Application for
destinystrings
Jul. 2nd, 2013 04:20 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Application in comments, for space economization/section up-dividing/other such things.
Out Of Character Information
Here!
In Character Information
In Character Information I - World Information (Name, Age, Birthday, Arcanum, World Snapshot)
In Character Information II - Story Information (Backstory & Canon Standing)
In Character Information III - Personality
In Character Information IV - What Comes With Him (Canon Powers, Weapons/Items, Allies, Baggage)
Persona
Malagi
Writing Sample
Here!
Apologies for two things: One, I know I'm long-winded and not always in the most coherent manner. And two, yes, he and his Persona are named after the same guy. I used the Italian name for the Persona to make it harder to mix them up. But if characters in the actual games can do it (cough Maya cough), so can he :P
Out Of Character Information
Here!
In Character Information
In Character Information I - World Information (Name, Age, Birthday, Arcanum, World Snapshot)
In Character Information II - Story Information (Backstory & Canon Standing)
In Character Information III - Personality
In Character Information IV - What Comes With Him (Canon Powers, Weapons/Items, Allies, Baggage)
Persona
Malagi
Writing Sample
Here!
Apologies for two things: One, I know I'm long-winded and not always in the most coherent manner. And two, yes, he and his Persona are named after the same guy. I used the Italian name for the Persona to make it harder to mix them up. But if characters in the actual games can do it (cough Maya cough), so can he :P
In Character Information IV - What Comes With Him (Canon Powers, Weapons/Items, Allies, Baggage)
Date: 2013-07-02 09:30 pm (UTC)Vampire vulnerabilities: Maugris suffers from the following vulnerabilities:
-Blood dependency: Maugris is a vampire. He needs to drink blood to survive. It doesn't have to be human - animal or synthesized blood works fine - but he needs some sort of blood. Without it, he risks going into a frenzy (see below) from hunger.
-Fire and sunlight: Vampires burn real good. Fire hurts Maugris severely (essentially, he has a Fire weakness), and direct sunlight affects him as if he was being burned. The latter issue is compounded by the fact that, unless he makes an effort of will, Maugris automatically falls asleep once the sun rises and doesn't wake up again until it sets. Both of these things have a chance to trigger Rotschreck (see below).
-Injury and healing: Vampires are essentially dead, and as such are much less vulnerable to firearms than living creatures (Maugris basically resists Shoot, if Shoot attacks are a thing here). Being stuck with sharp things affects them normally, though. In addition, Maugris can expend the power contained in the blood he's consumed to heal himself. More serious wounds will heal more slowly, but he can regenerate lost body parts. If Maugris is injured badly enough, though, he lapses into torpor while his body heals - in this state, he appears, to all intents and purposes, to be a dead body, and remains in this state for a period of time dependent on how much he's divorced himself from his former humanity. For Maugris, that's about three weeks. If he's burned to death by fire or sunlight or decapitated, though, he is subject to Final Death; his body disintegrates into ash, and he is Really Dead (you could also achieve this by continuing to whale on him while he's in torpor from damage, but really, at that point it's just easier to cut his head off or leave him for the sunrise). Incidentally, body parts removed from him also turn to ash.
-Staking: Piercing Maugris's heart with a wooden stake sends him into torpor, but rather than wake up after a few weeks, he awakens when the stake is removed. Of course, to do that, you have to actually get the stake through his heart, which requires decent aim to get the right spot around his ribs.
-Cannot Cross the Threshold: Maugris cannot enter a dwelling unless invited. This is not true of all vampires, but it is of him.
-Frenzy and Rotschreck: If Maugris is exposed to the sight or smell of blood when very hungry, or made angry enough, he may lose control and violently attack the closest thing, with preference for living (or otherwise animate) creatures. This is an animalistic assault - he won't use any powers except his enhanced strength, and if he doesn't already have his sword in his hand, he won't even bother to draw it. Persuasive people can still talk him down from frenzy… otherwise the best option is to lock him in a room somewhere and let him wear himself out. Thankfully, he's got enough self-control that he has to be very angry for it to become an issue. He has yet to actually frenzy from natural causes in a position to attack another being. A similar phenomenon is Rotschreck - if he doesn't control himself well enough, the sight of fire or sunlight can cause him to break and run as far away from the fire as he can, the first option being to get out of the room. Lighter flames are usually okay, he's fine with torches unless they're waved around right next to him, but bigger fires and direct sunlight are iffy.
Disciplines: Vampire special abilities. Maugris has access to the following. (These may not work exactly like they do in canon Old World of Darkness - I'm not familiar with the baseline rules and the game he's from is heavily houseruled.)
-Auspex: Maugris can enhance his perceptions in certain ways that are half-physical senses, half-psychic impressions.
--Auspex 1: Heightened Senses (Mind): Maugris can increase any of his physical senses to superhuman levels. For instance, if someone across the room is having a conversation on the phone, he can hear the other side of it, or tasting a bit of powder can tell him roughly what it's composed of (smell and taste are a package deal with this power). While a sense is heightened, though, he can be easily stunned by an extreme event associated with it (bright light, loud noise, pungent smell, etc.).
--Auspex 2: Aura Perception (Mind): Maugris can read someone's aura. This gives him ONE OF: a rough idea of their emotional state, whether they're lying, or their creature type (though in the last case, if he doesn't know what a type of creature's aura looks like, he can't identify it - his experience is limited to human, vampire, demon, werewolf, and fae auras). Very powerful beings have bright auras that can be unpleasant to look at.
--Auspex 3: The Spirit's Touch (Mind): Maugris can touch an object to learn ONE OF: a strong emotion associated with the object, a traumatic event associated with the object, or the last person to touch it (he gets a rough physical description). He does experience said emotion or the memory of said traumatic event, so if they left a strong impression he's in trouble.
-Potence 2 (Strike): Maugris is very strong. Outside of game mechanics from World of Darkness that's basically what it boils down to. For an idea of how strong, he's basically capable of shoving a much larger man to the ground easily if unresisted or taking down a locked door with one blow unless it's specially reinforced.
-Thaumaturgy: The Way of the Winds: Maugris can use magic to control the movement of air. Doing this is obvious - it involves waving hands and chanting (in fact, if he's gagged or his hands are bound he can't use Thaumaturgy). Using Thaumaturgy requires him to expend power taken from drinking someone's blood. No blood, no magic. Basically it makes him hungry faster. (For those familiar with the game, this is in fact a custom Thaum path created by another player there that Maugris uses.)
--Thaumaturgy: The Way of the Winds 1: Breath of Whispers (Wind, Mind): If Maugris has an unobstructed path of open air between himself and someone (basically, if one of them is in a building their room needs an open window or door), he can whisper a short message only they can hear and receive a reply.
--Thaumaturgy: The Way of the Winds 2: Slicing Winds (Wind): Maugris can basically cast Garu.
--Thaumaturgy: The Way of the Winds 3: Diffusion (Wind): Maugris can screw with air pressure in an area around him. He can either lower the air pressure, making it harder for people and flying objects to move, or raise it, making it easier. Either one, if maintained long enough, can cause people to begin suffocating. This requires him to concentrate as long as he wants to maintain the effect, and prolonged use consumes blood quickly.
--Thaumaturgy: The Way of the Winds 4: Raging Gale (Wind): Maugris can create a powerful gust of wind. Unless people caught in the gust (which is wide enough to catch several if they're close together) are strong enough to resist the force or brace themselves well, they get knocked over.
--Thaumaturgy: The Way of the Winds 5: Wind Shield (Wind): Maugris can wrap wind around himself to, essentially, make him much harder to hit and thus hurt. In game terms, call it an extended Sukukaja - it increases his Agility for the purposes of dodging, and lasts a good 10 minutes (easily long enough to outlast most fights) or until he ends it or is knocked unconscious despite it.
--Thaumaturgy Ritual: Deflection of the Wooden Doom (Mind): If he takes ten minutes right after he wakes up, Maugris can protect himself from his vulnerability to stakes for a night - the first time a stake is successfully driven into his heart after he performs the ritual, it disintegrates harmlessly. A splinter of wood held under his tongue powers the ritual - if it's removed, the ritual lapses whether or not he's been staked. The effect ends at sunrise.
--Thaumaturgy Ritual: Pavise of Foul Presence (Mind): If he takes twenty minutes after he wakes up, Maugris can imbue a blue cord with the power to protect him from one supernatural social ability directed at him. Essentially, direct mind control gets through, but attempts to alter his mood or disposition targeted solely at him will rebound upon their user - but only once, before the cord disintegrates. This also lapses at sunrise, and the cord must be worn visibly around his neck for the ritual to be effective. Usually Maugris will take half an hour out of his evening to do both.
Lucky (Mind): Maugris is in general just a little bit luckier than most people (think of it this way - where most people would find a quarter someone dropped on the sidewalk, Maugris would probably find a ten-dollar bill). This is not ridiculously effective, but it's a nice perk of being him.
Canon Weapons|Items:
Cold Iron Rapier (Strike) - For most purposes, it's a perfectly ordinary sword, though Maugris is pretty good with it and also very strong. It is, however, made of cold-forged iron, so it may deal extra damage to fae creatures (this probably works based off of whether fae are vulnerable to cold iron in their own canon).
Canon Allies:
Nothing here!
Canon Baggage:
A motorcycle, a touring type rather than a sport bike (so big sucker with a big gas tank and comfortable to sit on for a long time, meant for distance rather than fancy tricks). Blue paintjob, with the name "Bayard" painted on one side.