letsplayer: (Default)
๓คгlค ([personal profile] letsplayer) wrote2015-07-08 01:49 am

app to [community profile] cosmographia

Player Info:
Name: Indy
Timezone: US Central
Contact: [plurk.com profile] swirlix

Character Info:
Name: Marla
Age: 17
AU/PG/CANON/OC: Pokemon OC, Demeleier CRAU

Key Points:
  • A HUGE FREAKING NERD who should be shoved into lockers
  • Was born with a brittle bone disease that makes her easily injured/killed and has an assortment of mobility and pain issues attached to it, so probably not the best person for a direct confrontation
  • Had a pretty normal childhood in the Pokemon world sans journey
  • SUPER SMART when it comes to math and technology and such, kind of a typical dumb teenager when it comes to other stuff
  • Was going to go study abroad in Kalos but got sent to Demeleier instead
  • Managed to survive while constantly dealing with fairy BS
  • Has nothing but bad things to say about Demeleier as a result of her stay there,
  • Had an Ampharos, a Crobat, a Frillish and a Machamp when in her home universe, of course absolutely none of those will be coming with her but she misses them dearly
  • Has been somewhat adrift due to being separated from her Pokemon, loved ones, and home universe
  • Massively insecure  and anxious due to her lack of direction or real plans for the future
History:

Marla had a pretty uneventful childhood by Pokemon world standards (by a certain definition), as she grew up with her two parents, her younger sister. and two older half-siblings.

After finishing high school, she received a scholarship to study abroad in Kalos. After a few weeks, she received an email from her mom with some harrowing news: her maternal grandparents had been found dead.

So on her mother's request, she decided to head over to her grandparents' house with her siblings to help with funeral stuff. This started off relatively painless at first...until she started cleaning out a bedroom and found some spooky ghosts which dragged her into a blood-spattered feverdream.

THEN DEMELEIER HAPPENED.

Demeleier closed three months she got in, but she still had a number of small adventures in the short time she spent in Demeleier. Because it was a survival game set in a medieval village, she found herself having to both hone her own crafting skills and bartering with the other people in the game in order to survive. Because of her disability, she couldn't hunt or go on expeditions, so most of her days were spent at the village's textile mill, crafting things to barter with the other villagers. She would also sometimes care for the sheep, forage, fish, and study in the village's library.

However, the entire land was populated by evil fairies, and much of her day was spent trying to avoid their mischief. This came to a head twice during her stay in Demeleier. The first was when the Elf King ensorcelled a bunch of villagers and Marla was one of the people babysitting those enchanted. The second occurred when the Fae Queen, who'd been antagonizing the villagers for years, attempted to enslave the entire population as part of the endgame plot.

In order to help raise arms, the Guardian of the village, who had been tasked with helping the villagers, helped the playerbase to cultivate fledgling magical powers. Marla's power was that she could lock doors and hide objects with puzzles, which proved to be...absolutely flipping useless in the final battle.

In the final days of Demeleier, the battle against the Fae Queen was won, and this girl was sent back home...

Or so she thought.

Personality:
In many respects, Marla is your typical 17-year-old: a bit awkward, and has no idea what the hell she's doing most of the time. The key things to remember about Marla's personality is that she's a nice (or at least basically decent) person when you get to the bottom line, but before you get there you have to come to terms with the fact that she's kind of abrasive, and blunt, and more classless than a Marxist utopia. I'd describe her as the kind of person who would teach you to swim by pushing you into the water and making faces at you, basically. Or like a friend who greets you with "what's up douchebag" and draws things on your face when you pass out in their house, but hey, at least the marker washes off and they dragged you over to the couch.

Marla also has an interest in machinery and crafts--she's been doing all sorts of artsy-craftsy things with herself and her Pokemon back home, and had somewhat of an interest in developing greener technology (an interest that her parents and teachers in her old life encouraged her to develop into a career). She's still not sure what she wants to do with her life, yet, and is kind of insecure and worried that she might never find out what her purpose is. Expect a lot of Desperately Searching for a Purpose in Life while in Waverly Bay.

Marla doesn't really enjoy fighting or arguments in any form, and she's more likely to just storm off if angered rather than stay around and fight. Her typical response in order to solve a problem is to either use some sort of non-violent challenge to solve a dispute, or to just talk it out like reasonable human beings. Part of this is because physical confrontations were never an option for her, but she also just plain doesn't like real-world violence with actual consequences.

While Marla is not totally oblivious to the evils of the world, she's still naive enough to assume that an evil character won't do something absolutely horrible (like, say, torture a person) unless she's given proof positive that they would. This is going to be both a blessing and a curse in Waverly Bay, since much of her attempts to avoid violence will probably include appeals to a person's humanity. Her time in Demeleier has helped her become more self-sufficient, so while she's still figuring out how to be an adult (a task she's massively unprepared for), she's also a bit more independent than other kids her age would be.

Gem Considerations: Astrophyllite in a round cabochon is what I'd go with for her--many of Marla's insecurities revolve around her not knowing what she wants to do with her life, as well as having no real plans for the future (and being somewhat anxious over the possibility of never seeing her loved ones again, but that's a given). Since astrophyllite is linked to self-acceptance and helping one find their soul's purpose, as well as managing anxiety, I felt it was the most appropriate.

I'd like part of her character development to focus on her realizing that she doesn't need to have a specific, concrete idea of what she wants to do with life and that it's okay for her to have no fucking idea. Likewise, I'd like her to start forming bonds with other people--something she never got much of a chance for in Demeleier, and which would help give her some stability.

Astrophyllite is related to all of the chakras, but for aesthetic purposes I'm choosing to place it just below her neck/situated between her collarbones.

Power considerations:
  • Long-distance analysis/scan abilities (within about a mile or so)

  • Telekinesis

  • Puzzle Barriers aka the ability to create barriers, lock doors or halt progress in a way that requires a puzzle to solve, such as making a door unopenable unless someone answers a riddle correctly. If you've ever played The Witch's House, think of the door puzzles used in that game.
Prior to gaining the puzzle barrier power from Demeleier, Marla didn't have any other abilities to speak of, and her puzzle powers are kind of limited to start off with due to lack of time to develop them.

The hard limits on her power are pretty easy to remember: once again, think of adventure/horror game puzzle mechanics.
  • The barrier she wants to lock has to be a physical barrier, like a door or a box that won't open, or a hallway full of lava that dissipates when the correct answer is given. Just putting up an invisible barrier in thin air won't work.
  • The puzzle also has to be solvable--although within those confines, she's allowed to make them as difficult or ragequit-inducing as she wishes. An obscure or difficult answer is okay, no answer is not.
  • Likewise, all solutions have to be actually physically possible to do by a normal human with no powers (although powers are allowed to help make things easier)
  • The ability only goes so far as locking the door (or box, etc.) and requiring a correct answer to open it. If she wants to make a more elaborate puzzle with more elements than just that, she'll need to set things up herself. For example, if she wants a door to open when all the torches in a room are lit, she'll need to acquire and set up the torches by herself; they don't just appear.
  • She has to provide some sort of clue to the solution. She's allowed to be as obscure or unhelpful as she wants, but can't outright lie.

As for her other powers: telekinesis is an ability that I thought would make her stay a bit easier, given that she's unable to move or lift quite a few things on her own without her Pokemon around. Analysis is also a useful power for someone who isn't a physical fighter, particularly if it's long-distance.

Once again, I noted that I'd like Marla to get over her anxieties slowly and be able to make more friends again, particularly since she feels so displaced and confused as it is. Her analysis ability, fairly laid-back way of dealing with others, and critical thinking skills would make her a strong fusion partner, especially if fused with someone who's a good fighter but needs someone to provide guidance or keep them on their toes.

Overall, I'm going for another support/assist character with her. The bonds she makes with other characters are an important part of her development, so having powers that work best in tandem with other characters would be the most conducive to helping that along.

Sample: Sample is originally for [community profile] mylittlejamjar : for context, there's an evil magazine press that employs yogurt-obsessed zombie interns in the game.


They'd called her names. They said she shouldn't seek them out, that speaking with one was the path of madness, but after hearing so much about these strange beings, Marla really couldn't resist the urge. So she ventured to Canterlot, eager to see for herself just what sort of creatures the yogurt zombies were.

She eventually found herself in the Quarterhorse Quarterly break room with two of the creatures, thanks in no small part to her small size enabling her to sneak in. Probably not the best way to go about this, but hey, she'd never done anything correctly the first time.

"So yeah, personally I'm not a big fan of the plain flavor? I always thought it was too sour, but I dunno, guess the dark chocolate kinds are always pretty great."

In response, the first zombie blew a raspberry at her, mumbling something that was mostly incoherent, but included bits about toppings being "heresy". Marla signed and looked straight his way.

"You're being a jerk," she said, frowning as she rested herself on a nearby folding chair. "and I don't much appreciate dudes who can't appreciate the fact that different people have different yogurt needs. I mean, come on, why do you have to be like that?"

After he was done with his tirade, Marla rolled her eyes and . Some people (or in this case, zombies), it seemed, could not be helped. But she could at least salvage the conversation with the other zombie present.

She turned to the second zombie in front of her, gesturing to the first with her right hoof.

"Okay, forget this guy, you wanna get some froyo and we could experiment to see if what this guy says is the truth? My treat, I just want to explore the wonderful world of yogurt with you guys."

Needless to say, she found herself enjoying the rest of the afternoon once she managed to leave.