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.

justashotaway: (Default)

laura kint / x-men native!au

[personal profile] justashotaway 2020-10-07 01:32 am (UTC)(link)
PLAYER

Name: Dove
Age: 21+
Contact: PM this journal
Other Characters: N/A
Interests: k2 gave me a good idea for a network post and i just can't stay away.

CHARACTER

Name: Laura Kint
Canon: X-Men
Journal: [personal profile] justashotaway
Race: Human
Nationality: Nevarran
Occupation: Point her in a direction, and she'll stab for you
Division: Forces
Mage or Not: Not
Age: 17

History

Original history - relevant through the end of NYX

• Conceived by a Nevarran woman, Sarra Kint, with a man Laura knows nothing about. Sarra saw the child as an opportunity for study and experimentation. Her colleague, Alexander Reis, saw the potential to create an assassin he'd never have to pay, to defend his social position.

• Raised primarily in a locked wing of a country estate in Nevarra with the unlikely moniker of X-23 (number your experiments, kids) and given only minimal affection and attention.

• Raised with the intent that she'd learn tactical thought, major languages from the continent, and various fighting techniques. Sarra was in charge of the more academic learning, and on occasion, she'd slip in a fairy tale.

• Reis experimented with variations on the contents of a confusion grenade as a kind of backup plan, in case X-23 refused to obey--the goal was to confound and enrage her enough that she'd fight indiscriminately. He tested it at one of X-23's fencing lessons, where she murdered her fencing master as a resut.

• Reis also experimented on her with lyrium, most notably by grafting it to bones in her hands and feet. She became able to manifest magical claws, with the side effect of a minor healing factor and improved sense of smell.

• Taken out to assassinate starting around age eleven. Small targets first, eventually moving up to people Reis actually wanted dead.

• At fourteen, found out through her mother that Reis was planning to attempt this again and had simply not yet acquired a new infant to begin with. In the estate's ballroom, X-23 stabbed Reis to death, but not before he threw a grenade. When she calmed, X-23 discovered she'd murdered her mother as well--and in looking, panicked, through the estate for coin for an escape, she found a letter to her in Sarra's things. It verified that the girl she'd called X-23 was her daughter and that she'd wanted to name her Laura.

• Found her way to the streets of Cumberland, where she was taken in by a man called Deepstalker and forced into prostitution for men who wanted pain.

• Befriended another human girl, Kiden, on the streets--homeless, though not a prostitute. Deepstalker, who saw her as a threat to his hold on his most profitable girl, attacked her, and Laura killed him.

• Left Cumberland quickly out of fear of the authorities. Made her way to Kirkwall and the Inquisition.

Since joining Riftwatch:

• Joined Forces, successfully followed orders for a year.

• Was publicly identified as a murderess--but it's basically fine, don't worry about it.

• Left Riftwatch for the Frostback Mountains for...what, a month and a half? Two months?...in order to investigate a convent of silent Chantry sisters that's been experiencing a number of mysterious deaths lately. Turns out it was lions. Laura stabbed some lions and helped block up a cave they were living in, and also maybe petitioned a nearby village to help in case of future lion attack. She was a strange kid in a strange land, and she's coming back with lion pelts and a sense of satisfaction at her successful mission.

Personality

Laura has spent a lifetime under the thumb of others, and it shows in everything she does. She's a good soldier, in many ways: she thinks of the world in terms of missions and objectives, listens to the orders her superiors give her, and almost never argues their validity. If she's been told to kill somebody or destroy property or do reconnaissance on a group of people, she'll go for it without question. She's an observant girl, clever, with knowledge of a variety of languages and some ability to take care of herself if she's thrown into unusual circumstances.

There are a couple of problems with that Ideal Minion, however. She struggles with making her own choices--even her approach to getting dressed in the morning is borrowed from somebody else. While that's good when you want to point her in a direction and tell her to stab, it's bad if you need her to do a lot of improvisation. She'll think literally and only in service of the mission, in that case, which can be detrimental; if there's an opportunity to blow up a building and destroy everyone she's supposed to destroy, she'll be inclined to do it, even if it risks allies' lives.

The most serious issue, however, is that she doesn't want to be someone's good soldier--or their dangerous lay, for that matter. She wants to be a person, and she doesn't know how. To borrow from her OOC creators, Laura's a greatsword trying to become a real girl.

Here's where we say that she is a person simply by nature of existing and all that feel-good stuff, but she's not the person she wants to be. Put simply, Laura's awkward. Frequently silent, terse and formal when she does speak, she doesn't know how smalltalk works or what's appropriate to say when attempting it. When she makes the attempt, it's based on observing others.

She struggles to identify and understand emotions besides anger and pain. She can take a stab wound and keep slicing--that's her job--but she has minimal resiliency when it comes to interpersonal relations. Jealousy, embarrassment, self-consciousness, guilt...where other people learned to handle minor expressions of these emotions as children, Laura is completely unequipped. She turns to self-injury to process every unhappy thing she's unfamiliar with--pain and punishment, she understands, and using her claws on herself transforms something like I like a boy and he kissed a different girl into something manageable.

Someday, she wants to be the kind of person other people are: moving effortlessly through conversations over supper and lounging elegantly on chaises. It's going to take effort, though, and a great deal of growth.

Since coming to Riftwatch, she's learned about parts of the world she never had the opportunity to see before: oranges, friendships, card games, budgets, elfroot, cats purring. Laura hasn't transformed into the normal person she longs to be, but she's started to feel like a person--if a strange one. A sojourn in the Frostbacks hasn't changed that, but to her great surprise, it's left her longing for the company she left behind in Kirkwall.

Opinions & Affiliations

The Chantry: Doesn't believe in the Maker or have any meaningful experience with the Chantry outside of references in philosophical texts on war. Finds stained glass pretty.

The Qun: Knows very little about it.

Mages: Distrustful as a rule, but willing to overlook that if someone otherwise seems worthwhile.

Nevarran mages: Significantly more distrustful.

The Mage/Templar War: Knows very little about it, to be honest. Not at all opposed to mage oversight, not clear on the value of templarhood.

Other Races: Familiar with elves and dwarves, less so with qunari. Much more likely to commit microaggressions than anything notably hateful.

Adaptation Notes

For Laura, I needed a setting where people with access to science and/or magic would have the capital, social and otherwise, to be able to do lowkey experimentation in their basements--but I wanted this to be a situation of "similar ideas re:lyrium popping up in multiple places" rather than "the same jerk who experimented on Fenris experimented on Laura." So I chose to make her Nevarran. Making her human was the easiest way to ensure that if someone, someday, was like oh, yeah, I could play Logan here, he could be whatever race they preferred. (Then it just turns out she's elf- or dwarfblooded instead of 100% human.) Her abilities are no longer inborn, but they're still singular and still deeply wound up in her childhood trauma. I also massaged some dates around to give her a little more time to learn stuff at Reis' manor.

Strengths & Weaknesses

Strengths:
• Lyrium-laced bones, specifically along her hands, feet, and lower arms and legs
• Some healing factor
• Excellent sense of smell
• Can self-direct a bit
• Obedient
• Skilled fighter using swords or fists (or sword-fists)
• Fluent in Nevarran, Trade, and Orlesian. Reasonably good with Antivan and Tevene, though her accent is much more noticeably Nevarran.

Weaknesses:
• Poorly socialized
• In urgent need of therapy
• Can't self-direct a lot
• The emotional understanding of a potted plant
• Ruthless, blunt
• Incredibly lonely, though she doesn't realize it
• Might not be able to go back to Nevarra

Inventory

The clothes on her back, the lyrium in her hands and feet. That's about it.

Motivation

Since coming to Riftwatch, Laura's come to trust and care for many of the people who work for the organization. It's the stablest, safest place she's ever lived, and the division heads helped ensure she could stay--there was no chance she wasn't going to come back.

SAMPLES


sample 1, sample 2

acreage: this fuCKING lighTING (} trust)

james holden | the expanse

[personal profile] acreage 2020-10-14 03:03 pm (UTC)(link)
PLAYER

Name: z
Age: 21+
Contact: PM or [plurk.com profile] tintagil
Other Characters: n/a
Interests: Mostly I'm interested in seeing what kind of character development path Holden will go on in the setting! He takes a fairly simplistic approach to politics but physically cannot stop himself from getting involved when shit is Going Down, so that should be...interesting! With Thedan politics! Tbh I'd also really like to develop him to take a more healthy attitude with his martyr/savior complex, and a whole new world with different rules is likely to challenge him on it. Also he's going to be so fucking Tired™ at all the magic and fantasy races and honestly I'm Excited for that.

CHARACTER

Name: James Holden
Canon/OC: The Expanse (TV)
Canon Point: post s4
Journal: [personal profile] acreage
Age: early-mid 30s

Canon World

The United Nations is the authority on an overpopulated Earth. Humanity has colonized Mars, now an ultra-militaristic society trying to terraform the planet, as well as the asteroid belt and outer planets ("Belters"). Mars asserted its independence from Earth some time ago, but relations are still tense and the two superpowers are in a cold war. At the same time, Belters have lived in space for generations, working and living on space stations and in low gravity, which has caused physiological changes that makes the rest of humanity look down on them as less-than. The OPA campaigns for Belter rights, but is often dismissed as a terrorist organization. Enter the protomolecule, an alien technology created by an ancient dead civilization, that eats people, defies the laws of physics, and creates wormholes. It's fine, probably.

History

Holden grew up on a farm with all eight of his genetic parents, who got a tax break for only having one child which allowed them to claim rights to 22 acres of land. The government was not pleased; they're classed as agitators who gamed the system, and it's implied they've been engaged in a number of lawsuits over ownership to the land. Jim was meant to take over the fight when he came of age, but he ran away and enlisted with the UN Navy at his mom's behest instead. He was dishonorably discharged after several years for refusing to fire on a Belter ship, then worked odd jobs for a few years before signing onto an ice hauler called the Canterbury. This worked out great for him until the ship was blown up and he was one of the handful of lone survivors. Since, he's gotten involved in a number of major conflicts and events in the solar system and become a celebrity, which is really embarrassing please stop looking at him. Most recently, he's been involved with alien technology that's made travel to other habitable worlds possible, mediating conflicts (or. trying.) as people rush to settle new planets.

link

Personality

The key to really getting Holden is this: he spent his entire childhood and most of his teenage years with the understanding that he existed for the purpose of fighting a hopeless Good Fight for his parents. It means he has a very specific idea of what's right and wrong, and a predisposition to fight for the little guy. It means he has a certain distrust for authority. It also means he has a hard time telling when a cause is attainable or not, which means he swings from committing all in to hopeless causes to trying to totally disengage from them. Mostly, though, as Naomi puts it: he really can't stop himself from trying to save everyone.

It also means that he's extremely committed to serving the needs of others; as one of his mothers put it, he always wanted to be a knight as a child. His favorite book was Don Quixote, for crying out loud, he literally names the ship after it. The flipside of this is that he consistently disregards his own needs and would sacrifice his life for his loved ones -- or for a good cause, or for someone in need of help -- in a heartbeat. He bottles up his traumas, refusing to talk about them, and will be the last to admit if something bad is happening to him. He puts a lot on his own shoulders and then blames himself for things outside of his control, using that guilt to feed back into an ouroboros of martyrdom. Pretty much his worst nightmare is to be the sole survivor of a horrific event, and it's happened once already.

He doesn't love using violence, tries to avoid it (particularly lethal violence) when he can, but he's at a point where he recognizes that isn't always possible. Time was when he was deeply opposed, even to killing someone objectively awful with no remorse for their atrocities, and also when he went too hard with being willing to kill, himself; but he's found a middle ground by now.

He's also quick to hand out praise and recognition, giving credit where it's due, while demonstrating humility regarding his own actions. It's one of the things that makes him a good leader, and why the crew accepts him as captain. He doesn't tend to take himself too seriously and has a good sense of humor, cherishing the members of his crew and making sure they know it. In a universe where a person's birthplace determines a lot of their allegiances and how they're treated, he's determined to treat everyone with dignity and kindness. This can backfire -- he refuses alignments, for such a well-known figure in the system, and he doesn't always have the context to understand what the oppressed (typically Belters) go through. But he's trying his best.

Strengths & Weaknesses

strengths

+ strong moral compass
+ cares! a lot! about everyone! willing to set aside people's pasts and judge them on their present actions
+ empathetic and intuitive to peoples' needs
+ which makes him a good leader, and often draws people to him
+ great at delegating, and has a strong sense of where to put people so they'll shine
+ a good strategic sense from his time with the navy, knows how to handle a gun and hand to hand combat

weaknesses

+ so self-righteous at times
+ self-sacrificing, way too much, de-prioritizes self-care of any kind and essentially treats himself as expendable
+ a locked box about his problems
+ which means he has a bad habit of bottling up his trauma until he explodes and makes terrible decisions
+ can hold a grudge if you get him going
+ can be easy to manipulate if you know his buttons, which he's hardly subtle about
+ ???? fantasy weapons, ????? magic
+ as sympathetic as he is to the oppressed, as much as he'll always ultimately take their side, he can be pretty tone-deaf about their plight; this is true as an earther from a well-off family, and I imagine it'll be true as a human man in Thedas

Suggested Nerfs

N/A, he's a normal human.

Arrival Inventory

+ The clothes on his back (plain short-sleeved shirt, spaceship jumpsuit)

+ The implant under his skin -- about which I have a question. As a result of exposure to a high dose of radiation in the season one finale, Holden is at a very high risk for cancer and has to take regular medications to keep from developing it. He injects meds into the implant periodically, which presumably dispenses. Is there a way this can be finagled (magic???) in the setting, since presumably Riftwatch doctors don't just...have a stockpile of space age anti-cancer medications lying around. It's strongly implied that he can't really go without the meds for any length of time without getting sick.

Humanization

N/A

Fit

I definitely want to see Holden outside the comfort zone of the universe he knows, in a new setting with different rules and very different politics. He's big on the idea of equality, protecting everyone you can whenever you can, and I think it'll be interesting to see how that runs up against the situation in Thedas -- particularly when he's no longer The Protagonist Of The Show. While the magic and fantasy races and monsters will give him pause (why), he's seen a lot of very weird shit at this point thanks to the protomolecule, so he'll be able to adapt.

SAMPLES


1 + 2
innerharbor: (Default)

amos burton | rifter.

[personal profile] innerharbor 2020-10-14 03:09 pm (UTC)(link)
PLAYER

Name: pel
Age: too old
Contact: wehwalt @ plurk
Other Characters: Mhavos (main) & Jone (side).
Interests: I want to play a Rifter, for starters. Bringing Amos from a very serious, hard science space opera setting to knockoff DND land sound brilliant. Likewise, due to the way magic, dreams, and weird fuckups work in this place, it might be harder for Amos to hide from what he thinks is true about himself, pushing character development. Amos is very much a product of his environment, and I want to see what happens when he's moved somewhere else.

CHARACTER

Name: Amos Burton
Canon/OC: The Expanse (TV)
Canon Point: Post s4.
Journal: [personal profile] innerharbor
Age: Probably early / mid 30s.

Canon World

While the actual date is never given in canon, original drafts titled the series 2350, so it's safe to say it's been a while. Humanity is alone in the universe*, but they have expanded far in the solar system.

Earth is a place of harsh class divide thanks to overpopulation and job scarcity; either you're one of the lucky few to have a job, a life, prospects, and a future, or you're on 'basic', with just enough to survive and nothing else. Or, if you're really unlucky, you slipped through the cracks of society at birth, and are 'undocumented', an unknown whose only real choice is to survive through crime.

Due to this rampant inequality, humanity has expanded, first to Mars, where a militant government rules over citizens constantly living in a cold war with Earth that drives their entire economy. Mars strives to make itself just as livable as Earth, so it will no longer rely on outside forces for resources. Everyone on Mars has a job... or else.

And then there's the rest: Belters. Those living in the asteroid belt or beyond it, third class citizens of their own Solar System, the poor who work to send water and oxygen mined from asteroids to the highest bidder. Having developed their own pidgin language over the last hundred years, Belters have a unique cultural identity only further underlined by how the overwhelming majority of them grew up in microgravity, and look very unlike the humans of Earth or Mars.

Things are at a standstill, between resources, cold wars, and exploitation, until an anomaly enters the system.

*Humans are not alone in the universe.

An artifact of a long-dead alien civilization is found, and used to wage war, to kill, to start a plague, and to stop it. Throughout all of this, a hero emerges: James Holden, the face of justice, someone reviled and beloved by Earth, Mars, and the Belt, for his actions that never favor any faction and instead just try to preserve as many lives as possible.

Amos is his mechanic.

The final evolution of this alien technology is found: ring gates, allowing humanity to reach beyond the solar system, beyond the furthest their technology could have sent them just days before. The ring gates are a point of contention, as people scramble for the millions of habitable worlds, unclaimed and lush with strange alien life, but one thing is for sure: nothing will ever be the same.

History (NOTE: Amos has a backstory from the book series that is only heavily hinted at; showrunners have said it is canon for the show-- relevant considering the showrunners are also the authors of the books. Quickie summary of that, and then a link to the show summaries. LMK if this isn't okay or needs changed, etc.)

Earth is, as previously discussed, a shithole. People are frequently born all under the radar of the government, easily exploited by crime bosses and slumlords. One of these undocumented was a young boy named Timmy, the child of a child prostitute. Sold into sexual slavery before he could remember, eventually the crime boss who essentially owned him decided he was better off serving as a bouncer. When one of the frequent gang wars began to wipe out entire sections of Baltimore, Timmy was hired muscle, and then a bodyguard for his childhood friend Erich, a talented hacker.

Working for the gang owned by the powerful Baltimore crime lord Amos Burton, Timmy was ordered to kill Erich to cut some loose ends. Having never lived a life of independence, Timmy was ready to do it. At the last minute, he was talked out of it by his surrogate-mother Lydia (Timmy's own mother having died long ago). Knowing he had to listen to Lydia above all else, he could no longer kill Erich. But, born from a world of violence and seeing no other options, Timmy instead killed Amos Burton. While running from retribution, Timmy discovered that, in thanks for sparing his life, Erich had hacked an identity for Timmy using Amos Burton's citizen profile. It gave Timmy the chance to escape to the stars.

Timmy was gone. Amos Burton entered a shuttle, and became one of the few undocumented Earthers start a new life in space.

The rest is history.

Personality

The single most important thing to understand about Amos is that he does have emotions. He just doesn't think he does.

In one episode, Amos is described as having "[...] cauterized all that [emotion] in order to survive," and the speaker is partially right. Somewhere on the slums of Baltimore, before Amos can even really remember, he was unable to deal with the horror and the loss and the pain he experienced daily. In a response to that, Amos sealed up his emotions, and threw them away.

The problem is, that's not actually possible. If it were, Amos' life would be much simpler. But the fact that he still values the lives of children and friends means somewhere, deep inside, Amos does feel emotion. He just can't recognize or identify it. Because of this, emotional decision-making is beyond him, and this combines with his very violent upbringing to make him prepositioned toward quick and violent preventative action.

Kill Erich. Kill Miller. Kill Fred Johnson. Kill Roma. Kill Ashford. Those are all things he wants to do, and all things he is stopped from doing by an outside influence, because while it may solve problems in the short run, it would be morally wrong, or occasionally the wrong move, because Amos is more concerned with protection in the short run than preservation in the long run.

From repetition, Amos has realized that his first instincts, while efficient at killing the immediate problem, are not always the right instincts-- they don't take into account morals, much less how to preserve the most life, how to set standards, how to move forward.

He knows he's not a good person, and that's fine, but he doesn't want to hurt good people, or eliminate chances of preserving life. Children, the disenfranchised (mistreating prostitutes is a trigger), his friends, all deserve protection. Amos just doesn't know how to do it on his own. He'll violently hunt down the perpetrator of violence, but... what comes after that?

This is why he needs an external moral compass, a person he elects to follow and protect without question. In the show, he uses Naomi Nagata, and later James Holden, as his moral compasses, deferring to their wisdom in fraught situations where his first call isn't the best move.

He's not a dog. He has opinions, and will air them. Amos is incredibly good at sizing up a potential fire fight, judging a person, seeing the tactics of a conflict, largely because he has no ego to get in the way of his perception. But sometimes you need an ego, a feeling, a moral code, to be able to make the 'right' call, when the 'smartest' call just leaves everyone dead.

But Amos is growing. He's not aware of it, because his beliefs about himself tell him he can't, but he is. Sometimes, when he's alone in a crisis, he asks himself, what would Holden do?

Strengths & Weaknesses

MENTAL

+ A lack of ego or larger emotional context means he's excellent at strategizing, fantastic at reading others, at figuring out unspoken wants and desires. No introspection means his extrospection muscles are incredible. Also, he's technically a genius level mechanic when it comes to intersolar travel.

- All of Amos' specializations are really relevant to the context he's within. He can strategize because he knows the score; he can read people because he understands their wants; he can do mechanic shit in the technofuture. In another world with different technology, different politics, different everything, he's going to be at a bit of a disadvantage.

PHYSICAL

+ He's a fucking tank. Incredible pain tolerance as well, he can keep going for as long as he's physically able.

- No magic, no protection against magic, is used to fighting with guns. Too many muscles to fit into small spaces.

EMOTIONAL

+ Can generally keep it copacetic even when the world is going straight to hell.

- If something triggers an emotional throughline (the exploitation of children and / or prostitutes, his Important People being killed or almost killed) he will not understand what he is feeling and will probably act out violently in order to try and make it go away. Prone to flipping out without someone to pull his moral reins. Also, not always great in social situations, because of that whole emotion thing. Generally comes off as a bit distant, or unhinged, saying brutal things in a cheerful, laid back way.

Suggested Nerfs

None; he's just a baseline human.

Arrival Inventory

- His Oni pin.
- Engineer's outfit.

Neither have any value beyond the sentimental.

Humanization

None, baseline human.


Fit

Amos cannot identify his emotions, but he does have them. Magic in this world is ruled by emotions, with spirits and demons taking on the form of extreme emotions.

Amos also has very fucking little cultural sensitivity, which should be interesting because humans non-mages are at a privileged place in this society, unlike what Amos is accustomed to as a poor Earther.

SAMPLES


In-universe & out (translations for in-universe conlang in hover text).

nonvenomous: (Default)

Richard Dickerson | Rifter OC Canon Update

[personal profile] nonvenomous 2020-10-25 11:14 pm (UTC)(link)
Character: Dick Dickerson
New Canon Point: Current DND adventure, lvl 10
Synopsis:
  • Outed to the party as a yuan-ti plant and outed to the yuan-ti as a turncoat after the party engaged in combat with yuan-ti assassins and they ordered him to assist in the attempt. He declined. After the fight, the party barbarian beat up on him and forced him to strip down to his underwear in front of everyone to expose him as a snake man, it was a bad time.
  • Terse party relations, next mission (trying to rescue Loxley’s mother) everyone was killed, captured and resurrected, again a very bad time, this was largely Dick’s fault. Party wizard turned himself in to get the authorities off their backs.
  • Worldstate rapidly approaching fully apocalyptic conditions, waters are corrupted, winds have stalled, earthquakes increasing, a catastrophic volcanic eruption looms.
  • A deeply self-righteous paladin joined the party, the barbarian was permakilled in combat in a city overrun by gnolls and Richard could have stopped her but was tired of stopping her from doing similar things and didn’t, a bloodhunter joined the party.
  • Party travelled to southern (earth) temple and successfully reversed the corruption there, still 3 temples to go. Rescued from the collapsing temple by Loxley’s parents in an airship. Later attacked by goblins in hot air balloons (really). The ranger was permakilled. Dick attempted to resurrect her but she declined to return to life. Stressful. The party is currently fighting its north to the water temple through a bog.

    Key Character Developments:
  • His capacity for emotion is still hamstrung but he’s taken some big licks and had his foundation rocked more than he’d care to acknowledge. He’s not likely to speak much on the subject, but he’s endured some heavy shit, including dying, seeing his god and being sent back, and listening to a captive being devoured by gnolls, because if he alerted the rest of the sleeping party, they would nobly charge into a fight they couldn’t possibly win, possibly condemning the entire world to destruction in the process.
  • He’s gained steadier confidence in bringing himself around to the idea that he would have never lived a full or “happy” life among other yuan-ti, and accepting that he can find meaning for himself and have purpose as a suboptimal mess. Some of this is just proven success -- he’s seen and survived deadlier combat, including situations where the rest of the party has looked to him for guidance in the heat of battle.
  • He has a much better-established understanding of his relationship with his god, Oghma. Particularly faith that Oghma can be trusted and relied upon as a deity -- he’s formally sworn fealty where before it was a much more uncertain/fraught relationship.
  • Successfully studied enough to achieve conjuration with arcane magic (vs the divine magic he is a conduit for), and gained proficiency enough to summon his familiar, Thot, along with a few other low level spells. Thot spends most of her time as a black cat but can theoretically also be a hawk or a snek or an octopus, as she’s just kind of a spirit that manifests as a small animal. I will submit a points specialization thing for this as I’m not sure how much you will allow — addntl spells would involve things like a reactionary shield spell that can briefly block incoming attacks and a taseresque electric zap.
  • I’ve made some clarifications in his background after playing him for an additional year, most significantly that he was put through forced re-education after the Yuan-ti caught him slippin at the Cruxal when he was 19.
  • lettenhove: (pic#13852118)

    Jaskier ( the Witcher - Netflix ) | Rifter

    [personal profile] lettenhove 2020-11-04 07:10 pm (UTC)(link)
    PLAYER

    Name: hayley
    Age: 34
    Contact: pm
    Other Characters: n/a
    Interests: i want jaskier to find someone to follow around and sing songs about, explore elven ruins, get into trouble after falling into the wrong bed, etc. you know, jaskier things. just. in a new world where he has never been before.

    CHARACTER

    Name: Julian Alfred Pankratz. Aka Dandelion Jaskier
    Canon: The Witcher (Netflix) with a bit of the books/games to fill in canon holes.
    Canon Point: Post Ep. 6, after Geralt scares him off the mountain.
    Journal: [personal profile] lettenhove
    Age: unknown. for some reason, he never ages in the series gg, netflix, and is said to be roughly middle aged in the books, however he's younger than that in both the games and show. i'd say he's somewhere in his 30s.

    Canon World

    1500 years ago, the Conjunction of the Spheres brought people from all sorts of races, worlds, and abilities to the world of the Witcher. Around that time, other creatures began to populate that world. These terrifying creatures, more commonly monsters, were a danger to people settling around the continent. As a result, humans with their new skills controlling magic, sought a solution that would keep them safe. Thus, the Witcher Trials were born. Young boys were either offered or taken from their families in order to be forced into a series of deadly physical, emotional, and chemical trials that would turn them into near-immortal mutants with skills more deadly than that of normal men. About 1 in 3 boys would die during this process, but some would survive. One of these boys would be Geralt of Rivia, a particularly strong witcher known across the Continent for the slaughter of several people in the village of Blaviken.

    Enter Jaskier, the viscount of Lettenhove and a traveling bard. He and Geralt meet in the village of Posada and begin traveling together as Jaskier used his composing skills and talent for writing clever lyrics to boost Geralt's reputation. Along the way they face off with monsters of all sorts, as well as mages. But what is most important is the Law of Surprise which Geralt claims after saving another man's life. This Law of Surprise grants him a Child of Surprise, bound to him by destiny. Those who try to avoid destiny are often burned by it, and as it turns out, this particular Child of Suprise is one of Elder blood, ie her lineage goes back to that of the first elves to arrive on the Continent, despite her being entirely human. This will present issues for both Jaskier and Geralt later on.


    History

    In regards to the Netflix!Jaskier, not much is known about his background before he meets Geralt in Posada and begins traveling with him. What is known comes mostly from the books, which I will incorporate here and there, where it makes sense to, or when the Netflix series makes references to them.

    Julian was born in 1229 to the prestigious Pankratz family of Lettenhove. Within a few years, he received education at the nearby temple school where he had "literacy beaten into him with a cane." Once he turned 18, he traveled to Oxenfurt where he eventually gained a degree in the 7 liberal arts. He would return there from time to time in order to teach a class here and there.

    Eventually, with lute in hand, Julian (going by the name Jaskier) decided to leave behind the city, the university, and even his name. He found himself playing bawdy tunes in an inn in Posada, near the edge of the known world. It's here that he encounters Geralt for the first time and names himself as the bard who will give Geralt a better reputation. At first, Geralt puts Jaskier down, but after a run in with some rogue elves, Geralt allows Jaskier to tag along on his adventures for a while. One of these adventures will ultimately change Geralt's destiny when Jaskier gets Geralt to be his bodyguard at the proposal feast for the princess of Cintra. It's here that Geralt claims the Law of Surprise and is saddled with a Child Surprise who would be born many years later. After the disaster that is the party, they part ways until uncounted years later when Jaskier meets Geralt who is fishing along a riverbank, seeking out a djinn. As a result of tussle between them over the djinn's vessle, Geralt makes a wish that causes Jaskier's throat to magically close up. Geralt seeks out a mage to undo the curse and comes upon Yennefer of Vengerberg for the first time. While Jaskier is cured, he is left to watch as the building they'd been in crumbles on top of Geralt. Fortunately, the witcher escapes, but not without a consequence: he has magically tied his and Yennefer's fates together.


    Fast forward a few more years and Jaskier is once more tagging along with Geralt. Their latest quest is to slay a dragon, who turns out to be the man who actually hired them in the first place. Once the dust has settled, the dragon informs Geralt that he will lose Yennefer. Angered by this, Geralt lashes out at Jaskier, insisting that it is Jaskier's fault that his life is going to shit. This is where they part ways for what seems to be a final time.


    Personality

    Jaskier is a lover of many things: music, poetry, romance, heroic stories, and most importantly, the finer things in life. Wherever he goes, he tends to leave a string of angry lovers behind him, but also the name of the White Wolf (ie Geralt) on people's lips. He's an excellent musician and lyricist, known for many popular songs that have ensured that Geralt's legacy would not be forgotten. And while he seems like a coward, he is not. He often times throws himself headfirst into dangerous situations, in order to get the truth of the story and not just what he hears second hand. In the books, he is quite daring, taking up the role of spy during the war with Nilfgaard, following Geralt on some of his most dangerous missions, and even staging grand escapes or heists. In the Netflix series, he comes across as being a bit of a buffoon, buffeted along in Geralt's wake. However, he is intelligent, having been educated at the prestigious Oxenfurt Academy and quite familiar with history. He often offers exposition or explanation of the events currently happening or have happened. In the games, Jaskier provides much of the backstory during cut scenes and loading screens, while in the books, he's known for being clever and crafty.


    Strengths & Weaknesses

    Because Jaskier is a normal human, he has no specific powers or abilities. His few strengths are that he can walk long distances without complaint, and can occasionally swing a punch when needed. He is more adept at music, specifically playing the lute and coming up with lyrics on the fly. He's something of a genius at it, developing the song "Toss a Coin to Your Witcher" off the top of his head.

    His time spent with Geralt has taught him a few things, most of which comes from helping out a witcher. These tasks include minor first aid and survival techniques like building a fire.

    However, because he is a normal human in a world of magic and monsters, he does pose a bit of a liability when it comes down to fighting. More often than not, he'll run and hide rather than get involved. That or call for someone stronger to come protect him.



    Suggested Nerfs

    Not really applicable since he has no powers, etc.

    Arrival Inventory

    Jaskier will have the following on him:
    → his elven lute, given to him by Filavandrel
    → his clothing, being a blue silk and brocade doublet with a silk chemise underneath, and blue trousers.
    → his notebook and charcoal pencil
    → a flask of Erveluce.

    Humanization

    Not Applicable

    Fit

    Given that Jaskier is from a medieval world not unlike the one of the game, Jaskier should fit in well, culturally. However, when he finds out that bards are essentially assassins, he might reconsider his line of work. Still, since he is very adaptable to situations, having experienced a lot in his thus far short life, he will be able to adjust with ease. Sure, there are a few differences, and sure he won't know what the hell to do with his hands after arriving, but he'll do whatever it takes to make a name for himself and fit in with both the locals and rifters.

    SAMPLES

    one; two; three

    REVISIONS

    [personal profile] lettenhove - 2020-11-04 22:16 (UTC) - Expand
    clawings: (Prison of sleep)

    Erik Stevens (Killmonger) - MCU's Black Panther

    [personal profile] clawings 2020-11-15 02:10 am (UTC)(link)
    PLAYER

    Name: Era
    Age: 30+
    Contact: spacewitchery#9221 / spacewitchery @ plurk
    Other Characters: none
    Interests: DA:I is one of my favorite game world settings ever and so I'm just excited to be a part of a game that utilizes that setting. Erik in particular is a politically invested and interested character, and so I'd like to get him involved with that (especially intrigue and assassinations, his specialties). I don't love action scenes but they are a lot of fun for me, and I'm interested in combining the political with the day to day life aspect of the game. .

    CHARACTER

    Name: Erik Stevens aka Killmonger
    Canon/OC: Marvel Cinematic Universe: Black Panther
    Canon Point: end of film
    Journal: [personal profile] clawings
    Age: 32-35

    Canon World

    In the MCU there is magic, there are superheroes, there's advanced technology, there are aliens, and there's everything else that one would find in a modern-day world. In 2012 the world changed as a result of an alien invasion that lasted 4-5 days and decimated much of New York City. In that same week the world was introduced to superheroes and aliens on a large scale that couldn't be ignored or swept under the rug, though there'd been some historical precedent for superheroes at least (like Captain America during World War 2).

    That said, all the problems of a modern world still exist, including institutional racism, sexism, and colorism. Knowing that there are super-powered people, magic, and aliens in the known universe but that this hasn't magically solved social issues in the world are pretty basic for understanding the world that Erik comes from.

    History

    Wiki

    • his mother is wrongfully imprisoned and dies while Erik is very young

    • his father, Prince N'Jobu of Wakanda, tells Erik stories of his heritage and promises to take him to Wakanda one day. He is also given a war dog tattoo

    • his father works with Ulysses Klaue in order to obtain vibranium from Wakanda in order to support a revolution

    • his father is killed by T'Chaka, his uncle, as a result of the vibranium theft, with his body left in the apartment for Erik to find, and the man Erik knows as his father's friend James disappears the same evening

    • Erik presumably goes into the foster system and as a native of Oakland lemme tell you - that is not a bright childhood for a Black boy at that time

    • Erik attends the US Naval Academy in Annapolis & graduates at age 19

    • Attends MIT for grad school

    • Joins the Navy SEALs

    • Is nicknamed 'Killmonger' for his high kill count

    • Joins a JSOC team

    • Begins working with Ulysses Klaue to get a vibranium item in the Museum of Great Britain

    • Helps Klaue escape from T'Challa and others from Wakanda who have come to try him for crimes against their country, kills Klaue almost immediately afterward

    • Comes to Wakanda, demands that he be given the right to challenge T'Challa in combat as they are both in line for the throne, defeats T'Challa, and takes the Wakandan throne

    • Sees his father in the afterlife as a result of ingesting the heart-shaped herb

    • Attempts to overthrow governments worldwide using vibranium weaponry and the War Dogs (Wakandan soldiers who have infiltrated the outside world)

    • Fights T'Challa AGAIN (loses, this time)

    • Dies


    Personality

    Erik is angry, first and foremost. It is in the way he walks, in the way he speaks. He is angry about the subjugation of people of African descent all over the world but acutely angry at the situation within the United States. He is angry at the world for Western Imperialism's scar across the people of this planet. He is angry at the fratricide between his uncle and his father. He uses that anger and has distilled it to suit his purposes, channeling it into a ridiculously high kill count through his time in the US Navy SEALs and JSOC.

    Erik is a highly complex man beyond that defining characteristic. He's a big picture thinker; his intelligence allows him to be frighteningly good at strategy. There's no reason to dismiss the idea that he specifically enrolled at Annapolis and chose the Navy SEALs because he knew that those institutions would provide him with the knowledge and opportunities he wished to possess. Because he is so intelligent and so good at strategy, Erik is also good at responding to shifting odds in or out of his favor, be they political or combat-related.

    He is a very passionate person, while unfortunately, he is also prideful and stubborn (the latter being a trait he and his cousins definitely share). He clearly takes a lot of care into his appearance and his physical presentation. He also is in possession of the type of pride that is steeped in toxic masculinity, unfortunately; a certainty that is rooted in believing he is ultimately in the right, no matter the cost. It is very difficult to convince Erik that he is wrong, or that he should have regrets about his actions.

    Everything stated thus far are aspects of Erik’s personality that are easily discerned through the process of hearing him speak and watching him interact with others. Everything that follows are aspects of Erik’s personality that only come out in specific situations or those that are a bit more below the surface. Due to his father’s murder by his father’s own king and brother, Erik has a lot of issues when it comes to how he relates to other people. “Everyone dies,” he tells the ghost of his father when asked why he isn’t crying. “That’s just how it is around here.” His use of violence towards others is not careless but it is definitely casual.

    Along those lines, Erik suffers from a strong sense of isolation and abandonment. Isolation due to having a hidden heritage he could not access and due to being orphaned at such a young age. Without a family presence, Wakandan or otherwise, Erik grew to suffer from a near inability to allow himself to feel anything other than anger and passion. Sadness and loss shape his actions as much as his anger does; they all exist within him and yet he would not admit to any of it except the anger until he was dying.

    Strengths & Weaknesses

    Heart-Shaped Herb granted abilities include:
    Enhanced strength, speed, stamina, durability, agility and reflexes.

    Thanks to the United States Gov't Abilities:
    Master martial artist, swordsman, expert marksman, master tactician, assassin.

    He went to school for engineering.

    He's bad at interpersonal shit. Real bad at politics that don't involve killing someone in the end. Terrible at diplomacy.

    Suggested Nerfs

    He won't win every fight, not at first or not at any other point. That's the best nerfing I can think of. His combat experience will help him but he's never had to dodge fireballs being launched at him by a mage, and changing worlds while having just died is going to put him off-kilter for more than a little while.

    Arrival Inventory

    Things Erik has that I imagine will disappear: kimoyo beads and the golden panther necklace.

    The kimoyo beads work as a communication device and also a way to implant vibranium-based nanites into things and places on people like open wounds. Outside of Wakanda they just won't work, as there's not a network in place for them to function on.

    The golden panther necklace contains nanites that issue the black panther suit to the wearer. Since this suit involves technology that doesn't exist in Fade Rift, I'm a-ok with it completely disappearing or just not working in-game.

    Things that I imagine Erik will be allowed to keep: his father's royal seal ring, his clothes (a black open sweater, black pants, black sandals), and a gold grill in his mouth that he'll occasionally flash at others.

    He won't be arriving with anything else.


    Humanization

    Erik is stronger than the average human (thanks, heart-shaped herb) but otherwise appears and is 100% human.

    Fit

    I'm really excited to put Erik into the thick of a military conflict, in part because it's a setting with which he's very familiar and he has a chance to shine. There are people to kill? Great. Erik is prepared and won't be terribly shocked or off-put by the repercussions and blowback from his actions. However, historically he hasn't had many opportunities to align himself with a cause he really believes in. In Thedas, fighting a demon army, mind-controlled Wardens, Tevinter mages gone mad with power? That might be the greater good that Erik can manage to put his all behind.

    I'm also looking forward to having Erik build actual-factual connections to other humans where he doesn't just use them or sacrifice them for his own gain. That'll take time, but it is one of my goals.

    SAMPLES

    Sample one:

    This place, Thedas? Might just be Hell.

    There are demons, for one thing, and while Erik has had a decent grasp on aliens and whatnot over the last few years, this shit? It's a whole different bag. The first time he sees a terror demon he just about loses his shit cursing it out from a distance under his breath. This place doesn't have guns, which is another mark in the 'might be Hell' box honestly because he'd be great at putting a bullet between the eyes of the demon. It wouldn't require him getting close enough to be noticed, that's for sure, or having to try to fucking run from it once it opened up the earth beneath itself and reappeared not two feet away from him, knocking him on his ass in the process as it stood over him and screamed.

    The sword he's got doesn't feel like nearly enough, but it's what he has, and it's what is gonna have to work. Erik's no coward; if this is an afterlife (and he's not convinced it isn't - his ancestors sure as shit wouldn't want anything to do with him, now would they?) he'll do what has to be done just as if it were back home, and right now what has to be done is putting his sword through this demon.

    There's a lot of pleasure in the sound it makes as it disintegrates into the rift that summoned it, but he doesn't have time to really gloat about it - some other demon just threw a sharp pick of ice at his spine, and that needs to be dealt with first.

    This place might just be Hell, but it's what he deserves.

    Sample 2:

    Kirkwall is is a strange city but it's got taverns and Erik knows what to do in a bar. Go up to the barkeep, ask for something strong, find a dark corner, grin at the waitress in her low-cut dress, keep to yourself. Of course, it doesn't always work out that way, and today someone else has settled in the seat across from him.

    Erik raises an eyebrow - a skill he honed at a young age - and takes a long drink before asking:

    "Who in the fuck are you?"
    Edited (realized I put age as 32-25 which is not possible lol) 2020-11-15 03:55 (UTC)
    brainiest: (Default)

    hermione granger | rifter

    [personal profile] brainiest 2020-11-15 03:59 pm (UTC)(link)
    PLAYER

    Name: Rachel
    Age: 28
    Contact: aziraphale (plurk), solas#2878 (disco)
    Other Characters: Sidony
    Interests: MAGIC FUN TIMES

    CHARACTER

    Name: Hermione Granger
    Canon/OC: Harry Potter
    Canon Point: Post Battle of Hogwarts
    Journal: brainiest
    Age: 19

    Canon World
    Hermione comes from a typical magical style world where creatures from fantasy are somewhat commonplace and much of it is part of everyday life for a great deal of citizens. In Harry Potter the world is a magical one where wizards and non-magial folk ("muggles") are generally kept separate. Thoughout time there have been issues of who deserves to have magic and who does not, which has led to a series of magical wars which it has just come out of.

    It's a traditional world with somewhat modern techology (1998 style modern) mixed with magic from witches and wizards that follow the stereotypical standard of magical worlds (spells, potion making, etc).
    History
  • Born to two non-magical dentists in London. Grew up and learned she was a witch at age 11 where she started at a magical school. As a muggleborn she spent a lot of time getting harrassed and treated quite badly for not having "pure" blood - not from everyone, but from certain parts of the magical world that make it a significant aspect of her past.
  • From ages 11-18 Hermione attended Hogwarts, where she spent most of her time studying and also saving Harry Potter's life. She learned all the different areas of magic and became quite proficient with most of them, becoming top of the class in the majority of areas and doing the best she could - while stressing desperately - to get the best grades physically possible.
  • Year one: cracked a puzzle that stopped Harry dying. Year two: solved a mystery while petrified. Year three: travelled through time and saved a wanted criminal's life. Year four: made sure Harry didn't tie in a tournament. Year five: protected Harry throughout the year and took part in a battle in the government. Year six: told Harry cheating was bad (it was) and studied really, really hard. Throughout the years there was a fair share of emotional trouble and stereotypical teenage drama, but a lot of her time was spent taking care of Harry and studying/learning/being with him.
  • Instead of going back to school Hermione spent her time travelling around with Harry searching for Horcruxes, parts of Voldemort's soul, so that they could destroy him. She almost died about a dozen or so times.
  • This all came together in the Battle of Hogwarts where Harry was able to defeat Voldemort and she (plus the other members of the Order of the Phoenix/Dumbledore's Army) helped repel the Death Eaters and win the war once and for all.
  • WIKI here.
  • Personality
    Hermione Granger is one of the smartest minds of her generation, excelling in ninety-nine percent of her school subjects and becoming a living example of the idiocy of pureblood supremacy. While she was proud of her intelligence, Hermione was never the sort to keep her brains to herself; she frequently helped friends with their homework, showing her kindness as well as her aptitude.

    Although her intelligence leant itself to magical capabilities, Hermione put great stock and faith in logical thinking, allowing her to notice things that other people might not notice. The voice of reason in the 'Golden Trio', Hermione's logic managed to help them through a number of their trials in their schooling, not limited to the brewing of a Polyjuice Potion, the confiscation of Harry's possibly-jinxed Firebolt and her anger over Harry's use of the Half-Blood Prince's Potion book. Cautious but brave, Hermione isn't afraid to stand up to more impulsive friends, keeping her attention on the task at hand.

    Throughout the books Hermione proven that Gryffindor was the perfect placement for her; she constantly showed herself to be brave, though cautious, capable of doing what needs to be done. Initially she was panicked in the face of danger, but that was more due to her youth than any true lack of courage on her part. Hermione's courage is often undermined by her sheer intelligence - she would have certainly excelled in Ravenclaw. In Gryffindor, however, her courageous and loyal sides thrived as well as her mind, showing her to be as strong a Gryffindor as her friends proved themselves to be.

    Another of Hermione's defining trait is her compassion for those less fortunate, especially the creatures that are often taken advantage of in the wizarding world. Her cat, Crookshanks, she bought because no one else seemed to want him. While that turned out to be incredibly beneficial, as Crookshanks proved himself to be a good, protective pet, it shows Hermione's sympathetic, sweeter side. She even extends this kindness to Harry's heirloom elf, Kreacher, who persists in calling her obscene names until Harry wins his favour in the last book; the elves don't necessarily want her help, but her obstinance is shown through her determination to do it anyway.

    One of the most troublesome aspects of Hermione's nature is her inability to withhold her temper, leading to some rather violent arguments between her and her friends and enemies. Hermione's argumentative streak often tips into violence when she gets particularly angry. When Draco Malfoy made fun of Hagrid when he was faced with the execution of Buckbeak, Hermione rushed ahead of Harry and Ron and slapped him and would have done it again if she hadn't been held back. When Cormac McLaggen insulted Ron and Ginny during the Gryffindor Quidditch tryouts in sixth year, Hermione sabotaged his tryout in retaliation, using a charm to make him unable to save one of the attempts at goal.
    Strengths & Weaknesses
    + MAGICAL TALENT Hermione is a talented witch and has been top of her class for years at school, also proving her abilities in warfare and real-life situations. Harry Potter magic uses wands (though Hermione is adept at wandless magic as well) and incantations to cast spells that can do pratically anything, from summoning something from across the room to conjuring a magical animal that can protect you from evil. Hermione has constantly proved herself a very good witch, able to cast and use spells well above her school level. Harry Potter spells can be seen here.

    + WANDLESS MAGIC In her sixth year at school Hermione became the first in her year to succeed at non-verbal magic; she no longer needs to say the words aloud to cast spells. She has also practiced wandless magic and does not necessarily need to have her wand in hand in order to cast spells.

    + DUELLING Hermione has learned to be a particularly good magical duellest (through necessilty more than anything else) and has fast reflexes.

    + APPARITION Hermione was (again) the first in her class to Apparate successfully; a kind of magic that allows for teleportation from one place to another once you picture it in your mind. It also allows for side-along apparation (teleporting someone with you).

    + POTION MAKING / HERBOLOGY Proving herself a 'know-it-all' early on, she showed herself more than capable of handling difficult potions at a young age (she brewed a very advanced potion in her second year of school). Hermione was one of only twelve students to go on to study Potions long term in school and was the only one in her Sixth year class to understand some more complicated potion theory. Tied with this is her knowledge of herbology, another class she received an 'outstanding' grade in, and learned and memorised the uses of multiple plants.

    - HAND TO HAND While adept magically, Hermione is not the best at hand to hand combat. She's not physically strong and has never been trained to use any kind of non-magical weapon, even if she might try her best to be scrappy. Without her magic the best she might be able to manage is a quick scratch or bite and an attempt to flee.

    - ANGER / IMPULSIVENESS Quick to rise to anger, especially in defence of other people, Hermione can sometimes get herself into more than just a little bit of danger. This can sometimes land her in some rather bad situations, especially when she's not thinking as clearly as she might usually.

    - DISMISSIVE If Hermione doesn't think something is worth learning (ie Divination) she can be quite rude and dismissive of it. This might cause problems when it comes to learning new schools of magic from people in Thedas; if it doesn't fit into the logical box she has made for herself she can decide it's worthless with no point her engaging in it.
    Suggested Nerfs
    Most of Hermione's magic isn't necessarily over-powered and is somewhat at level with Thedosian magic; she simply has a kind of utility that mages in Thedas might not have. It would be logical for her Apparation to not work as well (perhaps limited to a radius of a certain amount) and for her to require her wand as a conduit for "bigger" or "stronger" spells (in the same way that Thedosian mages might use a staff).

    It might also be important to consider limiting her beaded bag (if she is allowed it!) to only be able to carry a certain weightage of items.
    Arrival Inventory
  • VINEWOOD WAND Her wand, 10 and three quarter inches with a dragon heartstring core.
  • BELLATRIX LESTRANGE'S WAND Stolen in the escape from Malfoy Manor, kept because Hermione pretended to be her.
  • BEADED BAG Hermione charmed a beaded bag to essentially hold an unlimited amount. In the bag currently is: a tent, many books from home (spellbooks/potion books, some herbology texts, a handful of books she has on making Horcruxes that will never see the light of day and Ancient Runes), many changes of clothes (male and female), Tales of Beedle the Bard (wizarding storybook), Hogwarts: A History (another book), essense of Dittany (can heal severe wounds with a few drops, only about 10 drops left) and two batches of Polyjuice Potion (can change your appearance).
  • If anything needs to be removed/if the bag won't work then she'll have just Hogwarts: A History, a change of clothes and two spellbooks (The Standard Book of Spells, Grade 7 and Advanced Potion-Making).
  • 'Human'ization
    N/A, she's human!
    Fit
    Hermione has just come out of a war that was at heart good versus evil, so she knows how to fight for people and take care of them. Her kindness and good heart would mean she would throw herself right into the middle of things to do what she can for the people of this world, even if she might find it disorientating at first. She is an adept fighter when it comes to her magic and she knows how to protect herself and be pragmatic - she will do what she can for the people of this world, with pen and sword.
    SAMPLES

    TEST DRIVE / MEME
    Edited 2020-11-15 15:59 (UTC)

    Re: ACCEPTED + NOTES

    [personal profile] brainiest - 2020-11-23 17:44 (UTC) - Expand
    divaricate: sways @ dw (• eyes here)

    Wanda Maximoff | Marvel Cinematic Universe (MCU) | rifter

    [personal profile] divaricate 2020-11-15 04:11 pm (UTC)(link)

    PLAYER

    Name: Tessa
    Age: Over 27 - under 35
    Contact: [plurk.com profile] psylocke or PM this journal
    Other Characters: None
    Interests: DA is such an intriguing world for me, and I've been eyeing this game forever — plus with more friends getting into it, It's Time. I adore RP where I can explore my character through the setting and CR, and having an impact on the game world in some form. Basically, anything past surface level stuff. Political intrigue is absolutely right up there in terms of my top wants from the game, and is likely where I would want to eventually have my character most involved in.

    CHARACTER

    Name: Wanda Maximoff
    Canon/OC: MCU
    Canon Point: post-Endgame
    Journal: [personal profile] divaricate
    Age: 34. (Canon never gives up a specific age, so I guesstimate she was born in 1989; that plus the five year timeskip in Endgame where she was dead makes her calendar year age 34 and her physical age 29).

    Canon World

    Marvel Cinematic Universe is a world where superheroes, aliens, gods, and regular people exist in the same space most of the time. It would be like our real world, except for the glaring fact of the previous statement. That, along with highly advanced technology, means this world is more chaotic due to the aspects of other-ness in it. There are very real world problems in the universe, like political and social issues we would see in real life, but SHIELD is a global organization (sort of like the UN, except if the UN were secret) that deals with these threats.

    The Avengers, in turn, are a team of superheroes (some Avengers are without superpowers though) that are based in the US that act as SHIELD-affiliated members that go to fight those battles. Well, at least they did until Hydra (a Nazi group) took SHIELD over from the inside, leaving the Avengers without SHIELD support.

    Powered people are looked at suspiciously after the Sokovia Accords, which was a mostly botched attempt to control when and how powered people would operate across borders.

    Then a purple alien from space gathered a set of all powerful stones and killed half the universe for five years, which is where Wanda is coming fresh off of. Y...ay.

    History
    Wiki.

    ⋙ Born in Novi Grad, Sokovia, a country in Southeastern Europe, with a twin brother 12 minutes older than her.

    ⋙ Western forces were bombing her country and one of them hit her apartment building, where she and her brother were trapped unde rrubble for three days. The bombing killed their parents. Developed a hatred for Tony Stark since the weapon was from his company.

    ⋙ Didn't have stable shelter throughout their lives after the loss of their parents, but they were close to their community and helped as much as they could.

    ⋙ Wanda gained psionic powers due to Hydra (secret fascist org.) experiments in Sokovia through the use of an alien artifact called the mind stone, a cosmic gem.

    ⋙ Tony Stark and Bruce Banner created Ultron, an AI that went rogue, and she aligned with it to destroy the Avengers. It didn't work and blew up Novi Grad, also killing her brother in the process.

    ⋙ Wanda became an Avenger, started a romance with Vision, another Avenger who was an offshoot of said AI.

    ⋙ A year later, the Sokovia Accords came into play, and due to Wanda opposing them, was thrown in underwater prison. Broken out by Steve Rogers, went on the run for a couple years.

    ⋙ Alien (named Thanos) came back with more cosmic stones and killed half the universe with them, including Wanda and Vision. Five years later, the snap was reversed and Wanda was brought back to life but Vision was still dead.

    Personality

    Wanda, a caring, perceptive individual lost her parents at ten when her home was bombed (this planted a seed of vengeance in her), but has been determined to turn the tragedy into something meaningful. She and her twin were always in protests against Western powers occupying and destabilizing Sokovia before hidden Hydra scientists promised them power. Not accepting their fates, they rebelled against it, supported and developed their co-dependent relationship. They balance each other out - Pietro convinced Wanda to participate in Strucker's experiments and Wanda talked Pietro into not releasing Tony despite resentment for him.

    Once she loses Pietro, she presses on by leaving Sokovia and joining the Avengers. Seeing SHIELD wasn't the monster she believed; they showed up to save her people, she gives them this chance — despite guilt for her part in Ultron, what it did. Wanda feels a need to prove to herself and the world she can be better. At the airport fight in Civil War, she knows more than anyone what'll happen to those that stay behind to try to fight Tony and his team — but she doesn't hesitate because she knows stopping him is paramount.

    After locked in the Raft, she's lost almost everything again. The Avengers were her chance to find new purpose, belongin; she still looks for it. Her instinct for kindness, protectiveness means anyone who shows that to her will find her the same. She can have trust issues, but she isn't so cold that she'll be ice. Her anger and doubt can be her weaknesses; if someone she loves is hurt, she'll fight hard at whatever wronged them; she can get blinders, not see straight. Until a trusted friend talks her out of it. Despite her dark history, she's found some light in dry sarcasm. She'll tease people, lightly.

    She's still learning how to deal with failure and her powers. Her kindness means she wants to save everyone, but sometimes isn't possible. Saving as many people as possible has to be good enough, even if it sucks that some don't. She wants her power to be enough, but it's not, and she can blame herself quickly, expecting so much of herself. Once Wanda's mind is set, she acts decisively. She knows and is terrified of how destructive she can be, how easily she's a weapon. Her confidence in knowing she has all this power, that constant fear she's going to mess up and kill people, eats away at her. Sometimes she ruminates in guilt which motivates her to do and be better, but also tells her to stand back, don't get involved lest people die.

    Despite this, her vengeful nature shows should people she cares about be in danger. Mostly, she takes actions which incapacitates threats, but if her loved one's lives are on the line? She's killing. (She shredded Proxima Midnight for almost killing Natasha.) When Wanda does have to kill, she doesn't seem to show regret for that because she knew it had to be done.

    Strengths & Weaknesses

    Regarding her superhuman powers:

    PSIONICS ➝ Wanda is able to move (including levitate and otherwise manipulate) a number of objects with her mind. She can pull things apart, and use this force to create a type of energy shield to protect herself and/or others. She can also send red energy blasts from her hands — this red energy also allows her to fly, levitate others, and perform actions such as filtering poison gas out of air, mild healing, or containing/causing explosions. She is also powerful enough to manipulate an infinity stone.

    Wanda can read minds (thoughts/dreams), and mentally communicate with people. She can do this at a level that is shown to be a pretty narrow focus. Wanda can influence people mentally. She can put people in a trance-like state where she makes them see what she wants them to -- things like their deepest fears, for example (though what they're afraid of isn't decided by her) -- and trap them within that state while they interact with their hallucinations as if they're real. She experiences that along with them, though the victim is unaware of her being with them. With this, she can also influence the memories, actions, and thoughts of people, their emotions, senses, and feel their general aura. This ability also allows her to induce feelings of pain, or sleep, etc. She can also temporarily paralyze people with this.

    WEAKNESSES/POWER LIMITATIONS ➝ Even with her abilities, Wanda is still a regular human underneath that and can be killed by anything that would kill a regular human. Wanda's powers will not work on anyone who is immune to mental infiltration, or has any other kind of mental block skill that would not allow her to read their thoughts or otherwise mentally manipulate them. Any kind of sonic wave blasts sent at her will disrupt her focus enough to get her powers to be rendered temporarily unusable; shock fields of electricity will also block her powers. In games, I also play her powers to be something that doesn't work over network communications. As in, if she's communicating with someone via video/audio/text, she cannot use her telepathy on them during those mediums of interaction. Her telepathy is also null and void against any creature that does not have a living mind (i.e.: robots/androids would fall under this category, as would undead creatures like vampires).

    Suggested Nerfs

    FADE RIFT SPECIFIC NERFS ➝
    × Her telekinetic levitation of objects will be limited to objects weighing no more than a standard car that one would see in the US.

    × Her flight will be limited to short distances at a time such as with the game's approach to teleportation.

    × While I would like her to keep her telepathic and mind control abilities, my stricter nerfs for this (in addition to the ones listed in the above section) would be that any such use of the powers would be 01 - less powerful overall (so let's say it's a 9 overall at home, it would be a 5 or 6 here at its most powerful), making it 02 - easier for people to resist, 03 - any effects on those it does work on only last for 15 minutes maximum. There is, of course, a permissions post in my journal for her powers, and I will add a FR specific note to that page if accepted.

    Arrival Inventory

    × 01 superhero outfit
    × 01 smartphone (that won't receive service)


    Humanization

    N/A; she's already human.

    Fit

    Since Wanda comes from a world that has a lot of politics/war balance along with the implications of powered people, I really want to explore those things with her in a different setting than the MCU. She's self sufficient and has survival skills that can still be used. She'll have a different setting in which to balance community protection with being keenly aware of her status as a potential threat with her magic, and figuring out where she stands with it when she doesn't have the context of home.

    SAMPLES

    LINKED SAMPLE Here

    IN-GAME SAMPLE:
    Natasha had taught Wanda some of the spycraft basics. As she uses those skills, she cannot help but miss Natasha; Wanda had still been dead during her death, since she sacrificed herself for one of the stones that were needed to bring back those snapped up (like Wanda). They both came from culturally similar countries, had pasts that involved some dark shit, willing or not, and Natasha just got things. Plus, the Avengers were tragically short on women.

    But, anyway, Thedas isn't Sokovia, Russia, or New York, but it does seem to have some suspicious people. Wanda is in a bar, the edge of her eye on someone and someone else — they're involved in hushed discussion over something shifty. Not wanting to shoe her hand just yet, she waits and watches as subtly as she can. She occupies herself by sipping at her drink, and making a point to glance over at something else in the room every now and then. Nothing to see here, nope nope.

    Then, one of the people at the table Wanda was eyeing goes from zero to one hundred and pulls out some weapon at the other. Wanda isn't about to let that happen. So she starts a bar fight, by tossing her cup down.

    "Hey!" She shouts. Other people get in on it, some more drunk than others., and she slips through the crowd to the person who pulled the weapon first, hitting them hard in the back of the knees, sending them down.

    "Boo." She grins, pinning them down so they can't get away before she can get some information. Just another day in Thedas, really.
    Edited (had to copy & paste the linked sample again #rip) 2020-11-15 18:43 (UTC)

    (no subject)

    [personal profile] divaricate - 2020-11-23 20:14 (UTC) - Expand
    revise: dnt (Default)

    miriam smythe | native oc

    [personal profile] revise 2020-11-27 07:33 am (UTC)(link)
    PLAYER

    Name: Abby
    Age: Old
    Contact: PM; [plurk.com profile] prosodi
    Other Characters: Flint, Wysteria, Fitcher (side character) + Marcoulf (side character)
    Interests: Interested in writing a moderate mage who participated in the rebellion less because she believed in the cause and more because it was necessary for her immediate survival, and who has subsequently become attached to little freedoms but ultimately hopes for a reconciliation and a reformed Circle system. A homebody masquerading as a cool rebel.

    CHARACTER

    Name: Miriam Smythe
    Canon/OC: Canon-ish; OC built off canon reference.
    Journal: [personal profile] revise
    Race: Human
    Nationality: Free Marcher (Markham)
    Occupation: Until recently, Inquisition Battlemage
    Division: Forces
    Mage or Not: Mage
    Age: 43

    History

  • Miriam and Joselyn Smythe are identical twins born on the outskirts of Markham. They are inseparable, share a secret twin sign language, and frequently pass themselves off as one another. Their own parents have extreme difficulty telling them apart.
  • At eleven, Miriam shows signs of being a mage. She's surrendered to the Templars. For a year, Miriam learns to become a person without a sister. She is smart and clever and loves books and the academia of magic. She makes friends that aren't good, but are just hers.
  • Not long after their twelfth birthday, Joselyn arrives at the Markham Circle having falsified her mage abilities.
  • To keep up the ruse, Miriam plays Joselyn during any lessons which require the practical demonstration of magical ability. In an effort to distinguish herself more clearly from her sister, Miriam throws herself into learning elemental and practical magic.
  • In their mid-teens, their scheme is discovered by a young Templar named Kendrick. He keeps their secret, providing enough information that the sisters can arrange to be sure that--
  • Miriam is harrowed twice, first as Joselyn and then as herself. It's unpleasant.
  • They get away with it. Afterward, with Joselyn declaring her intentions to never practice magic and to instead focus entirely on alchemical work, Miriam becomes the Practicing Smythe Sister. No one ever has to know.
  • Miriam touches Kendrick on the hand.
  • He touches her other places, and he knows her name all the time. It's pleasant.
  • When the Mage-Templar War reaches Markham, the twins attempt to escape with several young apprentice mages. They're aided by Kendrick, who insists he can get them to safety. He instead leads them directly into a trap, intending to sacrifice Joselyn and the apprentices so that he and Miriam might escape and run off to live in relative obscurity together. Given the choice between him and her sister, Miriam chooses Joselyn; while attempting to escape, Kendrick and a number of other Templars are killed.
  • Miriam flourishes during the war; when she, her sister, and their young charges eventually find themselves in the Inquisition, she makes an excellent field agent. The diversity of the work appeals to her. She loves the camaraderie, and her young apprentice mages, and how it's easy to seem like a normal person instead of a mage on the run.
  • Joselyn gets a rift shard.
  • Joselyn makes for Riftwatch; Miriam stays behind with the guarantee that once she's finished with her current assignment - working with a strike team in Orlais to weaken the position of the Tevinter-Ander front line - that she'll be free to follow. It's the first time she's been without her sister since she was twelve. It's strange. She doesn't hate it.
  • The line breaks and Montfort is recaptured.
  • "Are you sure you won't stay to win Ghislain?"



  • But she made a promise and a long time ago, Joselyn came for her.

    Personality

    Miriam is a caretaker. Despite a lifetime that has in many ways been defined by getting knocked in the teeth for it, Miriam wants to trust and support people more than she can will herself to be suspicious or cold. She was passionate about her teaching in the Circle, she was protective of her apprentices in the war (and in a lot of ways they feel like younger siblings or her own children), and has long been so protective of her sister that it might be more fairly described as a fault rather than a virtue. While she acts tough (and physically and intellectually she is a hard nut to crack), she's quick to sacrifice her own ambitions and desires if they're an obstacle to someone else.

    To an extent, this self-sacrifice extends to the persona she's molded for herself. Miriam is naturally fairly sweet and good-tempered, who if left to her own devices would have likely been a big ol' nerd and not a battlemage. She likes puzzles, and arcane theory, and would have made a respectable healer. But it would have been a lot harder to pass off the subtler differences between two bookish dweebs than it was to play to expectations between being a scholar and a rough and tumble jock, and Joselyn's lack of actual mage ability quickly forced Miriam to spend the bulk of her time playing at the latter category. She's made a brand of being rougher around the edges and less sharp than her sister, and now for better or worse that's pretty much just who she is.

    Miriam has spent her life sharing things, and giving things away, and it's only recently - notably, in the time she's been away from her sister yet has remained working with people she's become so familiar with over the course of the war - that she's begun to realize how lopsided that is. Which isn't to say she resents her sister (maybe just a little). She loves Joselyn (so much). And it's not like she wants to be two entire countries away from her (even if that's where it seems like she could do the most good). It just turns out when you spend so much of your life keeping up a lie that you chose to go along with at twelve (because your sister wants it so much, and you were scared too), that it sort of stunts everything else and that a little space here and there might not actually be a bad thing.

    Opinions & Affiliations

    MAGE REBELLION: An unfortunate necessity, but has long harbored feelings that reconciliation and a reformed Circle system might be possible. If properly overseen, Circles might mean safety and security and a home. With the Election of Divine Beatrix, her belief in the Chantry's involvement in any would-be reform has been shaken, but she also isn't sure what her ideal alternative looks like either.
    TEMPLARS: Intensely fallible; individuals who have struggled with and ultimately failed to uphold themselves to the demands of the work which the Chantry forces them into. It isn't always their fault when they fail, but that doesn't change the fact that they snap into awful, jagged pieces more often than they bend.
    THE CHANTRY: An out of touch institution whose higher ups are used to letting others do their dirty work to the detriment of everyone. It would be great if it worked, but that would require the Chantry to look past their own nose.
    THE INQUISITION: A surprisingly even handed institution in the wake of Justinia's death and the loss of the Herald. Concerned that its effectiveness may be hamstrung as it's folded in under the wing of the Exalted March, but then again mages working in tandem with Templars and foot soldiers raised up from the countryside seems like as fair a way as any to build some trust so maybe that's just paranoia creeping in.
    RIFTWATCH: The redheaded step child of the Inquisition, and rightfully so.

    Strengths & Weaknesses

    MAGE: Miriam's talents lie in primal magic; she has a particular affinity for cold elemental casting and she's been a practicing combatant for over five years. Despite her focus in types of magic with largely offensive combat applications, Miriam is a team player more than she is an individualist in the field. If there are ways to use her skills to protect and defend at critical points, she'll take that opportunity even if it means sacrificing a finishing blow on an enemy.

    CUSTOM SPEC: If possible, I'd like to bring Miriam in with the following custom spells:
    ROLLING FOG
    Miriam summons a bank of fog, reducing visibility of those inside the area of effect. Anyone outside the fog will similarly struggle to see within in. The default area of effect is 60ft, which slightly reduces visibility. With concentration, Miriam is able to consolidate the summoned fog within a 30ft area to greatly reduce visibility. Miriam is not immune to the effects of the fog bank, but can choose to widen or narrow the area of effect at will. If left unattended, the fog will slowly extend to its 60ft radius and then eventually dissipate entirely.

    ILLUSORY FORMS
    Miriam can summon or manipulate existing fog/mist into distinct shapes. The forms are obviously fog and can't hold fine detail, and are best used in combination with low visibility environments. Good for distraction and disorienting enemies in the field. Miriam can control up to two illusory forms.

    COLD CONSTRUCT
    An evolution of 'Wall of Ice,' Miriam can manipulate summoned ice into various forms. The less time she has, the more crude. Come to Miriam for your next swan ice sculpture.

    VERGLASS
    Miriam creates a sheet of ice on any (relatively) flat plane. Cast as a cone effect, and extends roughly 20 feet from Miriam's casting position. Good for forcing enemies to confront difficult terrain or for building summer ice skating rings. Magically maintains for about five minutes, then will begin to melt as usual.

    DIAMOND BOLT
    Miriam creates and projects an arrow-sized icicle at a single enemy target.


    TEACHER: Miriam may have modeled herself off a cool battlemage to distance herself from her sister's academic brand, but really all that means is that Miriam has spent a number of years in a Circle teaching young mages elemental magic. She's a good teacher and is forgiving of challenging personalities. Conversely, her comfort is reliant on a familiar group and routine.

    FOLLOWER: Miriam works great in a group; while she's capable of making her own decisions and excels at teaching and instructing individuals below her skill level, she finds being the head honcho stressful and would prefer to work collaboratively rather than giving orders. Liable to choke under pressure if she feels exposed and cut off from people on her side. However, she thrives in a setting where she's getting to work with a tight knit group of people. Great at building on the ideas of others; bad at coming up with her own. Excellent small group leader, bad big picture commander.

    TWO FACED: Miriam spent half her child pretending to be someone else. These days she and Joselyn might not be faking one another's personas (often), but Miriam's still capable of deception and trickery. She has a talent for playing to the expectations of others to get what she needs.

    Inventory

  • A mage staff, with a hammer like section on the end.
  • Clothes, an all purpose knife, and a leather bracelet with a series of small metal charms. A keepsake, but ultimately not worth much.
  • A not insignificant chunk of change saved out of her Inquisition pay.
  • A mule named Harvey.

    Motivation

    Miriam made a promise to join her twin sister, Joselyn, who came to Riftwatch after catching an anchor shard in her hand.

    SAMPLES


    Diplomatic Relations
    Now apocryphal, but.
  • yashel: (Default)

    alec í amasa of kerry - nightrunner series - rifter

    [personal profile] yashel 2020-11-27 05:02 pm (UTC)(link)
    PLAYER

    Name: hayley
    Age: 34
    Contact: [plurk.com profile] alkahestic | lavaliere#4185
    Other Characters: Jaskier | [personal profile] lettenhove
    Interests: I'm incredibly interested in throwing Alec into scouting missions, using his Nightrunner skills to spy and steal things. I also want to explore a bit of his canon bisexuality and how he'll manage without his talimenios. Exploring his half-elven status would be interesting too.

    CHARACTER

    Name: Alec í Amasa of Kerry
    Canon/OC: The Nightrunner Series
    Canon Point: post-Shards of Time.
    Journal: [personal profile] yashel
    Age: 22

    Canon World

    The world of the Nightrunner series is one of several countries that border the Gathwayd Sea, the most important to the plot being Skala with its capital of Rhiminee. Other countries include Aurenen, the land of the Aurenfaie, Zengat, an African-like country, Mycena, and Plenimar. For many years, Plenimar and Skala, which is centered on a peninsula that separates the Inner and Osiat seas, have been at war with poor Mycena trapped between them.

    "Nightrunning," as it's called, is a form of theft and espionage. As "Watchers" for the crown of Skala, Seregil and Alec partake in these activities for various reasons, whether it be to save the world from nefarious necromancers from Plenimar or simply foil a potential blackmailing.

    Seregil and Alec's world is unique from regular fantasy adventures in many ways. The first is that the throne of Skala is always ruled by a Queen. There have rarely been kings in Skala and when there were, their reigns always ended poorly, almost to the upheaval of the country. As a prophet once told the first king of Skala "So long as a daughter of Thelátimos’ line defends and rules, Skala shall never be subjugated." At the time of the series advent, the current Queen is Queen Idrilain the Second and she has tasked the wizard Nysander with the secret order of the Watchers, guardians of many skills (including nightrunning) who protect the throne and the country from outside threats.

    Which leads to the mention of magic in the world of the Nightrunner series. The myth goes that magic was originally bestowed upon the Aurenfaie by a dragon whose scales fell off and down from the sky to water the lands of the Aurenfaie. These long-lived people have been compared to Tolkien's elves in that they are ethreal of a sort, keep to themselves, and the mingling of their race with the Tirfaie, or humans, led to ability of some humans to use magic. But it's not an exact science. Some Aurenfaie have more access to magic than others, like Seregil, who is known to be a spectacular failure at magic of any form and is even a bit, well, allergic to it. Anyway, this "First Oreska" or First Contact led to the formation of mages and wizard councils. At the time the novels begin, the First Oreska is a concept of myth and the "modern" wizards of the now are known as the Third Oreska. Oh, and all wizards, who live to be several hundreds of years old like the original Aurenfaie, are sterile.

    Another example of how this world differs from usual high fantasy is that homosexuality and bisexuality is just as common as heterosexuality. In fact, the two series protagonists are bound together by a sort of soul-bond that allows them to physically sense what the other is feeling. This bond, known as a talimenos, is uncommon among "half-breeds" like Alec and full blooded Aurenfaie like Seregil.


    History

    LUCK IN THE SHADOWS

    Alec meets a disguised Seregil in a dungeon after being captured by Plenimarian soldiers. Together, they make the long journey to Rhiminee, Skala whereSeregil teaches Alec the skills to become a nightrunner. During this time, they foil a plot to usurp the current Queen and prove that Seregil is not a traitor to the crown.

    STALKING SHADOWS
    Seregil and Alec find out that the item they stole in the beginning of the series is part of a series of relics used to bring forth a dark necro-god, which the Plenimarians are trying to raise. They race to stop the villains plot and at the end, Alec and Seregil realize they are destined to be together.

    TRAITOR'S MOON

    Seregil and Alec are called to partake in a diplomatic envoy to Aurenen which has been closed to humans for centuries. Now, the council of elders is debating reopening the country to human traders, but are interrupted by a murder. Together, along with their friends, Seregil and Alec must solve the murder and succeed in convincing the elders to trade with Skala.
    SHADOWS RETURN
    While on a trip to Aurenen, Seregil and Alec are captured by slavers and sent to Plenimar where Alec is tortured for his Hâzadrielfaie blood by an alchemist named Yakobin. This alchemist succeeds in creating a legendary rhekaro from Alec's blood, a young sex-less child whom Alec names "Sebrahn". Eventually, Alec and Seregil escape, but not without Alec getting killed in the fight. He's brought back to life by the singing of Sebrahn.
    THE WHITE ROAD
    With Plenimarians and Hâzadrielfaie hunters on their tails, Seregil and Alec must return to Plenimar to retrieve the books Yakobin had on the rhekaro making process so they might destroy them and prevent the making of another rhekaro. They succeed but not without having to give up Alec's beloved Sebrahn to the Hâzadrielfaie.
    CASKET OF SOULS
    Seregil and Alec have returned to Rhiminee and are enjoying life when a plague begins to kill people within the city. It starts with the victim going into a coma before they waste away. It becomes Seregil and Alec's responsibility to solve the mystery and discover the source of the plague, which turns out to be a troupe of actors who have come to the city. Two of them, men of unknown age, have been taking items from both the wealthy and poor to steal their souls. Eventually, Alec and Seregil confront the two men and defeat them.
    SHARDS OF TIME
    The war between Skala and Plenimar has finally ended and Skala has taken possession of the mysterious island of Kouros, where the new governor and his wife have been murdered in a locked room mystery. The new queen of Skala hires Alec and Seregil to solve the case, but not before raising them both to barons. While trying to solve the case, Alec and Seregil's friend, one of the princesses of Skala, is kidnapped and eventually, the two nightrunners discover that an ancient Plenimarian queen and necromancer is behind the deaths and kidnapping. Once again, they have to save the day.


    Personality

    Upon first meeting Alec, he comes across as a naïve, quiet, and innocent young man, and in many ways he is. Due to his Dalnan upbringing, which was very modesty and austere, Alec has developed a sense of modesty that never quite fades, despite Seregil's influence. Even though he maintains this innocence, he is still a very clever and cunning person. He is able to see through Seregil's deceptions when they first meet. As Alec spends more time with Seregil, he sheds some of his naivety, but people still assume he's easy to deceive, which is very untrue.
    Beyond his charm as a seemingly naïve country boy, Alec is very intelligent. When Seregil teaches him how to read and write, he picks up on it quickly. He also is very clever with his speech, being able to blend into any crowd or setting with ease, though not as prolifically as Seregil can.

    Aside from these traits, Alec is a very caring and kind individual. He connects well with children of all ages and is very generous with his heart. He loves people dearly, even if he hardly knows them, and is easily heartbroken, feeling grief with his whole self.

    That said, Alec is able to recover from hurt and grief with relative ease. Despite having been nearly raped and completely tortured many times, he always is able to pick himself back up and keep fighting, especially when it comes to his friends and loved ones' lives on the line.

    Finally, it should be noted that while Alec is seemingly innocent, he is still a very passionate person. He is the first to take a step in making his relationship with Seregil a physical one, being the one to kiss Seregil first while Seregil has simply been pining over him. He also takes to sexual relationships (with men and women) quite easily, not being shy about his body or appearance at all.

    Strengths & Weaknesses

    STRENGTHS:

    → Archery; Alec has a keen aim and is almost supernaturally accurate with his shooting.
    → Intelligent/Cunning
    → Reading/Writing
    → Fencing/Sword fighting (exceptional, though not as good as his partner, Seregil)
    → Stealth
    → Tracking/Hunting
    → Master lockpicker
    → Can play the harp passably
    → Oh, and he can occasionally see dead people, having at one point died and brought back to life.

    WEAKNESSES:

    → !! Because Alec is part Hâzadrielfaie, his blood and body secretions can be purified and used to create a rhekaro, or dragon/human hybrids whose blood can be used to heal. Alec's blood alone does not provide healing, but if someone should use it against him, it could be developed into one of these creatures. (This is not really applicable in the game due to nerfs).

    → Also, being half-human, he's capable of being injured like any other human. He has no healing abilities.


    Suggested Nerfs

    Given that the only "magic" or power ability that Alec has is how his blood can be used to create a rhekaro, there's not much to nerf for him. Everything else is a learned skill he's cultivated. For game purposes, I will be doing away with Alec's blood power completely, which he will prefer given he does not want another rhekaro to be made.

    As for his ability to see spirits/dead people, I don't imagine that will interfere with game play, but I can adjust this as well.



    Arrival Inventory

    → his bow, which folds easily and can be put together with speed
    → a quiver of 20 arrows
    → his sword
    → his dagger which he hides in his boot
    → his clothes and jewelry (specifically the earring that Seregil gave him)
    → his harp
    → his personal, handmade lockpicking set



    Humanization

    For the most part, and upon first glance, Alec seems entirely human. He's got blond hair and blue eyes, is tall, and generally considered to be very attractive. In truth, though, Alec is half-Hâzadrielfaie, a race of elf-like people who have the ability to use magic, have long lives, and are considered to be very beautiful. Their people descended from the dragons of their world, having first been given magic and taught how to use it by the ancient dragons. That was eons ago, and since then, the Hâzadrielfaie people, due to their blood being magically potent, have secluded themselves in order to not be used by other people. They've become something of a myth, compared to their cousins, the Aurënfaie, and are rarely if ever seen. In fact, Alec is the only half-Hâzadrielfaie to ever be born. This being said, Alec will his human-like features, however like elves in Thedas, Alec has large eyes. What separates him form elves is his height and his lack of pointed ears.



    Fit

    Alec, by nature, is perfect for this setting. Originally, he comes from a world of elves, magic, rogues, and political intrigue. He is also known for being highly adaptable, allowing him to mix in with the locals or roll with the punches. finally, given there's a derth of technology and he comes from a world without such things, he won't have to adapt much to anything new aside from some cultural things, which he has done in the past and with great success. He'd make an excellent fit for the Scouting division given his tracking/hunting skills, and would be able to integrate himself into high society (or low society) with ease given his lifestyle back home.



    SAMPLES

    one, two, three

    (no subject)

    [personal profile] yashel - 2020-12-05 01:24 (UTC) - Expand
    mien_harel: (happy)

    Seranna | Native OC

    [personal profile] mien_harel 2020-11-28 02:37 am (UTC)(link)
    PLAYER

    Name: Hope
    Age: Sufficient
    Contact: [personal profile] asyndeton on Plurk
    Other Characters: Byerly
    Interests: Lookin to GET POLITICAL. Specifically, to have a character who’ll explore and discuss the class issues that underpin a lot of political strife/suppression in Thedas. Also interested in playing someone who can realistically get involved in more action-y plots.

    CHARACTER

    Name: Seranna
    Canon/OC: OC
    Journal: [personal profile] mien_harel
    Race: Elf
    Nationality: Orlesian
    Occupation: Thief
    Division: Forces or scouting, not sure yet
    Mage or Not: Nope
    Age: 26

    History

    + Born in the Val Royeaux alienage. In Val Royeaux, the elves’ situation is particularly brutal: the alienage is tiny and population density is dangerously high. This danger is compounded by the Royan attitudes towards elves; for example, new Chevaliers in the city will get drunk and kill elves a sort of rite of passage. Neato!
    + Seranna was orphaned at a relatively young age: her mother and father both were killed by humans. So Seranna was cared for by neighbors as best they were able, then recruited early into the Thieves’ Guild, first as a lookout and then later as a thief proper. This gave her certain privileges; thanks to the power of the guild, elven guild members were able to get away with things like carrying weapons and traveling through the richer parts of the city.
    + Like many elven thieves in the guild, Seranna also joined the Nadas, the secretive self-defense force-slash-organized crime syndicate that protected the Alienage from harm (inasmuch as they could). Her service in the Nadas both sharpened her combat skills and introduced her to more radical ideals of elven liberation and armed uprising.
    + The Guild may be made of criminals, of course, but they’re still Orlesian patriots. So since the start of the war, they’ve been sending members into occupied territories to sabotage and spoil the Tevinter encampments. When Seranna was on a mission to poison food supplies, a rift opened nearby, getting her a rift shard and forcing her to head to Kirkwall to join Riftwatch.


    Personality

    + Seranna is a genuinely kind person. She consistently tries to be deeply empathic towards anyone she comes across, attempting to understand their perspective and doing her best to avoid causing them any sort of emotional distress. She tries to take care of people - cooking for them, tending to wounds, looking after them and making sure they’re comfortable. Her manner is calm, bordering on serene, and generally she’s a soothing and likable person.
    + Seranna is also a person who is perfectly willing to commit murder, maim, injure, steal, et cetera. And she’s willing to do so in a way that’s particularly terrible, if necessary. She doesn’t go out of her way to be cruel, but sometimes messages have to be sent; if, for example, she were told to torture a person, she would torture them without hesitation or prevarication.
    + These two qualities seem pretty hard to reconcile, of course. She believes that the secret is to separate one’s professional self from one’s personal self. The things that she does for the Thieves’ Guild, or to protect her people, or to serve in the war - she sees them as brutal but necessary. That means that she can still be good when she’s not doing what’s necessary.
    + Deep deep down, in an unexamined part of her, these two aspects of herself aren’t actually so separate. There’s rage and terror in her, born of the deep trauma of living in the alienage surrounded by enemies, that only gets expressed through violence and danger. By associating her violent and risk-seeking behavior with her “work” self, she can avoid acknowledging it as a part of her true self, allowing her to also avoid dealing with that trauma and its effect on her.
    + The one area where she allows herself to really acknowledge the shittiness of her situation is when it comes to talking about politics. She is an advocate for reforms to improve the lot of elves, and believes that it’s right to turn to outright revolution if reforms do not come.
    + She’s someone who does find joy in daily life, for all that she is political, and for all that she does brutal work. She loves music, theater, art, dancing, parties, fashion, food, drink, all the happy things in life. In general, she is a fun person to be around, someone that people tend to like...as long as there are no lines to be crossed.


    Opinions & Affiliations

    The Chantry: Seranna is a devout Andrastean. She finds the Chantry to be often disappointing, due to their attitudes, but she believes in the Maker and has faith in the religious structure.
    Mages: As a devout Andrastean, she believes that mages belong in the Circles. At the same time, though, she understands that the Circle structure has caused them to suffer terribly, and knows that she doesn’t really have the full context to truly weigh in on this debate.
    Elves, generally: She believes passionately in the liberation of her people. She would give anything to improve their lot in life.
    Dalish, specifically: She’s curious about the Dalish, but also somewhat cautious around them; other city elves have said that the Dalish are condescending and judgmental.
    Humans: She thinks that she wishes humans well. In truth, she has a deep-seated mistrust of humans, which fluctuates between low-level anxiety and full-blown hatred depending on how much she allows it to be acknowledged.
    Dwarves: ??
    Qunari: ??
    Orlais and Orlesians: Under normal circumstances, she would be critical of Orlais’ attitude towards its elven citizens. Now, in the midst of a war, she’s unproblematically pro-Orlais.
    Nobility: :’) :’) :’) :’) She definitely has never stabbed a noble 20 times more than is necessary due to rage :’) :’) :’)


    Strengths & Weaknesses

    Strengths
    +Rogue-ish combat. Seranna is particularly adept with twin daggers.
    +Thief skills: infiltration, lockpicking, and stealth.
    +Connections to underground organizations in Orlais, and, presumably, the connections necessary to connect with thieves’ guilds in other locations. Connections to pro-elf political movements.
    +Strong social graces, and skills in mediation of conflict.

    Weaknesses
    -Discomfort with non-elves, especially humans.
    -A lack of familiarity with the world outside of Val Royeaux that borders on naivete.
    -Little experience or familiarity with anti-mage combat.
    -A weak foundation for emotional and psychological resilience. Her refusal to acknowledge her darker tendencies means that she’s pretty vulnerable to external stresses or anything that challenges her self-image.

    Inventory

    Thief’s kit: lockpicks, climbing equipment, etc.
    Weapons: daggers

    Motivation

    Caught a rift shard, tired of her hand hurting.

    SAMPLES

    Sample 1
    Sample 2
    venenifer: (Default)

    Gideon Wheelwright | Native OC

    [personal profile] venenifer 2021-01-20 12:01 am (UTC)(link)
    PLAYER

    Name: Cami
    Age: 30s
    Contact: [personal profile] eolasemah, Cafiffle #2173
    Other Characters: Barrow, Benedict, Mado, Fifi, Cade, oh god so many
    Interests: kicking my own ass and also yours maybe

    CHARACTER

    Name: Brother Gideon Wheelwright
    Canon/OC: OC
    Journal: [personal profile] venenifer
    Race: elf
    Nationality: Fereldan
    Occupation: medic, Chantry brother
    Division: forces
    Mage or Not: no
    Age: mid-30's

    History

    Anyone who asks will learn that Gideon was born and raised in Redcliffe town, where he studied herbalism under his mother’s guidance and physicking under his father’s. He was always a serious child, his asocial tendencies growing more intrinsic to his personality with poor treatment (at least he considered it poor) by the other, larger children in the alienage. He developed a sense of duty to their health and wellbeing despite never fitting in with them, and although they weren’t unusually cruel, he was a sensitive boy who seemed to internalize every injustice and unkind word. The gap between himself and his community increased with the size of the chip on his shoulder, and by the time he elected to join the Chantry in his late teens he had almost completely alienated himself from his neighbors; his absence gave them welcome respite from his quiet judgment and unwelcome commentary.

    A devoted Brother and detail-oriented scholar, he fit in well within the ranks of the Chantry’s mostly human clergy. Gideon was instrumental in tending the wounded during the darkspawn attacks on Redcliffe during the Fifth Blight, during which he was in his early twenties. Although he did not personally meet the Hero of Ferelden or his entourage, Gideon came to understand the significant role Wardens played in delaying the apocalypse.

    About this, Gideon is quite secretive. He became very close to the Chantry’s librarian, to the extent of which the two of them left on a quest for knowledge that took them north, permanently leaving Redcliffe and its surrounding area. Their destination was a small and well-hidden mining village in the Frostbacks, populated by Andrastian zealots seeking refuge from what they perceived to be the liberal-minded heretics of the world below. Still referring to himself as a Chantry Brother, Gideon grew to understand what he had suspected all along: that to be a true follower of Andraste required further sacrifice and devotion than they were led to believe in their weekly services and even his personal studies.

    [REDACTED (for mods' eyes only)]

    He came to Riftwatch to dedicate his healing abilities and moral compass to their cause.

    Personality

    A quiet and serious man, Gideon’s posture is impeccable, his gaze piercing, and his hair expertly in place at all times. He’s the sort of person who carries so much tension in his neck it’s fair to wonder if his shoulders shouldn’t be about an inch lower on his body.
    He is fastidious and careful, competent to a degree some might find intimidating, and invariably clean.

    A capable medic despite having no magical ability, he knows his way around an infirmary and is quite gifted with the crafting and application of potions, tinctures, and poultices (not intended for internal use), even if his bedside manner could perhaps use a bit of work. Although not overtly rude, Gideon isn’t especially friendly either, and there’s a certain coldness that never leaves his gaze even in moments of amusement or relaxation.

    His aloofness should not be mistaken for shyness, however. Speaking his mind comes easily to him, in the clipped and well-enunciated way of the educated; his certainty of self can often be interpreted as arrogance, although he bears none of the indicators that he was raised with any serious privilege, and the source of his disdain is not immediately identifiable.
    He may, for whatever reason, just have a chip on his shoulder.

    Although very much an elf, Gideon has little time for or interest in interracial politics, prefering on the whole to keep a professional distance from elves, humans, dwarves, and kossith alike. This can certainly be challenged, and may even be welcomed if the timing and approach is right, but one ought always be prepared to receive a cool stare and a quiet goodnight.
    The only person of whom he approves with absolute certainty is Andraste, but fortunately for everyone his piety is kept (for the most part) quite close to his chest.

    It’s late at night, when most have turned to their beds or settled into drinking and relaxing, that he can be found drilling in the training yard with a wooden polearm. Presumably he sleeps sometimes, as he never looks especially wearied; perhaps it is his commitment to his own health and that of others that propels him through life, even if he doesn’t actually like any of them.


    Opinions & Affiliations

    No opinion on any Thedosian races, although he may have a thing or two to say about the Qun or the Dalish Pantheon-- Andrastianism is his chosen path, and boy oh boy has he chosen it.

    A little sketchy around both mages and Templars, though he won't hesitate to treat either.


    Strengths & Weaknesses

    Strengths: Competent healer, keeps his cool under pressure, surprisingly decent in armed combat.

    Weaknesses: Has an Attitude Problem, doesn't play well with others, ruins birthday parties.

    Inventory

    Arrived in black traveling robes with a physician's kit, a polearm that doubles as a walking staff, and a dagger/utility knife bearing a flame motif along the blade.

    Motivation

    His motivation is not completely clear at this time, aside from his assumption that Riftwatch, being a small organization, probably needs more medics.

    SAMPLES


    prose

    brackets

    Edited 2021-01-20 06:40 (UTC)
    kantikoy: (in the dark)

    Adrasteia, a Grey Warden | Native OC

    [personal profile] kantikoy 2021-01-20 05:14 am (UTC)(link)
    PLAYER

    Name: Era
    Age: over 35
    Contact: spacewitchery @ plurk, spacewitchery#9221
    Other Characters: Erik Stevens
    Interests: Political intrigue, found family, group problem solving

    CHARACTER

    Name: Adrasteia (no last name given but it was Beleanor)
    Canon/OC: OC
    Journal: [personal profile] kantikoy
    Race: elf
    Nationality: Ferelden
    Occupation: Grey Warden
    Division: Scouting
    Mage or Not: Yes
    Age: 28

    History

    ↝ born near the Amaranthine Sea 9:16 Dragon
    ↝ orphaned at 14 by the Blight
    ↝ mage tendencies made themselves known to her around 15
    ↝ [ hid that mage shit as best as possible in the meantime, thanks ]
    ↝ married at 16 to an elf named Helec
    ↝ widowed at 17 during a darkspawn attack while traveling
    ↝ recruited into the Grey Wardens not two seconds later by a Warden named [ static noises ]
    ↝ got as far from Ferelden as she could
    ↝ ended up in Northern Orlais nearby the Blasted Hills so not far at all
    ↝ was at Adamant when that all went down having been summoned, after loudly telling Clarel that blood magic to end all Blights was the height of hubris. she wasn't taken too seriously.
    ↝ tried to make her way to the Weisshaupt and the Anderfels before war broke out, didn't quite manage that. got as far as Perendale
    ↝ has tangled with the occupying forces a few times
    ↝ now has come to Riftwatch to see if there's a collective Warden presence focused on blowing this Corypheus thing wide open or just keeping their secrets as per usual

    Personality

    Aggressively cheerful are definitely words someone could use to describe Adrasteia. She's definitely got that 'sunny side up' approach to life down pat, quipping during fights or just over drinks. In general, Adrasteia wants people to enjoy what they can out of life and sees no reason not to be a force in that direction, pointing out bright sides and positive outlooks even in the direst of circumstances.

    This backfires on her sometimes; people presume she's naive or hasn't considered the risk vs. reward in a given situation (see: Adamant). The fact that she's an elf, slight, and still in her 20s doesn't help with this very much. She's hoping that in her 30s she'll be taken a little more seriously.

    Her cheery disposition is as much a response to her life's trauma as it is a specific and intentional outlook. By 18 Adrasteia had not only been orphaned but widowed and conscripted into the Grey Wardens with the understanding that she would eventually go mad and run off to the Deep Roads to die. If she didn't look at the bright side of life she would have been easily swallowed up by the fears and darknesses therein instead.

    Sometimes this still threatens to happen; there are cracks in her smile, especially when presented with the facts of the Wardens' behavior of late (some of which she's not even privy to yet, but you can be sure she'll be facepalming once she learns of the Anderfels debacle.) She also has negative feelings about her expected future facing the Calling and the many ways she sees that Grey Wardens could strive to help Thedas while instead, they're sitting around panicked because they think they're all dying.

    Newsflash: everyone is dying. Death happens constantly, it is the one assurance of being alive. Becoming seized up about it won't stop it, but it will stop anything from getting better for anyone while they still live.

    She tries, very hard in fact, not to pass too much judgment upon others. Plenty of her brothers and sisters in arms believed in what they were doing at Adamant, right up until the end. The Maker is responsible for what happens to their souls after this life is over, and she doesn't fancy herself a method of punishment from the universe. Instead, Adrasteia would like to be a beacon of good, and goodwill. She doesn't want to be the hero, but she won't settle for not being a hero.

    That doesn't stop her from having a healthy sense of 'I told you so'. For someone who has often felt underestimated, being right on the big decisions has its bonuses. She's also very expressive and animated, with her hands and eyebrows doing as much of the talking as her voice does.

    Opinions & Affiliations

    Alienages = a place of real-life damnation upon Thedas.
    The Chantry = means well on paper, does poorly in most realities. politically better than the alternative, which is no Chantry at all, the Tevinter option, or the Qun. Uncertain about its current direction.
    The Qun = fascinating. ultimately dangerous, in a totalitarian way, but fascinating.
    Grey Wardens = she loves them but they have their problems. so many fucking problems. recognizes she has strong biases in their favor despite this. often wishes the hero of Ferelden had gone to Weisshaupt and changed things from the top down, but who knows if that would've worked. probably not since most top-down change has been shit, historically.
    The Inquisition = please please please don't be just a façade of the Chantry. Uncertain about this organization in particular under the new Divine.
    Mage/Templar Conflict = mages deserve to make their own life, on the whole. that said, templars got an equally short end of the stick here. they're just people too, and people who have been made addicts to lyrium, which is not ideal either, and are inexorably tied to the Chantry which ain't great, in her opinion
    Humans = generally power-hungry and incredibly dangerous as a large group. decent individuals exist, as per any others
    Dalish = a little stuck up, but understandably. humans keep trying to wipe them out and whatnot, she'd be stuck up about it too.
    Dwarves = hilarious when first out from underground. so much politicking it makes one's head spin
    Seekers = can the Grey Wardens adopt this group or at least come up with their own version?
    Landed nobility = you telling me a peasant farmed these crops and yet they're YOURS to make money off of? excuse?


    Strengths & Weaknesses

    Let's start with Weaknesses:
    - Ice magic & Blood magic, generally
    - being still for long periods of time (though if she can tap her fingers against her thigh, that helps)
    - not speaking her mind, either through facial expression or just saying whatever she's thinking
    - reaching high shelves
    - very bubbly, to the point of not seeming serious enough
    - a little too trusting, especially of those who have shown they are not the most trustworthy already

    Strengths:
    - honest to a fault
    - willing to stand up for those who have no champion
    - good listener
    - will want to hear all available information before deciding
    - skilled at Spirit, with the barest beginnings of a Knight Enchanter specialization (she can summon a spirit blade but that's it)
    - hates judging people based on their past deeds/poor decisions
    - very bubbly, to the point of making others comfortable around her

    Inventory

    (2) sets of Grey Warden battlemage armor
    (1) battlemage fire staff
    several clothing items that are not armor but are well-made, including cloaks
    lots of inexpensive jewelry so she doesn't get sad if they get damaged in battle
    books. a trunk of books. some of them are decent and some of them are terrible. most of them are fiction. if she has duplicates she'll give them to the library in the Gallows.


    Motivation

    So clearly something is Up with the Wardens, and Adrasteia wants to get to the bottom of it. She has heard through various grapevines that there are a few Wardens with the Riftwatch and wants to see for herself. Also getting to Weisshaupt is impossible now, and she's exhausted all safe attempts at managing that on her own. Plus she thinks that Riftwatch has a good chance at actually doing something about the war, unattached to the Chantry as it is, and wants to check it out. No rift shard for her.

    SAMPLES


    Sample 1 & Sample 2
    Edited (forgot to include that she's native in the header) 2021-01-20 07:51 (UTC)

    Re: ACCEPTED + NOTES

    [personal profile] kantikoy - 2021-01-27 04:02 (UTC) - Expand
    truthtied: (Default)

    Princess Diana/Wonder Woman | Rifter

    [personal profile] truthtied 2021-01-20 06:06 am (UTC)(link)
    PLAYER

    Name: Iggy (Caitlin)
    Age: Ageless
    Contact: thatoneblonde @ plurk
    Other Characters: Sister Sara Sawbones, Sol Noon, Jenny Lou Davies
    Interests: I apparently wrote this app like a whole year ago in 2019 so I'm finally acting on this latent desire to bring back my girl.

    CHARACTER

    Name: Princess Diana of Themyscira
    Canon/OC: Canon
    Canon Point: v. 2 i. 224
    Journal: this one (previously apped as [personal profile] intruthandlove)
    Age: 34-36 ish

    Canon World

    It's a world, where anything is possible and everything exists. Literally everything. We've got Greek gods, Roman gods, Hindu gods, Actual Heaven and Actual Hell and a couple of personified concepts walking around. Magic and science, aliens and myths exist simultaneously. Mixed into all of that are the heroes. Beings with superhuman powers, from the remote reaches of the galaxy and from down the street in Nowhere, Kansas. Terrifyingly capable humans with no powers at all, except a determination to do what is right and a complete and total inability to live a life that does not include running around in wild outfits while people try to kill you. It's modern when it's not outright futuristic, with the latest technologies pushing men further and further into space, but under that is the bedrock of a very old world filled with even older magic. And between all of that is the rest of the world, doing it's very best to get by as gods fight it out in the sky and monsters rise up from the deep. Good thing we got that there Justice League.

    Diana's personal world straddles both these lines. She is a daughter born from antiquity, who now fights alongside beings and technologies her mothers couldn't have imagined in the decades past.

    History

    * Themyscira is a magical island full of women that sits on top of a lot of evil
    * Hippolyta, Queen of the Amazons, goes out one night on the beach and makes a baby out of clay.
    * Athena goes "Nice." Clay baby comes to life.
    * A couple more gods show up and give the baby powers.
    * Diana is raised in society exclusively of women resurrected from the souls of women who were killed by men and given a home on a secret island. It's very nice there.
    * Gods: Hey, the world is fucking crazy, go be part of that.
    * Diana: I'm gonna be the Ambassador. Hippolyta: No you're fucking not.
    * Diana wins contest to be Ambassador while in disguise.
    * Diana gets the Lasso Of Truth and goes to See the World.
    * Ares is also trying to destroy the world, world discovers Diana when she defeats him.
    * Goes home for Rest, Zeus pops up like "Let me slam?"
    * Diana sez No. Gets sent on Hero's Quest for friendzoning Zeus, kills the evil under the isle.
    * At some point she gets a publicist who later dies of a drug overdose.
    * A Crisis happens, Themyscira blows up.
    * Gods decide to leave, Diana helps.
    * Themyscira rebuilds and decides to let outsiders in.
    *Surprise! There are renegade Amazons living outside Themyscira!
    * Delegates from around the world show up to Themyscira, chaos ensues, but ends well.
    * Themyscira establishes Embassies
    * Hippolyta visits Boston and is framed for murder, Diana stops the Amazons from rioting and becomes de facto Queen.
    * The gods are back!
    * Circe Starts Some Shit, The Greek and the Roman Pantheon Fights, Themyscira blows up.
    * Diana goes to space, gets captured, escapes, becomes a space pirate and destroys a galactic empire.
    * Themyscira blows up, everyone dies.
    * Diana gets an apartment and a job at Taco Bell
    * The mafia fucks some shit up, Diana fucks up the mafia.
    * Surprise! Circe convinced the renegade Amazons to overthrow the regular Amazons and transported everyone to a fire dimension!!
    * Themyscira gets unblown up.
    * Hippolyta: Hey, guess who doesn't get to be Ambassador anymore. Diana: wait what.
    * Enter Artemis: Wonder Woman of the 90's. She dies later, because Hippolyta had a vision.
    * Darksied invades, Themyscira blows up.
    * Hippolyta steps down as queen, Diana moves out of Boston
    * Artemis comes back to life and causes a fight.
    * Diana dies and becomes a goddess, Hippolyta is Wonder Woman now.
    * Diana comes back!
    * Diana writes a book.
    * Medusa fucks some shit up, Diana blinds herself during the fight.
    * Athena gives Diana her eyesight back after she helps overthrow Zeus.
    * A Crisis Happens. Diana kills Maxwell Lord.
    * The world loses faith in Diana after seeing her snap a man's neck.
    * Themyscira does not blow up, but it does nearly get invaded by a lot of murder robots.
    *Athena transports Themyscira and the Amazons to another dimension, Diana stays behind to fight robots.

    Wiki history, the sections Crisis on Infinite Earth (not to be confused with Infinite Crisis) - The OMAC Project.
    Personality

    A lot of what Diana is is a contradiction in terms. She was given the mission to spread the Themysciran ways of peace to the world of man by Ares the god of war. She is a warrior, who enjoys a friendly spar with her comrades in arms. She is deadly serious on the battle field, willing and able to bring down the wrath of the gods on her enemies. But when at all possible, Diana will seek the diplomatic approach. She will work to calm before she moves to violence, try to talk someone down before she knocks them out. She's willing to take a life if it comes down to it, but it's not a task she takes either lightly or happily.

    Leadership comes naturally and is something she takes seriously, expecting the most from others and herself. Her personal inclinations lean towards activisim than politicism, but ultimately she was raised a princess. While she doesn't have any expectations of how people should treat her, she also doesn't do very well with following authority, because very often she is the authority.

    Diana loves deeply and unreservedly with very few exceptions. She loves people, she wants to know them and know about them and their lives. She's earnest and good natured when she's able to just be around others, she has a sense of humor that runs towards mischievous given the time and place. Most especially she loves her people, beyond both reason and fault. Losing them, seeing them hurt, pushes her to despair and apathy towards her own wellbeing. Perfectly happy to sacrifice herself, she'll gladly take on more and more dangerous work, particularly if it distracts her from the pain of losing her family (again). Diana is relentless, her body and her faith might waver, but she is entierly resolute in finishing whatever task is set before her.

    Strengths & Weaknesses
    Strengths
    Non-Superhuman
    - Extensive experience as an acting ambassador
    - Adept at learning new languages
    - Extensive experience in hand to hand combat, armed or otherwise


    Superhuman
    - Standard Super Power Set (strength, durability, speed). She is second to Superman in strength and durability. She's third in speed, mostly because writers can never really decide if Superman or the Flash is fastest.
    - Unassisted flight.
    - Resistance to illusions.
    - She can talk to animals.
    - Can cross into different realms via meditation.
    - "Sisterhood with fire." The actual function of which varies depending on the plot, but is the Magic Stuff that makes the lasso of truth work good. She's also resistant to both mundane and magic fire.

    Weaknesses
    Non-Superhuman
    - Overly empathetic and bound by her word.
    - Given to self sacrifice and pushing herself well beyond her impressive limits.
    - While her default is diplomacy, she can be militaristic if she feels pushed to it.


    Superhuman
    - Batman ominously holding out an empty box, saying "Nothing."

    Suggested Nerfs

    Major nerfs so I don't feel Weird about her staying back to do more diplomacy/cr building shit that I want to do rather than sailing off to Solve the Problem in one go.

    Specifically:
    - Flight gets a heavy nerf, downgraded to leaping tall buildings in a single bond.

    - Speed functions like Fade Step.

    - Durability and strength downgraded to Average Qunari Berserker.

    - Can only enter the Fade the same way everyone else does. Can not enter other realms beyond that.

    - Mild resistance to illusions (For Thematic Reasons), but as susceptible to magic as any other Thedaian who isn't a dwarf.

    - The lasso is still unbreakable, but casual touch does not compel truth. Diana has to do it intentionally and it has a mana drain similar to any spell.

    - I would like for her to maintain her ability to talk to animals. No specific reason, I just think it's fun.


    Arrival Inventory

    - Wonder Woman suit and boots.

    - One (1) tiara
    razor sharp that can be used as a projectile weapon

    - Bracelets of Submission (no joke)
    (Ridiculously strong silver bracelets, forged from Zeus' shield, worn by all Amazons as a symbol of their enslavement at the hands of Heracles (comics are fun). Strong enough to repel physical, magical and projectile attacks.)

    - The Lasso of Truth

    Humanization

    n/a

    Fit

    Diana in other worlds is always interesting because she's already on that From A Different World vibe and is inclined towards interacting with the people and helping them with their problems. Major power nerfs also keeps me from feeling like she should just be going off to fight Corypheus.

    SAMPLES

    beep
    boop
    Edited (i remember how to do this) 2021-01-20 06:06 (UTC)
    infantes: (Default)

    Thaïs de Lamorraine | Rifter

    [personal profile] infantes 2021-01-24 08:16 am (UTC)(link)

    PLAYER

    Name: k2
    Age: dirt
    Contact: chant "bloody mary" in front of a mirror thrice at midnight
    Other Characters: Isaac (Mage), Vance, Lazar (Side), Skarn (Side)
    Interests: Thought I'd give another jock a try.


    CHARACTER

    Name: Thaïs de Lamorraine
    Canon/OC: OC
    Canon Point: Being 25
    Journal: [personal profile] infantes 
    Age: 25

    Canon World

    Thais is from the same world as Libby's character, Petra

    Lamorre was a small but wealthy nation, containing a religious city-state that ruled the continent's dominant faith. Though technically separate, their politics were intertwined. Also, they didn't like witches. Or women. Or populism. Those all sort of went together, with the result that witchcraft was punishable by death.

    Marius, a man in distant line for the throne, learned a whole bunch of magic to try and get ahead. For this, he was exiled with his pregnant lover, Petrana. It wasn't a happy marriage, and their first child died young.

    Marius built an army, and eventually seized control of Lamorre. There were subsequent attempts to dismantle more widespread church power structures (mixed success). Times within the new Lamorre were turbulent, and crackdowns on dissent frequent. 

    Twenty+ years later, life in the Empire is more settled, but rebellious sentiment remains strong.



    History

    • Thais is born after the new Lamorre is established.
    • Mom (Petra) dies when she's a toddler, under disputed circumstance. Thais primarily knows her from paintings.
    • Dad (Marius) vanishes when she's a child. He rules from afar, and increasingly cedes power to a council of advisors.
    • Thais is raised by a series of nannies and tutors. This is overseen by the strained cooperation of her grandmother, and Davidias, a royal guard.
    • Word from Marius slows, then stops entirely. Despite this, he has not been declared dead.
    • So: Thais remains a princess, and a figurehead for council rule. Her interests are indulged, and she's encouraged to leave the politics to others.
    • Idolizing Davidias as a knight, Thais becomes an unwise battlefield presence in Lamorre's skirmishes.
    • The uncertain state of Lammoran rule — and its relative newness/instability — have made arranging a marriage and heirs for the aging princess difficult.
    • Thais isn't helping.
    • Strange events start being reported out of isolated areas of the empire. Ghost sightings, people vanishing, reversed aging, restored ruins, etc. It's causing unrest. Like, even more of it than there was already.
    • Decides she's going to investigate.


    Personality

    Thais creates her own challenges, for better and worse.

    Indulged to an extreme, she would have received the same praise for skating by as with excelling — and she knows it. It drives her a bit batty. If everyone expects the least from you, don't you have an obligation to be the best? She's a pathological overachiever in those things she deems important. The trouble is, there's a lot that she doesn't think is important, and few people in her life have been willing to point it out. 

    Though the daughter of revolutionaries, the most present figures in her life have been a literal member of the old guard, and a woman who lost everything to that revolution. Thais is a symbol of the system, and her upbringing was primarily shaped by that which came before. It's given her a tighter draw to authority than might be expected less than a generation from open war. 

    Unable to fit easily into her grandmother's mold, Thais has bent herself to the shape of Davidias' romanticised knighthood, and the victorious image of her father. Her childhood meant reconciling a number of conflicting truths: That Marius was heroic, that Marius was a violent shit. That her caretakers loved her, that this love was really meant for another (her mother, and the sister she never met). Thais needs to make her mark, because she needs to be seen for herself.

    Though theoretically attached to notions of Courage and Justice, Thais' moral reasoning isn't always what you'd call sound. She feels strongly, and tends to push a situation further than it needs to go. She's not universally vicious, but empathy is not her strong suit. There just haven't been many reasons to practice. Thais can be a loyal, affectionate friend, and an arrogant, self-involved jerk. See? She's multi-tasking.

    When lonely or unsatisfied, Thais seeks risk — with the reckless expectation that she'll kick risk's ass. It's not that she doesn't deliberate, but her concept of consequences is that of a princess. Things like comfort, stability, or mortal wounds will probably get sorted out for her, as they always have before.



    Strengths & Weaknesses


    +
     KNIGHT

    Thais has been trained in combat and horsemanship. Her position has always meant a degree of protection (can't get the figurehead killed), but she's seen real fighting. Also fake fighting: Girl can joust.

    She's a decent shot, best with a longsword, capable with a rapier, and can grapple well enough if disarmed. But she's been kept out of fun fistfights or knives in the alley.


    + WITCH

    Thais' magical education began early. It also ended early. Lamorran magic mostly bewitches physical items, and Thais can:

    • Sharpen an edge
    • Strengthen armor
    • Give surer footing
    • Conjure lightning from a weapon — Localized sparky electric damage only, no shooting lightning bolts or anything like that. 
    • Soundproofing a room that she's in
    • Making pretty little useless lights in the air

    - DIPLOMACY

    Stubborn, impatient, low compassion score, intentionally kept out of politics. She knows that ceding decisions to others isn't always in her best interest — but she's going to do it anyway, barring some character development.


    - BASIC LIFE SKILLS

    Thinks it's very cool and down-to-earth that she knows how to make bread on a campfire. She isn't the one who cleans the pan.



    Suggested Nerfs

    Thais' spells will function like mage glyphs. They:

    • Require line of sight
    • Don't last forever
    • Require continuous energy upkeep
    • Can be dispelled
    Unlike Petrana, Thais will never be capable of creating permanent enchantments, and cannot handle lyrium safely.

    Any further nerfs are chill. I'd like to keep the "making pretty useless little lights in the air" if possible, for sad family memory reasons.


    Arrival Inventory

    • Warhorse
    • Sword
    • An absurdly heavy crown
    • A ballgown with the sleeves ripped off


    Humanization

    N/A



    Fit

    Thedas seems like a natural extension of Thais' current capital-q Quest. I'm interested to see how that momentum both translates to new goals, and is stifled by the necessities of like. Listening to other people.

    Also her mom's here.



    SAMPLES

    oyedeng: (Default)

    Naomi Nagata | The Expanse | Rifter

    [personal profile] oyedeng 2021-02-01 08:41 pm (UTC)(link)
    PLAYER

    Name: Inky
    Age: 33
    Contact: [plurk.com profile] inkcharm, Discord: inkcharm#4573
    Other Characters: ---
    Interests: As a long time player of the Dragon Age series, I'm really interested to see how a character like Naomi fits into the world, who is new to everything from gravity to magic to... well, most things you find on a planet, honestly. Her "We do good where we can, when we can" attitude and rejection of fanatic idealism when backing a cause will be interesting in the political landscape of Thedas, especially as much of her character easily aligns with elves, dwarves and to an extent even mages. Personally, I also really just miss Thedas, and my one true wish is to join a dwarf in complaining about the sky.

    CHARACTER

    Name: Naomi Nagata
    Canon/OC: The Expanse
    Canon Point: Post 3x10 "Dandelion Sky", after the Ring decelerated everything and knocked her unconscious
    Journal: [personal profile] oyedeng
    Age: early 30s

    Canon World

    Set roughly 300 years in our future, "The Expanse" shows us the world of our solar system as colonized by humanity. Within the show's world, three major factions/regions have emerged: Earth (led by the UN), Mars and the Belt (the Asteroid Belt and Outer Planets). Earth struggles with overpopulization, Mars is a militaristic faction united in the common goal of terraforming the planet, and the Belt is populated by a cultural hodgepodge of people under no centralized government whose physiology has changed to adapted to zero/low gravity environments and the hard work on space ships and stations, mining resources mars and earth are in need of. While not governed under central rule, within the Belt a faction known as the OPA has made efforts to represent Belter rights - violently, if need be. As the threat of an alience substance known as the protomolecule emerges, able to kill and alter people and spreading like a disease, it becomes rapidly apparent that humanity is its own worst enemy, as faction politics and attempts to destroy or seize the protomolecule threaten to destroy humanity inside out. At Naomi's canon point, the substance known as the protomolecule has opened a Ring Gate to unknown destinations beyond the solar system, causing all factions to attempt to seize control of this new technology despite potential dangers.

    History
    CWs: Mentions of emotional/mental abuse, mass murder, child abduction, implied child labour, suicidal ideation

    Link


    Like all Belters, Naomi's grown up on mining ships and space stations within the Belt, meaning she's used to poverty and a life under constant dangers. Naomi is a gifted, skilled engineer who got her start via self-learning.

    At some point in her youth, Naomi meets Marco Inaros, an idealistic OPA radical. Her relationship with Marco contains within its course the defining moments of her past. She gets involved with the OPA. Marco is a manipulative, narcissistic abuser, and Naomi canonically describes the experience as becoming nothing outside of what she is to Marco, losing herself in the relationship to please him. When Naomi is 18 years old, they have a son together named Filip.

    Naomi creates a program for Marco that can override spaceship reactor control programs, the intent being to allow them to leave ships adrift and rescue them for a price. Marco instead uses Naomi's code to intentionally overload the reactor of a civilian ship, blowing it up in the docks of Luna, killing 516 people. Naomi carries the horrific guilt over this to this day, blaming herself. This event drives her to leave Marco, who retaliates by taking their son Filip, denying Naomi access to the child in order to force her to stay. Naomi searches for Filip for months, abandoned and betrayed even by presumed friends. Eventually, Naomi walks into an airlock intending to kill herself by venting herself into space. She changes her mind, and instead chooses to walk away from Marco for good - and therefore from Filip, whom she has not seen since.

    In the time after this, Naomi manages to acquire several degrees, a high accomplishment for a Belter from such modest roots. She eventually becomes the Chief Engineer of the Canterbury, where she meets Amos, Holden and Alex. The four of them become the only survivors of the Canterbury's destruction, thrusting them into the middle of the fight over the protomolecule as the galaxy spirals into conflicts they're trying to navigate without losing themselves in the process.

    As the only Belter on board, she often finds herself trying to speak up on behalf of her people. Her recent history is defined by betraying her found family and hiding a sample of the protomolecule rather than destroying it, believing that her people can't negotiate at the table with Earth and Mars without a bargaining chip of their own.

    Personality

    Kind-Hearted, Empathetic
    Driven by the abuse and loss she suffered and the deaths she caused, Naomi can often be seen pushing to help people in need, sympathizing and empathizing with those who suffer, especially other Belters, women and children. Tied to this, Naomi tries to save lives wherever possible, not hesitating to risk her own wellbeing if necessary.

    Reserved, Private
    Naomi is not an open book, preferring to keep her past close to her chest, and rarely opening up about it. It's only slowly over the course of their relationship together that Naomi begins trusting Holden with the darker aspects of her past. When she betrays him by hiding the sample rather than destroying it, Naomi accepts his ire for a long time before she eventually confesses the parts of her past to him that have driven her choices, a confession that allows him to understand where she's coming from

    Determined, Strong-Willed
    Naomi has a strong moral compass that she will follow even to her personal detriment, as can be seen in her choice to go behind her crew's back with the protomolecule sample. She felt so strongly about needing to support her people in that instance that she was willing to risk her personal relationships for it. When she feels like others do something morally wrong, she doesn't hesitate to speak up either. Naomi isn't someone who gives up or gives in easily.

    Opposed to Violence
    Naomi is aware that violence is sometimes unavoidable or necessary, but advocates for non-violent solutions where possible and is uncomfortable with it to the point where she refuses to carry a weapon unless pressured into it when it's absolutely necessary.

    Loyal
    At the end of the day, Naomi is loyal - to herself, to her moral conviction, to her found family, to her people. She rejects ascribing herself to a cause, knowing where those paths can lead, but it doesn't make her less dedicated to the people she values. At her current canon point, Naomi left her crew to work on a Belter ship for a while, a journey of self-discovery that ultimately shows her that her dedication and loyalty lies with her found family much more than with her people and their cause at large.

    Strengths & Weaknesses

    Strengths:
    Genius Level Engineer
    While we mostly see the application within spaceships and space stations, being a skilled engineer Naomi has a range of skills and knowledge that can be applied towards technical and mechanical solutions and problem solving, with an analytical mind and strong competence in mathematics, coding, design, construction and general science.

    Intelligent, Resourceful
    Naomi rarely panics, thinks quick on her feet and is able to remain level headed even under pressure, improvising where necessary. This can be seen in her self-taught and academic accomplishments in her field of expertise, as well as how she manages to hold it together when ships and stations are literally falling apart around her.

    Intuition
    Naomi tends to be competent at reading people and seeing what's important about them. She's vigilant not to fall prey to people's charms (been there, done that), and often proves critical in advising Holden on people's base intentions.

    Basic First Aid
    While the state of the art med bay takes care of most things, Naomi is shown to be competent enough to administer very basic first aid. Anything beyond that quickly goes beyond her though - as she says: She fixes ships, not people.

    Dexterity
    As someone used to working in the guts of ships and stations in low to zero gravity, Naomi has above average dexterity and hand-eye coordination, as she's used to working with elements that require high levels of precision and steady hands even under critical conditions. She promises this is true even if she staggers around like a drunk while planet side initially, not used to orienting to a horizon and handling gravity. She'll adapt. Don't judge.

    Astronomy/Intersolar Travel
    Having grown up in the Asteroid Belt, Naomi has a good understanding of space and space travel.

    Weaknesses:
    Belter physicality
    As a Belter, Naomi's muscle mass and bone density are much lower than those of people who have grown up in gravity. Known as "Skinnies" (derogatory), Belters in the show cannot withstand planetside gravity without undergoing months long endurance training and medical procedures to assist them - and even then, success isn't guaranteed. This also means that generally speaking, Naomi is physically considerably weaker than others.

    Little to no understanding of the natural, planet-side world
    Naomi has never in her life seen living animals or indeed most plant life. She comes from confined spaces of metal with at best artificial skies and lighting, and has no survival skills in the natural environment of a planet.

    No understanding of magic
    What even is magic. The closest Naomi has ever seen that compares is the alien protomolecule. Blue, crystallizing stuff. I'm sure nothing like that could be encountered in Thedas, right? Beyond that, Naomi has no understanding of how magic works, and no defenses against it. 

    Trauma/PTSD, Trust Issues
    Due to her past abuse, Naomi has some weak spots when it comes to applications of violence fpeople rallying others to their cause, physical/emotional/mental abuse, children. As she's very private and doesn't share much about herself easily, she can potentially alienate or antagonize people while making decisions based on her past trauma.

    Suggested Nerfs

    I would love to play with the unique challenges of Naomi's Belter physique upon her arrival in Thedas, as at her current canon point, Naomi has undergone none of the previously mentioned treatments to help adapt to gravity, and has never been planetside. The gravity would crush and seriously hurt her upon arrival (think bones slowly breaking as if under great strain, and untreated eventual collapse of inner organs). With mod permission, I'd love to integrate this into her arrival log and quarantine time, as she'd need medical/magical attention upon arrival, and while of course I'd like for magic to gradually help her, I'd prefer for this to not be fixed straight upon dropping through the rift as if it's not an issue for her. Some time spent healing up while quarantined, and a gradual adjustment afterwards would provide interesting RP opportunities for her. Even orienting herself to a horizon and learning to move while hard gravity pulls her downwards constantly would be a challenge.

    Arrival Inventory

    dark red coveralls 
    a few small tools in her pocket that can serve in lieau of a full tool belt on a space ship, but will be of no use on Thedas.

    Humanization

    Naomi is human. But due to her unique Belter physiology, she does resemble a tall elf at first glance, being considerably skinnier and built more lightly than the average human, though er ears are round. In addition she has tattoos that visually bear some resemblance to dwarven tattoos, namely a gear-like circular design around the neck and a pattern on her chest.

    Fit

    I'll admit that up until recently, I didn't think a character so heavily steeped in a sci-fi canon as Naomi would be a good fit for a world like this, until I started just thinking about the politics and themes of her canon world and the Dragon Age world overall. Naomi's people, the Belters, have a lot of overlap with city elves and casteless dwarves, so I think those politics would ring very true for Naomi. She's a character who lives by the motto 'we do good where we can, when we can', wanting to help and save people where she goes unrelated to subscribing to a larger cause, but being loyal enough to her found family to support them as well. She doesn't like to personally subscribe to causes of fanatic idealism, but ultimately just wants to help people, and has a very strong sense of justice and what is right.

    SAMPLES

    Sample 1: Fade Rift TDM
    Sample 2: Drinking with Amos
    fairforce: (Default)

    Theophania Hart || DA OC

    [personal profile] fairforce 2021-02-07 11:20 pm (UTC)(link)
    PLAYER

    Name: Cee!
    Age: old mrs. old
    Contact: Ceeeeee @ plurk
    Other Characters: Matthias, Darras, Val as main characters; Doki and Nikos as side characters
    Interests: providing a contrast to chaos with someone a little more straight laced. playing someone religious. playing someone who is just really nice, actually.

    CHARACTER

    Name: Theophania (Tiffany) Hart
    Canon/OC: DA OC
    Journal: fairforce
    Race: Human
    Nationality: Fereldan
    Occupation: Seeker of Truth
    Division: Diplomacy or Forces probably
    Mage or Not: nah
    Age: 30

    History
    Born a middle child to a minor lord and lady in Ruswold Valley, Tiffany was destined to a soldier's life. Her parent joke that their M.O. in starting a family was to build themselves a personal army, which they achieved: twelve of the fourteen Hart children are knights, largely still in the service of House Hart. One younger brother, Nestor, is a mage formerly of the Ostwick Circle, now missing and presumed dead.

    Tiffany lived a different life. At six, she was earmarked as special and was taken for training as a Seeker of Truth. She remains in touch with her family to this day--all of them very loving and supportive and interested in her life.

    Tiffany’s training was largely uneventful and exactly what one would expect for a Seeker. Her belief in the order’s importance and relevance to the world was only strengthened by the lessons that she learned and the history that was imparted to her. Safeguarding the Chantry and the Divine seemed very important. Tiffany’s relationship with the Chantry grew more complicated as she grew older. She maintained her belief in Andraste and the Maker, and is still a devout practicer of Andrasteism. But she came to understand that there was healing that needed to be done, in order to bridge the gap between Andrasteism and those that its harsher precepts had hurt. This personal mission became very important to Tiffany.

    In her early 20s, Tiffany completed her vigil in a watchtower high in the Frostback Mountains. She went up with a page, Earl, and an older Seeker, Lord Seeker Burton Bell. Everything seemed normal, until--shortly after Tiffany completed the vigil, the trio became trapped in the watchtower: first by a terrible winter storm, second by an ice dragon who had brought said storm, and then lastly by the rift that opened up suddenly in the region. The dragon, Icefang, had chosen the mountain as her nesting site, and gave birth to a little squadron of dragonlings that suffered ailments and peculiar fade-touched defects due to the close proximity of the rift. Icefang killed Bell and spent the next year or so happily tormenting Tiffany and Earl.

    Tiffany eventually slew Icefang and she and Earl fought free of the demons--then returned home to find the world in even greater disarray than when Tiffany had left to sit her vigil.

    Up until this point, Tiffany has been living fairly happily training new recruits to the Seekers of Truth and helping to rebuild their order. She has been dispatched to Riftwatch after the abomination incident, in order to take stock of the situation, and then has orders to remain and work with Riftwatch as a liaison and as a help, and to send reports back of their activity to make sure everything is in order.



    Personality

    Tiffany is strong, brave, and unironically true. She has big parts of the Chant of Light memorized and definitely has favorite parts.

    At her core, Tiffany is kind and steadfast and has always tried her hardest to help those weaker than her and those in the most need. She was a big sister before she was anything else, and she's never lost her deep sense of responsibility and second-mother traits that fell to her as part of her birth order in a large family. The Harts were very loving but a military family too, very stiff-upper-lip types, so she doesn't smother--she's just always there to lend a hand. She's a fixer, not a listener, and has a hard time not jumping to action in times of crisis. People who just want to vent should find someone else.

    She is a devout Andrastian, and a firm believer in the reform and necessity of the Seeker order. Her personal mission is to help fix the relationship between the Chantry and the Templars and the mages and the wider world--to help people see the goodness that she sees in the work and in the teachings that came from Andraste's presence in the world. She tries hard to listen to the stories and experiences of others and understand where they are coming from. Her comfortable upbringing and the blessing of early importance that was bestowed on her when she was very young have made her hard to relate to in the past--though she's better these days, having bumped up against some of these darker experiences. Her self-assured righteousness can be grating to the wrong people, especially if her sincerity is at all doubted.

    Her greatest flaws are centered around her iron-clad certainties. Tiffany finds it hard to change her mind about things that she knows to unequivocally true, though the surest way through to her is to appeal to her heart. There are core tenants that she would find it impossible to abandon, and she could never deny the Maker or Andraste.

    Tiffany has been trained in isolation and has not had much of a chance to interact with the greater world, even though she's in her early thirties. She has had a few challenges to her faith and her understanding of the world, and she's going to Riftwatch knowing full well that she's going to meet a lot of new challenges and new minds, and it's going to be hard. She's steeling herself for this exposure but she will still be shocked by what she finds.

    She has a good sense of humor and can even laugh at the serious or sillier parts of her faith and all of the teachings that the Chantry preaches. Like who doesn't enjoy a little light-hearted heresy now and then?

    She likes dogs better than cats and horses better than cows. She enjoys white wine, long walks in the rain, and working out at sunrise. Her favorite color is lilac. She can whistle but she can't do that thing where you roll your tongue. Totally beyond her capabilities.

    Opinions & Affiliations

    the Chantry -- good, needs work but generally good at heart. Does a lot to help people. Cohesive morality and guidance is good.

    the Qun -- no thank you.

    the Mage/Templar War -- a sad result of a broken relationship and questionable judgement.

    Templars -- in favor of, as long as they do what they're supposed to do. Too often they don't. That's a problem. In general she feels compelled to help protect Templars and feels that--for all their flaws!--they have gotten a bad reputation as a whole, which is not necessarily deserved.

    Circle Mages -- in favor of. Supports restoring the Circles.

    Apostates and rebel mages -- iffier on these. It's understandable why things broke bad but they would be better off if they had some guidance.

    Adaptation Notes N/A

    Strengths & Weaknesses

    Good at:
    - Taking orders
    - Giving orders
    - Delegating and leadership
    - Reciting the Chant of Light
    - Teaching, especially combat training
    - General camp survival (setting up a tent, making a fire, hunting, gathering, hobbling horses, cutting firewood, making a broom out of a pine bough)
    - Standing up for the Little Guy


    Bad at:
    - Listening to bad opinions without (kindly!) objecting
    - Listening in general without acting on the problem and fixing it
    - Tends toward self-righteousness
    - Having a lot of real world experience
    - Complicated problems. Let's just hit it so it goes away
    - Accepting too many dramatic world-shaking changes at once


    Inventory

    - Seeker Armor
    - A big sword
    - A horse named Bacon
    - Bacon's horse armor
    - Miscellaneous camping supplies
    - A letter from the Seeker order stating the reason for her presence and her orders
    - A little bit of money for herself
    - A little more money for Riftwatch (a donation)

    Motivation

    She wants to help.

    Her official mission is to take stock of Riftwatch, especially in light of the situation with the abomination visit, and then to remain and work with Riftwatch and report back to the Seekers. Her personal mission is to help fix the image problems that the Chantry has. Low key also to find her brother. A good place to check is maybe with rebel mages and apostates, right? Do they have like a network for talking or something...?

    SAMPLES


    one and two.
    dinadhal: (Default)

    aenor din'adhal / original character

    [personal profile] dinadhal 2021-02-14 06:15 pm (UTC)(link)
    PLAYER

    Name: dove
    Age: over 21
    Contact: pm this journal
    Other Characters: laura kint
    Interests: Turns out I just really love this stupid OC I made up, help. Looking forward to a lot of chatter and exploration with her.

    CHARACTER

    Name: Aenor Dinadhal
    Canon/OC: OC
    Journal: [personal profile] dinadhal
    Race: Elf
    Nationality: Ander, Dalish
    Occupation: Mail carrier
    Division: Scouting
    Mage or Not: Not
    Age: 44

    History

    • Clan Ethghilas travels along the Lattenfluss and Aenor grows up happy enough, training to hunt for her clan. At sixteen, while they're camped somewhere near north of Kassel, she meets a handsome farmboy named Raffen (farming what, dirt? don't worry about it) and has a swoony little secret fling.

    • When she realizes she's pregnant, she lets everyone think she slept with another Dalish elf, which works right up until baby Raban comes out with round ears. Whoops. A few days after his birth, members of the clan leave him on a random doorstep in Kassel proper, and Aenor's parents forbid her from speaking of her son. The clan regards this incident as something over and done with, to be forgotten.

    • Aenor, for the rest of her seventeenth year and part of her eighteenth, tries to move on the way her clan expects and takes on the vallaslin of Falon'din. During her eighteenth year, she realizes that she can't forget her past and leaves in the night, changing her name (sometimes spelled Dinadhal, sometimes Din'adhal, she's barely literate and doesn't particularly care) and heading south to Hossberg.

    • Turns out living in an alienage is confining, ugly, and segregated, and humans don't love it when you try to live in the nice parts of the city. It's a miserable, confined-feeling time for her that threatens to turn into a life of always staying in the same place.

    • She finds work carrying packages, messages, and favours, first between Hossberg and Nordbotten, and then across the deserts between Nordbotten and Laysh. She lives on the border of civilization and never stays anywhere long enough to be rejected. The person who brings the mail is providing a popular service without wearing out her welcome, and she's never around long enough that someone tries to get her to go to Chantry services. She has friends among the people she works with, but the relationships are fairly shallow--dinner companions, the occasional one-night stand. She also does mail-carrying work with/for the Grey Wardens, though she doesn't have any desire to join.

    • Many years later, her son finds her! He answers to Caric, not Raban, but otherwise, he's clearly the perfect child. Joy and regret and much love, the first meaningful longterm connection she's made outside work in years--and when he says that they take all comers in Riftwatch, it's not hard to convince her to leave the Anderfels.

    Personality

    In casual settings, Aenor's a warm personality, the sort of woman who develops laugh-lines long before any other wrinkles. She teases, she asks about your life, she smiles, she calls you nicknames. Friendly, inviting, happy to stop for a drink together.

    But it might become clear, eventually, that while she's very interested in hearing about you, she says as little about herself as she can get away with. Aenor's life, as she tells it, features only the present and the future. Press about her clan, and she'll tell you that the past is a dead tree, a din'adhal, and should be burnt. Ask just how her gangly, elf-blooded son came about, and she'll turn it into an opportunity to praise his bravery and clever speech. She's spent twenty-odd years existing briefly in others' lives and then leaving; she knows how to maneuver through conversations with the grace of a dancer.

    The truth is that Aenor is a warm person, but she's also someone who's made joviality both shield and weapon. A little Dalish woman who makes everyone feel at home before leaving is a little Dalish woman who'll encounter less trouble, especially in the staunchly Andrastian land of her birth. Knowing how to refuse to take "no" for an answer is easier when you can counter with a smile. And being comfortable with roomfuls of Grey Wardens--again, in a land where easily half the populace is or knows a member of their order--is key to surviving off their business.

    Under that pleasant exterior, there's a woman whose feelings are far more complicated. She's a woman whose child was taken from her, whose intense curiosity for the world beyond her people was supposed to be stamped out. She's spent the equivalent of years of her life without anyone to talk to but a dracolisk, traveling through the wastelands of a dry and dangerous country, making room for only casual friends and lovers at the edges of her life. And she's experienced rejection based on her identity, both as a Dalish elf and the mother of an elf-blooded son, from every corner, including from people she thought could never hurt her in such a way: her parents, her friends, her clan.

    The rage she's felt in her lifetime, the fear, the shame, the grief--those, she reserves for herself. They're things that can't be taken away from her, things she owns, things she draws a curtain around. The people around her are welcome to the parts of her she's leaned on in order to thrive in an unwelcoming desert. But they have no claim on her pain.

    That leaves a stubborn, smiling woman with a wind-chapped face, one who's looking forward to talking about you and pressing for the answers that illuminate the dusty corners of your life. Not hers.

    Opinions & Affiliations

    Grey Wardens: Don't join. Do drink with.

    Elves, Dalish: Shallow connections only. Avoid the "which clan is Dinadhal" conversation.

    Elves, city: Poor souls, stuck in one place. Good for casual friendships, but don't be drawn too far into the alienage.

    Elf-blooded people: Befriend, treat with maternal fondness without entirely realizing you're doing it.

    Humans: Drink with, sleep with, befriend, but show caution when red flags arise. Don't let them see you hurt, if you can help it.

    Tevinter: AVOID. Tevinters outside the country to be judged individually.

    The Chantry: Do everything possible to avoid without looking like you're avoiding it.

    Strengths & Weaknesses

    Strengths
    -Speaks Trade and Ander
    -Used to rough travel conditions and doing as much as possible with few supplies
    -Skilled rider
    -Familiarity with Grey Wardens
    -Capable of getting along with people from a variety of walks of life

    Weaknesses
    -Values her son more than any of y'all, will pick him over Riftwatch every time
    -Too plainspoken at times, teasing
    -Willing to press too far to learn the things she wants to know
    -Doesn't do so great with Dalish elves and Dalish culture
    -Kicks as much dirt over her past and negative feelings as possible

    Inventory

    -Clothing fit for a desert climate
    -Bow and arrows
    -Dagger
    -Satchel, parchment, a stubby piece of charcoal wrapped up in cloth
    -Various small keepsakes of purely sentimental value
    -The money left over from selling a well-behaved dracolisk with saddle and cart
    -An elf-blooded son, tallish

    Motivation

    Her son suggested Riftwatch, and Aenor would deny him nothing--not least because Riftwatch seemed unlikely to turn them away.

    SAMPLES

    one, two
    poleaxed: static; angry; hand; fight (Default)

    jone of denerim | native oc.

    [personal profile] poleaxed 2021-02-27 04:32 am (UTC)(link)
    PLAYER

    Name: pel
    Age: old
    Contact: wehwalt @ plurk
    Other Characters: mhav, amos, caric
    Interests: apping this fruitcake to main
    CHARACTER

    Name: Jone of Denerim
    Canon/OC: OC
    Journal: [personal profile] poleaxed
    Race: Human
    Nationality: Fereldan
    Occupation: Mercenary
    Division: Forces
    Mage or Not: Nah
    Age: Early 30s.

    History
      Jone grew up a poor nobody in Denerim, the youngest of four children to a destitute tanner. Her favorite brother and twin went to the Circle when he was twelve. After a confrontation with her father that ended in his death, Jone fled Denerim at the age of 14, luckily just before Darkspawn overtook the city. She didn't go back for years, but hearing accounts of the damage left her with a deep fear of Darkspawn. She eventually joined a mercenary company as an apprentice, excelled and managed to survive an incident with a dragon, where some of its blood got in her mouth, making her a reaver.

      Work eventually took her to Orlais, where she took a few long-term contracts with several members of the nobility. In one instance, she ended up in a relationship with a nobleman, but it ended poorly and she blames herself- not unjustly.

      To get away from that bother, or possibly clear her reputation, she's been away from Orlais for a while. All was going well, until that shard business.


    Personality

    Jone is rough, but not callous, for all she pretends to be. The greater good, honor, justice, they're all great things to strive for, but they're just not achievable. Preferring a more laid-back attitude, blasé in the face of most things, this is a show of strength and superiority. The fact of the matter is, not much matters to her anymore, and she's afraid of that changing.

    In her mind, she's not an 'honorable woman', one worth marrying and loving, and she's long ago accepted that, eschewing any chance at a close relationship. Her twin brother may yet be alive, but she doesn't look for him. She was once in love, and purposefully ruined it.

    In Jone's deepest heart of hearts, there is rage. Rage at injustice (toward the poor, toward Ferelden, toward her upbringing), rage at the Blights, rage at what she has lost and what she will never have. If she didn't care-- as she pretends to-- she wouldn't be nearly so angry, or nearly so affective with her style of fighting.

    Jone is not afraid of conflict, and prone to pushing it to a head-- she knows she can win most armed conflicts rather than verbal-- to get it over with. She's casual about fighting, though, and either refuses to hold a grudge, or keeps one deep and dark within her heart, no in-between. In general, Jone is a creature of extremes. She's either calm or enraged. She feels nothing or she feels intensely. Love or loathing. All or nothing.

    Opinions & Affiliations

    RELIGION: Jone is Andrastian to her core, in a completely unthinking way. She's not devout, it just is-- like the sky being blue or fire being hot. It's a truth of the world, no need to get too excited and waste your time.

    NOBILITY: Pay on time. Jone has a strange rosy view of them, not that she doesn't anknowledge the rich's potential for and frequent cause of abuse, but she's simultaneously easier on, kinder to, the rich. A natural class traitor, Jone tells herself she doesn't admire them, this is just business, how you get jobs from people who will pay.

    ELVES AND DWARVES: Uh, they're okay? Jone's never had a deep relationship with a person from another Thedosian race that wasn't rooted in business.

    MAGES: Should probably be kept in Circles, because, I mean, look at the state of things. That said, she has some actual sympathy for them, seeing as her favorite sibling was one. Separates 'good ones' and bad ones-- ie, the ones she hasn't met.

    WARDENS & THE BLIGHT: The Wardens are great heroes of Ferelden after the 5th blight, and she won't hear otherwise, not least because she's painfully afraid of Darkspawn.

    Strengths & Weaknesses

    PHYSICALLY:

    Big, strong. A Reaver, so pain just makes her stronger. A fantastic offensive weapon, point Jone at a target and that target will at least regret it. She's killed dragons in her time, much less people. Uses a poleaxe, a very versatile weapon with long reach, cheap and easily replaceable.

    Not a tank; the balance between pain and death is a knife edge. A fighter of pure heady rage, control isn't her strong suit. Not a long range fighter. Terrified of Darkspawn.

    MENTAL:

    Overcoming pain is no problem-- she's not immune to torture, but the classic thumbscrew style isn't going to stop her, much less a broken limb.

    Full of grief and self-loathing, regrets, and loneliness. Actively pushes people away with terrible antics. Wants the world to punish her, and acts out accordingly. Intense.

    EMOTIONAL:

    Compartmentalization is the name of the game. She can be angry, sad, annoyed, but she'll keep herself in check if the situation demands-- in the form of a direct order or general motivation to get the job done, keep the peace, etc.

    If she doesn't see a reason to keep herself in check, she won't, and in a very loud way. Prone to emotional extremes, she cuts off the flow all her negative emotions and redirects them only into anger, which expresses itself in frequently violent ways. She isn't murderous, but liable to rough someone up, and if there's no somebody around, there goes your furniture.

    Inventory

    Basic armor, gambeson, knife, poleaxe.

    Motivation

    Shard business really cutting into her business.

    SAMPLES

    wink wonk.
    youwonscience: (Default)

    Cosima Niehaus | Orphan Black (re-app)

    [personal profile] youwonscience 2021-02-27 04:51 pm (UTC)(link)


    PLAYER

    Name: Ammmy
    Age: Old
    Contact: [plurk.com profile] prettiestwhistles/ prettiestwhistles#5125 @ Discord
    Other Characters: Julius, Ket Perrino, Romain de Coucy (side), Vanya Orlov (side)
    Interests: Look, mainly I want to crash into Science Club like a wrecking ball, but ALSO it's been a few years and the mix of Riftwatch agents has changed up a lot. I think it'd be fun to have her return.

    CHARACTER

    Name: Cosima Niehaus
    Canon/OC: Orphan Black
    Canon Point: End of the series (an update from her last appearance)
    Journal: [personal profile] youwonscience
    Age: ~33

    Canon World

    The world of Orphan Black is, on the surface, more or less the same as contemporary Earth (e.g. Cosima was old enough to vote for John Kerry and be intensely depressed that George W. Bush was re-elected). However, there have been major advances in science of which the general public is unaware. Of primary interest to Cosima's story is that viable human cloning experiments were carried out as early as the mid-1980s.

    Carrying out such technologically advanced work was a combination of international organizations including a private research company, at least one paramilitary organization and a shadowy organization that oversees both. Orphan Black also features minor differences from our world typical of its genre, such as plot-convenient hacking and variably competent law enforcement, but the cloning project and related scientific offshoots are the most salient differences.

    Major organizations salient to Cosima's backstory:

    The Dyad Institute - a private organization, considered "fringe" by the mainstream scientific community, devoted to research related to human evolution and biotechnology. Some of its many employees had connections to the "neolutionism" community, the members of which believed human evolution should be actively shaped by scientific and technological intervention.

    Project Leda - The Dyad project that created Cosima and her fellow clones (274 originally, though at least 18 have died by Cosima's canon point). The project was headed by scientists Ethan and Susan Duncan, both now deceased.

    "Topside" - a private corporation, real name unknown, which was the parent organization for Dyad. It also had ties to Project Leda and a military cloning project code-named "Castor."

    History

    Cosima Niehaus was born in San Francisco in 1984. As a child, she was unaware of her unusual origins, though she did know her parents had resorted to IVF. A smart and studious kid, Cosima excelled at school and was drawn to science, specifically biology, from an early age. After completing her undergraduate studies, she began her doctorate at U.C. Berkeley. During this time she was contacted by a fellow clone, Canadian police officer Beth Childs, who had tracked her down using facial recognition technology. Beth broke the news that Cosima was a clone, and asked for her help; many of their fellow clones were falling victim a mysterious and, in some cases, terminal illness.

    After that, five seasons of television happened, but the major highlights included:

    • Cosima transferred to the University of Minnesota where she met Delphine Cormier, a doctor posing as a fellow grad student to monitor her. They fell in love, broke up, Cosima briefly thought Delphine was dead, and they got back together again. Like you do.


    • She met several of her fellow clones, and grew especially close to Alison Hendrix and Sarah Manning as all of them tried to find a way to survive.


    • She met the scientists who made her and her sisters and found the experience profoundly disappointing.


    • Cosima finally found a cure for the disease affecting her and many of her sister clones. Once the forces trying to control them were defeated, in some cases through violence and in others through exposure, Delphine and Cosima started traveling to distribute the cure to clones worldwide, using a full list handed over by their former opponent (and fellow clone) Rachel Duncan. Cosima is on this world tour when she returns to Thedas.


    Fan wiki entry

    Personality

    Cosima is temperamentally laid back, and tends to believe that most (though not all) people are fundamentally trying to do their best under whatever circumstances they're operating. Her go-to mode in a conflict is trying to empathize and see other points of view. As such, she's an instinctive nurturer, good with kids and inclined to form friendships with people different from her (and one another).

    That said, she won't back down from a fight if she knows the other person is wrong. Cosima has a strong moral center, especially where her work is concerned; she has no patience for people who hurt others, actively or through negligence, in pursuit of their own gain. Her generally "go with the flow" personality evaporates in the face of what she sees as someone abusing a position of power.

    Cosima is extremely loyal to her friends and family. While she is not a rebel for its own sake, she has no problem bending or ignoring rules she thinks are arbitrary in favor of the needs of people she cares about. She is more than willing to go out of her way if she is able to help someone close to her, even if doing so is ultimately to her own detriment. (In fairness, she's also willing to dispense with rules if they stand between her and answers to her questions.)

    Cosima tends to cope with her fears by learning as much about a situation as she can. Beyond curiosity and work as coping strategies, she also has a bit of a hedonistic streak; Cosima likes sex and isn't shy about liking it. But connecting with others socially in any way helps, whether board games with friends or a dancing with her sisters. She is aware of a tendency to live too much in her head, and actively reaches for other people (and for marijuana and wine) to ground herself.

    While able to adapt on the fly, Cosima is fundamentally a planner. This is somewhat temperamental, but her professional interests certainly encourage it; she prefers to observe, ideally at length, before taking action. She tends to believe that emotion and intellect ideally temper one another in making decisions, but if push comes to shove, she favors intellect as the more trustworthy framework. She trusts her gut, but her gut usually says "wait and see."

    Strengths & Weaknesses

    Cosima is extremely intelligent and has had extensive training in evolutionary biology. Beyond her training, Cosima has a demonstrated ability for quickly synthesizing disparate pieces of information and creating plausible theories to fill in the gaps. This has served her in everything from complicated, European-style board games to fighting off shadowy organizations trying to kill her and her sister clones in her home world; it will almost certainly prove useful in a range of situations in between.

    Her emotional intelligence is also reasonably high. Cosima is friendly, personable and laid back, though not afraid to be blunt if angered. She's a good observer of people and a loyal friend once her friendship is earned. She is, however, not an adept liar and not much of a schemer; she tends to rely on her smarts, her kindness and her ability to stand up for herself, and pretty much never attempts (and would be bad at) manipulation that relies on more overt deception than lies of omission. While many of the clones have posed as one another at various junctures, Cosima is arguably the worst at it.

    Nor is Cosima much use in a physical capacity. She's a lover, not a fighter, and has no weapons skills at all. While she's no longer ill, she hasn't gotten substantially better at fighting since her last venture to Thedas. (She did, however, blind an opponent with a pencil, so given enough time to build a machine, she can do A Violence if necessary.)

    Her eyeliner game may actually be supernatural.

    A note about her illness: Given the nature of rifters, I thought I'd touch base here. By her new canon point, she's been cured of her illness and doesn't require further treatment for it. However, I'm also OK with a scenario where she returns to Thedas with her illness at the same level it was the first time she was here (and treatable the same way), if that makes more sense under the circumstances.

    Suggested Nerfs

    n/a

    Arrival Inventory


    • Outfit - Undergarments, jeans, tank top, long-sleeved t-shirt, ankle boots

    • Several bracelets, an elastic hair tie worn as a bracelet and a large (costume jewelry) ring

    • Prescription eyeglasses

    • Wallet, keys

    • iPhone

    • Portable, Pax-style vaporizer

    • 2 ballpoint pens

    • Bottle of merlot, unopened



    Humanization

    Unnecessary; while a clone, Cosima is fully human for the purposes of the game.

    Fit

    I originally dropped Cosima because I'd been playing her for a long time continuously and I hit a point where she'd lost a lot of her established relationships and her work felt a bit repetitive. Bringing her back now appeals, in part, because the mixture of characters has been so shuffled that it's easy for me to see potential avenues for her to bond with people in the game and for those connections to tie into new in-game projects. Also, I think by jumping her forward a bit in canon, she'll be coming in with a different set of concerns and experiences, which will also inform how she comes back. If she comes back cured, her illness will necessarily be less central to playing her than it was; if she comes back and finds herself ill again, her relationship to it will be different knowing that a cure is possible (or at least was in her native world). I also think going and coming back will be an interesting perspective for her among other rifters.

    Also I miss looking at her face.

    SAMPLES


    1. "It seems like even just, statistics would send us somewhere boring eventually."


    2. "Welcome to Thedas. I heard you got a shittier than average introduction."


    beidhander: (Default)

    valerius hildebrand. dragon age oc.

    [personal profile] beidhander 2021-03-04 03:15 am (UTC)(link)
    PLAYER

    Name: Brooklyn
    Age: Bury me
    Contact: [plurk.com profile] withpanache
    Other Characters: Tony Stark, Loxley, Marcus Rowntree, and side characters Sabine and Florent Vascarelle
    Interests: Just here to lend an element of chaos by adding a number to the Templar corner, particularly one who is unapologetic about his allegiance. His origins as a Templar of the Anderfels also means he was mixed up in the forces of Corypheus in a bad way, which can create some initial tension that would be fun to play out. Personal development will be around being on the outs of the Templar Order and where he goes from there. It will also be good to have an otherwise uncomplicated sword guy.

    CHARACTER

    Name: Knight-Corporal Valerius Roman Hildebrand
    Canon/OC: OC
    Journal: [personal profile] beidhander
    Race: Human
    Nationality: Ander
    Occupation: Formerly of the Templar Order
    Division: Forces
    Mage or Not: Not
    Age: 29

    History

    Valerius Roman Hildebrand was a Templar of the Hossberg Circle. Like many with dirt poor Anderfels origins, he grew up god-fearing and hardworking, and strove towards becoming a Templar all his life. Which sounds very pious, which it is, but among the other young men and women who wished for the same in his region, there was more of a prideful, competitive element, and Valerius was more than happy to elbow people aside to get ahead.

    As a Templar, Valerius was and still is positively inclined towards the system of Circles. The reality was a lot more miserable than the idea, but he remained duty bound and secure in the notion that what he was doing was right. The Hossberg Circle was a grim experience, but even the mages, with their Anderfels upbringing, were onboard enough that when rebellion eventuated, it was a surprise to Valerius. His attitude towards mages is a sense of protectiveness over themselves and their souls, and by now, a little irritation that so many apparently disagree.

    After the Circles fell, he and some of his colleagues formed up together to serve the still existing Chantry leaders. Due to the Anderfels' religiously isolationist attitude, they did not attach themselves to the Inquisition in those early days, nor assist in the reformation of the Southern Chantry.

    In short, for the next few years, he and his brothers and sisters became glorified sellswords for the powerful, convinced though they were that they would serve a holy purpose. Eventually. This carried into the Tevinter occupation, but their faction was forcibly dispersed so they wouldn't get any ideas. Valerius did his best, buying into the propaganda that Tevinter would save them from a coming Blight. At least for a while. However, working as he did for certain higher-ups, it became increasingly obvious to him that certain people stood to profit from the fear of a coming Blight, and the influence of Tevinter.

    Two things converged, then. One: the inevitability that he would be deployed to go combat the Exalted March. Two: meeting Dirghe, someone he worked with before after the Vints rolled in. Dirghe had been hit by a rift, which broke the strange magics that had kept him loyal to his Vint master. After drinking a few rounds, comparing notes on their situation, and stealing a couple of horses, they decided to YOLO their way to Riftwatch.

    Ding-dong.

    Personality

    Valerius is the result of a very specific sort of upbringing, in which piety, duty, and other worthy tenets were drilled into him while also surviving the harsh environment of the Anderfels and the competitive atmosphere of vying to be taken in by the Templar Order. His central contradiction and conflict, therefore, is that he extremely earnestly wants to live up to the ideals of his station and the vows he swore by and in general be a good person, but all of this has only ever been selfishly motivated. (He would have made a terrible Grey Warden.)

    This manifests as someone who demonstrates a good work ethic, real courage, and an unwavering religious faith, but can also be kind of a dick because he can't help it. For example, he will be honest to a fault, but not really care how that honesty lands.

    He is also ambitious but bad at really steering the trajectory of his life. His goal had been to rise through the ranks of the Templar Order and was willing to tear anyone around him down to do it, and in the absence of this, has spun in place, has been sucked into the wrong side of the war, has operated in a holding pattern as if expecting the world to right itself. His making for Riftwatch is the result of a last straw breaking.

    Underneath all that, however, is kind of an ordinary, somewhat immature-for-his-age Thedosian dude. He likes to drink, likes to fight, likes to fuck around, likes to bathe not enough probably for other people's liking. He would prefer the world get a little simpler, and will stab bad guys with his big sword until it happens.

    Opinions & Affiliations

  • The Templar Order: Valerius is in favour, but also has some specific biases cultivated by the Anderfels in that the rest of Thedas does a bad job at being Templars, and he probably blames them for the mage rebellion more so than the actual mages.
  • Mages: People afflicted by the horrors of magic. It's really sad. He is here to help, and sometimes kill them when they get crazy.
  • Qunari: His new best friend he barely knows is a qunari, which is different from Qunari? Instructions unclear.
  • Elves: They exist! Sometimes they're mages.
  • Grey Wardens: Extremely cool guys, if not as cool as Templars, although Valerius is probably more prone to listening to them than some other random Templar.
  • The Chantry: He is a devout follower of the Chant, even if he sometimes forgets all the words, and has a lot of negative opinions about non-Anderfels Andrastians that he copies from people smarter than him.

    Adaptation Notes

    n/a

    Strengths & Weaknesses

    MORTAL KOMBAT: Valerius is a skilled warrior who favours two-handed weaponry, particularly the largest sword you've ever seen. Extremely durable as far as humans go, proficient with combat in heavy armor, and hits hard. He has access to the full Templar skill tree while he takes lyrium for it.

    MORAL CENTRE: Say what you will about Templars or Valerius's relationship with being a good person, just because the thing he is best for is hacking and slashing doesn't mean that is Valerius's go-to solution. He is not inclined to start shit unnecessarily, will entertain diplomatic solutions to problems, will diffuse heated moments if he thinks he can, and so on. He's a little hit and miss there, powers of persuasion-wise, but a good intention tends to push to the fore in such circumstances.

    HE CAN DO THAT THING WHERE YOU MAKE YOUR PECS TWITCH IN TIME TO MUSIC: It's good for parties.

    CRITICAL THINKING: Very simple approach to problems, including complex ones. Not as gullible as he seems but he's terrible at lying and prefers not to do it. Any kind of task that requires social subtlety and deception are beyond his powers.

    Inventory

  • Old set of Templar armor, supplemented with bits and pieces.
  • A seven foot long sword.
  • Empty vials that lyrium used to be in.
  • Paperwork that proves he is or was a Templar.
  • Shovel.
  • Misc travelling gear.

    Motivation

    His friend used to be an adventurer before he got a shard in the hand. Also like prove himself and find a purpose and whatever.

    SAMPLES

    Breaking and entering.
    Activities.

    Note: These samples have him going by 'Roman' but I let Rockefeller talk me into keeping his original name as per above. Maybe he uses 'Roman' when trying not to sound too much like he's from Tevinter. Which he isn't but maybe he has some Tevene family ancestry.
  • babewyn: (profile)

    Dirghe | Native OC

    [personal profile] babewyn 2021-03-04 03:21 am (UTC)(link)
    PLAYER

    Name: Rock
    Age: MORE THAN THIRTY
    Contact: hackfraud @ plurk
    Other Characters: dick dickerson
    Interests: Still want more forces-tank-smash rp but this time from the approach of a concept/archetype I’ve played before and already know I can get down with.

    CHARACTER

    Name: Dirghe
    Canon/OC: OC
    Journal: babewyn
    Race: Qunari
    Nationality: Tevinter
    Occupation: Mercenary/bodyguard
    Division: Forces
    Mage or Not: No
    Age: 51

    History

  • Born Tal-Vashoth to parents who were initially stationed as beresaad at the port of Seheron, but abandoned their posts to move inland after going all asala-taar.
  • Began merc work at an early age.
  • Little bit of that teenage/young adult edge got him looking hard at taking on assignments specific to the Tevinter mage scene, those guys are metal. Dragon worship, blood magic, demon summoning, the works.
  • Wound up signing on with a Tevinter mage’s personal protection squad while that mage was traveling out in the world doing research.
  • Work was initially willful and paid, started moving up the ranks, was dreaded by any who might think to move against his master, but was also naturally kind of a friendly fella and wound up getting a little too cozy with the unpaid help around the manor after the party returned to Tevinter. As the months turned to years, this particular mage went all in on the Venatori ideal, and Dirghe started to get a taste for the practical consequences of how twisted things were when he had a friend or two put to the knife for blood magic type stuff, vs the usual faceless whoevers being slain and having their spirits desecrated.
  • Until finally mr. big britches hesitated on a kill order and decided to speak out with a suggestion like hey what if we only took most of their blood instead of all of it.
  • Instant transition from paid labor to blood magic muppet thrall.
  • Two or three decades went by. His memories really run and haze together, but he was involved in some pretty dark doings, privy to the occasional nightmarish flashback, “Dirghe the Destroyer.”
  • His mage was eventually (recently) killed in a dramatic rift-tampering experiment gone wrong, Dirghe caught a shard in the same incident. He came to his senses still in the field, killed the other surviving Vint in their mutual muppet scramble for the one horse that survived, and he decided to make a break for it.
  • Linked up with Valerius while on the run, got drunk. Instant BFF. Hatched a plan to travel south together to Riftwatch, where maybe they can either saw his arm off or stop it hurting some other way.

    Personality

    Dirghe just kind of wants to belong, and make amends for all the awful stuff he was involved with back up there in Tevinter. It’s a little bit of a prison story with him, with mind control horrors subbed in for hard time -- he got into some bad shit when he was young and dumb, and now that he’s been chewed up and spit out and lost decades off his life he wants to do better. Get a real job, make some friends. SADLY, he is not very well-adjusted for this feat. He’s a friendly guy, laid back, and a natural follower, but he has some deep-rooted anger issues he’s not in great touch with, and doesn’t always know how to navigate day to day difficulties in a productive way. His sense of what constitutes a proportional or “normal” response is all cattywompas.

    He’s immature and dense, but he isn’t full on DUMB necessarily. He straddles a weird line between his intimidation-centric street smarts and blunt-instrument problem solving skills in high stakes conflict and his obliviousness about day-to-day things like being sniped at by an Orlesian or being asked to go find a post elsewhere during a diplomatic negotiation because he’s scaring somebody. The courtesies and social awareness he does have stored in his memory banks are mostly rooted in his pre-vint mercenary days, and whatever basic formalities he fulfilled regularly enough to have become baked into autopilot.

    His hazy memory of the things he was involved with back in Tevinter is one part the sheer trauma of it, three parts the nature of the blood magic involved scrambling his recollection, and one part lie because he doesn’t want to think about it too hard, nevermind have to talk to anyone about it past an I don’t really remember.

    Overall he really wants to be in The Inquisition Riftwatch, so he will endeavor not to fuck things up too bad.

    Opinions & Affiliations

    Oldschool Tevinter: still pretty cool but goes a little TOO hard even without the Venatori influence to consider. Might work for them again bc he is dumb but it would have to be like the chillest mage ever and sans any Venatori influence after they lose the war.

    Venatori: these guys are like crazy evil, do you have any idea the kind of shit they get up to?

    Qunari/The Qun: grim, mysterious, hard to understand, just talk like, normal

    Tal Vashoth: all real cool people, never met a bad one

    Templars: work hard, Valerius is cool, have you met his guy Valerius the Templar

    Inquisition: wow like historical heroes right, fighting the darkness

    Riftwatch: special green Inquisition for people with glowing hands

    Adaptation Notes

    N/A

    Strengths & Weaknesses

    Strengths: Big, strong, tough, intimidating, cardio, nasty in a fight, 2 handed weapon warrior, level-headed usually, will make a genuine good faith effort to think his way responsibly through something that seems shady, ruggedly handsome, horns, unconventional problem solving

    I haven’t played through the game as a warrior so I’m not real familiar with in game terms for what kind of a fighter he is, but I think someone who just charges in and tries to draw aggro while ripping into the biggest threat, whether that’s one big beast or a gaggle of soldiers. Prefers a battleaxe or a bladed polearm.

    Weaknesses: Kind of dumb, pliable under the influence of an even slightly more magnetic personality, skewed moral compass, poor gauge of what constitutes a measured and reasonable response to a challenge, tough to anger but has repressed anger issues + has a hard time coming down off it once he does get mad, can’t read, unconventional problem solving goes here too.


    Inventory

    Heavy Venatori warrior plate armor with the breast and back plates crudely painted with the Inquisition sigil as envisioned by Valerius
    A big nasty battleaxe
    A bunch of daggers and smaller axes
    Prybar
    Assorted adventurer stuff like tinderbox, rope, etc

    Motivation

    He caught an anchor shard which he has taken to mean he has a free ride on the hero/redemption bus that is Riftwatch, surely.

    SAMPLES

    SAMPLE 1
    SAMPLE 2


  • (no subject)

    [personal profile] babewyn - 2021-03-07 22:42 (UTC) - Expand
    dashing: (Default)

    herian amsel - native original

    [personal profile] dashing 2021-03-04 10:40 am (UTC)(link)
    PLAYER

    Name: bella
    Age: i will crumble to dust at any moment
    Contact: plurk [profile] wollstonecraft
    Other Characters: n/a
    Interests: I just want to gently ease back into that game life and pick up this jackass again and rp with my buddies pls ty


    CHARACTER

    Name: Herian "omg my tragic backstory" Amsel
    Canon/OC: oc
    Journal: dashing
    Race: human with a trendy dash of that sweet elf blood
    Nationality: Marchah
    Occupation: knight enchanter, killjoy
    Division: Diplomacy
    Mage or Not: heck yeah
    Age: I think she just turned 31 time is fake
    dashing: (Default)

    [personal profile] dashing 2021-03-04 10:41 am (UTC)(link)
    History
    - Starkhaven, sadness, baw alienage, baw murdered dad, Dalish are the worst, all right Circle time, wow I really went overboard with the tragedy
    - Moved to the White Spire, in process separated from bestie, even more emotional problems, events of Asunder, wow cool great

    Inquisition Times.
    - Was forced to deal with the Dalish, kind of hated it, kind of wanted all of them to go away, unfortunately it turns out they also care about Thedas
    - Gradually started to face some of her own prejudices and come to terms with the destructive nature of the Chantry, although that is a very slow and very painful process
    - Met a Rifter. Got a crush, was hella gross about it. It’s probably good that she met Cosima, because otherwise Rifters would have been another group she didn’t like. Bless her gay heart.

    She left the Inquisition for a few months on a long mission, and eventually returned once the Inquisition was resettled in Kirkwall. Some events:

    9:42
    - Part of a mission to a remote village to investigate missing villagers; advocates executing an abomination.
    - Herian and two Dalish representatives from different clans (Pel & Sina) went to have a diplomatic meeting with the Clan that attacked the party. It went badly. Part of a mission to investigate Comtesse de Veloney.

    9:43
    - Assisted with a rescue of abandoned children at the docks.
    - Traveled with the Inquisition to Nevarra. Assists in a Royal Dragon Hunt. Finds out there are romantic novels based on her. Necropolis happens.

    9:44
    — Member of party that attempted to retrieve Maric.
    - Becomes project leader for Chantry Relations.
    - mission to the Anderfels with Wren and others to investigate rumours of terrible happeneds at the Salzklippe Circle. Fought a Grief Demon. In the aftermath, Herian requested Tranquility.
    - Rifter phylactery issues. Grand Tourney. Collected theological support from Sister Avisa of Antiva supporting that rifters cannot be demons, however Sister Avisa declined to put her name to documents.
    - Became Head of Diplomacy, trying really hard to build a better relationship between the Chantry and the Inquisition
    - Also worked to create better educational opportunities and living conditions in the Kirkwall alienage and create positive links between the alienage and the Inquisition.
    - One of the challenges when she was heading Chantry Relations and then Diplomacy overall, was the Chantry Forest. Through collaboration with FOLKS it was turned into a beautiful memorial garden sitch, nice.
    - At some point she and Cosima got engaged? Wren probably disapproved HARD. Also that’s going to be awkward to address.

    Having to do diplomacy stuff was really interesting for her but she also struggled. When the Inquisition in Kirkwall became Riftwatch and Cosima disappeared, Herian returned to Inquisition proper, continuing to do missions there - if it’s possible to leave this vaguish and then opportunistically create breadcrumbs that’d be great. She also has come to terms with the fact that she's Aequitarian, rather than Loyalist.



    Personality
    Honour has always been a big deal to her, even if she knew it wasn't necessarily everything - her father believed in being honourable and good as best you could, but he helped with smuggling on the side to keep his family fed. Her mother taught her to always help people, even if they had nothing to give back. Her parents were an oasis in the hot mess of alienage life, and even with her evolutions they have informed a lot about her and what she holds dear.

    Before the Spire she was charismatic, hard working, sometimes too serious but more frequently obnoxious. Honour was precious, but she broke rules and gave in to her own whims. She was argumentative. She embraced her rage and expressed opinions that might give offence, no matter the code. Herian had Seen Some Shit at this point, and it definitely left her inclined to extended periods of silence or moodiness, but she was no longer entirely robbed of her voice, as she had been years before.

    In aftermath of the Spire the code was all she had, and what she grasped onto in order to define herself and to try and make sense of the world. From the beginning it was a bit doomed, given that Andoral's Reach and what she heard of those events immediately created a conflict between obeying the word of the Chantry and the need to protect the weak and vulnerable, so really she spent two years trying to define herself with something she struggled to reconcile herself to. Still, important to know; valour and glory are important, but are eclipsed by honour. The code is great for making her hold her tongue, keeping her from being unkind, and less great for framing the world in black and white ways. For her it's both a coping method and a way she hopes to try and make a positive difference.

    She'd be kind without the code, although she's definitely a strange mix of standoffish and helpful. She carries a lot of anger and, honestly a hefty load of ptsd, but neither her anger nor what she has gone through are tied to her passion for fighting or being a knight - that is born of protecting people. (Although she can sometimes get Too Invested in a fight, she actually doesn't care for needless violence.) When you get past the oddly rigid shell there is still warmth and charisma and even some obnoxious humour there, and she is fiercely protective. Herian equal parts feels like she has something to prove and doesn't think she needs to prove her worth to anyone. It's weird. She's weird.

    The demons she is more tempted by are rage, desire and pride. The spirits that dig her brand of nonsense are honour, valour and love. She will be linefacey as hell until a pretty lady walks by. Basically she's a huge mess but she HAS GOT THIS TOGETHER SERIOUSLY I SWEAR TO GOD.


    Opinions & Affiliations

    ✓ Circles, Loyalists, Aequitarians, elves (!!!!), rifters, mostly the Chantry, the Knight's Code, the Dissonant Verses

    It's Complicated Templars, Seekers, Libertarians, nobility, Grey Wardens

    ✘ Dalish elves, Resolutionist Libertarians, Lucrosians, Chevaliers, blood magic, apostates
    To be fair, she's a lot better about the Dalish than she used to be, but also, fuck those guys.

    Adaptation Notes
    N/A

    Strengths & Weaknesses
    She's a solid fighter and battlemage, with the Champion, Knight Enchanter, and a unique spec linked with her being so hecking honourable. Although she retains those skills, she is going to have them on the backburner for a while as she has to recover from a nasty battlewound.
    She has a number of emotional weaknesses, including but not limited to repressing the shit out of everything and her emotions being A LOT and really not addressing things well, which last time around lead to her requesting tranquility. She did make progress on that front in a bunch of ways, but then Cosima disappeared and Riftwatch split from the Inquisition, and probably she regressed a bunch because how do coping?
    Amazing hair. Less amazing personality.

    Inventory
    Franklin the corgi, Iona the noble steed, standard issue staff and armour, she'd bought Cosima a fancy magic ring with points so assuming Cosima didn't return with it already, is it cool to assume Herian left with that after Cosima disappeared?

    Motivation
    She’s returning to Riftwatch following a battle that left her badly injured, potentially for a break from physical combat and so she can be a useful diplomatic something something with Riftwatch.

    SAMPLES

    an older in-game one
    and a newer non-game one
    archademode: (Default)

    Gabranth | Dissidia Final Fantasy | Rifter

    [personal profile] archademode 2021-03-20 08:21 pm (UTC)(link)
    PLAYER

    Name: Cobalt (or Avali w/e you prefer)
    Age: 18+
    Contact: [plurk.com profile] coba1t
    Other Characters: NA
    Interests: Action always vibes with me, plot and close character development (positive and/or negative) are my absolute jam. Political intrigue is one of my weaker points, but honestly, it’s all part of the adventure.

    CHARACTER

    Name: Gabranth
    Canon/OC: Dissidia Final Fantasy
    Canon Point: Opera Omnia, post act 2
    Journal: [personal profile] archademode
    Age: 36 (+ ∞ )

    Canon World

    Standard aerial fantasy world fare: magic, swords, guns, magic guns, traditionally styled armor rather than anything modern, airships that look like boats, etc etc. From that world— known as Ivalice— Gabranth is essentially swept up after death and reborn in Final Fantasy’s canon version of a panfandom rp game: Dissidia.

    Dissidia has two gods: one committed to the idea of respite who summons more traditional ‘hero’ types, one who prefers power over all else and only summons those who have unmatched strength. Traditionally, the summoned heroes and villains are forced to fight to the death, and when all of one side’s forces are slain, the world is reset, memories are stolen to fuel a higher power, and the whole cycle repeats itself all over again. Infinitely.

    (It gets more complex than this, since Square Enix doesn’t make plot lines in any shape but funnel cake knots, but for simplicity’s sake that’s the whole of the setting.)

    History

    LINKS: FF12 | Dissidia

    。the Archadian Empire invades and destroys Gabranth’s homeland. His elder brother, Basch, flees to the nation of Dalmasca, abandoning both his mother and Gabranth, and leaving them to fend for themselves in a war torn land.

    。their mother dies prematurely. Gabranth enlists in the military and rises to the highest rank— Judge Magister— serving as the Emperor’s right hand.

    。Gabranth— disguised as his brother— slips inside the Dalmascan palace during the chaos of a skirmish and assassinates the king with an intentional witness. Dalmasca falls, and Basch is imprisoned and sentenced to death for treason.

    。Basch endures imprisonment, eventually escaping captivity. Meanwhile Gabranth diligently serves the Emperor by reporting on the eldest prince, Vayne Solidor, who is cunning, ruthless, and difficult to comprehend. For the sake of protecting the younger prince, Larsa, the two attempt to keep one step ahead of danger.

    。the Emperor is discovered dead with Vayne at his side, who dissolves the senate and claims the empire now has need of a strong leader. He singles out Gabranth, challenging his loyalty to him, with the knowledge that Gabranth had been feeding information about him to his father. For the sake of ensuring the young prince Larsa still has an ally at his side who isn’t under Vayne’s sway, Gabranth concedes, and proves his loyalty to Vayne by slaying the only other Judge Magister that had challenged his right to rule.

    。weighed down by remorse and resentment, Gabranth tracks down Basch and his companions, attempting to goad and strike out at them in the name of the dead, ‘who are owed their debts’ (a standard he holds himself to as well). The others refuse, and rebuke his wrath, claiming that the dead are simply gone, and there’s no point in continuing a cycle of revenge.

    。Basch and his allies infiltrate the capitol to stop Vayne’s campaign: Gabranth intercepts them one last time, but is ultimately defeated. Afterwards, witnessing Vayne knocking his own brother Larsa unconscious, Gabranth turns on Vayne and attacks him, nearly undoing his former emperor before being violently struck down. When Vayne attempts to land the killing blow, Larsa uses crystalline magic to stop him, and Vayne instead limps away.

    。Gabranth dies from his injuries shortly thereafter, relieved to know that his brother will protect Larsa in his stead.

    。Gabranth is resurrected in Dissidia to serve the god Chaos alongside a host of other borrowed souls. Instead, after unknowable cycles of conflict, Gabranth refuses to serve the gods and their war, and is cast outside the bounds of the world itself as punishment. He names himself Hell’s Watchdog, and in one notable cycle passes judgment on Chaos, condemning him to eternal sleep for the ‘multitudes who were summoned by you, only to perish in your name’.

    。he eventually meets his brother again in Dissidia. Rather than attack, Gabranth instead saves Basch and his allies, working alongside them for the sake of preserving the multiverse.

    Personality

    Formerly furious: in life, Gabranth was livid enough to be cruel to his enemies beyond measure. Scoffing at concepts like forgiveness and compassion, softer emotions were the realm of someone other than him (if he was cutting and embittered, those he shielded would be free to show mercy or indulge in kindness without risk of being torn apart). You could say there’s nobility in it, but the reality was that he never truly learned how to cope with his own internal strife, which only led him to lashing out more and more as his world crumbled around him.

    Still, infinite time has done what a lifetime in Ivalice could not: calmed Gabranth down enough to consider more than his own resentments. In Dissidia’s original storyline, Gabranth pushed back against an eternity of war, and stayed dutifully in a hellish nightmare to ensure no one else would suffer the same fate. In Opera Omnia, when he encounters both Vayne and Basch, Gabranth shows no anger, instead immediately reaching out to ensure they survive a trap designed to imprison them indefinitely— knowing full well that Vayne had killed him in their original world, and that he still held feelings of resentment for the brother that had abandoned him.

    Loyal: There is nothing more important to Gabranth than the concept of honor in a given word, and each instance in canon of what could be seen as betrayal is always instead proof of commitment to his prior vows: swearing to the Emperor that he would protect Larsa superseded even his own affection for his closest companion, Drace. His promise to Drace before executing her drove him to near madness, but also influenced his final decision to turn on Vayne, despite having sworn loyalty to him.

    Stern, not cruel— until he loses his temper: While it’s true that Gabranth is a victim of his own emotions, when major plot points aren’t going down, Gabranth is a remarkably disciplined man: he never would’ve been swept up by the Emperor if his days were spent being reckless 24/7, and when shown speaking to those he respects, he removes his helmet and speaks with calm, docile clarity.

    That said, when he holds less than an ounce of respect for someone— or views them as reprehensible— there’s no measuring the distance he’d go to make them suffer for perceived sins.

    Dislikes being purposeless/unmoored: Helplessness, uselessness— few things send Gabranth spiraling out of control as any and all feelings of inadequacy. It’s an issue that likely started when his brother left, built up in layers afterwards, but there’s no doubt it still has a home inside of him even after all this time.

    Twins: In spite of the hatred Gabranth harbored, he and his twin Basch are hauntingly similar: both felt most at ease within a life of military service, both utilize magic in the exact same way, both use near identical fighting styles, and both are absolutely horrible about resolving their own personal issues.

    Strengths & Weaknesses

    STRENGTHS:

    Physically strong: a life of strict military training, coupled with the demands of serving as the Emperor’s own personal guard and shield— not to mention wearing a full suit of armor during every waking moment— has left Gabranth as an absolute powerhouse. He relies on brute force in combat, not agility or stealth, and prefers to take his hits head on.

    Natural endurance: again, big suit of armor. Lives in it 24/7. This one is fairly self explanatory for anyone that’s even worn thick clothing for longer than a few minutes while going upstairs.

    Strong force of will: in Dissidia, those who have incredible willpower can shape the world to their liking, and those souls are purposefully summoned by the ‘hostile’ gods, such as Chaos and Spiritus— Gabranth was one of them. The man literally endures an eternity of hell just to act as a guide for any wayward souls that might also be cast out of Dissidia, guiding them back to redemption and life. Really, if you can handle that, you can handle anything.

    Magical aptitude: Traditionally speaking, Gabranth can charge his blade with a blackened vortex of compressed void energy, scorching flame, or wind, allowing it to detonate with force or surge forward in combat. Combining these attacks creates far more volatile results, but requires substantially more effort spent to pull off (by Thedas’ standards Gabranth’s abilities would be more akin to weapon enchantments or single elementally charged attacks: short bursts of power, rather than a constant surge of magical energy).

    He also has a habit of, incredibly briefly, summoning swords for a few seconds at most comprised purely of elemental magic. Nothing else, ever. Just like...seven big swords. 0 creativity points for Gryffindor.

    ◇ ◇ ◇ ◇


    WEAKNESSES:

    Emotionally charged: Gabranth’s true potential tends only to manifest when he’s boiling with either hatred or rage. Without it, his movements flag in comparison, and his speed seems almost bullish in nature. While he’s attempted to adapt to letting past angers die down, Gabranth often finds himself lacking in combat without anger driving his own actions.

    Flounders without purpose: an independent thinker he is not. His logic is almost as brutish as his favored style of combat, and while he’s by no means an incapable meathead or a witless himbo, Gabranth tends to lean heavily on all-or-nothing trains of thought. He adopts a given purpose as literally as possible, and if it’s abruptly tugged from him or proven to be false, his momentum sputters to a brief halt. Truth be told, he just wants someone else to hold the reins.

    Holds grudges: slight this man and he’ll never forget it. He puts elephants and their penchant for remembering everything to shame, easily. What’s more, Gabranth often uses that resentment as fuel for tracking whoever caused it down, so, you know.

    Don’t make him mad if you can help it.

    Stubborn: listening to persuasive arguments is for losers. Gabranth quite often needs both a substantial amount of thinking time, and a repetitive cycle of being told the same thing before he’ll accept it over his own beliefs— unless of course you’re his current leader, in which case your word is law and he’ll be damned if he fails to see it through.

    Big sad: he’s dead, he’s tired, he retains the knowledge of more time than anyone should rightfully have, and though he’s reconciled with his brother enough to cooperate with the man, the two have never managed to resolve their painful familial issues directly. It means he can at times be withdrawn and difficult to reach when duty isn’t in play, and there’s no recollecting the last time he’d ever laughed or smiled.

    But who needs that when you’ve got a tireless burden to shoulder, right?

    ◇ ◇ ◇ ◇


    Suggested Nerfs

    Close range elemental magic is his forte, and anything long distance would never really work: someone standing more than three lengths away could easily be struck by a forceful detonation, but knocking something out of a second story window or sniping someone at a distance would be absolutely out of the question.

    ...Also characters in Dissidia can just fly around for some weird reason, so we're just going to forget about that because it's mega dumb.

    archademode: (Default)

    [personal profile] archademode 2021-03-20 08:22 pm (UTC)(link)
    Arrival Inventory

    Armor, twin swords, a heavy cloak, a few small fragments of crystalline glass gone dark and dull as if aged for centuries.

    Humanization

    Humes in Ivalice are just humans; wholesale copy and paste this lad, he’s good.

    Fit

    Between Dragon Age and Final Fantasy— 12 in particular— there’s a lot in the way of similarities for both the worlds and their people: war, magic, political espionage and betrayal— even the day to day lives of merchants or hunters can reflect one another in interesting patterns. It means Gabranth would never really feel out of place despite being out of place, which could make segueing from cyclical chaos back into more focused warfare that much easier. Plus he’s no stranger now to the idea of countless worlds within infinite universes, and has already taken up arms to defend them on more than one occasion.

    After all, what could be more engaging than a brand new adventure?

    SAMPLES


    [Rather than don his helmet while addressing the network at large, Gabranth opts to let it lie beside him for a change, allowing his voice to sink clearly into the crystal’s enchantments. Better to be sincere for this.]

    If you’ve a mind to let something linger here, beyond yourself— beyond the span of your life and last breath— meet with me now.

    Home is far for those of us brought stumbling through the Fade; there is no shame in acknowledging what is forever lost to you, and instead bearing it down into the stonework of this world as a persisting memory.

    The dead can say nothing of their own story, after all. Best not to wait until it is too late.

    ◇ ◇ ◇ ◇


    [Whittling away the hours in quarantine under watchful gaze has left him far too much time to think, he finds.

    Strange to dwell on it, stranger still to consider how he feels in this very moment— not apathetic, not furious, but almost hollowed somehow, knowing that his own fumbling reunion with Basch had come to such an abrupt close. For Gabranth— as he is now— exists only here, and has already set himself fully into ensuring peace in the world that drew him in out of what must have been some great, substantial need.
    ]

    I do not miss you.

    I never have.

    [It had been a lie when first uttered alongside a litany of curses, grip too tight as he roughly gathered up what little he and his mother would take with them (his mother, he’d decided in that moment), poisoned deeply by the pain of absence. A lie still as he trained tirelessly with age, as he set his sights on the far southernmost horizon in the shadow of Archadia’s sprawling palace, proudly clad in the cold guise of a Judge Magister.

    Yet when he exhales between his teeth, shifting across the span of his given mattress, still he is surprised to find there is no burr of jealousy stuck between his ribs. No enmity coating the back of his tongue like bile.
    ]

    ...but your fate has always been a freer one than mine. I do not begrudge you that.

    [Not anymore. They’d had not a moment to say goodbye before sleep spirited him away, but he can spare a few seconds here, now. Letting his eyes drift to slivers of sinking sunlight as the day wanes, painting small trickles of amber light across dense stonework.

    In the aftermath of a dream. The beginning of something new.
    ]

    Perhaps this time it was my turn to leave you.

    [And if past is prologue, Noah fon Ronsenburg has faith that this small, singular sin will be forgiven.]

    (no subject)

    [personal profile] archademode - 2021-03-27 17:11 (UTC) - Expand
    scarletchaos: (Default)

    Wanda Maximoff | MCU | SPOILERS for Endgame and WandaVision

    [personal profile] scarletchaos 2021-03-23 05:11 pm (UTC)(link)
    PLAYER

    Name: Alex
    Age: 32
    Contact: [plurk.com profile] afaeryschild
    Other Characters: N/A
    Interests: I love the world of Dragon Age, from the dragons to the complex politics and everything in between! There’s so much potential opportunity to play out various types of scenes touching on various elements of all sorts, such as: exploring, adventures, rescue missions, hunting, fights, adjusting to a new world, and going about daily life. The variety of environments to experience, on top of this, also greatly appeals. Wanda comes from a world just as chaotic as Thedas, a magic user in her own right, and I really would love to explore how she navigates a world that, while similar to her own in some ways, is also vastly different, with magic that works unlike the magic she knows and with the potential for danger, given that her kind of magic resembles a lot of what those in Thedas might consider elements of blood magic. Wanda is just beginning to study magic on her own after embracing her identity as the Scarlet Witch, and I would love to see how Thedas tests her sense of right and wrong, as she is someone who, while a hero, is also very morally complex and tends to meander through greyer side of things.

    Also? I just want Wanda to be able to hug a Mabari at least once, and/or a Nug. And she could definitely use some friends, magic or otherwise.
    Edited 2021-03-30 01:39 (UTC)
    scarletchaos: (Default)

    SPOILERS for Endgame and WandaVision

    [personal profile] scarletchaos 2021-03-30 01:42 am (UTC)(link)
    CHARACTER

    Name: Wanda Maximoff
    Canon/OC: WandaVision/MCU
    Canon Point: From the very end of “The Series Finale,” right when she’s tucked away in her little cabin in the woods studying a Not At All Dangerous Artifact and having just heard her children calling out to her through time and space.
    Journal: [profile] hexwitch
    Age: Supposed to be 32, but she spent five years dead/snapped out of existence, so still 27 technically.

    Canon World

    The MCU is a world filled with superheroes, both born and made, magic, planets and galaxies of all sorts, (as well as the space travel to navigate them), and even on top of all of that, time travel, multiple timelines and divergences, as well as time heists, to boot. Science creates problems, solutions, heroes, and other adventures in equal measure; so does magic.

    In addition, this world of heroes and magic is full of constant tension and conflict; choices have consequences, heroes get their hands dirty trying to save the world, and even villains are capable of making the hard choices necessary to do the right thing. Ethics and morality are complicated in a world where government agencies (S.H.I.E.L.D., S.W.O.R.D.) are trying to control the landscape and the heroes in them while also struggling against the influence of ancient organizations such as HYDRA, a group determined to “save humanity from its own freedom.”

    Tragedy and adventure occur in equal measure, as does chaos. The political atmosphere is constantly on the verge of and caught up in one crisis to another, whether that’s Loki invading New York, Ultron dropping a good chunk of an entire country from the sky, or Thanos wiping out half of all beings in existence in the name of creating a better world. New heroes emerge every day, whether they’re bitten by radioactive spiders or creating suits of armor, as do new problems and new evils. Currently, the world is still recovering from Thanos’ snap and the Hulk’s subsequent revival of the victims of that snap. The world is fraught, recovering, and people are grieving.

    Wanda herself is coming from the wake of taking an entire town hostage after the grief caused by seeing Vision’s body pulled apart “in the name of research and science,” having fled to a cabin in the countryside after releasing the town and losing her family again.

    Much like Thedas, the world of the MCU seems to be in love with crisis.

    History
    Wanda @ MCU Wiki

    - Born in 1989, the twin of her brother Pietro Maximoff.
    - At 10, Wanda and Pietro lose their parents after their apartment building is bombed.
    - They spend two days in hiding in fear of another bomb going off; Wanda protects them by using her magic.
    - The bombs belong to Stark Industries, inspiring Wanda to hate Stark Industries and everything it represents, especially Tony Stark.
    - Wanda and Pietro become radicalized, joining Hydra by volunteering for Dr. Strucker’s experiments; they are the only two volunteers to survive.
    - Wanda manipulates Tony Stark’s fears, allows him to retake Loki’s scepter, leading to Tony creating Ultron, an AI meant to foster world peace but, instead, turning out violent and destructive.
    - Wanda works with Ultron as a means of seeking revenge on Stark and the Avengers, until she realizes that Ultron means to destroy the whole world.
    - Wanda and Pietro side with the Avengers against Ultron.
    - Wanda loses Pietro and officially joins the Avengers.
    - Wanda works with the Avengers on a mission in Lagos, Nigeria and, while using her powers to help assist the others, accidentally hits a building, killing and injuring people, including volunteers from Wakanda.
    - Wanda sides with Steve Rogers against Tony Stark, refusing to sign the Sokovian Accords, meant to limit the work of the Avengers without government supervision.
    - Eventually, Wanda meets up with Vision, living together until the Children of Thanos discover them in Scotland.
    - Travels with the Avengers to Wakanda in order to remove the Mind Stone from Vision.
    - Joins in the battle against Thanos’ army; loses. Has to kill Vision to save him; Thanos undoes this using the Time Stone, and Wanda watches Thanos kill Vision a second time.
    - Dies after Thanos uses the Infinity Stones to erase half of all existence.
    - Five years later, Wanda is restored to life by the Hulk.
    - Wanda helps defeat Thanos.
    - Wanda goes to SWORD to retrieve Vision’s body but is denied.
    - In her grief, she travels to Westview, New Jersey, and, on the plot of land Vision picked out for them, unleashes chaos magic, transforming herself and Westview into a home straight out of her sitcoms, protected by a magical force known as “the Hex.”
    - Creates Vision and has twins Billy and Tommy Maximoff with him.
    - Confronts Monica Rambeau, who tries to help her.
    - Meets Agatha Harkness in the guise of Agnes, who reveals herself to Wanda and helps her discover that she was born with her powers and is a “being supposed to be a myth.”
    - Wanda confronts Agatha and defeats her by embracing her new identity, gaining regalia as well as her title of Scarlet Witch.
    - Wanda releases the people of Westview and undoes the Hex, losing Vision and her children.
    - Imprisons Agatha into her role of “nosy neighbor.”
    - She retreats to the mountains with the Darkhold, a dark book of magic, and begins studying it.

    Personality

    A complex individual of many layers, a survivor who has fought her way through insurmountable challenges steeped heavily in the tragedies she’s endured, Wanda is a woman who’s had to grow up fast. She’s transitioned through many roles throughout her life, from someone actively seeking to ending the Avengers in the name of revenge to helping the Avengers save the world to a woman desperate to hold onto what good she has in her life by burying herself in a world pulled from the sitcoms of her childhood. She’s been the problem, the solution, and, sometimes, even both at once, a woman of unyielding steel and of fragile porcelain.

    Wanda is shaped by her experiences; she struggles with balancing trying to right the wrongs she’s done with not letting her past define her. From her years of hardship and surviving, she’s determined, resourceful, and intelligent; she manipulates Tony Stark in order to get him to build Ultron as a means of his own destruction, and she defeats Agatha Harkness by using what Agatha teaches her about witches and runes against her.

    For all that she is clever, however, Wanda is also reckless; she doesn’t always think things through, and she quickly gets swept up in danger, or in acting dangerously, such as when she uses her powers to break the glass in the SWORD facilities where they keep Visions dismembered body, or when she uses her powers to turn all of SWORD Director Hayward’s weapons back on him when he confronts her about holding Westview hostage. Her studying the Darkhold, a book of immense power and danger, by herself is another example.

    Wanda is fiercely protective, sometimes selfishly so. When Wanda feels threatened or wronged, she lashes out, and she doesn’t hesitate in doing so, such as when Monica Rambeau tries to reach out to her, appealing to her humanity, and Wanda, both times, shoves her away with her powers. She still struggles with lingering desires for vengeance and a sense of guilt for her past mistakes.

    And for all that she’s had to grow up fast, Wanda still maintains a childlike tendency to find comfort in the familiar, whether it’s the sitcoms of her youth that inspire her reimagining of Westview or foods and spices that remind her of Sokovia, her homeland.

    Despite everything she’s been through, Wanda manages to have vulnerability, compassion, and empathy for others. She falls in love with Vision by connecting with him over sitcoms; she empathizes with Clint Barton at Tony Stark’s funereal by assuring him that the ones they’ve lost (Natasha Romanoff, Pietro) know about their victory over Thanos.

    Wanda makes difficult choices, even as they cost her dearly. Even when Wanda causes the problem to begin with, she sacrifices her own self-interests for the greater good, from having to kill Vision in order to save the world to giving up her family in order to undo the damage she causes with Westview.

    (no subject)

    [personal profile] scarletchaos - 2021-04-03 23:02 (UTC) - Expand

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