I'm an Interdiscplinary BA, searching for a job in the current market, and this site has been my introduction to role-play. I prefer medieval and/or sci-fi roleplays and am a fan of Star Trek, Star Wars, RWBY, Fire Emblem Awakening, Superheroes, and Fairy Tail.
@Nemaisare That I'm sure he will. The real question would be if he would still even if she accidently thought he was vermin and shot an arrow. :)
Part of the fun of Marigold will be to have that character that's new to Redwall and what it is. While I love Matthias and other Redwall beasts, I've also had a fondness for the ones that don't start out in Redwall. Like Mariel, the girl that had the bellrope for a weapon. Or Triss, the one that escaped from the evil ferret empire.
History: It was a beautiful summer's day in Mossflower on the day when she was born. Her mother and father both gloried in how healthy and beautiful she was. As they took in her form, they decided to name her Marigold to match the color of her fur. So she grew into a child under her parents' warm love, taking easily to climbing and to her early lessons with the bow. She was shy of others though, even those of her own tribe. She mostly preferred the solitude of a high enough branch to silently watch the world below. Otherwise, she would follow her mother while she gathered safe nuts, berries, and herbs, allowing her mother to teach her daughter how to use some for medicine and what poisons to avoid.
But all that came to a sudden and dark end. While out alone one day, she ran into some vermin scouts. Frightened, she tried to run back to warn everyone else, but the rats caught her and brought her back to their camp. She struggled all day and night, hoping that maybe she could get out or reunite with her parents. But when the next vermin party returned, they brought back most of her tribe enslaved, with the head of her father and mother on spikes for leading the attempt to resist. Marigold froze, then bowed her head and wept, now certain that all hope was lost.
The vermin wandered around, raiding and pillaging from one place to another. All the while, Marigold was carted along behind them, having to slave for them all, especially their captain, Captain Bloody Irontooth, a sour, bloodthristy, clever rat. The rest of her tribe she lost track of, but she became more and more sure by the day that the rest of them were dead. She wasn't quite sure why she wasn't dead as well. But she was, with the numbness that had been overhanging her since seeing her parents' death finally starting to dissipate. An opportunity came to her one night to escape, and she raced forward and took it. She didn't know how long she ran, or how far, but when she collapsed to rest, she found herself no where near the camp. Instead, she was in a glade with a small flowing stream and plenty of food to last her some time. She was free, but now she needed to make sure she was safe.
She managed to roughly fashion some bows and arrows for herself, then set up a place in an old tree hole where she had a good lookout to watch what happened in her glade. Then she made sure to store enough food and water in her home to not have to leave if anyone should trespass in, along with plenty of arrows if an attack should come and herbs and leaves to treat injuries. And with that, she's managed to survive, constantly on the look out for vermin trying to take her while reminding herself each and every day that she's free now, and she'll not be taken so easily again if they tried to take her back again.
Personality: Quiet and Cautious, Marigold takes some time to be coaxed out of her shell. If she suspects there's danger, she'll be completely on her toes. Inside though is a warm, caring nature.
Motives and Goals: Right now, Marigold's only motives are to not be taken again and to try to make a life for herself now that she's all alone. My basic idea for her is that she'll fill the role of the lone hermit that the Redwallians cajole into joining them on their journey. Maybe she'll find out that not all her tribe is dead then be motivated to help them. Maybe the captain she served under could now serve the Yurazen Prince and so she'll be able to strike back at the rat responsible for what happened to her. Maybe she'll step when vermin try to do what happened to her tribe to some other tribe and that's how she joins the story. My goal for her endgame is that she ends up in Redwall, finally able to be at peace and heal while not being alone anymore, helping with treating people in the infirmary.
I have always loved Redwall, though it's been awhile since I read the books. I have a couple ideas of the character I could be. But here's one that might with the party well.
Name: Marigold Yew
Species: Squirrel
History: It was a beautiful summer's day in Mossflower on the day when she was born. Her mother and father both gloried in how healthy and beautiful she was. As they took in her form, they decided to name her Marigold to match the color of her fur. So she grew into a child under her parents' warm love, taking easily to climbing and to her early lessons with the bow. She was shy of others though, even those of her own tribe. She mostly preferred the solitude of a high enough branch to silently watch the world below. Otherwise, she would follow her mother while she gathered safe nuts, berries, and herbs, allowing her mother to teach her daughter how to use some for medicine and what poisons to avoid.
But all that came to a sudden and dark end. While out alone one day, she ran into some vermin scouts. Frightened, she tried to run back to warn everyone else, but the rats caught her and brought her back to their camp. She struggled all day and night, hoping that maybe she could get out or reunite with her parents. But when the next vermin party returned, they brought back most of her tribe enslaved, with the head of her father and mother on spikes for leading the attempt to resist. Marigold froze, then bowed her head and wept, now certain that all hope was lost.
The vermin wandered around, raiding and pillaging from one place to another. All the while, Marigold was carted along behind them, having to slave for them all, especially their captain, Captain Bloody Irontooth, a sour, bloodthristy, clever rat. The rest of her tribe she lost track of, but she became more and more sure by the day that the rest of them were dead. She wasn't quite sure why she wasn't dead as well. But she was, with the numbness that had been overhanging her since seeing her parents' death finally starting to dissipate. An opportunity came to her one night to escape, and she raced forward and took it. She didn't know how long she ran, or how far, but when she collapsed to rest, she found herself no where near the camp. Instead, she was in a glade with a small flowing stream and plenty of food to last her some time. She was free, but now she needed to make sure she was safe.
She managed to roughly fashion some bows and arrows for herself, then set up a place in an old tree hole where she had a good lookout to watch what happened in her glade. Then she made sure to store enough food and water in her home to not have to leave if anyone should trespass in, along with plenty of arrows if an attack should come and herbs and leaves to treat injuries. And with that, she's managed to survive, constantly on the look out for vermin trying to take her while reminding herself each and every day that she's free now, and she'll not be taken so easily again if they tried to take her back again.
Personality: Quiet and Cautious, Marigold takes some time to be coaxed out of her shell. If she suspects there's danger, she'll be completely on her toes. Inside though is a warm, caring nature.
Motives and Goals: Right now, Marigold's only motives are to not be taken again and to try to make a life for herself now that she's all alone. My basic idea for her is that she'll fill the role of the lone hermit that the Redwallians cajole into joining them on their journey. Maybe she'll find out that not all her tribe is dead then be motivated to help them. Maybe the captain she served under could now serve the Yurazen Prince and so she'll be able to strike back at the rat responsible for what happened to her. Maybe she'll step when vermin try to do what happened to her tribe to some other tribe and that's how she joins the story. My goal for her endgame is that she ends up in Redwall, finally able to be at peace and heal while not being alone anymore, helping with treating people in the infirmary.
Still taking applications for this? I have a couple of ideas if you are.
1.) Jane Fairton aka Lady Seraphine: A tall, golden haired, blue eyed lady that recently came from England to live with an aunt who has a very Victorian aesthetic and ideals from being raised by her grandparents and so is very proper and stoic, but not without kindness and compassion. She'd be a technical pacifist (not killing anyone while doing what she could to defend herself and others) that would have the ability to telekinetically control living cells, allowing her to primarily heal others, control plant life, and possibly allow herself to fly if allowed. Could have arcs where she's tempted to use her powers in other ways. Generally wears a long, rose pink dress.
2.) Raziel'thraw aka Raziel Thrawn aka The Tactician: A telepathic alien that was accidently transported to Earth do to a teleportation malfunction. And yes, that would be a reference to how the Martian Manhunter was sent to Earth. She hides her dark blue skin and red eyes with the help of covered clothing and makeup, some telepathic suggestions that make it so others see her as human, and/or some limited shapeshifting if allowed so she can more easily appear human. Raziel's calculating and curious, intrigued by the differences between her home and where she now finds herself. She misses her home planet often, but she's working to move on and accept where she is as home now since there's no way for her to get back. A major way she uses her power is to telepathically connect others together then figure out strategies in real time, which is where she gets her name from. She's less aware of her own surroundings when she does it, however, and any use of her power only works as long as she focuses on using it.
3.) Mordred Swan aka Mordred Le Fey aka The Crimson Lady: A rich, swinging, high society gal who flirts on the edge of true scandal who found out she was descended from Morgan Le Fey and so inherited a form of magical powers. Mainly, she found she has fire and lighting telekinesis (aka plasma telekinesis) allowing her to create the element in the air using her own power then use it for her own purposes. Part of her toyed with being the biggest villain ever seen, but in the end, she decided to resist and follow her better nature. And so now she's a hero and becoming more and more a serious one as she goes about things. And so she became sort of a magic wielding Batman, a ditzy wealthy socialite by day, and a lone avenger by night.
4.)Joan Maupin aka Cyrania de Bergerac: A teleporting vigilante that dresses like the classic musketeer. Using a rapier and pistol, she acts the part of the classic swashbuckling hero, while actually being very cunning in all her moves. She likes being the hero because it gives an escape from her dull life that she sees no hope of escaping from. Her teleporting can happen to anywhere she can see and imagine, but the more she teleports or the farther away she does, the more it builds up a migraine for her as her mind works to comprehend all that she's doing. Meaning that there's only so many teleports she can use before she collapses from the pain. So she can either use a reasonable number of small bursts or a handful of long teleports before she has to rest.
I can write up a fleshed out character sheet for whichever one is preferred.
Name: Percivalyn Wiliamsam Nickname: Percy (mostly for the notes since there's likely not many people who would use her full name) Species: Twi'lek Age: 25 Appearance: Dark blue skin matched with pale blue eyes on a heart-shaped face on top a short, slender frame. Most of the time her expression is utterly stoic and serene. She wears completely traditional Jedi Robes, having the layers and how it hangs help disguise her figure. Her headtails hang free, though if one were given the chance to look closely at her tails and on her back, they would find claw marks and whip scars. On the base of the tails and her wrists, the clear sign of chaffing from metal restraints Faction: Jedi Order Equipment: Her lightsaber with a blue kyber crystal Abilities(For Force Users): Force Healing (Expert): One of Clighal's most eager pupils, Percy's natural talent for the ability has improved greatly since her early days in the Order. With the guidance she's been given, she's learned how to mentally picture exactly what needs to happen in order for the person to better recover then use her power to cause that to happen. A drawback for her though is that the more intense the healing requires for what she wants done, the more power is needed from her and the more she feels the pain that the other person is going through. Technically, she could save someone from the brink of death, depending on the cause, but it would be a tossup whether she would die soon afterwards or not. Even in not so extreme cases, her way is very time-consuming and requires her complete focus. She can only safely do it within a location like the temple, or if there's someone she can be sure will watch out for both her and her patient.
Telekinesis(Skilled): Can lift up roughly several little things between pebble and handheld size, some big things about dog to human size, or one thing about starfighter size at any one time. Takes a lot of focus to do. (Potentially develops to be able to telekinetically move water and/or light waves)
Telepathy (Skilled): Can talk to minds within eyesight of her without sacrificing much of her outward focus. Needs total focus to act as a link between multiple people or to contact someone that she already knows from out of her vision range.
Force Empathy/Insight (Average, working to get skilled, wants to go further): Can currently receive strong impressions of a person's current emotional state with some faint reads of their intentions and desires. Wants to get to the point where she knows who a person is and what they want at a glance, but is a far ways away from that point. The more closed off, whether Force wise or simply personality wise, a person is, the harder they are for her to read and so the more effort she has to put in to get any sort of reading and even that might not break through. Alternatively, she can be misled through very skilled, Marlon Brando type acting or someone having a very convincing front hiding anything underneath, such as people that act the playboy to hide their self-loathing. If she doesn't question the first impressions she gets, then she won't put in the effort to try to read more. If she does, the front acts as much like a shield as simply being closed off does, with similar results.
Lightsaber Wielding (Mediocre, working to get average): Using the lightsaber never came as easily to her as using the Force did. If she were to have her way, Percy would prefer to never have to fight, but understands all too well that it's always better to have some way to defend yourself. So she's pushed herself to get to the level that's she's at, but is better off with words and powers. Basically uses a mix of Forms I, III, and VI in her fighting style, not mastering any of it, but using what suits her of the styles.
Force Persuasion (Weak): Knows how to do it and has the will to use it, but just about throws up any time she tries. The very thought of using it upsets her on a deep level.
Skills: First Aid/Medicine: The knowledge from that helps with her Force Healing and its useful to her in times where she can't afford the time or energy for using her powers. Knowledge of Various Common Languages from Core and Outer Rim Worlds: She picked up a lot of rough knowledge of the various languages being spoken at her while a slave. Once a Jedi, she pushed to better develop them so that she can at least understand other people without relying on a translator. Did take the time to completely learn the Twi'lek language so she could have that connection with her own people. Singing: One of her valued skills was her voice. Part of Percy wants to let it die away, but the rest finds an odd sort of comfort with the familiar. She only sings though when she's sure no one is watching, and has picked up songs now she wants to sing. Dancing: As a Twi'lek, this was the main skill that was wanted of her. It's too ingrained now to ever lose entirely, though she's tried to not encourage it at all. Poetry: A skill she picked up for herself, it's the main thing she likes to do in her freetime. This way, she creates beauty through the reading and writing she learned as part of the safe house, one that's completely separate from her physical traits. A definite amateur, but she doesn't mind.
Weaknesses: Stubborn: Once she comes to a conclusion or makes a decision, only someone she trusts or what she considers to be irrefutable evidence can ever sway her from it. And she does not trust a lot of people. She's a stone wall to anyone trying to force her to change, an immovable object that some will mistake for her simply being cold, unfeeling, and self-righteous when really its her not wanting to be controlled and manipulated by anyone else ever again. A Temper: For the most part, Percy has a great deal of control over her emotions. Or, as much as it is control to constantly try to appear and serene all the time. However, rile her up, get her in a corner, or trigger one of her buttons and her wrath will come and come swiftly. She's always horrified after it comes and does all she can to shove down that anger, but of course, that only makes it worse when it springs up again. Nothing much has come from it yet, but she's terrified that both something will happen that she will never be able to turn back from and that she'll be kicked out of the Order. Meaning that she tries to hide it even from the people she trusts, trying to face all that entails, and the temptations to the Dark Side as well, all on her own. Suspicious: She's slow to trust anyone, requiring some time and dedication from the other to even warm her up. Otherwise, she will only be polite and professional, constantly on guard for any reason for the other person to be potentially threatening to her or anyone else. A major reason she wants to develop her Force Empathy and Insight more. Weak: She was never physically strong. And her life before the temple did not help much with that. Now that she's been some time in the temple, she's become at least healthy, but she is still much weaker than other Twi'lek women around her age ought to be. If she's ever overwhelmed then, or is somehow blocked from the Force, she truly does not stand a chance against anybody in a one on one brawl. Nightmares: She'll sometimes have nightmares of the past. Not as many as there use to be, but they still periodically come and cause her to not be able to sleep the rest of the night.
History: Percivalyn had no memory of her parents, just faint impressions. She's certain they were loving, but she doesn't know who they were, or even what name they gave her. Her earliest memories were of a slave auction, being sold to some minor Hutt before he lost her gambling with a Dug, who was often drunk and smelled of liquor, before he sold her to a Rodian Debt Collector to pay off for his gambling and drink. From there, her mind blurs until she ended up in a cargo hold to be sold someplace else. That would have continued to be her life, except for the intervention of the Alliance Rangers.
That was a time she'd always remember. Them coming through the hold, the chains coming off, the Jedi that came around to all of them to see if they were injured before rations were passed around. They had been the best food she'd ever tasted. Soon after, they were told they were free and offered rides to anyplace they wanted to go. Some were ecstatic, knowing exactly who and where they wanted to return to. Others like Pery, couldn't understand what was happening. The Rangers though brought them to a set up safe house where they could receive therapy, learn skills to help them in the free world, and figure out who they were and what they wanted to do with the rest of their lives. It was while there that Percivalyn choose her name, and first showed her force potential. It was a simple thing to her. Someone was about to trip and spill the pot of scalding soup they were carrying before she told them to stop. After that, more instances like that happened, until she was sent to the Council for a formal test and proved she had the potential to be a Jedi. There was some wariness about the fact of how powerful she was and how her past meant that she potentially would have more of a temptation to fall if she was trained. However, reason won out in that falling would be her choice, not the result of her past and so she was offered a position and training in the temple, if she wanted. And she didn't hesitate to agree.
She moved to live in the temple of Ach-To and dived headfirst into her lessons, quickly picking up how to use the Force even if she struggled with how to wield a lightsaber. Clighal took notice and decided to see if she perhaps had the aptitude for healing, and Percy took to it like a swan to water. Soon enough, Clighal became the main master she studied under, learning more about the healing arts when not heading into the archives to read more about various different ways the Force could be used. As time went on, she had herself become more and more the proper Jedi, seeking to be a suitable Jedi in the field and make sure that everyone that saw her saw her as a Jedi, not their wet dream. She knows as long as she's a Jedi, she's safe from people even trying to do anything to her while she's free to save others that were like her once. She can only hope, now that she's been fully certified to go out onto the field, that she doesn't screw this up.
Name: Alastrina Rogers Nickname: Alice Species: Human Age: 21 Appearance: A muscly, average-sized redhead with tanned white skin, green eyes on an diamond face, and freckles on her cheeks and on other parts of her skin. Her eyes often shine with good humor, enjoyment, and kindness, hardening into resolve when she needs to be serious. Often wears a red and white tunic and brown pants with a belt. Faction: Alliance Ranger Equipment: Blaster, Medpack, Commlink, Vibroblade Knife Skills: Sharpshooting: Her parents made sure she could handle a blaster, teaching her any chance they got. From those lessons, she became quite skilled. Isn't the best shot of the galaxy, but generally hits what she's aiming at. Wilderness Survival: She knows how to handle herself if she should ever crash land anywhere. Another thing her parents taught, but also supplemented by time with the cousins on their world. First Aid: Knows her way around a first aid kit and what to do for common injuries. Doesn't extend past that. Piloting: A skill that was essential for her to learn, and one she took to like a duck to water. Has a very acrobatic flying style when joyriding. Singing: Something she picked up on her own. Often, she hums or lowly sings as she works, and really enjoys karaoke. At least is very pleasant sounding. Story-writing: Her main hobby, she always has enjoyed the process of imagining stories in her head. It's just writing them down that's hard. Minor Force Proficiency: Has some latent Force sensitivity, at the moment only a very weak, sporadic sense of premonition that helps her have heightened reflexes. Does not realize at all that she has powers.
Weaknesses:
Naïve: Not utterly so, but enough that it will take prompting or something seriously wrong for her to question if a person genuinely seems in need, meaning that she will have go to someone crying out for help even if it most likely is a trap. Not helped by her youth and idealist nature.
Impulsive: Often goes with her gut and heart on things without caring much for practical considerations. In a way, its helped her end up in the Alliance Rangers, but it also means that she does clash with more level-headed members more often than not.
Socially Awkward: While friendly and outgoing, she is just not good at small talk. Or many casual social scenes. She's either too quiet or too unintentionally abrasive, especially if someone gets her into talking about one of her favorite subjects, after which she'll talk for hours if not stopped. She's simply not good at reading social cues, or a room. Meaning, if she's ever the one in charge of a diplomatic meeting, everyone's in trouble.
History: Born on the planet of Karlinus, Alice would always consider that outer rim planet home. It helped that it was often a stopping point for her shipper parents as they hauled goods across the galaxy. It was the place where her mother grew up and her family still had a farm where all but she had stayed. Alice would run around with the cousins any time they dropped by and always had fond memories of that farm. But her heart was always among the stars.
Whatever she ended up doing in life, she knew it would have to do with traveling throughout the galaxy. She wasn't quite sure about being a trader though. While traveling from place to place was great, the business itself could get dull, especially since her parents were very careful with who and where she needed up any time they were on planet. They about swore off Tatooine entirely after an incident where Alice had wandered off and some drunk dug tried to grab her to settle a gambling debt. All of them breathed a sigh of relief that they could get there in time and Alastrina had at least had the sense to yell and try to get away when he'd tried to reach for her. From that point on, her blaster lessons were held repeatably, with a vengeance. And they took more care in preparing her for life on her own, doing their best to point out obvious dangers and warn her about how evil the world could be. Alice listened and tried to keep the words in mind, but she also couldn't help but wonder why there didn't seem to be anyone trying to stop evil people from doing what they did.
As she grew up and the New Republic came into its own, she started to hear about an answer. Stories spread about the heroism of the former Rebellion and of the deeds of the new Alliance Rangers and Jedi Order, groups of people that travelled throughout the galaxy to help those in need and take down anyone that threatened peace and justice. From the first time she heard about them, her attention was hooked. She wanted to know everything there was about them. The more she heard, the more she wanted to be one of them. To do her own part to be a hero, help others, and travel among the stars. She considered trying to join the Jedi, but she figured that since she wasn't throwing rocks with her mind, she probably wasn't Jedi material. So she focused her attention on the Rangers. She sent in an application, that was at first rejected since she was young and inexperienced. She was put off, but then she persisted until she finally joined as its newest rookie. Her parents saw her off, with many tearful hugs and goodbyes. But Alice wasn't giving up now. Today, she will finally be a fully-fledged Ranger, given her first assignment.
Percivalyn nodded. "Master Skywalker would not send us on a doomed mission." Would he? She shook her head. This was not the time for talk like that. She prepared for the journey then quietly reflected in the shuttle as she waited for them to head into the ship.
Alastrina frowned. "You mean the Clone Wars. Yeah, none if that sounded good." Then she smiled again. "I'm sure we won't have those kind of problems though. As for me...Well, I'm good with a blaster and not a bad pilot if I do say so myself. I also know some things about surviving in the wilderness and first aid. If you're talking about Ranger experience though..." She swallowed. "This would be my first mission, but I'm perfectly willing to pull my weight and prove myself!"
"Oh, not at all!" Alastrina grinned, patting her pack. "I got everything I need right here. Thanks though!" Then she ran into the gestured shuttle with her, the twi'lek Jedi only a bit behind her. Alice then went followed after Lakras. "So...What kind of ship do you have? My parents had a YT series, but they always debated over keeping it or exchanging it for something else. Ended up keeping it thankfully. I was born and raised in that ship."
Percivalyn though went into a corner, crossed her legs under her, and started meditating. Her first mission, and she with her companions would have to find a Jedi that was lost. Master Luke expected great things of her, as he did any other Jedi. She dare not disappoint. At least there was also Knight Dante with them. He had some experience in missions before. Once her nerves settled, she came out of meditation then moved closer to where Dante was. "What do you say to the odds of our success?"
Hi.
I'm an Interdiscplinary BA, searching for a job in the current market, and this site has been my introduction to role-play. I prefer medieval and/or sci-fi roleplays and am a fan of Star Trek, Star Wars, RWBY, Fire Emblem Awakening, Superheroes, and Fairy Tail.
<div style="white-space:pre-wrap;">Hi. <br><br>I'm an Interdiscplinary BA, searching for a job in the current market, and this site has been my introduction to role-play. I prefer medieval and/or sci-fi roleplays and am a fan of Star Trek, Star Wars, RWBY, Fire Emblem Awakening, Superheroes, and Fairy Tail.</div>