Figured I might as well dump people in here, keep up with them a bit more easily. Update character sheets as needed if there are inconsistencies and problems. I think it'll be good to keep my characters in one place so I can remember them a bit better in the future.
Roleplay: roleplayerguild.com/topics/126580-elem..
Name: Brunhilde Vigmundsdottir
Age: 17
Elemental Affinity: Wind.
Appearance: 4'10", 85 lbs. Absurdly small and narrow. She has short, straight auburn hair atop a short and wide face, with low and prominent cheekbones. Her ice blue eyes appear dull and vacant - almost lifeless.
Most of her garments consist of an earth-tone tunic under a sleeveless doublet, with earth-tone pants tucked into perfectly fitted, dark-green boots.
A tattoo is visible on the back of each hand. Both are reminders. On the left is the message "I have amnesia.", and on the right is the message "Check the journal."
Personality: Brunhilde is generally friendly to those around her, often very cheerful, and extremely confident in herself. She speaks very clearly and carefully to avoid being misinterpreted. Around people she's comfortable with, she tends to be much less careful with her choice of words, which often backfires. She is fiercely (and often violently) protective of herself and the things she cares about.
She suffers from anterograde amnesia, constantly forgetting that she has ever met people or that events in her life have occurred. Generalized knowledge, facts, skills, and the like seem to be completely unaffected, thankfully - and she's able to remember certain things about herself if she reads it like it doesn't pertain to her. On account of this forgetfulness, she continually finds herself in unknown situations, and when she doesn't have several clear lines of escape, this puts her on edge.
She despises and fears cows, and because of this, she has dedicated her culinary preferences to taking revenge one delicious bite at a time.
Key words: Friendly. Confident. Periodically insensitive.. Aggressive. Amnesiac. Fearful.
History: Brunhilde's childhood was, for the most part, good. Her parents were farmers on an island far to the north, just a couple miles south of a moderately large (if very poor) fishing village. At the age of 6, she was identified by her family as having some elementalist tendencies, but was forced to keep her abilities hidden from her friends from the village, out of fear that she may be barred from ever entering the town again. Her parents' fear for her safety led them to enroll her in a local martial arts school for two years, where she met a number of good friends. The school taught what was merely referred to as 'self defense', and incorporated techniques and philosophies from a wide range of other martial arts. She eventually lost interest in formal martial arts training, however, and left the school just a few months before she would have taken her exam to become a black belt. Her parents were satisfied that she could protect herself.
At the age of 10, she was playing and practicing her elementalist skills out in her family's fields when disaster struck. One of the cattle was afflicted with Mad Cow Disease due to a farmhand's incompetence and lost control, trampling crops and chickens alike. Brunhilde took a hoof to the head before the cow was put down, and although she made a full physical recovery, she had lost the ability to form new biographical memories. Her parents brought the farmhand in question before a tribunal to seek retribution for her injuries and the lost livestock. Brunhilde was brought to the witness stand, and when questioned, she was unable to recall anything had happened at all. This, of course, was used as evidence that she had been altered as a result of her head injury. The farmhand was found guilty and forced to repay the family with one cow and one goat, as well as serving a two week sentence in the stocks for gross negligence.
Her parents, witnessing just how awful it was for her at first, scrounged up what money they could for her to be seen by a psychologist from down south. Money was tight, but they managed fine regardless, and through years of therapy, she began to be able to cope with her disability by means of keeping journals and by identifying the ghosts of feelings of familiarity as reminders. Eventually, she even started learning to recognize whether or not she knew her friends or not. Their identities were still usually a mystery to her until she checked her journal, but a vague sense of deja-vu caused her to check in the first place, and the sense of security from knowing she could make friends properly again drew her back out of the severe depression that had so terrified her parents.
During the seven years after the accident, she continued learning wind manipulation in the safety of her own land, until she made a single mistake. She didn't realize that her parents had company one day, and was spotted hovering three feet above the ground by one of the town's butchers, who had come to take one of the cattle. He said nothing to her family, but brought this news to the town hall. The local government recognized that she had not been a threat to the town, but that elementalists were abominations that must be removed, and they held a vote. The decision was 5-4 in favor of banishment over imprisonment. One courier later, her parents pulled her inside, helped her pack her things and many days' worth of provisions, and wrote two words on the most recent page of her journal: "The Academy" before sending her southwards on a bus. Under this, she wrote a reminder to herself to stay in contact with her parents as time went on.
Her arrival at the Academy was, unfortunately, too late for her to observe the opening ceremony for the semester.
Equipment: An enormous travel pack with a mess kit, a sleeping bag, several sets of clothes, a large heap of empty Slim Jim wrappers at the bottom of the travel pack, an enormous journal with a steel cover, and more pens than any normal person would know what to do with. Her only weapons are her fists.
Initial Wind Talents: Currently limited to hovering a short distance above the ground, creating small breezes, cow tipping, and putting some extra force behind her fists.
Personal Opinion:
I've used a character similar to this in the past. The personality, character style, fears, thought processes, etc. all feel very familiar to me, even if it's extremely difficult for me to completely identify with the feelings and problems she goes through. I can't always roleplay her correctly because I don't think I'll ever be able to know what it's like to wander around in a total fog forever like that. Anterograde amnesia is right up there with severe paranoid schizophrenia in how badly it impacts a person's life.
Name: Brunhilde Vigmundsdottir
Age: 17
Elemental Affinity: Wind.
Appearance: 4'10", 85 lbs. Absurdly small and narrow. She has short, straight auburn hair atop a short and wide face, with low and prominent cheekbones. Her ice blue eyes appear dull and vacant - almost lifeless.
Most of her garments consist of an earth-tone tunic under a sleeveless doublet, with earth-tone pants tucked into perfectly fitted, dark-green boots.
A tattoo is visible on the back of each hand. Both are reminders. On the left is the message "I have amnesia.", and on the right is the message "Check the journal."
Personality: Brunhilde is generally friendly to those around her, often very cheerful, and extremely confident in herself. She speaks very clearly and carefully to avoid being misinterpreted. Around people she's comfortable with, she tends to be much less careful with her choice of words, which often backfires. She is fiercely (and often violently) protective of herself and the things she cares about.
She suffers from anterograde amnesia, constantly forgetting that she has ever met people or that events in her life have occurred. Generalized knowledge, facts, skills, and the like seem to be completely unaffected, thankfully - and she's able to remember certain things about herself if she reads it like it doesn't pertain to her. On account of this forgetfulness, she continually finds herself in unknown situations, and when she doesn't have several clear lines of escape, this puts her on edge.
She despises and fears cows, and because of this, she has dedicated her culinary preferences to taking revenge one delicious bite at a time.
Key words: Friendly. Confident. Periodically insensitive.. Aggressive. Amnesiac. Fearful.
History: Brunhilde's childhood was, for the most part, good. Her parents were farmers on an island far to the north, just a couple miles south of a moderately large (if very poor) fishing village. At the age of 6, she was identified by her family as having some elementalist tendencies, but was forced to keep her abilities hidden from her friends from the village, out of fear that she may be barred from ever entering the town again. Her parents' fear for her safety led them to enroll her in a local martial arts school for two years, where she met a number of good friends. The school taught what was merely referred to as 'self defense', and incorporated techniques and philosophies from a wide range of other martial arts. She eventually lost interest in formal martial arts training, however, and left the school just a few months before she would have taken her exam to become a black belt. Her parents were satisfied that she could protect herself.
At the age of 10, she was playing and practicing her elementalist skills out in her family's fields when disaster struck. One of the cattle was afflicted with Mad Cow Disease due to a farmhand's incompetence and lost control, trampling crops and chickens alike. Brunhilde took a hoof to the head before the cow was put down, and although she made a full physical recovery, she had lost the ability to form new biographical memories. Her parents brought the farmhand in question before a tribunal to seek retribution for her injuries and the lost livestock. Brunhilde was brought to the witness stand, and when questioned, she was unable to recall anything had happened at all. This, of course, was used as evidence that she had been altered as a result of her head injury. The farmhand was found guilty and forced to repay the family with one cow and one goat, as well as serving a two week sentence in the stocks for gross negligence.
Her parents, witnessing just how awful it was for her at first, scrounged up what money they could for her to be seen by a psychologist from down south. Money was tight, but they managed fine regardless, and through years of therapy, she began to be able to cope with her disability by means of keeping journals and by identifying the ghosts of feelings of familiarity as reminders. Eventually, she even started learning to recognize whether or not she knew her friends or not. Their identities were still usually a mystery to her until she checked her journal, but a vague sense of deja-vu caused her to check in the first place, and the sense of security from knowing she could make friends properly again drew her back out of the severe depression that had so terrified her parents.
During the seven years after the accident, she continued learning wind manipulation in the safety of her own land, until she made a single mistake. She didn't realize that her parents had company one day, and was spotted hovering three feet above the ground by one of the town's butchers, who had come to take one of the cattle. He said nothing to her family, but brought this news to the town hall. The local government recognized that she had not been a threat to the town, but that elementalists were abominations that must be removed, and they held a vote. The decision was 5-4 in favor of banishment over imprisonment. One courier later, her parents pulled her inside, helped her pack her things and many days' worth of provisions, and wrote two words on the most recent page of her journal: "The Academy" before sending her southwards on a bus. Under this, she wrote a reminder to herself to stay in contact with her parents as time went on.
Her arrival at the Academy was, unfortunately, too late for her to observe the opening ceremony for the semester.
Equipment: An enormous travel pack with a mess kit, a sleeping bag, several sets of clothes, a large heap of empty Slim Jim wrappers at the bottom of the travel pack, an enormous journal with a steel cover, and more pens than any normal person would know what to do with. Her only weapons are her fists.
Initial Wind Talents: Currently limited to hovering a short distance above the ground, creating small breezes, cow tipping, and putting some extra force behind her fists.
Personal Opinion:
I've used a character similar to this in the past. The personality, character style, fears, thought processes, etc. all feel very familiar to me, even if it's extremely difficult for me to completely identify with the feelings and problems she goes through. I can't always roleplay her correctly because I don't think I'll ever be able to know what it's like to wander around in a total fog forever like that. Anterograde amnesia is right up there with severe paranoid schizophrenia in how badly it impacts a person's life.
Roleplay: roleplayerguild.com/topics/126960-empi..
Name:
Sam Duval
Race:
Human
Appearance:
A slender man standing at 6'2" with mid length, slicked back black hair, and brilliant green eyes. His face is masked in white face paint and makeup - with a red heart upside down beneath the left eye, a black spade upside down beneath the right, a black club above the left, and a red diamond above the right. He wears red lipstick on one side and black on the other, and very much appears to enjoy his magic tricks.
His outfit is particularly frilly. A wide, snow-white ruff encircles his neck, and a deep purple brocade doublet is worn atop a snowy white tunic with baggy sleeves. Thick white tights are tucked into purple leather boots, complete with long and curling toes.
Personality:
His capacity for cruelty is only surpassed by his apathy. Those he deems unworthy of death, he casually insults or ignores. Everyone else, he either takes advantage of or makes an enemy of. The thrill of a power struggle is the greatest and most exciting entertainment he can imagine, whether he's on top or on the bottom.
He will do absolutely anything to get ahead - and luckily for the world, he sees 'dealing with' the new menace at the Old Country as a perfect way to secure a position atop the world. The real question is what he would do with that position were he somehow to succeed.
He loves trickery and sleight-of-hand 'magic'.
Background:
Sam grew up in an orphanage in eastern Ruritania. All of his needs were provided for, and he had many good friends there. The elderly couple who ran the place always felt that he was somehow a special child. One day, a western circus was in town - a circus of acrobats and clowns - and he was mystified by their death defying feats and their silly acts. He wanted to become like them, and he started practicing card tricks, card games, cheating dice rolls, acting, and puppeteering.
At 13, he left the orphanage to join the circus, where he stayed as a clown for nine years, perfecting a number of silent comedy acts with his partners - including famous shows like 'Bobo the Rat', 'The Marvelous Machine', and 'A Place to Call Home'. The King of Armitas, a moderately sized province in Ruritania, offered him a job as a private jester - which he gladly took. The King was a rather nice man, if a bit hard-hearted towards the plight of individual commoners, and Sam looked up to him.
The King's power made him tremble with delight, and he served both as comedian and advisor gleefully. The King's health was in gradual decline, though, and soon, he was appointed with handling the affairs of the peasantry in the King's place - a job that he was well suited for. Every person who came in to petition the King was met with Sam instead, and he took great joy in deciding whether to save or ruin people. It was his perfect dream job. He gradually became more and more demented as time went on, moving up from causing minor ailments to unsuspecting people to starving them, and from starving them to outright executing them for crimes they never committed.
The people called for his head. His position was cemented when, finally, a father of four entered his hall and demanded that he resign immediately. Words were had, and the father insulted Sam in front of a small crowd. Sam flew into a rage and lept from the throne, slashing the man's throat with a Jack of Clubs.
When the King heard about the murder, he called Sam into his office and asked him to explain what happened, as he didn't want to have to imprison his friend. Sam explained in gruesome detail every single moment and feeling, and the King felt true despair for the first time in his life. The King called for his guards to take Sam away, and Sam responded by putting a Joker through the man's throat, followed by leaping out a window. He wasn't seen in Armitas ever again.
The news spread, and quickly twisted into fairy tales about a murderous clown that would eat bad children in the night. He particularly loved these stories, and would often ask to hear them any time he stopped at an inn - though he didn't wear his signature outfit for a while.
When a more frightening story than his own finally came up regarding a great evil in the Old Country, he put on his old Jester's outfit and makeup once more and set out eastwards.
Abilities:
Deadeye Dealer: A true marksman with a playing card - a swift flick and a card goes flying with the force and accuracy of an arrow, albeit a somewhat shorter range.
Clown Agility: Sam's experiences in the circus have given him near superhuman kinesthetic sense and an in-depth knowledge of what his body is capable of. Acrobatic feats and clever use of leverage are no trouble for him at all, having for years been involved in tightrope and trapeze comedy acts. One such act even involved blocking a mace blow with a spoon, all for the sake of a good show.
Puppeteering: Steel wire is his second favorite way to kill his foes. While he can't control his enemies like he can control a puppet, he does enjoy garroting their various extremities.
Equipment:
A 78-card tarot deck and a 60-card playing card deck. A length of piano wire. A pack of toothpicks coated in monkshood poison. A salad fork.
Personal Opinion:
First attempt at making a 'villainous' character. Decided to have a bit of fun with it, go all the way into what is classically 'pure evil' territory. A sadistic, non-functional, highly extroverted and violent psychopath, he has the least in common with me out of all of the characters I've ever made.
Haven't actually used him yet, on account of the RP not having started - but I'm looking forward to it. It'd be a nice change of pace to play a real asshole like this. If the Empire of Bones RP doesn't go very far, I'll almost certainly use him somewhere elsewhere.
Name:
Sam Duval
Race:
Human
Appearance:
A slender man standing at 6'2" with mid length, slicked back black hair, and brilliant green eyes. His face is masked in white face paint and makeup - with a red heart upside down beneath the left eye, a black spade upside down beneath the right, a black club above the left, and a red diamond above the right. He wears red lipstick on one side and black on the other, and very much appears to enjoy his magic tricks.
His outfit is particularly frilly. A wide, snow-white ruff encircles his neck, and a deep purple brocade doublet is worn atop a snowy white tunic with baggy sleeves. Thick white tights are tucked into purple leather boots, complete with long and curling toes.
Personality:
His capacity for cruelty is only surpassed by his apathy. Those he deems unworthy of death, he casually insults or ignores. Everyone else, he either takes advantage of or makes an enemy of. The thrill of a power struggle is the greatest and most exciting entertainment he can imagine, whether he's on top or on the bottom.
He will do absolutely anything to get ahead - and luckily for the world, he sees 'dealing with' the new menace at the Old Country as a perfect way to secure a position atop the world. The real question is what he would do with that position were he somehow to succeed.
He loves trickery and sleight-of-hand 'magic'.
Background:
Sam grew up in an orphanage in eastern Ruritania. All of his needs were provided for, and he had many good friends there. The elderly couple who ran the place always felt that he was somehow a special child. One day, a western circus was in town - a circus of acrobats and clowns - and he was mystified by their death defying feats and their silly acts. He wanted to become like them, and he started practicing card tricks, card games, cheating dice rolls, acting, and puppeteering.
At 13, he left the orphanage to join the circus, where he stayed as a clown for nine years, perfecting a number of silent comedy acts with his partners - including famous shows like 'Bobo the Rat', 'The Marvelous Machine', and 'A Place to Call Home'. The King of Armitas, a moderately sized province in Ruritania, offered him a job as a private jester - which he gladly took. The King was a rather nice man, if a bit hard-hearted towards the plight of individual commoners, and Sam looked up to him.
The King's power made him tremble with delight, and he served both as comedian and advisor gleefully. The King's health was in gradual decline, though, and soon, he was appointed with handling the affairs of the peasantry in the King's place - a job that he was well suited for. Every person who came in to petition the King was met with Sam instead, and he took great joy in deciding whether to save or ruin people. It was his perfect dream job. He gradually became more and more demented as time went on, moving up from causing minor ailments to unsuspecting people to starving them, and from starving them to outright executing them for crimes they never committed.
The people called for his head. His position was cemented when, finally, a father of four entered his hall and demanded that he resign immediately. Words were had, and the father insulted Sam in front of a small crowd. Sam flew into a rage and lept from the throne, slashing the man's throat with a Jack of Clubs.
When the King heard about the murder, he called Sam into his office and asked him to explain what happened, as he didn't want to have to imprison his friend. Sam explained in gruesome detail every single moment and feeling, and the King felt true despair for the first time in his life. The King called for his guards to take Sam away, and Sam responded by putting a Joker through the man's throat, followed by leaping out a window. He wasn't seen in Armitas ever again.
The news spread, and quickly twisted into fairy tales about a murderous clown that would eat bad children in the night. He particularly loved these stories, and would often ask to hear them any time he stopped at an inn - though he didn't wear his signature outfit for a while.
When a more frightening story than his own finally came up regarding a great evil in the Old Country, he put on his old Jester's outfit and makeup once more and set out eastwards.
Abilities:
Deadeye Dealer: A true marksman with a playing card - a swift flick and a card goes flying with the force and accuracy of an arrow, albeit a somewhat shorter range.
Clown Agility: Sam's experiences in the circus have given him near superhuman kinesthetic sense and an in-depth knowledge of what his body is capable of. Acrobatic feats and clever use of leverage are no trouble for him at all, having for years been involved in tightrope and trapeze comedy acts. One such act even involved blocking a mace blow with a spoon, all for the sake of a good show.
Puppeteering: Steel wire is his second favorite way to kill his foes. While he can't control his enemies like he can control a puppet, he does enjoy garroting their various extremities.
Equipment:
A 78-card tarot deck and a 60-card playing card deck. A length of piano wire. A pack of toothpicks coated in monkshood poison. A salad fork.
Personal Opinion:
First attempt at making a 'villainous' character. Decided to have a bit of fun with it, go all the way into what is classically 'pure evil' territory. A sadistic, non-functional, highly extroverted and violent psychopath, he has the least in common with me out of all of the characters I've ever made.
Haven't actually used him yet, on account of the RP not having started - but I'm looking forward to it. It'd be a nice change of pace to play a real asshole like this. If the Empire of Bones RP doesn't go very far, I'll almost certainly use him somewhere elsewhere.