Application (Phanrift)
May. 22nd, 2018 09:38 pmOOC Information
Player name: Prof
Player age and gender: 31, M
Player Contact:
ProfessorProf
Any other characters in game? No
[THIS IS THE END OF YOUR FIRST COMMENT. EVERYTHING AFTER THIS GOES IN REPLIES TO THE FIRST COMMENT.]
IC Information
Character name: Faith Fallon
Character canon: Original (Same universe as Maddie, with permission)
Canon point: One year after the destruction of the Hand.
Physical Description: 5'4", Age 19. Light skin, dark brown hair, athletic physique. Either seen in jeans/shorts and plain t-shirts or in a purple and black goth magical girl outfit. Her right leg is missing from just below the knee, and has been replaced by a black prosthetic.
About the Character:
Faith grew up in Florida, idolizing the magical girls and boys called 'mages' - young heroes who fought monsters for the sake of mankind. She was twelve when she awakened to her own powers, jumping at the chance to become a mage herself. She teamed up with a girl named Michelle, and for two years, they had fun adventures, saving the day and growing close to each other. Faith was a shy, quiet but hardworking kid, but Michelle's cheerful enthusiasm proved deeply infections, and it eventually began to drag her out of her shell. Then, Michelle died.
While fighting a monster beyond their abilities, Michelle used her body to block an attack that otherwise would have killed Faith. Faith survived, but her idealistic view of the world of magi was shattered - what once looked like fun and exciting adventures now looked like a trial of cruel battles that she had to face alone. The unfairness of Michelle's death was just a symptom of an unfair world from which the only escape was to fight and survive. She continued fighting on her own, increasingly recklessly, until one of her battles left her in critical condition and her right leg was lost from the knee down. During her recovery, she had a lot of time to think about her life, and the conclusion she came to was that nothing she was doing mattered. The monsters would keep coming, and magi would keep suffering and dying, forever.
Faith was just a few weeks away from turning 18 when her worldview shifted again. When magi turn 18, they offer up their powers so that magic will continue to exist for a new generation of magi. However, she met with a rogue mage named Marco who told her about the true nature of the world - everything she had been taught about magic was a lie. Magic was a renewable resource, and didn't need to be given up for future magi to awaken to their powers. The only reason that the cycle of children fighting and surrendering their powers existed was because the power they lost was being hoarded by a centuries-old conspiracy of magi called the Hand of Providence. The more magi fought and suffered, the more the Hand's power increased, and the more their growing hoard of magical power drew montsers to Earth. In other words, everything she had accepted as being an inescapable part of a fundamentally cruel world was being orchestrated deliberately.
Her initial reaction to this revelation was a refusal to believe it, because if it was true, then it would mean that Michelle had died for nothing. However, when evidence mounted, denial turned to rage, and she dedicated herself to the Hand's destruction. She joined Marco in a group of rebel magi called Lighthouse, and turned her anger into the strength needed to hunt down and destroy the Hand. Her new war came to a climax at a horrifying event called Darkest Night, where the strongest and oldest magi of the Hand gathered to pit abducted young magi against each other in a lethal battle royale, betting on the outcome. Lighthouse infiltrated it as contestants, then exposed the existence of the Hand to the world and killed most of their leadership.
With the Hand's masters dispatched, the organization was thrown into chaos. It fragmented into smaller splinter groups as various members tried to claim the empty thrones, but they no longer controlled the world from the shadows - the fact that their existence was now public knowledge meant that their scheme to steal the power of younger generations could no longer continue. Groups of magi rose up around the world to find and wipe out the remnants of the Hand, paving the way for a peaceful future. Faith joined them at first, but when her increasing anger and recklessness almost got her killed again, Marco assured her that the fight against the Hand was in good hands, and that she didn't need to keep pushing herself. Acknowledging that Michelle would have wanted her to have a happy, peaceful life, Faith relented, and her part in the story ended, and she retired as a mage. Catching up on the childhood she was robbed of, she became an ordinary college student, but remained ready to return to the fight if she was needed again.
One year later, Faith is just starting to re-adapt to civilian life. Her childhood was characterized by trauma and her more recent past by rage - rage against the Hand of Providence, rage against the injustices that she suffered. That anger drives Faith forwards as a source of strength, accomplishing her goals out of sheer spite against the world, but it can also make her a threat to herself - the more she lets anger guide her, the more likely she is to do something reckless and get herself hurt. She's seeing a therapist and working through her anger and trauma, learning how to recognize them for what they are instead of letting them control her. Her past has left her deeply cynical, which impacts her bleak sense of humor, but whenever she catches herself being too cynical she forces herself to try for a more positive attitude. She's trying to easy into a relaxing ordinary life, but constantly waiting for the other shoe to drop. She's going out of her way to make friends in and out of Lighthouse, in spite of her instincts telling her to keep other people at arm's length for fear of losing someone she cares about.
Faith is steadily trying to recapture that spark of hope for the future that she felt when she was younger. She's lost a lot - her best friend, her leg, her childhood years, her trust in the possibility of the world providing happy endings. She has a long way to go, but every day, the shadow hanging over her heart is a little fainter.
Character abilities:
As a mage, Faith's chief ability is control over her own intertia. She can, from moment to moment, adjust how easy or hard it is for her to accelerate. In practice, this means she can minimize her intertia in order to kick weightlessly off of a surface at great speed, then massively increase it in mid-leap, striking as if her mass was ten or twenty times higher than it is. This combined with the additional strength, speed and toughness granted by her transformation lets her deliver repeated attacks with incredible force at high speeds.
When not transformed, Faith has no particular powers. When transformed, she has a unique outfit and a battleaxe formed out of magical energy. Thanks to the upgraded added by Jailbreak, her prosthetic leg has durability to match her transformed stats, and she can compel it to float over to her with a spoken command. The command is "c'mere, leg".
Inventory:
- Purse (contains assorted junk)
- Cellphone (oldish model, 11% battery)
- Clothes (jean shorts, purple t-shirt, glasses)
- Magical girl outfit (only available when transformed)
- Battleaxe (only available when transformed)
- Prosthetic leg: Magically upgraded by her friend Jailbreak. She can order it to float over to her with a voice command, and it has a secret compartment in it for some reason.
- Spicy chicken gyro
Samples:
TDM
Player name: Prof
Player age and gender: 31, M
Player Contact:
Any other characters in game? No
[THIS IS THE END OF YOUR FIRST COMMENT. EVERYTHING AFTER THIS GOES IN REPLIES TO THE FIRST COMMENT.]
IC Information
Character name: Faith Fallon
Character canon: Original (Same universe as Maddie, with permission)
Canon point: One year after the destruction of the Hand.
Physical Description: 5'4", Age 19. Light skin, dark brown hair, athletic physique. Either seen in jeans/shorts and plain t-shirts or in a purple and black goth magical girl outfit. Her right leg is missing from just below the knee, and has been replaced by a black prosthetic.
About the Character:
Faith grew up in Florida, idolizing the magical girls and boys called 'mages' - young heroes who fought monsters for the sake of mankind. She was twelve when she awakened to her own powers, jumping at the chance to become a mage herself. She teamed up with a girl named Michelle, and for two years, they had fun adventures, saving the day and growing close to each other. Faith was a shy, quiet but hardworking kid, but Michelle's cheerful enthusiasm proved deeply infections, and it eventually began to drag her out of her shell. Then, Michelle died.
While fighting a monster beyond their abilities, Michelle used her body to block an attack that otherwise would have killed Faith. Faith survived, but her idealistic view of the world of magi was shattered - what once looked like fun and exciting adventures now looked like a trial of cruel battles that she had to face alone. The unfairness of Michelle's death was just a symptom of an unfair world from which the only escape was to fight and survive. She continued fighting on her own, increasingly recklessly, until one of her battles left her in critical condition and her right leg was lost from the knee down. During her recovery, she had a lot of time to think about her life, and the conclusion she came to was that nothing she was doing mattered. The monsters would keep coming, and magi would keep suffering and dying, forever.
Faith was just a few weeks away from turning 18 when her worldview shifted again. When magi turn 18, they offer up their powers so that magic will continue to exist for a new generation of magi. However, she met with a rogue mage named Marco who told her about the true nature of the world - everything she had been taught about magic was a lie. Magic was a renewable resource, and didn't need to be given up for future magi to awaken to their powers. The only reason that the cycle of children fighting and surrendering their powers existed was because the power they lost was being hoarded by a centuries-old conspiracy of magi called the Hand of Providence. The more magi fought and suffered, the more the Hand's power increased, and the more their growing hoard of magical power drew montsers to Earth. In other words, everything she had accepted as being an inescapable part of a fundamentally cruel world was being orchestrated deliberately.
Her initial reaction to this revelation was a refusal to believe it, because if it was true, then it would mean that Michelle had died for nothing. However, when evidence mounted, denial turned to rage, and she dedicated herself to the Hand's destruction. She joined Marco in a group of rebel magi called Lighthouse, and turned her anger into the strength needed to hunt down and destroy the Hand. Her new war came to a climax at a horrifying event called Darkest Night, where the strongest and oldest magi of the Hand gathered to pit abducted young magi against each other in a lethal battle royale, betting on the outcome. Lighthouse infiltrated it as contestants, then exposed the existence of the Hand to the world and killed most of their leadership.
With the Hand's masters dispatched, the organization was thrown into chaos. It fragmented into smaller splinter groups as various members tried to claim the empty thrones, but they no longer controlled the world from the shadows - the fact that their existence was now public knowledge meant that their scheme to steal the power of younger generations could no longer continue. Groups of magi rose up around the world to find and wipe out the remnants of the Hand, paving the way for a peaceful future. Faith joined them at first, but when her increasing anger and recklessness almost got her killed again, Marco assured her that the fight against the Hand was in good hands, and that she didn't need to keep pushing herself. Acknowledging that Michelle would have wanted her to have a happy, peaceful life, Faith relented, and her part in the story ended, and she retired as a mage. Catching up on the childhood she was robbed of, she became an ordinary college student, but remained ready to return to the fight if she was needed again.
One year later, Faith is just starting to re-adapt to civilian life. Her childhood was characterized by trauma and her more recent past by rage - rage against the Hand of Providence, rage against the injustices that she suffered. That anger drives Faith forwards as a source of strength, accomplishing her goals out of sheer spite against the world, but it can also make her a threat to herself - the more she lets anger guide her, the more likely she is to do something reckless and get herself hurt. She's seeing a therapist and working through her anger and trauma, learning how to recognize them for what they are instead of letting them control her. Her past has left her deeply cynical, which impacts her bleak sense of humor, but whenever she catches herself being too cynical she forces herself to try for a more positive attitude. She's trying to easy into a relaxing ordinary life, but constantly waiting for the other shoe to drop. She's going out of her way to make friends in and out of Lighthouse, in spite of her instincts telling her to keep other people at arm's length for fear of losing someone she cares about.
Faith is steadily trying to recapture that spark of hope for the future that she felt when she was younger. She's lost a lot - her best friend, her leg, her childhood years, her trust in the possibility of the world providing happy endings. She has a long way to go, but every day, the shadow hanging over her heart is a little fainter.
Character abilities:
As a mage, Faith's chief ability is control over her own intertia. She can, from moment to moment, adjust how easy or hard it is for her to accelerate. In practice, this means she can minimize her intertia in order to kick weightlessly off of a surface at great speed, then massively increase it in mid-leap, striking as if her mass was ten or twenty times higher than it is. This combined with the additional strength, speed and toughness granted by her transformation lets her deliver repeated attacks with incredible force at high speeds.
When not transformed, Faith has no particular powers. When transformed, she has a unique outfit and a battleaxe formed out of magical energy. Thanks to the upgraded added by Jailbreak, her prosthetic leg has durability to match her transformed stats, and she can compel it to float over to her with a spoken command. The command is "c'mere, leg".
Inventory:
- Purse (contains assorted junk)
- Cellphone (oldish model, 11% battery)
- Clothes (jean shorts, purple t-shirt, glasses)
- Magical girl outfit (only available when transformed)
- Battleaxe (only available when transformed)
- Prosthetic leg: Magically upgraded by her friend Jailbreak. She can order it to float over to her with a voice command, and it has a secret compartment in it for some reason.
- Spicy chicken gyro
Samples:
TDM