pythianwoman: (Default)






*Yes, some of this is going to involve something more like second OR MORE impressions. Have to get past a couple layers first. Clothes. The layers are clothes.
pythianwoman: (Default)




There’s a sturdy two (or three) story building in good shape out of the way on Basin Overlook. There’s canned goods in the cupboards, no broken windows, and plenty of blankets and clothes. The tech is… dated, which is interesting, and she files that away for future pondering. There’s a backpack, too, which she grabs before heading out to continue exploring. She’ll be gathering supplies as she goes. Canned goods, warm clothes and socks (especially socks), hats and scarves and gloves, pens and pencils, notebooks. There are other things, too. Diaries and journals, written by whoever had been here before. She gathers those, too. Maybe there's something in them that will TELL her something. Give her clues as to what happened. What's going on.

There's a surprisingly well-stocked wine cellar, a decent amount of a very detailed map of Milton and the surrounding areas on one of the walls, and a conspiracy wall as well with all the information currently gathered, and new information being added as she gets it. There's also a separate wall of formulas that she copied from Five before he left.


[This is just the absolute bare bones details I've laid out in tags and things. More in-depth detail will be coming later.]
pythianwoman: (Default)
PLAYER INFO


Player Name: Bri
• Player Contact: PM, [plurk.com profile] 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:

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.
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.)
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.
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.)
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: Here



REVISIONS

My 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.)
pythianwoman: (snarky)






Красная комната

seer
noun \ˈsir, ˈsē-ər\

Definition
1 : one that sees
2 a: one that predicts events or developments
b: a person credited with extraordinary moral and spiritual insight
3 : one that practices divination especially by concentrating on a glass or crystal globe

See also: augur, diviner, oracle, prophetess, pythia, sibyl, soothsayer


HISTORY


Zoey was born with the gift of sight, although it didn't manifest fully until her seventh birthday. She was too young to know better, too young to know to keep her visions to herself. She didn't know what it was, not fully. So she told. And it took no time at all for it to spread like wildfire through her school. Turning her into a pariah.

When her parents heard of what had happened, they weren't afraid of her, or hateful. They believed her. Helped her, as best they could. Doing research and trying to help their daughter deal with the powers she had been given. Fortunately a job opportunity took the Westen family far away. Giving Zoey a chance to start over.

But her powers caught the attention of the Red Room. They wanted her. A widow who could foretell what was coming would be quite the prize. So they hunted her. And they took her, ripped her from her family. It took them time, though, because of her gift. But they murdered her mother, before they finally succeeded and stole her away.

She underwent the training, day after day. Week after week. Hand-to-hand combat training, acrobatics, weapons training, tactical skills, ballet. Stubborn and wilful, she took everything that they taught her, she took TO everything that they taught her, learning with a speed and skill aided by her gift. But unknown to those in charge, thanks to her gift of sight, she's immune to the brainwashing. The mind control. She hides that carefully, keeping it close to her chest. Letting no one know.

Until she has no choice. She's [INSERT AGE HERE], and chosen to spar against another girl. Liana. She knows what will happen. One of them will be dead at the others hand at the end of it. So she chooses third option. She rebels, fighting her way free.

And she runs.

The skills the Red Room taught her come in useful, letting her all but undetected. Letting her become someone else, falsifying identities as she flees her captors. Reinventing herself. As they hunt her, determined to find her. Determined to bring her back. Or kill her.

pythianwoman: (Default)







seer
noun \ˈsir, ˈsē-ər\

Definition
1 : one that sees
2 a: one that predicts events or developments
b: a person credited with extraordinary moral and spiritual insight
3 : one that practices divination especially by concentrating on a glass or crystal globe

See also: augur, diviner, oracle, prophetess, pythia, sibyl, soothsayer

In the Sandman universe seers are a bit like dream vortexes. Not as dangerous, and not as powerful, at least in some aspects. But they are just as rare. And coveted by those who wish to use their power for their own ends.
pythianwoman: (Default)
So... the long and short of it is (actually just the short, really) that Zoey is a seer. The whole nine yards; past, present, future. And thanks to her gallivanting about the multi!verse her powers have grown and expanded. In some ways she’s not even fully aware of due to them reading just like a part of her regular powers. HER POWERS (strap in it's a long one): ) Now that you've gotten past the positively LES MIS length powers crap, here's the questions:

What can she pick up/sense/know about your character?

Can she pick up on your characters names before they're introduced?

Can she, say, have an idea of what they're going to say before they say it?

Can she know if they're dangerous?

Can she pick up on/see/experience something from their past?

Can she read your character’s thoughts?

Can she read your character’s emotions?

Is there something you’d rather she not pick up on?

Are things mentioned in narration fair game?

PLEASE TELL ME WHAT SHE CAN KNOW-SLASH-PICK UP ON!

And lastly, not really a question that needs to be filled out at the moment, but if you feel up for doing a whole full-blown vision type thing talk to me and we can plan it out or something!

pythianwoman: (pensive)
INBOX text / audio / video / action code credit
pythianwoman: (fuck)








Zoey was born to two Grisha. Her mother, Cassandra, who was [INSERT GRISHA POWER HERE], and her father, Thomas who was [INSERT GRISHA POWER HERE]. When she was pregnant with her daughter, Cassandra was forced onto Parem (for reasons I have yet to determine). She survived the dose, but the drug had a lasting, changing effect on her unborn child, although she didn’t realise it yet.

Before parem, Zoey would have been born a heartrender. But after parem... she was born different. Her heartrender abilities changed. Instead of being able to manipulate the body on a molecular level, she had the ability to see things. Visions of the past, present, and future.
pythianwoman: (silhouette)







Zoey Westen was one of the 43 children born rather abruptly on October 1st, 1989, to Thomas and Cassandra Westen. She might not have been planned, or even accidental, and might have been a complete fucking surprise... but they still loved her very, very much. And maybe that’s why she was able to talk to them, when her gift first manifested. Rather than think she was lying, or dreaming... they believed her. Helped her, as best they could. Doing research and trying to help their daughter deal with the powers she had been given.

Dreams and portents, etc. Past, present, future. Whether or not it’s appropriate or even accurate, she tends to use the term ‘foresight’ as a catch-all term for her gift. It usually manifests itself in flickers of images, or dreams, or a prickling at the back of her neck, on her skin. The prickling/crawling of her skin is the primary way her abilities warn her of danger. The stronger the sensation, the more immediate and bad the danger is.

Sometimes she gets an idea about something and it occurs, or words pop into her head and someone around her utters them mere moments later. She can’t count the number of times she’s learned someone’s name before being told. Sometimes she just KNOWS. Someone will spill a drink, or trip on some stairs, and the like.

Her dreams are sometimes cryptic, fragmented, and occasionally hard to remember upon awakening beyond the vague feeling that SOMEthing is going to happen, and whether it’s good or bad (the details would reveal themselves in time; usually in déjà vu or the like). But not always. Every dream is different. So one might be cryptic but hard to remember, and the next fragmented but straightforward. There is nothing predictable about them.

And her visions of the past are always straightforward. Re-living bits of someone’s life, experiencing it for herself.

Sometimes she even wakes from her dreams with the taste of something lingering on her tongue (the taste of tar, the taste of blood, for examples). The worse the vision/the more important the vision the more intense it is. At their worst she is screaming and writhing in agony, crying tears of blood. Lesser degrees involve feeling and suffering the pains of injuries, spitting up mouthfuls of blood. She has taken to keeping a detailed journal of all her visions. It has expanded over time to fill several journals.

There is an element of telepathy and empathy to her gift. Particularly the empathy.

When she was fifteen, Zoey had a vision. [INSERT VISION SUMMARY HERE.] And desperately, she ran off to try and prevent it from happening. She did... but at a cost. She nearly died as a result. And in the chaos, before the ambulance could arrive and take her somewhere safe... The Order of Morta swooped in and stole her. Used her near death experience to fake her death and take her into their custody.

To use her. Study her. Experiment on her. Leaving marks on her both physical and mental. Emotional. But she raised as much hell as she was able, defiant and stubborn. No matter the price she paid. (They needed her alive, after all. They needed her.)

She was the first of the Order of Morta's captives.

A year or two after she had been taken... she met Dahlia. Who had been stolen much as she had been, from the scene of a car accident that had nearly killed her. The two girls became friends. BEST friends. And together they begin to plot to escape. Carefully, oh so carefully, because they only had one chance to pull it off. Months and months they plan, until Zoey is able to steal a keycard off of one of the staff.

And they flee, splitting up in an attempt to make it more difficult for the Order of Morta to re-capture them.

All of the tests and experiments and creepy science shit had an unexpected side effect on Zoey. The pushing so hard and the training forced her powers to grow. Become more than they are. She left the facility more than just a seer. She gained the ability to manipulate dreams and to create, shape and manipulate illusions.

Another thing the experiments left her with, although she doesn’t KNOW it yet, is psychic energy manipulation.

Profile

pythianwoman: (Default)
Zoey Westen

Most Popular Tags

Expand Cut Tags

No cut tags