candybottle: (pic#15354970)
tony hawk's moving castle ([personal profile] candybottle) wrote2022-10-29 06:25 pm

app for come sail away

PLAYER
Name: Mira
Age: Over 18.
Contact: [plurk.com profile] moonjelly / PM. Discord on request.
Permission Post: Permissions in the second half of the post.
Reserve: N/A

CHARACTER
Name: Helena Adams
True Name: Helena
Canon: Identity V (after the introduction of Alva Lorenz, the Hermit)
Age: 19
History: Wiki link.
Identity V is set in Oletus Manor, a mysterious location where select people are invited to come and take part in a "game" hosted by the Baron de Ross in order to obtain the prize of their dearest wish. It is, in truth, nothing more than a testing ground for a murderous game of chase, where a chosen hunter pursues four survivors as they attempt to solve puzzles and unlock the gates before they are cornered and caught. However, the manor seems to exist in its own section of reality, for no matter the outcome - killed, escaped, trapped - every soul always finds themselves back at the manor, their death wounds healed. The cycle persists with different hunters and survivors, and diaries exist to record different sets of games and circumstances surrounding them. Though newcomers may join, no one has yet gotten out, only vanished from the outside world.


Powers/Abilities:
Hearing: While totally blind, Helena perceives her world via what she hears, and thus is greatly attuned to sound and all the variations thereof. She navigates with the aid of her cane to assist in echolocation.
Endurance: Due to her experience in the death games, Helena has a higher than normal level of physical endurance, capable of running for long periods of time and powering through a degree of physical injury - she'll still need healing, but she can manage to persevere instead of being immediately downed by pain.
Parkour: Another side effect of the death games is learning how to navigate uncertain terrain, and Helena has experience with vaulting, climbing, and jumping safely from at least a two story building.
Perception: Given her focus on her other senses, Helena has learned to interface with even the most delicate things with ease and care. This has primarily shown itself in regards to machinery, where her accuracy has led her to be capable of working with them a good deal quicker than other people and solving their puzzles.

Strike: When Helena chooses to focus and hit the ground with her cane, it creates a distinctive sound wave with multiple effects.
  • She gains a temporary extended "view" of her environment and allows her to know the shape and general distance of threats to herself (i.e. significant enemies, someone with killing intent, etc.) It also allows her to see points or items of significance in her general area - something I would address on a case-by-case basis when she utilizes it, discussing what she would be trying to look out and perceive.
  • Her allies gain the same temporary identification of enemies as well, which can be translated to "those in her vicinity that are not a threat to her." They do not gain the same view of items or places.
  • Enemies identified by the strike are briefly disoriented and slowed from the sound, more so the closer they are to Helena and the source. They will recover within ten seconds, but that's enough to get a head start with. Those with greater fortitude can shrug it off easier, and should it be used on a PC, I will discuss it with them on an individual level.

Inventory: Her base outfit, her cane, a journal, slate and stylus, the Last Vacation outfit, and her Ocean Witch outfit, because what better place to cosplay a cute sea witch than on a boat. If the trident is too much to include with the set, I'll redact it.

Job History:
Student
  • Private tutoring in Braille along with general education up to high school graduate level.
  • Focus in literary and poetic studies.
Survivor
  • Participated in the Baron de Ross's looping death experiments on the side of the hunted.
  • Was granted the title of "The Mind's Eye".

Suppressions:
Helena tries her best to repress thoughts and desires that go outside of being socially acceptable as a "good" child - her teacher drilled the idea of controlling herself and her actions deep within her, and anything that risks being too wild is up on the chopping block. Be that her more negative emotions or her opinions on being forced to lie for someone else's gain, they need to remain contained one way or another. Her experiment reports call her "manic" at heart, but point out that she is kept docile by her conscience and her education - her more extreme traits only come out under heavy stress and experimentation, but they are sufficient to hint at her becoming a "punisher" in the right circumstances, aka a hunter herself.

Greatest Fear: Never escaping being out of someone's control, be it her teacher or the invisible forces behind the death games.

Greatest Desire: To have her own adventures in life and write her own stories.

Greatest Regret: Accepting the invitation to the manor, as it led her to her death loop.

Sample: Sail TDM toplevel