described as not being able to best them, but her skills were extensive enough to surprise them. Her people are also experienced archers and Danica learned to use both the avian bow and the more difficult serpiente longbow. Last, but definitely not least, Danica is an avian shapeshifter. This means she has three possible forms.

    The first is that of a human woman with golden hair and eyes. Golden-brown feathers grow at her nape, which can be seen depending on how she styles her hair. These feathers are not decorative. Should an avian's feathers be shorned, they will be permanently grounded, incapable of flight.

    Her second form is called the Demi-form. Danica can grow massive hawk's wings on her back when she chooses, allowing her to fly while retaining a mostly human appearance. Her kind mostly use this form in combat where they can use it to fire a volley of arrows on the enemy from above. With the Demi-form, she also acquires a hawk's excellent sense of vision, allowing her to see further and with a clarity otherwise impossible.

    Her final form is her pure animal form, a hawk with golden-brown feathers. It has the benefit of being the fastest and most efficient flyer, allowing her to cover vast distances in a matter of hours.

    In all forms, Danica has the highly efficient respiratory system and rapid heartbeat (200 bpm) of birds. (The drawback to this is her susceptibility to poisons as her heart will pump it throughout her body in no time.) Her bones are hollow, making her very light. If she suffers a fractured wing in her Demi or animal form, she cannot shift back until the bone heals. Were she to shift back to human form with a broken wing, it would never heal and she would be essentially locked out of her winged forms. This isn’t typically a problem as she heals very quickly (at a rate described as miraculous to humans), but it nonetheless makes her cautious. She also runs very warm, radiating a constant circle of warmth in her vicinity.

    Suggested Nerfs

    Flight is incredibly important to avians, to the point that a flightless individual is looked upon with pity or revulsion. Not being able to change form is also viewed akin to mutilation. Therefore, while it is important to the character that she maintain access to her forms and flight, she will still be subject to distance limitations (being unable to spend too long far from other anchors, which in her case will also put an upper limit to how high she can go and how long she can spend at great heights) and, unlike before, shifting will take a toll on her energy (i.e. can only shift twice in a battle).

    Arrival Inventory
    • Silver-and-gold necklace with a hawk pendant.
    • Signet ring inset with a rare golden onyx.
    • Slender boot knife etched with avian symbols for luck.
    • Burgundy silk dress in the avian style (conservative neckline, low back to allow for the growth of wings).

    Humanization

    She has a human form. As her non-human attributes (the feathers under her hair) in this form are subtle, I’d love for her to keep them.

    Fit

    I want a more fantasy setting for Danica. Her world is a very fantastical 700s BCE so it will be fun to navigate what is familiar and what is different. She will be of the "never give up finding a way home" type, but with her own experiences of war she also will not ignore the realities of Thedas and want to do her part.

    SAMPLES

    ( 1 ) ; ( 2 )
    radicans: (Default)

    maud van klerk | native oc

    [personal profile] radicans 2020-07-16 07:33 pm (UTC)(link)
    PLAYER

    Name: Cass
    Age: So old
    Other Characters: Yseult, Nell, Freddie
    Interests: Hoping to diversify my cast a bit with someone younger, less intrepid, and much less sure of her place in the world

    CHARACTER

    Name: Maud Van Klerk
    Canon/OC: OC
    Journal: radicans
    Race: Human
    Nationality: Marcher
    Occupation: Merchant's wife, alchemist
    Division: Diplomacy or Research, maybe Diplomacy to start with an ultimate aim to transition her into Research
    Mage or Not: No
    Age: 24

    History

    Maud Van Klerk was born Lady Maud Brauer, the middle child of five to Lord Geoffrey and Lady Henrietta Brauer of Braubach, a village located between Ansburg and Markham. Like nearly everyone in this region, the Brauer family is in agriculture, but rather than vast fields of grain or cattle their modest lands have long been devoted to growing herbs for alchemical potions. Both Lord Geoffrey and Lady Henrietta are alchemists of some renown in that community, but their innovations have a tendency to be impractically complex or obscure, of more academic value than actual.

    Maud (often Maddie to her family) grew up like many members of the country gentry, spending much of her time in fields and gardens, running and riding and learning the land. She shared her family's interest in alchemy, enough to spend several years studying at Markham University, but she never showed her parents' flair for creativity or dramatic eccentricity. The rest of her siblings followed in their footsteps in one way or another: eldest sister Joan turned every chicken in the village blue at 7 and was helping her parents develop potions by 16, Herbert was composing for the Margrave's Opera by the same age, and twins Daphne and Karol filled half the estate with elaborate contraptions they'd invented to avoid performing simple chores.

    But Maud's genius, according to her family, lay in bookkeeping. An adolescent attempt to help her father sort out his study ended up with her assuming de facto responsibility for the family accounts, and it became accepted that such practical matters were Maud's area, the rest of the Brauers grateful to wash their hands of the boring stuff.

    Over the last generation or two the Brauers have increasingly shifted their focus to growing rare herbs used in more obscure tonics, potions, and mines. The combination of narrower market and the more obscure components requiring far more land, effort, skill, and good luck to grow successfully strained the family finances. By the time the Inquisition started purchasing all sorts of rare potions, the Brauers were in debt up to their eyeballs.

    The Inquisition money was a life preserver, so when the Chantry re-absorbed them and began revisiting all existing supply contracts for the Exalted March, they were desperate to keep it. A hasty marriage was agreed between Maud and the son of a merchant associate in Tantervale whose family had generations of close ties to the Chantry and social aspirations that would benefit from a noble daughter-in-law. Vows were said, the contracts were secured, and Maud packed her bags for Tantervale. A few weeks later her new husband set off to join the Exalted March, leaving her alone with her new in-laws and the stifling strictures of Tantervale's polite society.

    After the better part of a year, finally at the end of her rope, she faked an anchor with a variant of glowstone and escaped to Kirkwall.

    Personality

    Maud's life has been defined by being "the Practical One," the one who remembers things like buying food and keeping track of loans and ensuring customers pay their bills on time. She didn't ask for that role but for a while she was happy with it, pleased to have found her place in the family and be doing something they appreciated. And by the time that wore thin, she was all too aware of just how important her role was and what could happen if she gave it up. No one in her family would have begrudged her if one day she'd thrown down the books and expressed a passion for something impractical, or if she'd refused to marry to save the business. But she's not convinced they would've figured out how to manage on their own either, and she could never bring herself to step back and risk letting things crumble. So she swallowed her dissatisfaction and her envy of the single-minded purpose the rest of her family seemed to've been blessed with, and got on with it.

    The truth is she really isn't all that practical except compared to their eccentricity, a fact that's become incredibly clear since her arrival in Tantervale. She's adaptable, approaches situations with good nature as much as she can and at least good manners when she can't, but the confinement, isolation, and incredibly strict rules of conduct in Tantervale are an intense culture shock for a young woman used to informality, intellectual debate, and countryside rambling. She stuck out like a sore thumb at first and even if she's lately managed to keep her head down and assume an appropriately demure tone, the prospect of continuing to do so indefinitely while waiting for the return of a husband she barely knows is just too much.

    Faking an anchor is the sort of crazy her family has always assumed she didn't have in her, and they're right she isn't usually given to such dramatic, reckless acts. But she's not a stoic or a saint, just normal amounts of calm and sensible, with a good head on her shoulders and too much experience with her wacky family to be easily ruffled, though the problems facing Riftwatch (and some of the proposed solutions) are on a different magnitude that will give her pause. She's good at taking both direction and initiative, and will work best and be happiest in a team where she can make substantive contributions, but may struggle until she finds that fit. She's a good listener, and capable of holding her own in conversation and defending her opinions when she wants to, but also with a habit of fading into the background around bigger personalities, particularly insecure about being relatively boring and uncreative. Her time in Tantervale especially has added a layer of carefully-mannered reserve and concern for appearances, but it won't be that hard to chip away at once she gets to know people and gets more comfortable with Riftwatch society.

    Opinions & Affiliations

    Chantry: casually Andrastian in the sense of going to services regularly as a family with the rest of the village, accepting the Chantry's role as a standard feature of life, and then rarely thinking about it otherwise. Her experience in Tantervale with its strict interpretation and zealous application of Chantry law has soured her somewhat, but she's still mostly concerned with the Chantry as a customer of her family.

    Mages/Templars: Customers, the fall of the Circles took a chunk out of the business that only the Inquisition has restored. She met one once in Markham at the university, but otherwise they're just distant consumers of potions whose issues they've debated at the dinner table but otherwise never been touched by. Templars are still a more normal fixture of life, especially among the lower rungs of the gentry, she knew kids who were sent to be Templars, so she isn't likely to buy into the notion that they're all evil or anything.

    Qunari: scary, but in a distant boogeyman way

    Wardens: heroic, but in a distant fairytale way

    Strengths & Weaknesses

    Strengths:

  • Alchemy: she's not a genius mad scientist like her parents, but she's a capable alchemist with solid training and more potential than her low profile in the family would suggest and given the necessary ingredients will be able to make the potions, mines, tonics, etc. available in the games. She's capable of innovation too, just a bit more of a late bloomer and in need of inspiration. For in-game purposes, her peak skills are probably more on the level of refinements, variations, and combinations of existing known alchemical products and their applications rather than creating anything wildly new totally from scratch. Very knowledgeable on useful plants and how they're grown and used.

    (The family business isn't going to get Riftwatch piles free potions and remove the need for herbal fetch quests; she can probably get some small amounts of stuff here and there, but she used some of the Chantry money to hire a real accountant/manager to keep the business going in her absence so isn't in control anymore and besides they can't afford to do any big favors.)

  • Bookkeeping: she's familiar with the accounting of the day and the means of running a business and is good with numbers, though not any kind of mathematics prodigy. Given the right documents and the chance to study them, she could probably figure out whether someone's books were crooked and how

  • Country gentry stuff: she's a very capable horsewoman and comfortable with hunting dogs and the occasional stray bit of livestock, good gardener, average-ly musical, half-decent archer, with a solid grounding in all the usual subjects but a rather haphazard education beyond that, and familiar with running a not very large but fairly disorganized house and estate

    Weaknesses:

  • Combat: Other than the sort of backyard archery practiced by ladies (and country kids), she has no fighting skills to speak of and no experience with anything more than a decades-ago sibling wrestling match.

  • Life Experience: Other than Ansburg, Markham, and Tantervale, and maybe a short trip or two to other nearby Marches, she hasn't really been anywhere or done anything. She doesn't know places or have contacts, neither her family nor her in-laws are powerful or important, and the versions of polite society manners she's learned are limited to the loose country version of her home, and the uniquely, absurdly complex social rules of Tantervale. Her language skills are limited beyond some rusty schoolroom Orlesian, and her wardrobe isn't going to be up to par in truly fashionable society.

  • Insecurity: She doesn't have any great confidence in her own abilities or capacity to be useful at the sort of big important dangerous heroic work Riftwatch is doing. She sees herself as a boring extra in the background and lets that hold her back, and it will take time to break out of that enough to reach any more helpful potential.

  • Lies: She doesn't actually have an anchor and won't be able to keep up the lie about it for very long. Just hopefully long enough to convince and then ditch the maid her in-laws sent with her.

    Inventory

  • A set of alchemical equipment, potions, and compounds. Some rare ingredients and less-common potions, but not large amounts of anything. Includes specially-treated gloves that allow work with hazardous substances.
  • A horse, pale gold, of good quality and temperament, named Shortbread.
  • A bow, of the middling quality but handsome design popular among young ladies.
  • One ladies maid from Tantervale named Imelda, a spy but only in the sense that she reports back on Maud to her in-laws and will probably include some scandalized accounts of Riftwatch in general that may make the rounds in Tantervale society, but you know they already believe everyone in Kirkwall's a demon anyway.
  • The usual clothes and personal knick-knacks, a few books including a couple alchemical tomes, some minor pieces of jewelry.

    Motivation

    She's pretending it's because she's got a sliver of weird magic in her hand, but actually she just cannot handle another moment stuck in an austere sitting room with her mother-in-law who only speaks when she has something judgmental to say and this was the best and least long-term controversial escape she could come up with.

    SAMPLES

    both here
  • filotimo: (Default)

    madi scott | black sails au

    [personal profile] filotimo 2020-07-18 12:51 am (UTC)(link)
    PLAYER

    Name: beka
    Age: 31
    Contact: [plurk.com profile] shadowblindr
    Other Characters: Athessa, Lino, Lucien, Skull, Henry
    Interests: I’m here to slay

    CHARACTER

    Name: Madi Scott
    Canon/OC: Black Sails AU
    Journal: [personal profile] filotimo
    Race: human
    Nationality: Tevene with Rivaini heritage
    Occupation: Princess
    Division: Diplomacy
    Mage or Not: Not
    Age: early/mid-30's

    History

    Canon Wiki

    • Born in Nascere to slave parents but was quickly shipped off with her mother to live free on a secret island near Seheron when tensions between Tevinter and The Qun flared.

    • Raised by her mother, the Maroon Queen, and groomed to eventually lead the community of escaped slaves on the island as the new Queen.

    • Became acquainted with Flint and Silver when their crew was captured by the island's inhabitants.

    • Tried to convince her mother to ally with the pirates for the continued survival of their community, but ultimately it took a surprise visit from Madi's father to actually sway her.

    • Mr Scott convinces the Maroon Queen to listen to Flint's requests, and an alliance is made after Flint makes his case.

    • Madi stays with Silver on the island while Flint and Billy go off to try and woo Vane and Blackbeard to their cause. She convinces Silver to accept medical treatment for his leg because he's an idiot and she likes that about him.

    • She accompanies Silver and Flint back to Nascere to secure weapons, other supplies, and more allies, but unfortunately that pesky magister who took over Nascere is allied with Corypheus! Who coulda guessed.

    • When the gang returns to Maroon Island, Mr Scott dies and the reality of just how tenuous the safety of the community is sets in when the encampment is attacked. Madi co-leads defense of the camp with Silver, securing her position as leader of the refugees. A counter-assault on Nascere fails due to a big ol' rift opening up over the town.
    • Ultimately with their forces fractured, Madi stays behind to help the slave/pirate rebellion regroup and recover from their defeat at Nascere while Flint and Silver hobnob with the Inquisition.


    Personality

    Having lived on an island of ex-slaves most of her life, Madi has never known the yoke of slavery and this has caused her to have some differing viewpoints to that of her parents. She bears the weight of responsibility and the expectation to succeed her mother as Maroon Queen, but has her own ideas of how to lead. While her mother would see their people kept safe in isolation, Madi sees that course as driven by fear, and ignorant of the bigger picture. Being free in fear is not sustainable, nor is living in seclusion and relying heavily on her father securing supplies from Nascere.

    Madi has hope and optimism where her mother had distrust and cynicism, but she isn't naive. She understands, and is understanding more every day, what is needed from her to lead her people and lead them well. Curious by nature, she is driven to understand things from multiple angles, but she doesn't like to sit with decisions very long since often, time is of the essence. It's important to make decisions when they can make the most impact rather than agonizing over tiny details that halt progress.

    She accepts compromise only when she needs to, but does not believe in being too stubborn to bend. She’s unafraid of death in the course of pursuing a better world for her people, and has accepted that someday she might have to be a necessary sacrifice to ensure victory. A single life doesn’t matter; winning the war does. Anyone who jeopardizes the outcome of the war for personal reasons is someone to distrust, though she would make an effort to understand their reasoning behind it.

    Madi is basically like James McGraw before he became Captain Flint. They are similarly driven by righteous fury, but where it’s a festering rage within Flint, it’s the flame of new beginnings in Madi. Tear down the old to make way for the new, and accept nothing short of freedom for all. Second chances are rare, and never afforded lightly.

    Opinions & Affiliations

    MAGIC - Magic is a powerful tool. Inherently useful, which is great when it's being put to some productive end and absolute shit when it's being used by corrupt people. Mages in any society are inextricable from fear. In Tevinter, that fear powers the magistocracy and devalues the lives of anyone else; outside it, fear is used to subjugate them, making them monsters in the eyes of others. Remove that fear and magic is as steel: it can be a plow tip just as easily as a sword. (Yes I mostly stole this from Abby but hey, Madi has some of the same opinions as Flint, she just doesn't have any desire to manipulate mages like marionettes.)

    MAGES vs. TEMPLARS - Templars are unnecessary. Give the mages teachers, and a decent support structure instead. Educate the families about magic and punish those who would abandon their children for such a gift.

    RACE RELATIONS & SLAVERY - Nobody should be a slave, regardless of their race. No race is superior to another, and every race deserves freedom.

    THE QUN - It's not for everyone, but nobody can refute that the Qun would make for a powerful ally. The enemy of my enemy is my friend, and right now Tevinter and Corypheus are linked. It would behoove us to seek an agreement with our neighbors to the north.

    PIRACY - A byproduct of unjust rule.

    Adaptation Notes

    I'm not making much of any changes to Madi as a character in her adaptation, simply adjusting names and places to fit in the setting. She's not a mage and is still a human, and I think her values translate well to giving a shit about the plight of marginalized races in Thedas and making hard decisions wrt the war against Corypheus.

    Strengths & Weaknesses

    • + PRINCESS LEADER: Leads by example and has a way of securing the loyalty of those under her leadership.

    • +/- DECISIVE: Once she knows what she wants, she’s gonna get it. Sometimes that might mean going behind the official leaders’ backs.

    • +/- SHELTERED: Because she’s been sheltered from the realities of slavery, Madi doesn’t carry much of the fear and trauma that her parents do, or the first-hand knowledge of classism like Flint. On the one hand, this is good because she’s able to look past that fear and trauma and see the possibilities on the horizon, but it can be a detriment when it comes to relating fully with those she’s meant to liberate.

    • - THE PEN IS MIGHTIER: She’s not much of a fighter as yet. She won’t shy away from violence or dispute that it is sometimes a necessary evil (like when fighting a war) but she’s unskilled and more likely to either negotiate or die if she deems the situation non-negotiable.



    Inventory

    Not much; some coin, some books, necessary supplies etc.
    I would like her to have a McGuffin to present to Flint as a sort of “this is why you need to go along with MY plan” but idk what yet so i’d like it to be TBD with mod approval. (as in, i’ll clear the mcguffin with y’all before i try to do anything with it)

    Motivation

    Freedom, a positive end to the war, and also she just got tired of waiting on Silver and Flint for so long.

    SAMPLES

    Saying Goodbye to Silver
    Squints at Flint
    muckspout: (neutral close)

    [personal profile] muckspout 2020-07-28 01:05 am (UTC)(link)
    PLAYER

    Name: Lana (rhymes with banana)
    Age: 32
    Contact: coughdrop01 at plurk and Coughdrop01#5900 at discord
    Other Characters: this is my first born
    Interests: Interested in writing action adventure stuff, nihilsm/disillusionment, effects of indoctrination/religion, horse stuff, spooky shit, and throw some silliness in there too

    CHARACTER

    Name: Edgard
    Canon/OC: OC
    Journal: https://muckspout.dreamwidth.org/
    Race: Human
    Nationality: Orlesian
    Occupation: Thief/Robin Hood
    Division: Forces
    Mage or Not: not
    Age: mid 40s

    History

    Edgard has humble origins. He was raised on a farm that constantly struggled. He had a dozen siblings and they always did what was best for the group. Edgard hero worshipped his Dad and modeled himself after him. He thought he would always be a farmer because he was. So, when his father told him that it was his duty to go to war for his country, he did it without hesitation. The farm along with his family would be lost to a fire in the war.

    He was a foot soldier in the Orlesian civil war with Celene’s forces. He believed very much in the cause and was an obedient soldier always. He saw Celene as a force for positive change that would eventually lead to less people starving.

    In the war, he had a buddy who had a sick family member and he tried to desert to help his family. The buddy was caught. Edgard was wrongfully accused of aiding him and was told he had to execute his friend to prove his loyalty. He did this and has never forgiven himself for it. It led him to question everything he believed and he vowed to never follow orders blindly again. He successfully deserted.

    After deserting, he wanted to get enough money to get far away, so he fell into a group of thieves. They were a splinter group of the Freedman of the Dales who didn’t want to get involved with Corphyeus. This group saw so much suffering of the people of Orlais and Edgard convinced them to help. They robbed people in order to feed and take care of peasants (ala Robin Hood). They dubbed themselves the Invisible Hands.

    Eventually a member of the Invisible Hands was exposed to red lyrium which led him to slaughter the entire group and a group of peasants they were feeding.

    Personality

    Edgard is a nihilist eeyore type through and through. He can be grumpy and lazy and is exhausted by others. He’s the guy who will participate but complain the whole time about it. On occasions, he can be charming if he really tries. He can come off as brash and is sometimes a bit of a shit stirrer, but means well. He is a strong fighter, particularly skilled at the bow and a very skilled horseman. (Animals, but particularly horses, is the only thing he enthusiastically likes).

    Because he’s seen so much tragedy, he doesn’t really think there’s a lot of hope for things to change and thinks people who do are very naive. He’s afraid to care too much because caring has only led him to loss. Despite this, he has a strong sense of justice particularly when it comes to innocents suffering. He is very sympathetic to other’s suffering. He sees this as a weakness. He wants very much to appear as unfeeling and harsh, but he cares too much for that to really work out. He won’t tell you that the Invisible Hands were taking care of peasants. If asked, he will tell you only that he is a thief. He tries to stay focused on the here and now and is impatient with others focusing on past or future (which is hypocritical because he’s very much stuck in his own past). Even though he is miserable, he manages to be funny and generally tries to be helpful if he can.

    He spends his free time trying to nap or trying to interact with animals. He isn’t used to having very much and is wildly uncomfortable with money because he’s always given away what he has. He has less of the typical Orlesian superiority due to being of humble means, but has never left Orlais until joining Riftwatch. So, he may not think Orlais is necessarily the greatest, but Orlais is what he knows. He also is not particularly great with hygiene and is very filthy, literally. (Possibly figuratively too under the right circumstances)

    Opinions & Affiliations

    -Edgard is super not down with class inequities
    -But not exactly gunning for a revolution mostly because he doesn’t really think it’s possible/too much work
    -War does shit to people and more shit to innocent bystanders
    -Wary about a war effort again (although he feels he needs to) but comforts himself with the fact Riftwatch is independent from more official forces
    -The Chantry: he once was religious but mostly because he thought he was supposed to and since the war mostly thinks if the Maker doesn’t care, he doesn’t either.
    -But on that note he has a Real Problem with people blindly following anything, even if it’s something he agrees with. (Because he used to blindly follow things and it led to heartbreak)
    -Tevinter: not down with anything they stand for, but also is frustrated by the exalted march because of what it’s doing to Orlais
    -Mage/Templar War: mostly fearful of mages’ power and hasn’t known one personally and been forced to grapple with their rights.
    -Race relations: As long as you’re not hurting innocent people, Edgard’s cool with you.

    Strengths & Weaknesses

    Strengths:
    -excellent aim with the bow, with a knife, with anything he can throw
    -Good at thinking on his feet and getting himself and others out of danger creatively
    -can be fun at parties if you manage to get him there
    -strong sense of justice and morals
    -excellent horseman and very good with animals
    -can be loud

    Weaknesses:
    -kind of a bummer sometimes/is a complainer
    -has been known to get in his own way because of feelings!
    -not subtle
    -cuts corners/does bare minimum if he can away with it
    -says exactly what he thinks
    -can be loud

    Inventory

    Edgard has a bow with arrows, a knife, and nothing else.

    Motivation

    Edgard has joined Riftwatch because the red lyrium incident shook him up and he wants to stop things like that from happening.

    SAMPLES

    one, two,three,four (ah ah ah ah)



    liberalum: (#10219820)

    dorian pavus. dragon age.

    [personal profile] liberalum 2020-08-10 08:23 am (UTC)(link)
    PLAYER

    Name: Brooklyn
    Age: Ancient
    Contact: [plurk.com profile] withpanache
    Other Characters: Tony Stark, Marcus Rowntree, Loxley (and Sabine as a side character)
    Interests: Now you can't kill him off screen.

    Okay well the real answer is that canonically, Dorian's attention is turning to the rehabilitation of Tevinter, so Tevinter-things would be great to get involved in, especially in levering off Corypheus from his throne before all of Southern Thedas just pummels the everliving shit out of his home country. He would also get involved in some research elements, given that he is a magical prodigy in this way, but his focus will primarily be centred on ways to bring Corypheus down, and I imagine his assistance here to be more background, i.e., some language interpretation, some book reading, more a means to make other RP happen. I think it would also be neat for his research focus to veer towards spell-creation and theory, seeing as my other Research character can't do that shit and my other mage character isn't a nerd.

    But mostly he just wants to throw down, and maybe not do war crimes about it.

    CHARACTER

    Name: Dorian Pavus
    Canon/OC: Dragon Age, canon character.
    Journal: [personal profile] liberalum
    Race: Human
    Nationality: Tevinter
    Occupation: Heir to a Magister's seat in the Imperium, technically.
    Division: Dorian Research, for now.
    Age: 35, and doesn't look like he's aged a day.

    History

    Citation: World of Thedas.
  • born in 9:11 to Magister Halward and Lady Aquinea of House Pavus, an influential family of noble lineage in the Tevinter Imperium
  • 9:20: as a child, immediately shows promise, with his Circle tutors writing back to his father that he surpassed students some few years older than him, which also led to some difficulties, in that Dorian was a relentless bully about it
  • Dorian is expelled Circle to Circle, until forced to attend a smaller order known for its strict Andrastian disciplines, which lasts three months before he disappears
  • discovered by Magister Gereon Alexius (a friend of Halward's) in a brothel in the elven alienage, incredidrunk and in the midst of a self-destructive spiral
  • Alexius yanks him out of it, and becomes his mentor for the next four years, setting Dorian on a better path towards becoming an Enchanter of Minrathous
  • Dorian is on better terms with his family, who would really like it if he came home and got married, but concedes to his success
  • 9:35: Alexius' wife is killed by darkspawn, and his son, Felix, is injured and infected by the Blight, which compels Dorian to abandon his duties and return to help Alexius find a cure, a fruitless endeavour that wore on them all for the next two years
  • 9:37: after a heated argument, Dorian abandons the Alexius family
  • he resumes disappearing too into equal parts obscurity and scandal
  • 9:38: Halward literally hires thugs to drag him home and attempt a blood magic ritual to change his personality and alter his sexuality @_@/
  • Dorian escapes and renounces his family for good
  • two years later, Magister Alexius stood in the way of the Inquisition recruiting the rebel mages in Redcliffe. Through Dorian, they learned of Alexius' ties to the Venatori
  • after helping them overthrow a trap arranged for the Inquisitor, Dorian was permitted to remain with the Inquisition
  • he has basically just worked as an agent of the Inquisition for the past five years, lending his knowledge as a Tevene mage, his skills as a researcher, and his abilities as a mage to the cause
  • he fell into a serious relationship with a giant Qunari and grew as a person
  • and then the Exalted March thing happened, and the Inquisition became a difficult place to be. Which was fine, until Dorian decided his powers of influence were being diminished by the hour as war crimes were enacted on Tevinter civilians in the push forward. He packed his favourite books, linked arm with Benevenuta, and left without a word--
  • --and turned up in Riftwatch!


  • Personality

    Dorian is irreverent and sassy and colourful and exuberant and also all the negative versions of those things, depending on your tolerance level. Day to day, he is almost aggressively entertaining, like it's the main weapon in his social arsenal or he's decided it's his job to banish back the boring. This humour can run from warm to cold, from kind to nasty to really poor taste, and act as shiny deflection if a conversation strays too personal. He does impressions that are poor in delivery but sharp in content, he narrates, he has one-sided conversations, and he also makes fun of himself.

    He will be quick to tell you that he is a pariah of his own society, and this is somewhat true. He has never been able to stay in one spot for long, his estrangement from his family is deep and shadowy, and his sexual orientation is just one more inherent thing that isn't acceptable by their standards. He is equally aware of the ways he is the same -- his elitism, his fashion, his affect, his familiarity with court and politics. He has other trappings that are more instinctive than he's fully aware of, such as his discomfort for public reference to homosexuality and his blasé dismissal of slavery when compared to poverty. Because he sees himself enlightened as compared to his countrymen, it takes more time for him to learn the ways in which he has room to grow.

    But he has grown in the past few years. The alternative is to become set in his ways and self-destructive, which is a tendency he has more consciously fought against since cleanly breaking from his family, and falling in love with Iron Bull. He still is prone to self-sabotage, drinking in excess on occasion, and avoiding the help of friends by deciding he doesn't want to be in debt to anyone anymore ever again so there. Maturity is easing him away from these instincts.

    He comes from a city of sharks, and is not one himself. That doesn't mean he doesn't know how they work. In the Tevinter Imperium, he'd been starved of something to fight for. A mixture of disillusionment for its inherent corruption and blindspots for social problems that don't adversely affect him such as a slave-based economy and the pervasive feeling of never fitting in have all stopped him from trying, really. However, with Corypheus making strides in damning Tevinter's soul for good, he is interested in saving it after all.

    Opinions & Affiliations

    TEVINTER: Dorian has had time to confront the ways in which his home country is a bit shit, and has come around on things like slavery is bad, actually, even when compared to ordinary poverty. He harbours the ridiculous notion that Tevinter can be redeemed. It's embarrassing.

    MAGES: Defaults to some unnuanced pro-mage stances with regards to Southern Thedas. The whole system seems ridiculous to him, and what goods a Templar you can't boss around?

    BLOOD MAGIC: It's bad.

    THE QUN: He's in love with one (1) qunari, but remains wary of the Qun, probably even more deeply thanks to his romantic ties.

    THE INQUISITION: Hostile territory.

    Adaptation Notes

    n/a

    Strengths & Weaknesses

    Dorian is a mage of formidable and demonstrable talent, with all the makings of becoming a great, powerful Magister in a cutthroat magocracy, if not for literally everything else about him.

    SPECIALISATIONS AND SPELLS: Dorian now has the Necromancer specialisation and knows well the Storm skill tree, and the Spirit skill tree.

    He has access to all basic elements on less elaborate levels, such as being able to light a candle or cool down water, and he can create minor sustained glyphs of fire, ice, and storm. This is one of those small RP quirks I used to do back in the day that I'd like to keep so I am mentioning it here in case it's no longer kosher.

    RESEARCH: Dorian has a surprisingly mathematical, experimental mind for magic, and is equally interested in developmental research. He assisted Magister Alexius in time-magic theory, for instance, and later in game canon, expresses an interest in messing with Eluvian mirrors. He likes smart solutions over punchy solutions, but will punch if he has to (and he feels like it).

    BLINDSPOTS: As a Circle mage (Circles mage?), Dorian is limited in knowledge as to culturally alternative kinds of magic, such as that specific to the Dalish, shapeshifter magic, and so on. He has no skill in blood magic, for virtue of steering clear of anything that makes demons a real possibility, and the belief that it is the last resort of a weak mind.

    Inventory
  • a mage staff, suitable for combative spellcasting
  • the clothes on his back
  • some books
  • a horse named Merlot
  • dat ass
  • the Alexius Birthright, given to him in game by Felix, now a Grey Warden.
  • Motivation

    He has been an Inquisition agent for five years, and is only leaving because his position is becoming increasingly untenable. His commitment to the cause is solid.

    Also he's going to marry Alistair and become Queen of Ferelden.

    SAMPLES

    Dorian assists a weary traveller through the Frostback Mountains, and only vaguely and by reflex considers shoving her off a bridge.
    Dorian zaps a bear a lot and Mia Rutherford hits it with an axe. They then make charming conversation.
    Edited 2020-08-10 11:58 (UTC)

    (no subject)

    [personal profile] liberalum - 2020-08-14 23:23 (UTC) - Expand
    ungovernable: (Default)

    benevenuta thevenet | native original | they're back

    [personal profile] ungovernable 2020-08-10 08:23 am (UTC)(link)
    PLAYER

    Name: Libby
    Age: old
    Contact: u kno
    Other Characters: Petrana, Gwenaëlle, Joselyn
    Interests: WHAT'S GOOD, RIFTWATCH. While Benevenuta (and her mother) rarely advertise it, she is in fact half-Tevene and has some concerns, some notes regarding the current state of Tevinter and the possible solutions. The Inquisition increasingly does not seem to her to still be the most effective place she could be to effect anything useful, particularly with regard to Corypheus and also her own home concerns in Nevarra.

    CHARACTER

    Name: Benevenuta Thevenet
    Canon/OC: Original
    Journal: [personal profile] ungovernable
    Race: Human
    Nationality: Nevarran
    Occupation: Politician
    Division: Research
    Mage or Not: Mage
    Age: like 35 by now

    History

    Benevenuta Thevenet is the only surviving daughter of Neverran General Matej Thevenet and his estranged Mortalitasi wife, Lady Ayse Thevenet, raised primarily by her mother ('s attendants) in Nevarra City while her father devoted himself to the military life. The two of them increasingly drew the battle lines in their personal life as well, as Matej's subtle preference that should she display the aptitude, Benevenuta join a Circle that wasn't dedicated to the Mortalitasi order became more of a problem for his wife. Ayse, who had left her home of Tevinter at a very young age and embraced Nevarra wholly as she clawed her way up to its heights, viewed it as the highest honour that could be afforded their child and her own position of influence as something for Benevenuta to aspire to - not surprisingly, given their status in Nevarra City and her mother's unimpeded influence during her childhood, Benevenuta concurred. As one of many replaceable Knight Generals of Nevarra vs Ayse as a well-placed, influential member of the Mortalitasi, that battle was over before a shot was fired.

    From early adolescence, Benevenuta was removed from her father's household and dedicated to her education as a mage; the prestige and freedom afforded Nevarran mages (and the Mortalitasi in particular) meant that this experience was not an uncomfortable one, not dissimilar to growing up in a very particular kind of boarding school. She saw her mother not infrequently, as Ayse took an interest in all of the up and coming mages, and wrote dutifully to her father in neutral language that did not discuss her own life but focused on her prayers for his wellbeing and successes. She progressed rapidly through her studies, completing her apprenticeship and becoming a fully-fledged mage in her own right in her early twenties under Ayse's watchful eye. Rather than being independently unleashed upon the world, she became her mother's right hand, seen frequently at Ayse's side in official and unofficial capacities and rumoured to work diligently on her behalf as Ayse's political rise limited her own direct action and made her reserved, amiable daughter's freedom of movement more useful to her, and made her more of a direct threat to her rivals.

    Having acted as her mother's political aide and poisoned dart for some years, Benevenuta did not hesitate when instructed to undertake the journey to Skyhold and ally herself with the Inquisition. Ayse has rarely seen a pie she didn't want to put a finger in, and Benevenuta her ideal tool; clever, charming, and capable of thinking on her feet in unusual circumstances.

    Personality

    Clever, charming and resourceful, Benevenuta is understated in most of her interactions, having a very measured approach to the rest of the world. She thinks before she acts and before she speaks, and she is very conscious of the way that she appears to other people and how she can utilize that to her own best advantage. She has a sense of whimsy and playfulness that tends to underpin positive interactions - by nature she's generous, warm-hearted and genuinely interested in the people around her, and the fact that it benefits her to allow that to be seen doesn't make it artificial. She is aware of herself as a tool, and has no compunctions about using each and every part of herself to achieve whatever goal she's set towards. The impulse to perform simple acts of kindness and generosity is as genuine as her awareness of her audience should she have one, and how her determinedly upbeat approach to life can come across. She values experience, and can find the silver lining around just about any cloud - you don't value happiness as much if you never experience pain, for all that true hardship is something she has known largely as a tourist or observer. She can be tiresomely positive in her outlook, for all that she can be sly in her humour.

    Her driving motivation is a love for the world around her and the people in it, noblesse oblige writ large and in dedicated sincerity. That sincerity is easily one of the most dangerous things about her - she is a zealot with a cause she believes in wholeheartedly, and her unquestioned righteousness allows her to act without guilt in ways that other people might quite reasonably find abhorrent. When she's made a decision, she is unhesitating and without second-thoughts, and she is ruthless, methodical and brutal in the pursuit of her goals. She has been taught from a young age that this is the correct way, the best way to work on behalf of those who need and deserve her protection, and she's never questioned either that or, as an adult, her own actions in support thereof.

    She is a skilled actress, an inveterate liar, and most of the time a remarkably temperate woman, keeping her cool in all manner of unusual circumstances. In the rare occasions where even her insufferable idealism is pushed to its limit, she tends to lose her temper with a spectacular lack of grace - she is a vase-throwing, below-the-belt-insult-aiming, vindictive harpy at her worst, and it's a personality flaw she's not particularly proud of and works hard to avoid displaying. She strives for patience and most of the time succeeds to the point her patience seems limitless, it just.

    Isn't.


    Opinions & Affiliations

  • Benevenuta is a pro-freedom Libertarian Mortalitasi mage; she supports the mage rebellion, though she prefers to think of it in terms of independence and what that will mean going forward. She's concerned that plans are not being made for the future, and that with no structure or examples to follow, the Chantry will be able to strong-arm concessions.
  • The Templars, like everything, are a tool. To date, a tool that has been largely misused; she doesn't believe they should be written off entirely, but as with the Chantry and the Circles, the status quo can't stand.
  • [community profile] thedas why u all so fuckin incompetent tho


  • Strengths & Weaknesses

    Mortalitasi Necromancy is Benevenuta's specialist focus as a mage. She favours fire for preference (and therefore best practise) when it comes to elemental magic, and has no particular skills in the healing arts. She is also skilled in mundane arts of death - her particular focus being poisons and their antidotes, which she has studied extensively and takes great pride in.

    Benevenuta is interested in knowledge for its own sake, pursuing her academic interests and other curiosities where she is able to; Skyhold provided her with opportunities to develop her skill in physical combat that Nevarra had not required of her in the same way. While she has no real interest in studying any kind of healing magic, she developed an interest in midwifery through a friendship she maintained with a midwife and has entertained the idea in the past that if she were obliged to reinvent herself (for some reason... it's normal to consider that you might need to abandon your entire life probably) she would be well-served apprenticing to such a woman as it's an unlikely hobby for a necromancer.

    Generally speaking, Benevenuta is a nosy dabbler - there is little, given the chance, that she wouldn't try at least once to see if she liked it, and when presented with something she can't do, it is her instinct to try and prove she probably can. The obligations of the life she leads have limited the ways in which she can feasibly indulge this "anything you can do" attitude, but there it is. Her scholarship serves as a convenient smokescreen for her other activities, often; she is genuinely inclined that way, but sometimes it's just a matter of appearing to be studying while plotting someone's unpleasant but untraceable murder.

    Inventory

  • An aging war mabari named Max, inherited from Grey Warden Hercules Hansen. (Husband, a lapdog, presently resides with her mother in Nevarra City.)
  • A velvet bag of poisons and their antidotes. The bottles are designed to be easily differentiated by Benevenuta by touch; they have subtly different carved grooves, and are otherwise unadorned and unlabeled.
  • A set of slim, sharp knives, simple, finely-made and designed for ease of concealment.
  • Her mage's staff.
  • What of her personal effects that she could readily take with her on one horse.
  • Bejeweled talking skull. I'm sorry.


  • Motivation

    At the behest of her mother, Benevenuta spent roughly a year as a member of the Inquisition to gain knowledge of their people and goals; she served as a member of the Mage's Council and worked tirelessly on the Inquisition's behalf, albeit always aware that their goals aligned but not their loyalties. With threats looming closer to home, the elder Thevenet pulled her daughter back into the fold- but while working there, lobbying on the Inquisition's behalf at the Nevarran court and funneling information into appropriate channels, seeking out the local dangers (there've been a few accidents, since she returned to Nevarra), Benevenuta has only grown more convinced that the Inquisition is where someone of her particular talents should be. The Mage Council was a waste of time that she gladly leaves in Vivienne's hands - let her be bogged down in it! keep her too busy to damage the rebel cause! - but there is work to be done, and she has two hands to do it. For the past two and a half years, she has been in Skyhold as a reinstated member of the Inquisition and local Nevarran expert.

    Since the Inquisition's gone full Exalted March, Benevenuta and her main bitch are sneaking out in the dead of night to join Riftwatch instead, on account of it currently doing fewer war crimes that they're aware of.

    SAMPLES

  • It isn't how she wanted to say goodbye to Hercules.
  • Benevenuta grieves.
  • Cassandra mistakenly believes Benevenuta is spying on behalf of the Nevarran royals.
  • see her old game tag, ig.
  • Re: ACCEPTED + NOTES

    [personal profile] ungovernable - 2020-08-15 00:54 (UTC) - Expand
    murderbaby: ) (327)

    mhavos dalat | native oc.

    [personal profile] murderbaby 2020-09-12 07:32 pm (UTC)(link)
    PLAYER

    Name: Pel
    Age: 25+
    Contact: [plurk.com profile] wehwalt
    Other Characters: N/a
    Interests: When Inquisition was coming out, a character named Argent was announced for multiplayer, which annoyed me a bit, because her backstory implied the Inquisition profited from slavery. Mhavos is my attempt to explore this issue in more detail, with more sensitivity.

    CHARACTER

    Name: Mhavos Dalat.
    Canon/OC: OC.
    Journal: [personal profile] murderbaby.
    Race: Elf.
    Nationality: Orlesian.
    Occupation: Spy / Assassin.
    Division: scounting.
    Mage or Not: Nah.
    Age: 24. EDIT: Now 25.

    History

    • The Orlesian Alienage he called home was purged when he was about four; a human family of rich merchants took him in and trained him up as a page and clerk in return for food and board. Mhavos became an indentured servant.
    • Mhavos became quite good with letters and sums. While the family that owned Mhavos' contract weren't awful to him, they had little patience for their servant stepping out of line. Mhavos learned fast that taking up as little space as possible, being quiet and obedient, was the best way to insure safety.
    • His employment contract was purchased by a noble who noticed his ability to blend into a crowd, and began to train him to eavesdrop. Slowly, he grew into a spy.
    • Eventually, his skills caught the interest of a family more ambitious and ruthless than his previous masters. After purchasing his employment contract, they focused on using him more lethally; they not only wanted him to slip in and out of places unnoticed, but tip the scales in their favor with poison. This inevitably escalated to killing outright; Mhavos could easily slip in and out of houses unnoticed if he dressed as a servant, and years of running errands had made him quite nimble.
    • With the application of combat training, Mhavos became an assassin and spy for whoever held his employment contract. By the time he was an adult, he'd killed several people, human and otherwise.
    • Mhavos' employment contract was purchased by the de Revin family, and one of their daughters had cause to visit Kirkwall. There, she lost a fair sum to gambling. To pay off her debts, she pawned off Mhavos' employment contract, and it ended up in the hands of a member of Riftwatch.
    • Seeing the employment contract for exactly what it was, the Riftwatch officer ripped it to pieces. However, having been in servitude all his life, Mhavos had no clue how to proceed, and submitted himself to the officer anyway, who suggested he may as well join Riftwatch if he was so eager for a job. And he was, so he did.
    • Not really thinking he had a choice, Mhavos informed the higher ups of his capabilities as an assassin and spy.
    • However, outwardly he maintains his disguise as an average clerk to the general public, to the majority of Riftwatch or otherwise.
    • EDIT: After the fighting in Nevarra, Mhavos was given the assignment to tail a rich noble for a few months. He's now returning from that assignment. If approved, this can be fleshed or kept vague; I'm good with either. His cover story is that a friend of Riftwatch needed an accountant for a few months, and the project ran longer than anticipated. An important note: during this time period, I'd like to have Mhavos survive a near death experience for the purposes of some character development & generally making him a bit easier to write.
    Personality

    Mhavos has made his life on being unassuming and easily overlooked, so it's essentially his default. This doesn't mean he doesn't have a temper or opinions, however, he just assumes no one is interested in them, because no one ever has been. While Mhavos has lived a life in servitude, he isn't happy with it, or his orders; he simply never saw a way out, and isn't entirely sure how to operate outside of the strict guidelines of forced service.

    Mhavos does not enjoy the kill. He is repulsed by his talent for murder and falsehood in general. Some idealistic streak persists within him, though he lacks the ability to express it; he simply knows killing is wrong and a good person shouldn't be so good at it. He's prone to bouts of depression afterward, or simply when thinking on his murders too much. He can become melancholy in general, and will be especially vulnerable to these depression jags when he is faced with the full extent of his freedom. Without the pressure and structure he's lived with every day for years, he'll be a little at a loss.

    That said, Mhavos is not so brainwashed by servitude that he doesn't recognize it, or fear freedom (he just doesn't know what to do with freedom, having never experienced it). He can occasionally strike out in tiny acts of rebellion, though they're so small as to barely count by most standards. Being rude, or telling jokes, he considers rebellious behavior; after all, both things make him stand out. Occasionally he'll be daring and let loose particularly snide or sarcastic comment in a language the people around him don't know; he's more liable to joke in Orlesian, for example.

    Knowing the importance of being overlooked, Mhavos also understands the reverse. Gifted with an expressive face, Mhavos usually chooses to go unremarked, but his features can twist into ghoulishness to inspire fear or upset as needed. It's something he uses to his advantage during assassinations and fights. Considering he's a pretty small dude, every little bit helps.

    Mhavos is very much a loner, though not by choice. He sees himself as a perpetual outsider-- an elf, but with no real memories of the Alienage, Orlesian but not human, educated but not respected, alive but without purpose. Deciding to work for Riftwatch was the first real decision he's made in his entire life, but he's not sure where to go from there. The future is, for the first time, a complete mystery, and that's as frightening as it is exciting.

    EDIT: During his assignment, he nearly died-- no one's fault but his own, he slipped on a wet roof tile-- and nearly cracked his head open. The experience made him want to experience more in what time he had. It's made him a bit more patient, gregarious, and out-going, but not to a huge extent.

    Opinions & Affiliations
    • MAGES VS TEMPLARS: Mhavos is afraid of magic due to his utter ignorance of it, and thus unthinkingly supports the Templars. He's never met any people from either group, though, and is liable to be easily swayed if he forms anything like a connection with someone from either party. He'll only think critically on the subject if he forms a kinship with those from both parties.
    • SLAVERY VS MORALITY Stridently anti-slavery (and anti-indentured-servitude, which he privately considers synonymous but is deeply reticent to actually say aloud), Mhavos kinda has skin in the game. Further, he's generally against Alienages, thinking that it puts elves at special risk, having them all in one place (Alienage purges are kind of a thing). These are all opinions he'll voice only under duress or extreme hesitance; having political opinions is an excellent way to get noticed, something he still kneejerk avoids.
    • ELVES VS THE WORLD Being an elf, Mhavos is generally pro-elf, however he feels rather awkward about it. A city elf who barely remembers his Alienage, and has no commonality with the Dalish, and is far more educated than an elf generally is, where does he fit in? The answer, he assumes, is nowhere, and so he keeps his wish to be accepted to himself.
    • THE CHANTRY & FAITH Mhavos is nominally religious, in that he believes in the Maker and has read several theological treatises and monographs. That said, he's terribly curious about the Dalish gods, but all the books on them he's read seem terribly biased. As such, he's certainly a Deist, but beyond that his devotions are largely performative in order to fit in. That said, he respects the Chantry as an organization, appreciates the art they commission, make and inspire, and the history they preserve.


    Strengths & Weaknesses

    MENTALLY

    Very well educated. Excellent mind for book learning. He knows his sums, basic philosophy, economics, literature, and history. He's fully fluent in both Orlesian and Trade.

    The practical application of all those fancy books is entirely lost on him, having never needed to, well, apply it.

    EMOTIONALLY

    Really, really good at keeping calm and carrying on. Even though he's having an existential crisis inside, he'll show little sign of it outside.

    A depressive with a fine sprinkling of constant lowkey anxiety and no real way of dealing with it; now that he's not under the thumb of some rich bigwig, he's got no real idea how to act and is just gonna fake it while also losing his shit internally. He's liable to become paralyzed by indecision over the most basic things, or choose 'too quickly' and agonize over something that genuinely does not fucking matter.

    PHYSICALLY

    Essentially the typical rogue / assassin archetype, Mhavos is fast and light on his feet. Able to hide himself in shadows as easily as crowds. Fights largely with concealed knives, occasionally poisoning the blade, and he's handy with garrotes and traps as well! He makes an ideal spy or assassin.

    That thing about glass canons. Mhavos is trained in stealth. He's not made to take direct punishment; once he's hit, he's seriously vulnerable. He likes to set the stage to his advantage, using traps and poison and hiding and waiting until the enemy is unawares. In a normal battle, with no pre-planning available, he'll be in for a rough time. That said, he may learn to be more of an active fighter with time, but he sure ain't there right now.

    Inventory

    Some simple servant's clothing, even simpler leather armor, knives, a chapbook of Orlesian poetry.

    Motivation

    Though he wouldn't know how to phrase it, Mhavos wants to figure out who he is when he's not stick in a cycle of perpetual servitude. However, he needs some structure in the interim, and that's what Riftwatch provides. He has no clue how to live without someone telling him what to do, and Riftwatch will provide that while also not, like, being as awful as Orlesian nobility. Jeez, those guys suck.

    SAMPLES


    I'm going to link all my TDM threads here, just so I don't loose track of them; cheers.

    TDM Toplevel.
    TDM friendship.
    TDM literature.
    TDM mental break.

    EDIT: 1 & 2.

    windyvoice: (Default)

    Jenny Lou Davies | Rifter OC canon update

    [personal profile] windyvoice 2020-09-27 02:32 am (UTC)(link)
    Character: Jenny Lou
    New Canon Point: Just after setting out to do some soul searching solo traveling
    Synopsis:
    * Trained with some witches! Got better at her magic while her mentors tried to figure out why the fuck a teenager was sent on a quest to kill a god! Meets some sketchy Briton priests!

    * Things came to a head with her dad and her high elf fiancé! They went incredibly poorly, the high elf king killed her dad and Jenny Lou got trapped in the Fae realm!

    * Trapped in the fae realm for a whole ass year, made some friends, made some not friends, got better at magic, had some encounters with the seething masses of Mordred, the evil god she's meant to be killing!

    * Road Trip To Camelot.

    * Fight through the overrun castle to the Old King's tomb, try to do the resurrection, get interrupted by Mordred, dramatic fight sequence. King Arthur is resurrected before the killing blow to Mordred is struck! Hurray! Relief cut short when he commands his knights be gathered to begin a Crusade to bring the other realms to heel! FUCK!

    * Road Trip back thru Camelot, this time with an advancing horde on their tail, trying to convince the Sainted Knights not side with King Arthur and also try to figure out how to put another god, it's a deeply mixed bag. Gawain's there to help, the Briton priests are Decidedly Not.

    * Climactic Last Battle. Rag tag group of misfits, assorted armies rolling up like it's Lord of the Rings. Jenny Lou is nearly killed while in the form of Gringolet, but manages to survive, though she loses the ability to shift into his form. Gets in a brawl with King Arthur, wins by the skin of her teeth.

    * Post Event Horizon, with steep costs both physical and emotional, Jenny Lou gets time to heal up, but once she crosses back into the mortal realm, has a lot of trouble reconciling the things she's experienced with the life she's trying to lead now, even with the help of her new friends/found family. Makes the decision to pick up and travel solo again, specifically where the wilder, magical things dwell.

    Key Character Developments:
    - Has more stable shape shifting forms that she can access without needing to touch the animal, four of which she can access in Thedas*:
    * a turkey vulture
    * a cat
    * a wild boar
    * a hippo

    * (she no longer has unfettered access to a horse form and like all other forms has to come in physical contact with the animal within 24 hours of shifting, then loses the form after that set time)

    - Her wind powers are more refined (she still can't pull the air out of someone's lungs or manipulate objects like telekinisis, but she can create whirlwinds of varying sizes and strength. As per previous nerf, it works similar to primal magic and the stronger the wind, the less time she's able to sustain it and she can't cast it while in animal form.)

    - She's 20 now!
    - A lot more Tired and less inclined to take every fight that comes her way. More confident and self assured, much less feral teenage trouble maker. Much more comfortable in battle and crisis situations.
    - Middling swordsman (swordswoman?), leveled up her sneaky stats and can pick most locks now.
    - Lost an arm and an eye in the Event Horizon and has spent the last 2~ years learning how to compensate, suddenly having those things back/never actually losing them is gonna fuck with her.
    lumelume: (Default)

    more graduation music

    [personal profile] lumelume 2020-10-04 09:44 pm (UTC)(link)
    PLAYER

    Name: Cami
    Age: thirty[muffled]
    Contact: eolasemah on plurk, Cafiffle#2173 on Discord
    Other Characters: Benedict, Barrow, Fifi
    Interests: I love everything, but especially spontaneity and following sometimes-negative things to their natural conclusions. Problem solving? idk

    CHARACTER

    Name: Felasil "Amador" Shem'lenalin
    Canon/OC: Dragon Age OC
    Journal: [personal profile] lumelume
    Race: human (elf-blooded)
    Nationality: Antivan/Dalish
    Occupation: ragamuffin/canine spy
    Division: Scouting
    Mage or Not: yes
    Age: late 30's

    History

    (tw: suicide)

    Mado's mother was a Dalish elf who fell in with the wrong crowd, also known as one of Kostos and Nikos Averesch's uncles, and ended up with a baby-shaped mistake whom she grudgingly brought to term. She wandered off early on in his infancy, only to be found later at the bottom of a ravine with no signs of struggle, a fact of which he is well aware but, for obvious reasons, chooses not to think too hard about.
    He was raised to the age of ten by the eastern Antivan clan Souvera, who decided he was old enough to care for himself and left him with some food on the edge of Rialto to make his way in the world. He spent his interim years taking up with the street personalities of the city, learning a variety of instruments and other performing arts to generate coin.
    He came into his magic in his mid-teens, which he uses almost exclusively for street grifts and, when the occasion calls for it, turning into a dog to beg for scraps and sleep under carts.

    After living a fairly directionless existence, he finally got it in his head to try and meet some of his father's side of the family in Kirkwall. The rest, one might say, is history.


    Personality

    One might describe Mado as pathologically cheerful, so unshakably ebullient that anyone who can’t match his energy is likely to become exhausted by him. On the other hand, he has a certain, almost canine sensitivity to the emotions of others, quick to offer a shoulder to cry on or what little he has in his pockets to make a situation better. Transforming into a dog is one of his favorite tricks, but oftentimes the notes of personality suggest that he may just be a dog who can turn into a man.
    He also has the rampant tendency to be a desperate people-pleaser, literally bending over backwards for anything asked of him and compromising his own morals-- whatever they may be-- for the chance at being valued by whomever’s doing the asking. Being largely unable to say no has landed in him in trouble more than once, but he never seems to learn from the mistake, as approval from others is seemingly what fuels him.

    As with most approval-seekers, the flipside of Mado’s personality is a profound sensitivity to cruelty and chronically low self-worth. He’s no stranger to debasing himself for coin, and even more so for keeping in someone’s good graces, far more likely to roll over and show his metaphorical (and sometimes literal) belly than to set a boundary against someone whose intentions may not be the best. He gets in trouble easily for this reason, and is no stranger to any city’s holding cells, though he has never committed a crime grievous enough to do any serious time or be taken too seriously.

    Making friends easily will serve him well in Kirkwall, where, with his family reunion having fallen rather short of his lofty expectations, he lacks in totality the support network he kept with the other homeless urchins in Rialto. It’s an opportunity to make a change in his modus operandi, perhaps make something of himself, or fall back into the old habits and be forgotten amongst the dregs of society in Darktown.


    Opinions & Affiliations

    Mado is literally fine with everyone, and sees no reason to hold any opinion otherwise-- as long as they give him money or affirmation, he will follow them to the ends of the earth.


    Strengths & Weaknesses

    Strengths: Shapeshifting (one form currently, more likely to come), adaptability, persistent positive attitude and willingness to work with others, an excellent memory and ear for languages, good at running and hiding, VERY cute as a dog

    Weaknesses: No combat experience whatsoever, incredibly gullible/suggestible, has no idea how to live or operate indoors, illiterate, virtually untrained as a mage beyond parlor tricks

    Inventory

    All he has with him is a trusty tambourine, a hat for collecting tips, and the clothes on his back, which include a bright yellow surcoat that he loves.

    Motivation

    His reason for coming to Kirkwall in the first place was to meet his Beloved Cousins Kostos and Nikos (with a bonus Sidony once he met her), but with that having gone not-ideally, he's been puttering around and trying to decide what to do next. His reason for staying is now, ultimately, to try his hand at spying for Riftwatch, something he's quite capable of doing once he can figure out how not to be a moron about it. (he's smarter than he looks, it'll be fine)

    SAMPLES


    Here's a whole-ass game log with more than 2 samples!
    pittance: (pic#14195549)

    Vance Digiorno | Native OC

    [personal profile] pittance 2020-10-05 06:30 am (UTC)(link)
    PLAYER

    Name: k2
    Age: Too late
    Contact: Cryptic Pinterest visuals
    Other Characters: Isaac, Alais, Lazar (Side)
    Interests: At this point it would be cruel to reintroduce me to the wild.

    CHARACTER

    Name: Vance Digiorno
    Canon/OC: OC
    Journal: [personal profile] pittance
    Race: Dwarf
    Nationality: Orzammar
    Occupation: Warden
    Division: Scouting
    Mage or Not: No
    Age: 32

    History

  • Youngest son of the Deshyr for House Digiorno, and her second husband (a nobleman).
  • Has a much older half-sister (noble) and half-brother (merchant). Both have adult children.
  • It'd take some violent politicking for him to inherit. To avoid that / someone else using him as a pawn, Vance was sent to the Wardens.
  • As a Warden, Vance could bring honour to the family, while retaining his caste. Go go emergency heir backup system.
  • Survived the Joining. Worked as a scout until the False Calling.
  • Present in Weisshaupt, raised objections to Clarel's plan.
  • Escaped in the ensuing chaos. Wardened as a solo project for a while.
  • Decided to check out Riftwatch.



  • Personality

    Vance likes to appear friendly and honest, taking things as they come.

    That isn't entirely a shell — he likes people, and likes when they're straightforward — but it belies the distance at which he holds others.

    As the runt of the family, Vance is used to being planned around, and not being taken seriously as more than a potential complication. If he acted out, it was an annoyance or liability. Instead of rebelling for attention, he leaned into it, and continues to feel pressure to Just Be Cool. Though he'll get mad and shout when it counts, a lot of his true aggression manifests passively, over time. Vance doesn't like to be the stutter in a stranger's day, but he's perfectly willing to be an awful shithead to people he trusts.

    Vance doesn't hide his background, but generally avoids speaking casually about it (crass). Outwardly confident, he privately believes that he's shirked his duties to his people — even as he feels abandoned by them. Deeply loyal to his family, to Orzammar, and to Dwarves (in that order); separating His Real Life Underground from life as a Warden helped him to repress some of the resentment of being sent away.

    Or it did, before he started resenting the Wardens too. Vance's objections to Clarel's plan weren't moral, but personal: He was scared to die. It's the main reason that it continues to rankle him. If he forgives those who participated, what does it say of his own inaction?

    Vance is conscious always of being a part of something bigger, and of being unwilling to give himself up for that. After Weisshaupt, he doesn't trust those in power to make decisions for him, and as someone who fuckin loves systems, the cognitive dissonance hasn't been great. It’s left him restless, and unsympathetic to those who don’t pitch in for a cause.

    This doesn't mean that he can't practice ~self-care~. If you have drugs, Vance wants to try them. If you have fancy imported bubble bath, sure, he'll try that too. It's partly an outlet, part performance: How else will people know he totally definitely doesn't hate himself? Self-styling as wayward allows him to act as though weakness is intention, and as though avoiding conflict is generosity.


    Opinions & Affiliations

    Religion & Philosophy -

    Everything Dwarven is physical — ancestors, memories, paragons, corruption, Stone. Vance now sometimes dreams, and he's seen evidence of the Fade, but the concept of a metaphysical world is always going to be a bit weird.

    The Qun is a lot more familiar, and he mostly objects to its approach to family.


    Mages / Templars -

    Worked with both via the Wardens. Understands the stakes on both sides of the Rebellion, but doesn't have strong feelings about either.

    The Abomination incident rattled him, which he's been ignoring.


    Class & Race Relations -

    Quietly believes in Orz superiority: They're an ancient continuous civilization that's survived constant attack. Surfacers like himself are further from that / the Stone, and lesser dwarves for it.

    Favours a unified Empire, and reintegrating thaigs.

    The Caste system isn't that different from various Surface systems. It ensures that necessary roles are filled and valued, and protects skills from being undercut by people who don't know what they're doing.

    The Casteless should be allowed to make something of themselves by contributing to society — and they can, in the most fundamental ways (children, defense). If you're given the choice to be a part of things, and refuse it, well. You made your choice, didn't you?



    Wardens / Darkspawn -

    Not currently a fan of the Wardens as an organized body. Dislikes the lack of transparency, disagrees with the hierarchy. Has yet to square either of these objections with his class interests or worldview, thanks for asking.

    The Darkspawn are an existential threat, and he's not thrilled to be a part of that undying hivemind.



    Adaptation Notes

    n/a


    Strengths & Weaknesses

    ROGUE

    Physically sneaky: Good at ducking attention and otherwise traveling unnoticed. Not a spy, but knows how to shift his affect or slip between the crowd well enough to lose a tail.

    Fights good. There were expensive tutors since he was old enough to hold a toy sword, and then a lot of monsters trying to kill him after. He's familiar with a variety of weapons, and typically favours short, concealed blades.

    He can fire a crossbow with decent accuracy. His knife throws are good enough for a bar game, and not much else. Enjoys boxing, especially if it's legal to punch the other guy in the knee.


    NOBLE

    Well-educated, wealthy, and with the full support of his family. Fluent in Trade, and knows a fair amount of formal Tevene. Can get by in Antivan.

    Though not of great importance, House Digiorno has historically supported Bhelen's rule. They have additional ties to kalna merchants on the Surface.

    Vance holds some conservative views, which he doesn't often air publicly. He's conscious of being mostly law-aligned in an organization staffed by chaos goblins, and picks his battles accordingly.


    DWARF

    Some magic resistance, can handle lyrium safely.

    He's also short, and not particularly strong. In rural or otherwise mostly-human areas, he'll stick out like a sore thumb.


    WARDEN

    Darkspawn sense, Taint immunity. Also: Limited lifespan, spooky dreams, Corypheus can possess him.



    Inventory

  • $
  • A half-melted warden insignia
  • Digiorno signet ring
  • Clothes and junk
  • Mild mystery stimulants
  • Probably some fancy knives


  • Motivation

    Ancient Darkspawn are still probably his problem, but he's not disposed to sign up for faceless military organizations right now (Inquisition). Especially not human religious ones (Exalted March).

    SAMPLES

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