PLAYER INFO
Player Name: Bri
• Player Contact: PM,
ThriceWiddershins and I appreciate a good pigeon message XD
• Player Age: Very much 18+
• Permissions: Here.
CHARACTER INFO
• Character Name: Zoey Westen
• Character Age: 24 + a bunch of CRAU years (mentally, at least)
• Character Canon: original + CRAU from Fluxscape
• Canon Point: from just after getting off her shift at the bar
• Character History: Zoey Irulan Westen grew up in England with two parents that indulged her early interest in history and literature. They often took trips to various historical sites, as Cassandra Westen’s job was quite well-paying. It was when she was almost seven that Zoey’s gift of ‘sight fully manifested itself. Even before that age she was a keenly aware little girl, who sometimes knew things before they were going to happen. But it wasn't a constant, not the way it was once it fully manifested. At first she didn’t think anything of it; sure, she’d know the words someone was going to speak before they said them, or know without a doubt that someone was going to drop something or trip moments before it occurred; even a person's name before they were introduced. She had had it happen before. It was no big deal. But it wasn’t until her first vision that she started figuring things out. That young, she didn’t know to keep it to herself. She told. It didn’t go well; the information spread through the school like wildfire, and by the end of the week her schoolmates thought she was weird and a little crazy. She learned her lesson well, and from that point on guarded her gift closely.
When she was ten, Zoey’s mother died. And she had a vision of it; it was the first time a vision had ever affected her personally, and it broke her heart. Afterwards, her father took a job that involved them having to move regularly. Tom Westen didn’t need to work, as his wife had left her family very well off, but he wanted to do more than just live off his deceased wife’s money. It took them everywhere from France to Australia. Zoey went to a lot of different schools, and rapidly grew accustomed to it; she kept to herself a lot of the time. There were maybe two or three people that she became close enough to that she actually kept in touch.
Shortly after her father found a job that let him return to England and put down roots in London again, Zoey left for college and majored in ancient/medieval history (Europe) and mythology and folklore, minoring in archaeology. She had found herself with a great interest in the subject, ever since she was a child; especially the myths involving seers.
That focus/interest was, of course, due to the fact that she was intimately familiar with prophecy and foresight. And as she was the only seer she knew her only source of knowledge was books.
She hasn’t tried anything else like throwing runes, or reading tea leaves or anything, but there are books in her suitcase on the subject. She’s wary to mess with things she doesn’t understand. She can’t exactly help the seer business.
Her father vanished while she was on her graduation present, a trip abroad. Even across the ocean... she managed to SEE it. Zoey woke up from a horrific dream, screaming and crying tears of blood. All she could remember was danger and darkness. When she returned home... he was gone, no sign of where he had gone to, if he had been taken, if something had happened to make him leave. So she gathered anything that might be a clue, or hint, packed up the rest of her stuff, and took off trying to find him. Something started pulling at her, drawing her to it... and that's where her multiversal journey began.
• Character Personality: Provide information about their personality, both negative and positive aspects — with three of each. Give examples of how they've behaved this way. You do not need to provide an essay, but please submit enough to give a feel for the character.
— Clever: Zoey is incredibly clever and cunning. She can think on the fly and get herself out of trouble. When she's not putting herself there on purpose to protect someone. She has a smart mouth and puts that to use in her favour as much as she puts it to use in ways that land her in hot water.
— Loyalty: She's not inherently the most trusting (she's guarded and wary and she's had to be because of her gift) but once someone has EARNED it? She'll go to the ends of the earth for them, for her people. She will risk her life to protect them. Sometimes from themselves.
— Adaptable: Whatever her situation, she adapts on the fly. She has been through the ringer. Her seer gift manifested when she was a child (6-7 years old), and she's been bearing the weight of that gift ever since. And she's been through the multiverse. (She's the multiverse's plaything, as she sometimes, in varying degrees of disparagement, calls herself.) She's basically a chameleon. She's had to be, given how different the worlds she's found herself in have been. Anywhere from a carnival that is possibly some form of genius loci to a city themed on the seven deadly sins, to a world where she was brought nominally to participate in a mythical version of the Bachelor. To a world that changed and fluxed between any and all possible variations.
— Reckless: Zoey has a tendency to fling herself headlong into the path of danger to protect those she cares about. And those she doesn't. It stems from the fact that she's a seer, and if she has the forewarning she needs to DO something with it. Even without the forewarning she's still a keenly aware young woman, and will be doing the same despite losing her powers. (This also includes mouthing off to things that hit way above her weightclass.)
— Stubborn: She is stubborn. Deeply, determinedly stubborn. Dig in her heels and refuse to move, stubborn. Sometimes that serves her well. A lot of the time that gets her into trouble. Mouth off at the frenzying vampire, refuse to run or get out of his way and keep his attention on her. Yes, it kept her friend (the aforementioned frenzying vampire) from going off and hurting someone else... but it almost got her killed, too, and she ended up having to put him into torpor to protect herself.
— Wary: Zoey is incredibly guarded by nature; she's had to be, being the only seer in a world that doesn't believe in such things. It's hard for her to trust, and harder still for her to trust people with the more vulnerable parts of herself. Because telling people that she's a seer makes her sound certifiable.
• Character Skills: Does your character have any particular skills that might help them in game? Maybe they have knowledge of firearms, carpentry, fishing, maybe foraging or how to make clothes. List them here in bullet-point form:
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Expert fighter: Zoey is highly skilled with most bladed weapons, as well as staves and crossbow and bow and arrow. On top of that she's also nimble and flexible; having been doing gymnastics and aerial silks since she was but a tiny child.
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Survival skills: She's decently knowledgeable in things like foraging (and knowing what's edible), fire building, reinforcing building. She's built a still before, too, after watching too many reruns of MASH while tipsy. And it's not the only way she knows how to make booze. (It's not precisely survival, but it'll be useful all the same.)
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First aid/medical know how: she knows the basics of first aid, as well as more... older/natural methods of wound care and pain management, that sort of thing. She's a historical font of knowledge.
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Stealth: She's highly skilled at moving silently and going unseen. (Also lockpicking, which isn't stealth exactly, but is
roguish stealth-adjacent, in a way.)
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Sewing: She's learned over the years how to make her own clothes, how to patch up clothes that she already has. Piece together parts of different pieces of clothing.
• Character Inventory: Characters may bring THREE items with them. These can be items a character owns, but might not happen to have on their person when they are brought to this world. They may bring tools they may already own to help them survive, or cherished personal items. The clothes they're wearing do not count as a slot, but if they have really good winter coat at home, that would count as a slot.
— ITEM ONE: her dad's warm and cozy fisherman sweater
— ITEM TWO: pair of matched short swords
— ITEM THREE: throwing knives
• Important Notes: Nothing at the moment I don't think?
• Writing Samples: Players must provide TWO prose writing samples. These both must be log threads. Due to the fact there is no network in this game, 'network' or 'texting'-style threads will not be accepted.
— SAMPLE ONE: Here— SAMPLE TWO: HereREVISIONSMy apologies, Fluxscape is just the most recent world (game) she's been to. Part of her adaptability has come from having visited more than one. She's had to figure out the whys and hows and ins and outs of multiple. But since Flux was the most recent, and the game I was taking her from, I simply mentioned that one by name, and kept most of the rest to descriptions in the adaptable blurb. ('She's basically a chameleon. She's had to be, given how different the worlds she's found herself in have been. Anywhere from a carnival that is possibly some form of genius loci to a city themed on the seven deadly sins, to a world where she was brought nominally to participate in a mythical version of the Bachelor. To a world that changed and fluxed between any and all possible variations.')
The story with the vampire that I used as an example of how she's stubborn, also serves as an example of her being loyal, and reckless. She'd become dear friends with a World of Darkness vampire, and an event caused him to frenzy. She knew how he would feel, coming back to himself to discover he'd hurt or killed innocents, so instead when she encountered him, early on in his frenzy, she made a point to draw his attention, to frustrate and piss off his frenzied self so he'd attack HER, rather than set off and hurt someone else. Knowing full well the harm that could come to her, she still did it. Because she knew what her gift did, the advantage it gave her. And because she knew him. Knew what he could do. And would rather take the risk than let him destroy himself upon realizing he'd hurt or killed someone else. Someone innocent. Possibly multiple someones. She stood the best chance of walking away from an encounter with him.
In a previous world, she met Alan Wake and became friends with him. Later, in Fluxscape, they reunited. And along with Alan, she met his wife, Alice, and Mr Scratch, his avatar of Darkness (and extremely murder-and-stab-happy) doppelganger. It was friendship and loyalty to Alan that led to her keeping an eye on Scratch. Not helped by the fact that she intrigued and pissed Scratch off in turn. She had a read on him and he thought that SUCKED. There was an event, wherein characters lost their powers, and had to deal with some memory sharing shenanigans. Which meant Zoey lost her gift of sight. And Scratch lost all his avatar of Darkness powers. And he was pissed off at being brought down to human. He HATED it. So he got supremely drunk and decided to hunt her. Chase her. Being the sort of woman that she is, Zoey refused to let him scare her. So she managed to wordlessly mouth off at him with a smirk and a challenging little lift of her chin and led him on a merry chase. Until she ended up in a dead-end alley with nowhere to go. But even without her powers she's clever, and realized that he'd lost something MORE besides just his powers.
Which pissed him off more and he managed to get in a stabbing, but also ended up knocking the both of them off balance in his attempt to threaten her more just after due to the aforementioned drunkenness. Which was where they ended up dealing with the memory sharing portion of the event. She saw his creation, being made from shadow and darkness in Alan's image, and he saw the attack in a previous game that nearly killed her, but ended with her protecting her attacker from the same Reflections that had harmed her so badly. It changed the tenor of the confrontation, and in the end Zoey helped his wasted ass back to the place he was living. Even leaving hangover cures on the front porch, later, because Scratch had never been human, had never been DRUNK, so his first hangover was going to be INCREDIBLY AWFUL considering the amount he'd probably had to drink. (And it wasn't the first time she'd given aid to someone who'd meant her harm, and it probably won't be the last.)