groundrules: (Default)
let's set d o w n some ([personal profile] groundrules) wrote2021-01-08 03:30 pm
Entry tags:

applications


APPLICATIONS


Eastbound is primarily an invite-only game — each existing player can currently invite up to one person per month, or get in touch about further invites. Existing players can hold two characters in game. A third character can be applied, if players can prove they have met activity requirements for two consecutive months with their existing two characters and have stayed engaged with the game. If you don't have an invite, somehow stumbled upon this neck of the woods, and you’d like to stay, drop the mod journal a line — we'll try to figure it out.

As of Oct. 1, cast/game caps are off. Please note, as of Dec. 1, Eastbound only has 3-4 months of gameplay left.


WHAT CHARACTERS CAN BE APPLIED?

YES: canon and original characters, if they have a solid and consistent personality and background. Characters brought in after they've died are a-okay. For characters taken from a time point just as they're in the process of dying, please read below on meeting medical requirements.

NO (at this time): real people, original characters set in a canon environment, characters from canons or canon instalments that have been released for less than one month, characters with imported development from other games (CRAU), alternate universe, or gender-swapped versions of canon characters.

Children or characters with very specific medical/magical/environment needs: appable, but please make a note of how your character will ICly meet their requirements and stay alive. Likewise, if you are applying for a character taken just as they're dying, provide a suggestion for how they can be kept alive on arrival (this might be easier in some app cycles than others). You can bend the world a little to make miracles happen (ex: a substitute for the medication your character needs to survive can be found for a high price at certain apothecaries, etc.)

Characters that were dropped or swept by activity checks: yes, but they’ll come back without their previous memories, if they are applied in by a different player.


APPLICATION FORM & INSTRUCTIONS

EXISTING / RETURNING PLAYERS



NEW PLAYERS



APPLICATIONS CLOSED


NAVIGATION MENU

bigsmile: (Default)

Monkey D. Luffy | One Piece (Live Action)

[personal profile] bigsmile 2023-10-24 01:36 pm (UTC)(link)
PLAYER NAME: Hibiki.
CONTACT: [plurk.com profile] spiciest
REFERRED BY: Chel.

CHARACTER: Monkey D. Luffy (note, Luffy is his first name but even in the live action he introduces himself with last name first.)
CANON: One Piece (Live Action).
CANON POINT: End of Season 1.

BACKGROUND:

(spoilers for whole of s1 One Piece Live Action)

CHILDHOOD

• Spent some time in Windmill village as an urchin with no known family at that point. Luffy would be looked after by others, including Makino of the Partys Bar where they would feed him and generally keep an eye out. Luffy would count the days down until the Red-Haired pirate crew would return so he could attempt to assist them and begin his childhood crusade of joining that pirate crew.

• He really wants to join that crew and repeatedly is told no; the captain of said crew (Shanks) states he would rather disappoint Luffy now than have a dead kid on his hands later. Luffy is often told that he isn’t ready and Luffy proves that by stabbing himself in the face, resulting in a scar under his left eye. He states he was aiming for his eye.

• After being told no yet again, Luffy decides that kicking the boxes of treasure Shanks has brought back is something to do. In doing so he comes across a strange looking fruit and a combination of frustration and always being hungry results in Luffy eating it. He then goes outside to find Shanks diffusing a potential bar fight by mopping up a mess the other has made. Annoyed by this too, Luffy tells Shanks he’s a coward and storms off. Shanks grabs the kid by the hand resulting in Luffy’s arm stretching out as Luffy keeps walking.

• The fruit itself is a Devil fruit, or more specifically the Gum Gum fruit, which turns the eater’s body into rubber. Luffy thinks this is great, that he can now join the crew as he’s indestructible. He learns from Makino that said fruit will make him weak to sea water and the ocean. Luffy later learns this first hand when he’s grabbed by the same jerk trying to start the bar fight from earlier. He’s taken on a boat out to sea, taunted by the guy before they’re both thrown out of the boat into the water by a large sea-king. Shanks pulls Luffy out of the water before he sinks to the bottom and Shanks subsequently loses an arm as he tells the sea-king to go away. Which it does. For whatever reason.

• In the end Luffy learns he really isn’t ready and so promises he’ll be a great captain with a crew even better than Shanks’ own as he becomes king of the pirates. Shanks gives Luffy the hat and says he can return it only when he’s become said great captain.

CURRENT EVENTS

• Fails his first attempt at sailing by somehow managing to sink his little boat. Luffy curls up in a barrel and floats away, having a sleep whilst managing to wind up in the middle of a pirate battle. Pirate Captain Alvida is taking over another vessel. Luffy sees none of this and eventually wakes up later, meeting Koby and finding out about where he is. On his escape from the ship, he manages to wake all the pirates up, sasses Alvida, sticks up for Koby and goads Alvida into destroying her own ship before punching her into the water. He leaves with Koby on a boat and after hearing of Koby’s dream to become a marine, decides they should go to the nearest Marine base so Koby can sign up and Luffy can steal a map to the Grand Line.

• Luffy watches a bar fight between Zoro and Helmeppo. He then later asks Zoro to join the crew, untying the guy from his prison even when the other has said no he’s not joining. Luffy then bumps into Nami in the map room and the pair wind up finding a safe in Axe Hand Morgan’s room which they then manage to steal before being surrounded by marines. During the fight, Zoro joins in. They defeat Morgan and walk off with the safe back to Nami’s boat. At this Luffy says goodbye to Koby as the other decides to stay put and enlist.

• Is kidnapped by an evil clown pirate called Buggy but before he passes out Luffy is able to swallow the entire map to the Grand Line in order to keep it safe. Luffy that Buggy knew Shanks and defies the other by refusing to give up their map to the Grand Line. They manage to figure out how to cut Buggy down to size by flinging his body parts into boxes and Luffy launches the clown into the horizon before saving the Orange Town residents.

• Meets and befriends Usopp and Kaya. Luffy eats some poison and is down and out for a while, but eventually wakes up in time to defeat the evil butler and score themselves not only a new crew member in Usopp, but a caravel class ship called the Going Merry. The Going Merry is a gift from Kaya who not only liked Luffy's talk about a ship being family, but also because of the assistance with Kuro of the Black Cat pirates.

• Defies Vice-Admiral Garp's order to surrender and reveals the guy is actually his grandfather. There’s even a flashback to show Garp telling Luffy to not be a pirate, that he’ll be marine trained, but that lunch comes first, proving that the pair of them share the same culinary based brain cell. Luffy bounces a canon ball back which takes down a mast on Garp's ship, allowing the Going Merry to escape.

• Finds the Baratie by following the smell of food. Luffy offers to pay for a giant meal with an IOU and ends up washing dishes and meeting Sanji in the meantime. Luffy lets Zoro fight Mihawk despite it being dangerous and learns that his crew aren’t immortal. As he waits for Zoro to recover, Luffy hears of Sanji's backstory. Arlong attacks the Baratie and Luffy doesn’t even think twice before jumping into defend it. He’s getting beaten due to his salt water weakness before Nami intervenes, showing she works for the Arlong pirate crew and was only faking being a member of the Straw Hats to gain access to the Grand Line Map.

• Since Luffy doesn’t understand the word no, or the words “I was never on your crew”, he opts to follow where Nami went. Arlong had been using Buggy as a navigator of sorts as a head in a bag and somehow Luffy managed to swipe said bag. Surprisingly, the crew are led in the right direction and Luffy ends up at Coco Village.

• He finds out about Nami’s backstory from her sister Nojiko, but claims he’s tired of hearing about Nami from other people. He also chides Zoro pointing out that Zoro had said to go away at the start too. Arlong’s crew attack the village and Luffy comes across Nami in a state of distress. He stops her from stabbing her arm repeatedly and responds to her ask for help with a resounding “of course” as he puts his straw hat on her head.

• The crew go to Arlong Park. Luffy wastes no time in going to the map room and taking Arlong on. He quickly realises he can’t beat the fishman in a physical fight but he can destroy everything Arlong has built and not only destroys the maps but smashes Arlong through several floors before the building collapses on the pair of them.

• Arlong is gone, supposedly. Luffy attends the party at Coco Village and is having a great time until Vice Admiral Garp shows up to have a fight with Luffy. Surprisingly enough, Garp wins by a clear country mile with sheer strength alone, but when he reminds Luffy that he’ll never make it, Luffy says he’ll never give up his dream of going to the Grand Line and finding the One Piece.

• Garp gives up. Apparently it’s all a test from him to make sure his grandson is ready, as once he enters the Grand Line he’ll be out of Garp’s reach. Luffy points out he won’t be alone; he has his friends. The next morning, Koby meets up with Luffy to bring him what he's always wanted; his very own wanted poster. Not only that, but Luffy has the highest bounty is all the East Blue.

• The Straw Hat Pirates begin their trek to the Grand Line.


ABILITIES | POWERS:

Gum Gum Fruit Abilities.

Luffy’s body is technically made of rubber and it can stretch a currently undetermined amount. Buggy tried and the response was that Luffy could “do this all day” and he didn’t seem concerned about being stretched that far. Luffy uses his rubber abilities to put more impact into his attacks which he calls out in the belief that all good fighters call out their attack names.

• Gum Gum Pistol: A stretched out long range punch.
• Gum Gum Whip: A stretched out long range kick.
• Gum Gum Bazooka: A stretched out two handed slap/shove.
• Gum Gum Gattling: A flurry of punches
• Gum Gum Battle Axe: Stretched out heel kick.
• Gum Gum Rocket: Catapulting himself at the enemy.

Luffy has also been seen to bounce bullets back at pirates, inflate himself like a balloon to bounce back cannonballs and has some haphazard style of dodging attacks and fighting. A lot of it revolves around keeping the hat on his head safe and in once place.

Luffy’s skills are nullified by sea water; it renders him weak and should he fall into the ocean he would simply sink to the bottom and be unable to move.

Also Luffy’s sense of smell is quite impressive. If he smells food he’s able to follow his nose to determine the location of it with success.

PERSONALITY:

• Optimistic & carefree: Luffy is an optimistic individual who will always believe in seeing the best in people. He’s rarely ever found to be pessimistic over anything or worrying about the worst-case scenarios. Due to this he’s a somewhat carefree individual who rarely (if ever) worries about things that could be happening. Pessimism is a strange concept to Luffy too and overall this is something that can get the pirate captain into trouble. For example, he truly believed Zoro would win his fight with Mihawk and was shaken when that didn’t happen. Luffy rarely thinks things through properly and often has to be reeled back in by his friends and crew members when his own plans become too outlandish. Seriously, who flies into a marine base hanging from a bird?

• Dream believer: One of Luffy’s biggest personality traits is being a big believer in chasing dreams. He’s chasing his own to find the One Piece, he urges Koby on in their dream to become a marine, and so on. There’s no dream too big or too stupid and Luffy will support his friends and crew in achieving them. As mentioned prior, this can be detrimental as Luffy states he will not stand in the way of someone and their dream. Whilst he’s learned that could result in someone being hurt, he most likely would do the same thing again in cheering someone on.

• Outgoing & confident: Luffy is sociable, will talk to anyone and has a knack for connecting with people. He’s able to make friends or at least understand others enough to be able to get along with them. Dinner party? Heck yes! Group day at a restaurant? Bring it. Luffy doesn’t shy away from things and seems to just believe wholeheartedly that everything will go his way. Even at the Baratie he signs an IOU after a giant meal expecting that to be absolutely fine and doesn’t shirk away from doing dishes when he’s dragged away by Zeff to repay the meal. Said confidence can and will get him into trouble, but as Luffy says, he never looks back on anything with regret.

• Loyal: Luffy is ridiculously loyal to his crew and his friends. They are his family and he will risk his life for them should the need arise. He’s also capable of understanding that no-one is perfect and rather than giving up on them should things go awry, he will go out of his way to figure out what is going on and fix it. Also, the few times he is serious is normally when someone else is hurting or threatening his crew and friends.

• Stubborn: As his grandfather says, Luffy is a stubborn one. Luffy refuses to budge on anything he has set his mind to and no-one will convince him otherwise. Garp has been trying to get Luffy to be a marine and give up on the pirate nonsense for a decade or so. Luffy spent all his childhood trying to join Shanks’ crew. Luffy will dig his heels in when he wants something and good luck to anyone trying to convince him otherwise.

• Lack of smarts and sense: Luffy isn’t the brightest. He takes a lot of things at face value, believes tales that have been spun and just generally goes with the flow. Even when seeing a map to the Grand Line he didn’t know where it was and it had to be explained to him, despite Luffy declaring he was definitely going there. He had to see Captain Morgan's axe hand to understand why people called the man Axe-Hand Morgan. He isn’t the most intelligent and won’t be the person the crew calls upon for smarts, but that’s okay as Luffy isn’t concerned about it and makes up for it with other things. Occasionally and rarely there will be a moment where Luffy seems to have a flash of inspiration for something (like hiding the Grand Line map), but after that it’s back to normal.

• Other quirks:

Loves food, especially meat.
Quick to annoy if the hat is taken or damaged.
Good fighter.
Will squirrel food away in his pockets for later.
Should not be left unattended.
Finds forced conversation difficult.
Is a “different kind of pirate”, read: A good guy.
No-one is sure how Luffy has managed to survive on his own until now.


SAMPLE:

TDM Top level
TDM Thread


INVENTORY:

• One straw hat.

SUITABILITY: Luffy would approach Eastbound with the same energy that he approaches everything; heroically chaotic. He is the kind that would help where he can, do good and would also do his best. He isn't the smartest so probably not a mystery solver, but he'll be there to support and motivate crew and friends. Luffy can deal with danger and crisis head on and he would see being in a new place another adventure to have before reaching the Grand Line. He's not one to lose hope or faith either so he'll hold on to that till the very end and the undead would be treated accordingly; if they're an enemy then so be it.

NOTES: n/a
seaboard: (Default)

gilia st. loe — original

[personal profile] seaboard 2023-10-24 04:58 pm (UTC)(link)
PLAYER NAME: Lily R
CONTACT: aenea @ plurk
REFERRED BY: Diya (Anduin Wrynn), Jon (Jacob Frye), Toss (Ratonhnhaké:ton)

CHARACTER: Gilia St. Loe
CANON: Original
CANON POINT: Post Assassination Attempt

BACKGROUND:

  • Gilia St. Loe was the third child born to the royal family of the Isle St. Loe, a magical royal family who are connected to a powerful spirit of the Sea called the Sea-Father. The third child of six, born to one mother and two fathers (polyamorous families are the norm).
  • Rulership is split between the first two children of the family, who receive the titles First Child and Second Child. Her two elder brothers, Nikolai (First) and Godfinn (Second) took the throne upon the death of the previous First Child.
  • Gilia, being the third child, was likely to just be a political pawn for her family, expected one day to marry well, but that is all.
  • This suited her fine, as she was neither outgoing and or ambitious.
  • Instead she was noted for her singing voice and utmost devotion to the Sea-Father. At fourteen as she began to mature, she was granted the position of Singer to the Royal Family. This is a cultural position of passive guidance, as due to their magic powers, displays of heavy emotion are not allowed in the Isle of St. Loe because it can have a destructive consequence from the Sea-Father the population is bonded with, who seeks to protect them.

  • Godfinn the newly crowned Second-Child, was a traitor and broke one of the most important rules of their people: they aren't supposed to get involved in external conflicts of the world around them. Godfinn was a narcissist that hated being ignored or belittled which is what happened to their family a lot.
  • He was executed in the most brutal way their people consider: he had his legs broken and thrown into a bog where he slowly sunk down for hours. Gilia, being Singer, had to quite literally sing the entire time he died to stop the pain from drowning them all. That sure didn't mess her up at all.
  • Gilia was now the Second Child, and it was a terrible idea and everyone knew it. Gilia was a notably passive person to begin with who showed little to no leadership qualities, not to mention having been gaslit and emotionally abused by Godfinn for most of her life.
  • Thankfully, her mother, the previous Second-Child was still alive, was firmly the power behind the throne, old as she was. Between her and Nikolai, who had always been wise beyond his years, could make up for Gilia's shortcomings as a ruler.

  • Godfinn's plans were far more reaching than some small back door deals, he had gone into a deal with another disenfranchised Lord, Lord Onfroi, with a much bigger goal: causing a wild scale war of which they could reap the benefits.
  • Once started it quickly escalated even after Godfinn's death. The war sucked in more and more Kingdons, except St. Loe which was the land sworn to eternal peace, remained the only one left outside of it.
  • That meant a lot of refugees fled to them trying to escape the destruction of their homes, but the Isle of St Loe is an incredibly harsh place to live that doesn't have an excess of food stocks to cope with 10,000+ people suddenly.
  • Gilia could not turn them away, however, but was too unconfident to do what needed to be done: yank other leaders by the nose to make them see the toll that was occurring long term.
  • Lord Onfroi had been cozying up to Gilia since Godfinn's death. With her nature to believe people's good intentions, lack of worldly experience, emotional vulnerability and fear of making the wrong choices, she fell for it, hook line and sinker.
  • With her trust, he began to isolate St. Loe politically: internally making Gilia believe she was doing the right thing and promising that everyone would see she was just acting in compassion, whilst externally sending out letters that were fear-mongering, implying that Gilia's taking in the refugees was about building St. Loe an army they lacked otherwise to break the eternal peace they were bound too.

  • The rest of Gilia's family wasn't so blind and began to suspect something. Namely her hotheaded sister Elspeth. Who broke family protocol to begin to investigate for herself what was happening and quickly realized something was vastly wrong. Lord Onfori eventually realised Elspeth was snooping and found a way to have her arrested and stopped. Something that would normally carry a death sentence.
  • Whilst initially declaring to execute her sister, Gilia couldn't kill another sibling, and she allowed her sister to escape in the dead of night. Elspeth went on to become a pirate. Yarr.
  • Unfortunately, this now meant no one trusted Gilia's rule, because to their mind she just refused to punish her sister for doing wrong and it looked at best weak of character, or at worst, further proof of her self interest over her political duties.
  • They instead sent an assassin to kill her, during a festival, when Gilia was partially in her Spirit-Form. It means the Spirit is more likely to lash out to protect them, which means that whilst he does slice her throat open, the assassin gets their hands ripped off by the shark teeth the wound turns into.
  • Gilia is dragged into the sea by her Elder Brother, Nikolai, who uses his powers of prayer and beseeching to get the Sea-Father to heal the wound. But as it was to her literal soul, the wound never heals and remains open on her throat as an open conduit to the sea that lives inside of her, unknowingly, it increases her power, but to Gilia, it's the moment that it's the second nail in the coffin of her trust and hope in the world.


  • ABILITIES | POWERS:

    • SPIRIT-BOND. The remaking of the human soul to share the nature of the chosen spirit, which gives them all their other powers. Gilia's spirit is the Sea-Father, the spirit of the ocean, and the primordial manifestation of the beginning of life as those small forgotten amoebas on the ocean floor. The bond has negative and positive effects, granting her powers, but making her moods at the whims of the weather patterns when they are strong enough to effect sea conditions. The more choppy the large bodies of water around her, the more unhinged she becomes.

    • SPIRIT-FORM. Gilia's secondary form, and the wearing of the soul outside of the body. In Gilia's case, this is the manifestation of a 7' tall, tentacled, living aquarium, where her skin turns clear like the surface of a clear ocean that allows her to be 'looked' into. Inside her, many glimpses of many places in the ocean may be seen, and her internal organs turn to a coral reef, ocean plants, and sea creatures all make their home inside her. You can touch her, and it still feels like a person, and the tentacles are very real and all eight of them are extensions of her movement and are as strong, and able to rip anyone apart. Any wound she receives, however, is literally to her soul, and will never heal like normal wounds after the fact. It is also the most intimate way to embrace her, it is more intense and more pronounced a sensation, as can be imagined, and is usually reserved only for lovers to embrace one another. This form may also become exposed in moments of emotional intensity, rage, love, mirth, religious fervour, etc.

    • SPIRIT-SCAR. Gilia now bears a scar to her soul, that is an open wound at her throat, which the same ocean be can seen into. It will never heal or close together, so instead her throat is held together by a starfish in order to stop her falling apart. It is for all intents and purposes a normal starfish, you can even touch it and pick it up, however even if you try to run away with it, it will just reappear back on Gilia's neck. It has no outward effect and has only one ability. If someone is stupid enough to stick their hand in it, there are shark teeth on the inside of her wound, that will bite anyone that does it. The wound can't just open an ocean's worth of water outside of itself, either, and it stops people from trying to climb into it, obviously, the shark on the inside of it just bites people for being perceived threats.

    • SEA-STEP. Gilia can step into her own shadow like a puddle of water and re-emerge in the nearest body of water. Sea, lake, river, bathtub or fountain. She has some determination about her destination but it can be difficult to be specific. She might want to turn up in the middle of the village fountain, but she could just as likely accidentally spring up in someone's bathtub in the building right next to it.

    • PROPHETIC DREAMS. Usually involving a habit of sleep-walking, these dreams are indecipherable as a whole but hold snatched portions of the future. If questioned in this state she'll speak in confusing metaphors rather than anything direct, this will be opt-in for anyone who wants to have strange prophecies that I will discuss with them at length with the players involved!

    • WATER-MANIPULATION. She can affect the flow and direction of certain amounts of water, fine control is only on small amounts of water, large amounts tend to be destructive and in one direction only, in the case of large scale, this is water tanks (about 15,000 litres) worth in-game to stop it doing anything world breaking like what she could theoretically do, ie, summon a tsunami and so on. Additionally in a labour-intensive process, she can purify water to be rid of diseases and other containments, the more water, the longer it takes.

    • WATER BREATHING. She cannot drown, no matter how long she's underwater. Can still starve to death or die to a shark bite or something! Just no drowning.

    • WATER CRYSTAL. Shape water into small objects (crystal glasses, beads, little ornaments) and 'freeze' them into solid objects. Technically it is purified water made out of her spirit, so when she dies, it turns back into water.


    PERSONALITY:
    An isolated daughter of an isolated kingdom. Gilia is in equal halves the pride of the role and the product of her people and simultaneously terrified of stepping outside those bounds. She is consumate in her role of the reserved daughter. Quiet, polite, never reach for things first, inherently shy, deeply compassionate and woefully naive. She believes and has always believed in acting for the good of her community, putting others first, and that prosperity is to be shared. She knows she isn't the ruler anyone expected or wanted, but she is dedicated in serving her people to her last breath, she is just is keenly aware of her own failings at all turns.

    She is used to and comfortable with her relatively simple life. She is thankful for the bond that protects her family and glad that it is removed from the war. Violence is truly abhorrent to her, so she sees a world lived away from the rest of it, to be worth it to avoid that. The sort of person who has always been content sitting alone doing their job and finding peace in making the world a little bit better every day. Power is exhausting to her, and she doesn't want it.

    The mistreatment from her brother has unfortunately coloured much of her self-worth. Godfinn was a vain man who hated their family's obscurity. Whilst he did not truly see Gilia herself as a threat, he was aware that she was next in line. If she was useless and scared, she couldn't be turned against him, and others would be slow to act against him if the next alternative was her. He kept her trapped in a pattern of narcissistic abuse, routinely gaslighting her to make her feel unstable, belittled in her own strengths, and reinforcing often that she was alone, utterly alone with only him to turn to. Unbeknownst to Gilia, he was the one who orchestrated many of her worst humiliations and counselled her into internalising them as her own fault to keep her that way whilst couching it as 'learning for her own good to be wiser than she is'.

    He was already in a perfect position to do so, by the nature of being the ruling family, the burdens already on them meant it got passed off as an older brother taking care of a younger sibling in the general pressures of their household. Her mother was famed for being a woman who was tough as nails and emotionally unresponsive, which meant that unfortunately, Gilia had to pick up a lot of emotional slack in the family that her being so shy to the point of genuine fear got missed. As the two eldest siblings were doted on and elevated away as the heirs, she was the one who had to often emotionally uplift her younger siblings when their mother couldn't. Her mother lamented to her that Gilia was too soft and too gentle and that she knew she had caused it by not giving her the same lessons she gave her eldest sons. However, she also could never truly bring herself to stop Gilia from her heart being worn so openly on her sleeve and seeing the good in the world.

    All of this compounds and solidifies after Godfinn is executed for treason and she is suddenly thrust into the position of Second-Child from expecting to be nothing all her life. Seeing the consequence of her brother straying from his role gave her a lifelong fear of ending up the same, naturally. She did what she knew how to do: stay quiet, stay neutral, and hope it all went away by itself. Except, naturally, it does not when you're the only neutral country in the middle of a World War breaking out, now facing a refugee crisis. Her need to care for others means she wants to help everyone, but her fear of violence and aggression makes her shy away from what her duties might need her to do - help find firm but non-violent options to protect innocent civilians by sitting own with the other nations and begin dialogues openly as a ruler which makes them more suspicious of her. She sticks her head in the sand in order to cope with the pressure, not seeing how it is making it all mount around her. She spends every day terrified of herself, scared of speaking out for herself or what she thinks is right, except in moments that make her look increasingly more incompetent, if not unhinged.

    Which she has just learned the consequences of. Her assassination was a sharp and sudden introduction to the cruelties and dealings of the world beyond their isle, and that they are being observed, and she is to be found wanting. This has left her fear higher than ever, her retreat into herself more profound and that sharp edge her mother always lamented beginning to form in self-protection. It also brought home as well, that she is a Queen, she is a ruler, and sticking her head in the sane will not save her from accountability, nor can she hide behind her mother's legacy forever. She's on the cusp of her own self-determination, sitting there stewing in the confusion of a near-death experience.


    SAMPLE: Same Here

    INVENTORY:
    • Full collection of court robes and regalia.
    • Her phial of Spirit-Water that is infused with her spirit more directly.
    • A knife with a handle made of deer antler.


    SUITABILITY: Gilia is a noblewoman with the mind of an accountant and one whose been raised to use that for wheeling and dealing, whilst maintaining an untouchable public facade. Whilst she's not a forward combatant, she is able to navigate the more subtle acts of behind-the-scenes deals comfortably, and the other parts she is not good at will provide compelling ways to build cr!

    NOTES: N/A!
    Edited 2023-10-24 17:08 (UTC)
    lonelydream: (Default)

    Zhou Zishu | Word of Honor

    [personal profile] lonelydream 2023-10-25 02:18 pm (UTC)(link)
    PLAYER NAME: pie
    CONTACT: [plurk.com profile] piecrumbs or DM
    REFERRED BY: saw Em talking about the game, and then [plurk.com profile] qingya decided that WKX needed his husband around

    CHARACTER: Zhou Zishu
    CANON: Word of Honor
    CANON POINT: The brief moment peace of preparing for Gu Xiang's wedding, before it takes a Bad Turn

    BACKGROUND: Wiki!
    - Youth: The son of a marquis, Zishu was taken in and raised at Four Seasons Manor and was Qin Huaizhang's first and most promising disciple. Always a bit too serious and focused on training, Qin Huaizhang would often pretend to slack off in order to get Zishu to play and act more like a child his age. Though he loved all of his fellow sect-brothers, he particularly doted on Qin Jiuxiao and considered him a younger brother. He met a young Zhen Yan and spent a notable afternoon playing with him while his master talked to the Zhen couple. Not knowing what happened to them has been a source of guilt to Qin Huaizhang for his entire life, and Zishu inherited these troubles.

    - Tian Chuang (Window of Heaven): Qin Huaizhang got sick and died when Zishu was sixteen, and as his heir, Zishu became the new Sect Leader. However, he was young and inexperienced. He ended up packing up his sect and moving to the capital. His cousin is one of the princes fighting for the throne, and Zishu decided to throw his (and his sect's) lot in with him, founding the information and assassination organization Tian Chuang. Between his sect brothers and the other assassins Zishu raised, Tian Chuang became a powerful shadow force that demands loyalty from its soldiers and anyone who wishes to leave does so with the understanding that they will be crippled in a way that is equivalent to death.

    - Nails of Seven Apertures for Three Autumns: The only way to "leave" Tian Chuang. "Seven nails penetrate their most important acupuncture points on their upper body, blocking their meridians, therefore losing all their martial arts and their ability to move or speak." (from Wikia) Zishu is disillusioned with what he's done and also realizes that, over the past ten years, all of his sect brothers have died in service to Tian Chuang (and Jin Wang). The straw that breaks the camel's back is Jiuxiao's death. Zishu realizes that if a single nail is placed every three months instead of all at once, his senses will decay slowly rather than immediately, and starts this process. He leaves Jin Wang's service after the last nail is put in.

    - Jianghu: Disguising himself as a sick hobo, Zishu wanders the jianghu, intent on drinking until he dies. He accidentally ends up with a duckling and a flirty stalker that he can't shake. Over the course of the next few weeks, he realizes that he does actually kind of like Wen Kexing. They also end up in the middle of some really obscure jianghu political treasure hunt, that ends up not being so accidental since his not-husband-wife is the one that is orchestrating this drama in the first place, what the fuck, Lao Wen. Also, Zishu kind of realizes that maybe he doesn't really want to die anymore.

    - Identity Porn: Zishu made information his business, and even though he doesn't really want to get involved with politics and drama, he also is nosy by nature and can't help it. He's also very good at putting things together and realizes relatively quickly that Wen Kexing is more than he appears, and starts waiting for Wen Kexing to tell him. This goes significantly better in theory than practice. They figure it out in the end, though, and Zishu vows to help Wen Kexing with whatever the fuck he needs to get done.

    - Shit Hits the Fan: Jin Wang decides that no, actually, he's not okay with letting Zishu go and decides to force him to come back to the capital, torching his childhood home in the process. Zishu is less okay with this and ends up getting tossed into the torture chamber. He's rescued by some Tian Chuang boys who are still loyal, and then Lao Wen shows up in all his Valley Master glory. (They have a very loving reunion that includes the Gay Ancient China equivalent of giving an engagement ring.) Then Wen Kexing decides to run off and fake his death, without telling Zishu that he's faking his death, so of course Zishu thinks the whole drama he orchestrated is real.

    - A Series of Unfortunate Events: He passes out and wakes up alone in an inn. Instead of learning from literally everyone who was in on the plot that Lao Wen is not actually dead, Zishu hears people talking about how the Valley Master was killed, and goes looking for the body. He finds the fake body that Wen Kexing had prepared, but doesn't have the chance to examine itl. He then proceeds to forcibly expel the nails from his body, giving him the strength to face down basically everyone he has to Fight to avenge Wen Kexing but also basically cutting his lifespan down to (undefined very short time, possibly days, possibly a week). Wen Kexing shows up Very Dramatically and they unmask the Big Bad and have a mostly happy celebration about the culmination of Wen Kexing's revenge plots, all the while completely unknowing that Zhou Zishu is About To Die.

    - Red Wedding: Everyone goes back to Ghost Valley to prepare for Wen Kexing's (and by now, also Zhou Zishu's) sister-daughter's wedding and it's all very cute and soft until it isn't and the children are killed and there's a whole ass massacre but he's being taken from while everything is cute and soft still.

    ABILITIES | POWERS: 
    - Martial arts: what it says on the tin! Specifically of the Four Seasons Manor style, but he's easily one of the most powerful people in the jianghu. This includes things like qinggong, the Swift Moving Steps (a certain step pattern that makes him very slippery and difficult to attack or target), hand-to-hand, and other such things. He has extremely good control of his qi, though not the same level of fine control as Wen Kexing, and uses it very efficiently.

    - Exceptional Senses (not anymore): this technically relates to the above, since he has these because of his martial arts abilities. However, due to the nails, he's since lost his sense of taste and smell, and occasionally has a ringing in his ears. His sense of touch and pain comes and goes, and isn't as sensitive as it once was.

    - Master of Disguise: taught by his master, he's basically unrecognizable when in disguise. He prefers disguising himself to look sickly and gross.

    - Drugs, etc: while not the expert that Wu Xi is, Zishu knows his herbs, medicines, and posions well enough to have invented Drunk Like A Dream. It's implied that he developed what Tian Chuang uses as well. Also, he used to peddle drugs with Wu Xi. He also knows how to use all of the many many herbs left behind at Four Seasons Manor to promote healing after they fought (and lost badly) to Ye Baiyi.

    PERSONALITY: as Wen Kexing put it, he's got a sharp tongue but a soft heart (and a narrow waist and long legs.....). He's serious and not prone to comfort or compliments, but is also very caring and compassionate--though he won't admit this. He can be pretty calculating and ruthless, and has zero qualms about killing those who need to be killed or to kill those that threaten him and his, but also avoids killing innocents and children if he can. While he's done it in the past, that's also a big part of the guilt that weighs on him. He is rather self-loathing, and morally, doesn't think of himself as particularly worth admiring. As one of the strongest people of the jianghu, though, he's also very self-aware and extremely proud of his martial ability, though he has very little ambition to be seen or acknowledged as an Important Person. There are just very few people who are an actual match or threat to him, and he knows it. He's also...very nosy, and prefers knowing everything that's going on and who the important people are.

    SAMPLE: TDM threads
     
    INVENTORY: 
    - wine gourd, mostly full
    - whip sword Baiyi, and the belt-sheath he keeps it in
    - the fancy blue robes he was wearing
    - the jade hairpin that Lao Wen gave him (armory key, though he doesn't know it)
    - a selection of small pots of poisons and medicines that he keeps on him

    SUITABILITY: He was the head of an intelligence and assassination organization; he'll be fine. He's also going to try and do his best to not get involved, though I suspect this will not actually go very well because he's a nosy fuck who can't leave well alone. That said, he'll probably just follow WKX's lead here.

    NOTES:
    - He is...dying??? But this can either be held in stasis or they can find a healer to at least hold him in stasis if they can't heal him or he can just.. die......... (WKX may not be very happy about this though)
    daughterheir: (Default)

    Elayne Trakand | Wheel of Time (TV)

    [personal profile] daughterheir 2023-10-25 02:30 pm (UTC)(link)
    PLAYER NAME: Emm
    CONTACT: sprucemooses@disco, [plurk.com profile] sprucemoose, PM

    CHARACTER: Elayne Trakand
    CANON: Wheel of Time (TV)
    CANON POINT: post-2x02

    BACKGROUND: wiki

    PERSONALITY:
    » Authoritative. Elayne is the heir to the throne of the most powerful nation in the world, and it shows. She's very self-possessed and quick to take charge.
    » Diplomatic. She's quite good at reading people and de-escalating awkward situations - though she sometimes overestimates her ability to do so (see: her failed attempt at consoling Egwene after they learn of Nynaeve's "death"). She also stands up for people, including those of lesser station, even if it means taking a punishment she doesn't deserve.
    » Educated and Curious. She seems to know all sorts of facts about everything from how many people have ever died in the Arches to the way blankets are stitched in the Two Rivers, and she isn't shy about telling everyone. She's also a self-described "tinkerer" who likes messing around with magic to create new effects.
    » Lonely. She mentions multiple times how isolated she is - she's not allowed to have friends, she's never even had a friend before, and she thought she wouldn't be allowed to live with the other novices. She wants a friend so badly that she pretty much glues herself to Egwene as soon as they meet.
    » Kind. She stays the night with Egwene after Nynaeve's "death" even though she doesn't think it'll do any actual good.
    » Pragmatic. She can make tough choices, though she doesn't want to actually do anything too horrible.

    SAMPLE: Elayne on the TDM

    NOTES: n/a!
    cairhien: (pic#16747392)

    moiraine damodred ★ wheel of time

    [personal profile] cairhien 2023-10-25 05:58 pm (UTC)(link)
    PLAYER NAME: kerry
    CONTACT: you know what you're bullying me on honestly

    CHARACTER: Moiraine Damodred
    CANON: Wheel of Time
    CANON POINT: 108 The Eye of the World

    OLD APP: you told me to just link the old thing

    NOTES: moiraine has more goat acts to do. also give me her bff lan wangji ktnx
    Edited (did i do good) 2023-10-25 18:03 (UTC)
    spoilers: (Default)

    River Song » Doctor Who

    [personal profile] spoilers 2023-10-25 06:05 pm (UTC)(link)
    PLAYER NAME: Ashley
    CONTACT: formallyintroduced via discord or plurk (or just PM me)

    CHARACTER: River Song
    CANON: Doctor Who (TV + Audio)
    CANON POINT: Post Name of the Doctor (+ her time in game if that's cool)

    BACKGROUND: History | I do play her as audio compliant!

    PERSONALITY: River Song is a woman with a reputation to keep. She typically comes out of the gate with a lot of flirtatious energy and confidence to spare. Unless, of course, you've given her reason to be angry and she wants you to know it.

    One might find it hard to guess what's going on in River's mind because she's an expert at hiding what she's really thinking. Her entire life has been wrapped in lies and carefully told truths. Half of what she says doesn’t make sense and the other half should probably concern a reasonable person. But that’s how she likes it, and that much is obvious. It’s almost as though life is a game she’s playing and just maybe she’s in on a secret no one else seems to know about.

    She has a natural tendency to take charge of a situation, as if she’s seen and done it all before. Maybe she has. Who can say which stories are true and which aren’t? Her energy draws people in, regardless.

    While at times she can seem distant or detached, it isn’t difficult to notice she’s rarely cruel or even truly unkind. She is often practical and plain-spoken, intelligent and always curious.

    River loves a good adventure, easily runs straight into trouble, probably with what most would consider an unhealthy amount of enthusiasm. Like a moth to a flame. But keep watching, because River doesn’t only rush toward danger, she’s dangerous herself. It's always there, shimmering under the surface in the quiet moments. When she stops flirting, pauses long enough to take a breath. There's a darkness, and the strength and determination to act on it.

    She's put in her time, lived a life that was written before she was born and saw it through to its end. There's still a confidence and assurance about her, still a sense of recklessness (though it might have dimmed slightly), but there's an openness that's new. No more timelines to keep on track or secrets she has to keep for the sake of the universe. She finally has the freedom to live her life, as she chooses, even if she is technically dead and should by rights still either be lines of code in a database or faded into memory.

    SAMPLE: Sample Thread

    NOTES: I'd like her to remember her time here since it hasn't been too long. I'm not changing canon points or anything, but it can just be a slow bounce back. Her opt out for her telepathy (which she basically never uses) is still up on her permissions post in her journal. And also, I totally forgot what day it was, but I think I'm still sliding in here on time.
    bravelyrunsaway: (smile; no one needs to see)

    licyn mansbane | original

    [personal profile] bravelyrunsaway 2023-10-27 05:09 pm (UTC)(link)
    PLAYER NAME: rakel
    CONTACT: pm me captain, or you know, discord, I'll accept snail mail, or singing telegrams

    CHARACTER: Licyn Mansbane
    CANON: Original
    CANON POINT: Same as before, what did I even say

    BACKGROUND: prior application

    NOTES: posting a day late, a pound short, and with mod knowledge 🐾
    captain_marvel: (14)

    carol danvers | marvel cinematic universe

    [personal profile] captain_marvel 2023-12-02 01:04 am (UTC)(link)
    PLAYER NAME: Emily
    CONTACT: [plurk.com profile] iluvroadrunner6

    CHARACTER: Carol Danvers | Captain Marvel, Princess of Alanda
    CANON: Marvel Cinematic Universe
    CANON POINT: The end of The Marvels, after restarting Hala’s sun.

    BACKGROUND: Here!

    PERSONALITY:
    Carol Danvers is a two-ton bulldozer in a five-pound bag. It’s the thing most first notice about her, for two reasons. One, her powers often allow her to just plow through obstacles up to and including the massive Kree War ship, and two, she’s an efficient person. She’s very good at seeing the quickest way to get from point A to point B, and isn’t always the best at seeing all the angles. There’s also a healthy sense of stubbornness born of being a woman trying to break into a man’s field (the Air Force) in the early nineties where many people tried to tell her what she could or couldn’t do—a trend that persisted when her memories were wiped and she was taken captive (unwittingly) by the Kree. Carol doesn’t like when she’s told what to do if it’s not a course of action she agrees with, and it makes her just want to punch that person in the face and prove to her she can while still being herself. This can cause a lot of unintentional collateral damage, especially when she’s been told repeatedly what to do, and she doesn’t agree.

    Most of the universe sees her as a bit of a wrecking ball as a result, and sometimes that can be true. Carol is very much a punch first, ask questions later kind of person—again, using that path from A to B—and it’s resulted in some disastrous choices. For example, when the Kree were being led into a civil war by the Supreme Intelligence (their AI overlord), Carol took it upon herself to take the AI out of the equation. Once she did, however, the Kree Civil War only escalated, leading to the destruction of most of their resources, and earning Carol the title of “The Annihilator.”

    Carol has a lot of guilt about how the dominoes fell on that mission, and it resulted in her not returning to Earth until the war for the Infinity Stones. She didn’t want the people who looked up to her to see her the same way, so she busied herself with trying to right the wrongs of the rest of the universe. Most places remember her kindly, especially when she has taken the path of least destruction. While we don’t know the situation around Alanda, she entered a political marriage of convenience to “do the Prince a favor,” rather than smashing whatever problem it was with her fists. She also has been doing her best to find the Skrulls somewhere to live and be safe for the past quarter of a century, even if that has been to minimal success. She also restarted Hala’s sun, and still followed through on her word even when Dar-been didn’t hold up her end of the bargain.

    She still is trying to recover all the memories she lost in the aftermath of the engine explosion that gave her powers and/or that the Kree took from her. This has left her with disjointed impressions of her life, but she’s also doing her best to build herself a new one. She is often a party of one (or two, if you count her flerken, Goose), but when she does can be on a team, especially with those she cares about, she takes to it more naturally than most would think. She strategized easily with the Avengers when trying to take out Thanos, and when her powers became entangled with Monica and Kamala, they spent a great deal of time trying to figure out the limitations of their entangled powers and were successful in saving the world, even if it meant losing Monica to another universe.

    Carol, a bit of a pessimist when it comes to loss, has lost Monica twice and isn’t confident that she will get her back again, but aside from making sure Kamala doesn’t get killed by undead, trying to determine if this is where Monica has landed will be her main thrust forward once she arrives in game. Obviously it will be sidestepped by plot, but those two things will be what keeps her from trying to punch her way off the planet and get back to where she belongs.


    SAMPLE: Thread 1 | Thread 2

    NOTES:
    Per our previous conversation, Carol will arrive with her friend Goose, a flerken which is a tentacle creature disguised as a cat. Whatever limitations put on her I am game for. Please let me know if eating undead NPCs to protect her humans will give her indigestion.

    Also in terms of Carol’s powers: Carol is the child of an infinity stone meaning she was exposed to the radiation of the Tesseract, her body absorbed it, and as a result, she got powers. She generates photon blasts from her hands that can do massive amounts of damage to any property or person in the area. She’s been shown to generate enough energy to restart a sun and still be fine. With these powers comes a certain degree of invulnerability as she’s been shown to have fallen from very, very great heights and taken minimal if any damage, never mind … literally flying through entire ships as a means of destroying them and not slowing down at all. She has also shown some degree of enhanced strength. I’m going to assume that Carol can’t fly out into space though she sure will try, so whatever limitations you want to put there, I’m game for as well.
    revengeisalie: (But I am no stranger to melancholy.)

    Asano Rin | Blade of the Immortal

    [personal profile] revengeisalie 2023-12-03 06:09 pm (UTC)(link)
    PLAYER NAME: Val
    CONTACT: [personal profile] honeyfoot or same on discord

    CHARACTER: Asano Rin
    CANON: Blade of the Immortal
    CANON POINT: end of chapter 147, as per the Dark Horse edition of the manga!

    BACKGROUND: Hailing from late 18th century Japan, Rin is the daughter of a samurai, her father the head of what seems to have been a fairly well-to-do sword school. Which, y’know, could’ve been a swanky life, if one Anotsu Kagehisa and his gang hadn’t paid the Asano home a visit on Rin’s 14th birthday and killed her parents right in front of her.

    Traumatized by the events of this bloody night, Rin soon swore revenge. Except, being a teenage girl of no particular sword skills, she wasn’t very successful. Her luck did turn a bit once she ran into an 800-year-old nun, who instructed her to seek out Manji, the manga’s titular immortal, and hire him as her bodyguard. After probing her a bit, Manji agrees to this and the two go on their very messy revenge spree.

    From there on out, Rin and Manji meet and kill a few of the Itto-ryu members who were part of the massacre, and fail to kill a few others. Rin pursues Anotsu to another part of the country, only to part ways with him again, not without promising to kill him another time. Then, Manji is held captive by a high-ranking samurai in a huge, secret experiment trying to transfer his immortality to other people, which ends up failing and being cut short when Rin invades the dungeon with the help of Itto-ryu fighter Doa. Afterwards, she runs into Anotsu again, who tells her Itto-ryu has been banished from Edo and is leaving for a port to reach an undisclosed destination. She decides to pursue again, of course, and she is on the road with Manji when she lands in Akhuras.

    PERSONALITY: If you were to first meet her (under non-lethal circumstances), Rin is a friendly and helpful young woman. Dig a little deeper, and you find a girl of contradictions. She is a wellspring of sheer endless determination and hard to deter from doing something when she’s put her mind to it, yet also often meanders in her goals and questions herself. She is very impulsive, yet quite capable of strategic thinking if the situation calls for it. She’s emotional, but remains eerily calm in some life-or-death situations. She has a strong sense of fairness and justice, but is certainly not beyond selfishness. She’s sheltered and, most notably in the beginning, naive, yet also wise and thoughtful.

    SAMPLE:

    She doesn’t remember falling asleep. It takes her a moment, in the foggy dawn of wakefulness, to piece together what she last knew – right. She was on the boat with Manji. Surely she couldn’t have fallen asleep there?

    As she further comes to and takes in her surroundings, it quickly becomes clear that they are nothing like the place she remembers being, on the Mito road. Did someone kidnap her? Itto-ryu again, trying to get the upper hand on Manji? Or maybe some henchmen of the Shogunate… ? Well, that latter one is less likely. Surely she can’t be so important to arouse their interest. She checks her kimono, her shoulder bag: all weapons accounted for. At least, she has that.

    Soon she is greeted by a woman who calls herself a witch. She is terse and focused. Rin has so many questions, but the woman cuts her off and moves on to the next sorry person. And there are quite a few of those, surrounding her and looking about as bleary and confused as Rin feels. Seems like she isn’t alone in this. She’s not sure if that should worry her less or more.

    Sitting around a campfire to keep warm, Rin has time to think. It’s a lot of new information to take in, enough to keep her put in her spot for the time being. She absentmindedly munches on a root vegetable that was offered to her as she mulls it all over.

    Witches. Right. Another… world? That probably would track with the witch thing. Is this the netherworld, then? Has she died? She doesn’t feel like it, and none of the tales she has ever been told about existence after death have so far taken place.

    She’s just elsewhere, very suddenly, with some strange-looking people, but that part’s hardly new to her.

    Karsa – the witch -- said something about going east for a chance to get home. There’s hardly a choice, then. Rin will have to throw in her lot with this group of strangers to get home.

    Whatever it takes.
    soulsrob: (Picked him for her own)

    Winnie | Original

    [personal profile] soulsrob 2023-12-04 02:03 pm (UTC)(link)
    PLAYER NAME: Kalyn
    CONTACT: [plurk.com profile] ovals

    CHARACTER: Winnifred "Winnie" Prismall
    CANON: Original
    CANON POINT: Shortly before her meeting to finalize raid plans.

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

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

    2. Souls were growing in demand.

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

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

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

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

    When she was young her father took in another young girl named Agnes, and the two quickly grew close. Agnes knew more about the ‘real world’ than Winnie did and spent her time telling Winnie of the outside world and all the things she never had a chance to see for herself. And the more Winnie learned, the more she became at what her friends and neighbors were doing aware of how unfair it all was.

    So, she and Agnes devised a plan to become like ‘modern’ Robin Hoods. They would attend the numerous parties and sleepovers that Winnie’s status granted them access to. The parties of the rich were usually characterized by an after-dinner “treat” in the form of each guest being gifted with a collected soul by the host or hostess. Winnie would simply take the soul, though not absorb it, and the next day she and Agnes would search for the original body, assuming it hadn’t been moved or destroyed already since souls are almost always transported and absorbed within a day of their capture. Souls have a short shelf life like that. In the event of the body being unable to be found, the soul was released. If lucky, the soul would become a ghost, but if not then the soul would be forced to wither away and ‘die’.

    In order to make this happen, however, Winnie had to convince her father that his careful and loving care had overcome her soulless nature. Winnie spent hours practicing her smile and making expressions, studying Agnes, her father, and the servants, trying to understand emotions and expressions. She practiced over and over until she could produce natural-looking expressions and body movements and convince her father that she was 'normal' enough to be undetected among the masses as anything more than an eccentric noble.

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

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


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

    Winnie is also characterized by an unflappably calm and cheery disposition. When dropped into a new situation, she greets it with an excited smile and a declaration that it will be a "terribly interesting adventure."

    Her curiosity can sometimes get her in trouble, as she doesn't often think everything through and tries to rush ahead to explore something further. Thankfully that's where Agnes steps in to make sure Winnie doesn't get herself into hotter waters.

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

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

    Because of this lack of a soul, it's more accurate to say that Winnie's emotions are, for the most part, faked. It's not that she doesn't feel all emotions, but emotions such as curiosity and joy come much easier to her than any others. It's incredibly hard for her to actually feel things like anger or hatred, and she describes it as being like trying to cup water in your hands. While the water might last a little while, eventually in can all trickle out and leave her empty once more, with only the vaguest impression of it behind. It's not uncommon for Winnie to feel a flash of an emotion, and then get excited enough that that overrides the other feeling she had and make it disappear completely, leaving her a bit exasperated.

    She sees herself as a savior to others and will keep on trying to help them; if they adamantly refuse her help it'll take quite a few tries of being told off for her to understand. Winnie has, in her adult life, grown aware of other people who fight for a similar cause to her, but she's grown so used to relying on her friends--and still has a wariness to admitting she's an Extractor not for her own life, but because she doesn't want to see her father in trouble-- that she prefers to stick with them and do what she can from her side. Essentially, Winnie wants to be like the heroes from the books she reads, the hero of her own story, and firmly drives towards that goal. This is less because she has genuine feelings about it though, and more because Winnie has molded herself around the concept of 'justice' and 'fairness.' She can understand these concepts clearly, more so than she can emotions, and knows because of this that what's happening to soulless like herself is "Unfair," so she's fixated on, well, fixing it. In the stories, the "good guys always win," so Winnie figures that so long as she's a "good person" she'll also always win. This allows her to justify almost everything she does with the idea that "but my intentions are good/it's for a good cause, so it's not actually evil or bad."

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

    SAMPLE: https://groundrules.dreamwidth.org/279.html?thread=15895#cmt15895

    https://vvitchooc.dreamwidth.org/1527.html?thread=562935#cmt562935

    NOTES: just the standard "can yoink peoples' souls out" stuff nbd. u know
    Edited 2023-12-04 14:03 (UTC)
    bhaalyn: (Default)

    Deimos / The Dark Urge ( baldur's gate 3 )

    [personal profile] bhaalyn 2023-12-04 10:19 pm (UTC)(link)
    PLAYER NAME: Sam (returning player, new character)
    CONTACT: PM
    REFERRED BY: ruxiiiii

    CHARACTER: Deimos / The Dark Urge
    CANON: Baldur's Gate 3
    CANON POINT: Early Act 2, having found Last Light Inn and gone straight to recon tower and done no other quests

    BACKGROUND:
    FEXTRALIFE | brief summary
    WIKI | deeper summary
    CHOICES | summary of character choices here


    ABILITIES | POWERS:
    | CHARACTER SHEET

    note: not sure any of these need nerfed...? maybe Illithid powers, but BG3 is pretty good about balanced abilities and he's only level 6, so halfway through power levels. happy to discuss! also anything described as giving a modifier has already been accounted for on the sheet


    PERSONALITY:
    Personalities are formed from the lives people lead, and Deimos can't remember the one he had.

    Deimos woke up falling free from a pod aboard a ship, a disorienting and frightening enough experience. Yet when his memories never returned, Deimos was left a shell of who he once was. Healers revealed that his mind was cut and butchered. His self mangled and peeled away. Whoever did this to him likely didn't expect him to ever come to himself again. Only divine intervention could explain how he's able to think clearly for the first time since whatever caused the damage in the first place. But what kind of divine intervention...?

    This was the only experience Deimos had to form his sense of self around initially, but something else crept itself into his mind. One other piece of him that couldn't be cut out or butchered. Plagued by constant thoughts of murder and gore, Deimos only has these experiences to try to put back any semblance of a person he can.

    As a result, Deimos is always uncertain of his behaviors. He's hesitant in what he does, and he acts mostly on a singular thought: to combat the evil in his head with good. This leads Deimos to often being overly agreeable with others. While he doesn't fear conflict, he shies from it. Tries to find ways to persuade, maybe even deceive, his way out of a situation that could lead to danger. Or worse - violence. This can make Deimos seem almost weak, like a pushover, in his pursuit of good.

    Deimos is far from weak, however. While his mind may struggle to stay solid, his resolution is not. Once a choice is made, typically following that thought process of doing good, Deimos can be determined to see it through. Almost doggedly so. It almost becomes a core belief that to complete an act of goodness he can wash the sins from his mind.

    Because his mind is stained with sins too dark to speak of. Visions constantly driving his blade towards the lives of innocents. Even a butler that appears to remind him that his past is bloody and his future even bloodier. Deimos would like to say the darkness never wins, but it does too often. He only directs it, killing in the name of good. Because that justifies the evil he does if it brings a greater good, yes? He likes to think so.

    So he plays at what he thinks is a person. He makes himself empty on the inside, while his words are filled with persuasions and deceptions he doesn't quite believe. Yet he weaves words so beautifully magic spills from his lips. It comes so naturally that he knows this magic must have been his before losing his memory, but now he can only play at what he thinks a normal tiefling bard would do. His words full of more hope than he has inside. All he can do is take a step forward each day, and pray he finds a way to end the urges before they take him entirely.


    SAMPLE:
    LOG SAMPLE HERE note - this is an AU where two dark urges are companions. voice is accurate and canonpoint the same, but content does not reflect canon. TRIGGER WARNINGS: discussions and descriptions of blood, gore, and mild necrophiliac thoughts. also probably stop reading after the first 5 comments.....


    INVENTORY:
    1 Duellist's Prerogative - magic weapon that deals necrotic damage and allows user to attack three times in a turn
    1 Knife of the Undermountain King - magic weapon that basically makes for more deadly attacks
    2 Hand Crossbows - both magical with one causing extra fire damage
    1 Studded Leather Armor + 2 - just stronger than normal armor
    1 Disintigrating Night Walkers - allows him to misty step (teleport 30ft that he can see) once a day
    1 Wondrous Gloves - gloves that give extra bardic inspiration
    1 Earring (helmet) of Arcane Acuity - helmet that after attacking with a weapon, wearer makes stronger magical attacks next turn
    2 Killer's Sweetheart Ring and Regeneration Ring - rings that help him hit more accurately and regenerate a small amount of health
    3 Surgeon's Subjugation Necklace - cause paralysis on a critical hit once a day
    3 Potions of Healing - very minor healing potions
    1 Scroll of Revivify - revive dead friend
    4 Rations - enough for a day each
    1 Volo's ersatz eye - allows to see invisible



    SUITABILITY: I think the better question is how is Eastbound going to deal with him? Deimos is from a video game that handles all similar topics and gaming types. Deimos is ever driven forward by the hand of fate and desire to do good to combat these dark takes.

    NOTES: Deimos/the Dark Urge has a lot of triggering content that will come with warnings. I will also include an opt out for content
    inquired: (174)

    [personal profile] inquired 2023-12-05 04:31 pm (UTC)(link)
    PLAYER NAME: sisi!
    CONTACT: [plurk.com profile] protags
    REFERRED BY: morgan!!

    CHARACTER: temenos mistral
    CANON: octopath traveler ii
    CANON POINT: epilogue

    BACKGROUND: here! there are MANY spoilers for his route and the entire game, so please be careful!

    ABILITIES | POWERS:

    CLERIC SKILLS: Temenos is a cleric in Octopath Traveler, which gives him access to a few abilities, including...

    🙏 HOLY LIGHT: The wielding of white magic spells, including the classic "i bring down the light from the heavens to smite you with" - Temenos is vastly talented in offensive magic. He can exhaust himself through complete spending of his SP with a particular ability called Sacred Effulgence, which is a very powerful light based attack, or spend it in smaller amounts on smaller holy light spells such as luminescence and... holy light.

    Additionally, that light can be manipulated to create a shield that absorbs percentages of enemy attacks for something more defensive.

    🙏 HEALING: More importantly probably, Temenos is a healer! He is capable of large scale group healing (up to 4 people) or one to one healing using an ability called Pray for Plenty, that allows you to heal over someone's full HP. His healing is very strong, but costly.

    🙏 magic steal rod MYSTICAL STAFF: With the abilities of the staff of judgement, Temenos can... I can't explain this a better way. He can just whack you and steal your SP. Bonk. His physical strength is not very high because he is a squishy cleric but he can and will beat you to death with his stick.



    PATH ACTIONS: One of the fun mechanics of OT2 is what are called "path actions", which are actions that can be performed outside of battle. Temenos has two, and while one is more general, the other does have ~ power implications~ so I figured I'd list them both.

    🙏 GUIDE Temenos' day path action is called "Guide". As a cleric, he is generally a soothing presence and one of comfort for many - because of this, people are often willing to follow him places as he guides them to... whatever. In game this acts as a way to recruit people to help your party - I can think of a lot of fun uses for it in a writing function.

    And on the other hand....

    🙏 COERCE: Temenos' night path action is called Coerce. If you approach someone at night, you can use Coerce to break their shields by engaging in a battle with them and discerning their weaknesses.... In other words, he beats people up for information but like in their brains. The ability allows him to break their shields, which are only broken through hitting someone with something they're weak with. You can see an example here.

    Translating this into not a video game mechanic, his inquisitorial abilities allow him to be very good at obtaining information from people who don't always want to cough it up, sometimes with violence. (Metaphorically. Maybe.) He doesn't always succeed, and I might liken it in writing to DND style - some people having a higher "DC" than others to succeed to get the full information.


    MISC: Mechanics worth mentioning.
    🙏 VISUALIZATION: By tapping into the Sacred Flame, Temenos is able to recreate mental constructions of crime scenes and study them in closer detail. Here are some visual representations! He's also used it to follow the path of the occasional ghost, but for the most part, it is that you go into your little mind palace and you go wander around and look for evidence. This comes with the caveat of the fact that he is literally inaccessible as a human being for the entire time he's zoned out. He will truly just stand there, nonreactive, and say absolutely nothing. You could rob him blind and he would never notice. He is In The Zone. It is the funniest thing in the world.


    PERSONALITY: OCTOPATH II SPOILERS just in case.



    Temenos Mistral, adopted son of the Pontiff, is a cleric of the Order of the Sacred Flame. He is, however, a really and truly terrible religious person, enough so that another character regularly refers to him as a heretic. But, somehow, he is also the most faithful, devout person you've ever met, all at once. His two path actions, Guide and Coerce, pretty much explain Temenos in a nutshell - he is a walking contradiction.

    At first blush, Temenos is easygoing, placid, calm and relaxed, with a kind heart and very good manners as is to be expected of a religious clergyman. Emotionally, he is unflappable, and is always willing to lend a listening ear and guiding advice to his flock - Temenos guides his little lambs to the best of his ability. With a love of teasing (bullying) his erstwhile sidekick and everyone around him, he makes the picture of kind of a forgetful cleric, but maybe not a bad one. These parts of him certainly aren't untrue.

    ...However, Temenos is not just a cleric - he is the Inquisitor, the private investigatory body of the Pontiff, and he leans much harder on that part of his job. As the Inquisitor of the Order of the Sacred Flame, Temenos' intelligence is best put on display. He is very, very smart, and that intelligence has led him to frequently question the authority of the Church and the beliefs within. He lacks faith in his own gods, and his catchphrase - "Doubt is what I do" - is the cornerstone of his entire existence. As a self-made foil to his adopted brother, Temenos chose to seek relentless realism, and is the type of person to poke holes in your optimism mercilessly. He is the least faithful cleric you've ever met - but somehow the most faithful, all the same. For Temenos, faith requires you to question the gods - his independent attitude makes him much more of a leader than a follower when it comes to the Sacred Flame.

    In that same regard, Temenos is called the 'hound of the Pontiff' for less than flattering reasons, but the name isn't wrong. He has a keen nose for seeking out wrongdoing, and not only that, but he is doggedly stubborn in his search for the truth. That is always his motivation - finding truth, no matter how dangerous. And, being a cynic and general doubter of the Church, Temenos, perhaps unsurprisingly, has a major distrust and frank dislike of authority. He is downright flippant to the majority of organizations relating to the Church itself, and his tongue is as sharp as a sword itself: he's incredibly snarky and has a clapback for every situation, particularly towards the Sacred Guard, and one that is usually delivered with a smile. Temenos can be downright mean if not ominously threatening. He is unafraid of confrontation or of judgement and is in fact willing to pass that judgement himself: you have to earn Temenos's approval, and he doesn't care if you dislike him. At all.

    He also, in the true form of an inquisitor, is completely unafraid to break rules and cause problems, and enjoys quite a bit of creating chaos, sometimes just because it's funny. He lies. (Like, a lot. Way more than is healthy.) He steals evidence. He threatens people. He says extremely concerning things. He breaks into someone's house (or gets Crick to break down the door) because they need to get into it. He asks Crick to break into the most holy site in the entirety of Solistia. He literally beats people up to get information out of them. That is his path action. This is who he is as a person. It is to the point that Crick asks if he's even the inquisitor, because he is so stunned by Temenos's behavior - the way he flippantly refers to the scripture (One of his battle winning lines is "May the Sacred Flame guide you.... or something like that....") was only the start of it. In the end, though, all of these acts of near heresy and/or misbehavior are all the sort with good intentions - he is an ends justify the means kind of guy, always.

    The good intentions part is important. Despite all the sharp barbs, the preponderance of saying things that he doesn't really mean, and the way he expresses affection through pigtail pulling bullying, Temenos has a very, very soft core. Another character notes that he wears a placid mask at all times, and this is the truth - he rarely angers, he is almost always smiling, and it's hard to tell what he's feeling at any time.

    The reality is he is just incredibly bad with dealing with his own emotions. Temenos suffers four major losses in a row during his path chapters and takes little time to grieve, making a note to one of the other travelers that he feels as though he's two separate people, the cleric who helps others, and the person underneath. He would rather help others, or focus on logic when considering feelings and emotions - but he is incredibly sad, and incredibly lonely, and that aura is one he works very hard at hiding. He'd rather die than talk about his own feelings! He is Fantasy Catholic and Repressed! Expressions of emotions and care for others are beyond him - even when he tries, he kind of fails. Temenos cherishes the other travelers, but he's bad at saying it, and he feels a lot of guilt for the death of Crick in particular, swearing to get justice for him and succeeding in doing so, but never quite reaching closure. This is where his canon point has led him - at the 'now what' stage when the journey has end, where he is finally being forced to actually confront the amount of grief he's felt over the sheer number of losses he's faced in his path.


    SAMPLE: 1. Acting as executioner after a murder trial
    2. A thread with a harsher tone that showcases some of that distrust and sharpness - the context of which was powers were taken and swapped around and Temenos was Not Thrilled. Starts as text but continues to prose!
    3. Giving advice and bonding. Showcases lots of facets of his personality! Also it's cute.

    INVENTORY: 🕯️ The Staff of Judgement: the staff that signifies Temenos as the inquisitor, and allows him to use his holy powers. Pictured here!

    🕯️ A book of scriptures of the Sacred Flame, well loved.

    🕯️ do clothes count if they do his vestments!! otherwise nothing

    SUITABILITY: Temenos' route has been jokingly described as "Sherlock Holmes but if he could smite you with holy power." He is an inquisitor and the majority of his job is seeking out heretics, but more often than not, it's finding the truth - in his route, he spends time solving murders as a smaller set piece to a larger, overarching plot that involves uncovering corruption in the Church from a cult that wants to end the world. He goes into a murder mind palace (legitimately) to solve crimes by zoning out for fifteen minutes. To say "sleuthing, action, and then undead" is in his wheelhouse is like, an understatement. He is so nosy. Please let me jump into the last three months of your plot I will put my hands all over it.

    NOTES: the fear i felt when i realized 18:00 gmt is in like 90 minutes
    misdirected: memento (he forgot that it was his fault)

    cole | dragon age: inquisition

    [personal profile] misdirected 2023-12-05 05:55 pm (UTC)(link)
    PLAYER NAME: kieran
    CONTACT: [plurk.com profile] tieflings
    REFERRED BY: ruxi! ♥

    CHARACTER: Cole
    CANON: Dragon Age: Inquisition
    CANON POINT: Just before Act 3/What Pride Had Wrought

    BACKGROUND: Wiki is here!

    ABILITIES | POWERS:
    • Mind-reading: As a spirit, Cole can dip into others' memories and thoughts - and often has no qualms with voicing them out loud. Breaking the fourth wall like this is a bit OP, so it'll be tempered with an opt-out post where folks can either ask not to be read, or pass on the best ways to mess with their character!

    • Ghostly qualities? Cole is…. a ghost. So he can disappear and reappear at will, often in a different spot from where he last was. It's unknown if he walks through walls, but considering that he's possessing a real person's corpse, presumably he can't do that. He can't possess anyone, since he's already in a body, but he does get a little bit creepier when he's in the Fade and panics about having to go back. He also has a tendency to be forgotten when people turn away from him. Becoming more human means this happens less often, but it still happens.


    PERSONALITY: FYI, there are spoilers here!
    Quite simply put, Cole is A Good Boy who just wants to make everyone feel better.

    Being a spirit of Compassion, Cole is highly empathetic and wants only to comfort those who are in pain and free them of said pain. In the prequel novel Dragon Age: Asunder, the spirit primarily accomplishes this goal by haunting the dungeons of the White Spire, a mage circle known for its cruelty. The pain of the mages trapped in the dungeons calls to the spirit, and one of them was a boy named Cole.

    Cole as a human was a hedge witch, sent to the dungeons of the White Spire after killing his father for murdering his and his sister's mother. He was a terrified, abused teenage boy, who was incorrectly signed into the dungeons and subsequently forgotten in the dark and the shadow. His pain in particular called out to the spirit, and when he finally died of starvation and neglect, the spirit was there to comfort and keep him company. Becoming him was… probably not entirely intentional, but here he is, and he doesn't want to go back. Becoming Cole also meant that the spirit now had a physical body, and he realized that now he could enact a different sort of compassion: killing frightened mages before the templars could execute them or turn them Tranquil (aka sealing their magic and destroying their minds to make them obedient and harmless).

    It's…. definitely a flawed sort of compassion, but compassion all the same in his eyes. Killing them also meant that they remembered who he was, for however long it would take them to bleed out, instead of being entirely ignored or forgotten as soon as one took their eyes off him. All he wanted was to be seen and remembered, and if mercy killings helping mages escape an even worse fate accomplished that, then he would willingly do it. It took a respected mage named Rhys remembering and befriending him for Cole to realize that no, killing people is bad no matter what, and only those who deserve it should be killed. It's a lesson he's taken to heart; after that, the only people he kills are those who try to hurt his friends and the Templar Lord Seeker responsible for covering up human-Cole's neglect.

    Despite now having a corporeal form, the spirit of compassion that became Cole is still primarily driven by that compassion: his introduction in Inquisition, no matter which route you pick between siding with mages or templars, involves trying to help and save people. His approval ratings skew toward helping the helpless and punishing those who hurt others, such as disbanding the templars for their abuses of their power and currying a truce between three warring parties in Orlais instead of letting them kill each other. He likes it when people are made to atone for their crimes and are put to use instead of wasting away in prison or killed - though he's not above death as punishment, in the case of a Templar Knight Commander who murdered and corrupted his own.

    The primary difference is that unlike in Dragon Age: Asunder, he understands that he's a spirit and believes that no one is meant to remember him. So he's happy to help - he helps lift a healer's guilt when one of their patients dies after the Inquisition gets to Skyhold - and now doesn't mind it when people forget him. In fact, it's better that they forget, so that if he messes up and makes the hurt he's trying to heal greater, then he can try again after they forget him.

    He's also eager to learn all he can from his friends, and wants to do what he can to make them happy - for Cassandra, he finds a locket she lost, and he finds solace in Solas as the two of them talk about the Fade and other spirits. He shows the Iron Bull that not all spirits are evil demons, and helps Varric talk out story points. The Inquisitor can also overhear NPCs talking about weird things that have happened around them; when asked, Cole confesses to them, saying that he was doing things to make people smile or keep them from hurting each other.

    I'm going to be playing him as though his personal quest hasn't been completed - in it, he has the choice to forgive or confront the templar that caused human-Cole's death. Forgiving the man makes Cole more ghostly, and confronting him means people remember him more often, but I think it's a lot of fun when he's a weird little ghosty boy :>


    SAMPLE:
    It isn't Skyhold.

    It isn't anywhere, really, at least anywhere that he knows. The thoughts are all different, the ghosts all new, none of them singing in quite the same tune that resonates through all of Thedas. He can't feel any demons, any other spirits like Justice or Faith - there are ghosts here, but not any that he knows. None that he knows how to comfort, either. It's as though the song itself is different here, a piano piece being played on a flute, in all the wrong key.

    He can't hear or feel the Fade at all, and Cole doesn't know whether that's a good thing or a bad thing. It's… harder to tell, when his is the only opinion he has to rely on. It would be easier if Rhys or the Inquisitor were here, but he can't feel or hear them at all, either, and the thought of it scares him. This isn't Thedas; how is he supposed to know what the rules are, if no one he trusts is here to tell him?

    Cole picks himself up, dusts off his leathers and pulls his wide-brimmed hat lower over his face. A few stray thoughts rattle into his ears, different voices from around him quietly questioning his manner of dress, his purpose, his intention. He doesn't know how to explain that he doesn't have one, not here, not while there are still Fade Rifts to be closed and an angry, ancient, almost-unstoppable almost-god to try to stop. He doesn't know how to explain that he's lost, nor whether or not any of those questioning him will want to stop and help him.

    He misses his friends. He misses the comfort they brought him, with their acceptance of… what does the Iron Bull call it? His 'weird shit.' It's been about five minutes and he already wants to go home.

    "Home: a place for a hat, a heart, a hearth, a haven and a hell at the same time," Cole mutters to himself. "It's where the knick knacks and dishes live, as well as the mice in the grain sacks. Cassandra likes to read dirty novels there. She doesn't know that Leliana reads them too."

    No one comments on his idle thoughts, no one scolds him for revealing any secrets, and Cole finds himself frowning down at his hands for it. He doesn't know if he's allowed to call Skyhold his home, but he wants to - and he wants to go back. He takes a step forward, watches the grains of sand shift and reshape around his feet—

    —and turns his head at the sound of a cry. Not a sound. A song. Silent, shivering, clutched close to someone's chest as something hurts them deep inside. His feet draw him in that sideways direction instead of the straightforward path he intended to take, and he follows the song to try to find what's hurting and how to help.

    He wants to go home. But maybe, maybe, he can heal someone's hurts first.


    INVENTORY: Not a lot, honestly! He no longer needs to eat or drink, being a spirit-ghost-demon-what have you, so those won't be concerns for him - instead, he'll have a couple of (unenchanted) daggers, a few sprigs of mint, his leather armor and hat, and an amulet that is supposed to keep others from being able to control or manipulate him. He doesn't know whether or not the amulet will work, but he's keeping it just in case.

    SUITABILITY: While subtlety and sleuthing may not come easily to him, Cole is all about doing the action, and as a spirit possessing a corpse, he himself is undead! He won't be terribly fazed, and honestly may even strive to put some undead souls to rest like they should have been.

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