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Mar. 20th, 2021 07:07 amPLAYER INFORMATION
PLAYER NAME: Nick
OVER 18?: yes
PREFERRED CONTACT(S):
nicknacked
OTHER CHARACTERS: n/a
CHARACTER INFORMATION
CHARACTER NAME: Fenris
CANON: Dragon Age
TIMELINE: Post 3rd issue, after returning from Meadowlark
AGE: late 30s-early 40s
REFERENCE: wiki link/history
PERSONALITY:
ABILITIES:
Lyrium markings: Because his markings are infused with a magical substance they grant him the ability to make his form (either his entire form or a selected limb) incorporeal. Most notably he utilizes this skill by phasing a hand through an enemy's chest and crushing their hearts. He can also use the markings by dampening attacks to lessen damage to himself, making him more resilient in battle when activated.
Enhanced sight: As an elf Fenris has eyes that are described to glint in the dark like a cat's and give him superior eyesight in the darkness.
Two handed/Warrior: Fenris is a skilled melee fighter who specializes in two handed weapons such as broadswords and warhammers. He's aggressive in his technique which is to typically do as much damage to as many opponents as possible, fully going on the offensive. He's also capable of both fighting on his own and leading others into battle.
Tevinter fugitive specialization: Fenris fades into a wraithlike state and becomes difficult to track on the battlefield, protecting him more effectively. He can also release a wave of energy to attack immediate surrounding enemies.
Language: Fenris has shown himself to be proficient picking up languages. In addition to knowing the common tongue, he also speaks tevene, qunlat, and some of the elvhen language.
Meadowlark abilities: While in Meadowlark he (along with the other PCs) gained a "shard" of a god inside of them which grants them special abilities. Every use of these abilities will cause his chest to glow blue, save for the gold power which makes his eyes glow gold.
Empathy bond: The ability to share emotions with skin to skin contact as well as memories that he or the other party is thinking about at the time of contact. It acts as a trade, both parties will experience one another's emotions/memories. This also extends to occasionally sharing dreams with one another. (with player permission of course)
Authority Manipulation/Blue power: Fenris will have the ability to, upon making and holding eye contact for three seconds, give the illusion that he has significant enough authority to force a command. The target will feel compelled to obey if he tells them to back off, leave him be, or respect his space. This is purely a defensive ability, meaning it's only activated when he feels as if his agency is being threatened or if he feels particularly steamrolled. The effect will only last from the moment it's activated to a couple of seconds after the target has stood down. This isn't a mind control ability in the sense that he can make someone do whatever he wants. Obviously this is not done without player permission! (He still isn't aware that he has this ability as of arriving from ML)
Gold power/Manifest claws: The ability to form wolf life claws from his hands, capable of tearing deep into skin. This is only activated when he faces physical or emotional conflict.
Chest object/power swap: Fenris has an object (in his case, chains) that he (or someone else) can pull out of his chest. When in possession of another's chest object it enables you the use of their powers, and vice verse.
PERSONAL EFFECTS: His Blade of Mercy (two handed sword), his usual armor, a brain implant from his time in Meadowlark that gives him a neural interface, and a mabari hound named Autumn, whose breed is intelligent enough to interact with people and has a talent for tracking.
PRIZED POSSESSION: A glowstick necklace that he won playing skee-ball with Wade Wilson in his time at Meadowlark. It was probably the first time he had any sort of fun in a while and (not that he'd admit it) made a friend.
CRAU PREMISE:
Fenris is transplanted from
meadowlark; a cyber punk world set mainly in New Amsterdam. The idea is that upon arrival everyone has a shard from the "blue god" inside of them, and due to certain events in the game ended up with a shard of the "gold god" as well, which is what grants them their abilities.
The timing was...not ideal, seeing as how the world in general was a hot mess from previously being trapped in a simulation with alternative lives where many were forced to do some unsavory things to survive. Needless to say, when Fenris arrived demanding answers people were too busy dealing with their own messes to be of much help. New arrivals are sedated and ushered into a "safe house" where they are made to stay for a few days until the implants given to them are registered. Any attempts to escape are usually not successful given that the "compulsion drug" prevents them from disobeying direct orders.
This immediately pissed Fenris off. As a former slave being drugged and told that he had no choice but to stay in a single area with a bunch of strangers was the absolute worst case scenario for his start in New Amsterdam. Luckily, he met Shinobu and Kisame, two of whom he had an immediate rapport with as they were all feeling very similarly about their situation. Kisame and Shinobu's calm demeanors were a good balance to Fenris' overly aggressive and angry approach to...everything. Especially Shinobu, who managed to get him to calm himself and direct his anger at their situation to ensuring that future arrivals don't have to go through what they went through, thus began his help with the current state of the safehouse and arrival process. It gave Fenris something to focus on, and having bonded with Kisame over their penchant for cutting things with giant swords, he hadn't felt so alone. As much of a brooding, grumpy, bastard as Fenris can be he is actually incredibly lonely, and while he'll never admit it he feels a sense of comfort when he has companionship.
Speaking of, another person of note that Fenris encountered when he first arrived is Wade Wilson, seeing as how the other immediately recognized him when he saw him. After an awkward first(?) encounter Fenris learned that he had actually been in New Amsterdam a year prior, except he had no recollection of this. This troubled Fenris as he has experience with memory loss. This led to Fenris purposefully sticking by Wade in the hopes that the two of them spending time together would trigger a memory of his last time here, as is sometimes the case with his original lost memories. At the same time, he found himself having fun with Wade, as the other's childish sense of humor and general ridiculousness reminded him of the kinds of people he used to hang around during his years in Kirkwall.
But make no mistake, he absolutely hated the state of New Amsterdam. Not to mention hearing all sorts of talk about gods, which he did not at all believe to be gods but powerful beings that took on the title because of their own hubris. With his hatred for magic and how it has already poisoned his life it was sickening to him that others would speak of these "shards of gods" inside them as if it were normal. Or worse, as if it should change him and what he is. His ultimate goal would be to find a way to get this essence out of him, as he believed these beings would use it to take control of them one way or another.
With some roots being put down and several goals in mind, Fenris ends up back in Thedas again, fresh off of a betrayal from his colleague and a whole group of new folks to travel with after he swore off of partnerships. And while he swears he only agreed to travel with them for the dog — which may be at least half true — this was much more the speed he was used to.
SAMPLE
SAMPLE: TDM thread
PLAYER NAME: Nick
OVER 18?: yes
PREFERRED CONTACT(S):
OTHER CHARACTERS: n/a
CHARACTER INFORMATION
CHARACTER NAME: Fenris
CANON: Dragon Age
TIMELINE: Post 3rd issue, after returning from Meadowlark
AGE: late 30s-early 40s
REFERENCE: wiki link/history
PERSONALITY:
- Before unpacking his baggage it's important to remember that Fenris isn't as dour and depressing as his companions say he is. At least not constantly. He frequently jokes with Isabela and Varric, the latter once expressing surprise in the beginning of their relationship that he would even tell a joke, while he and Isabela make a game of whether or not she can guess the color of his undergarments. He can laugh at a crude joke or make a cuttingly sarcastic snide comment — he's not without a little bit of fun. Through banter during his Kirkwall years you find he frequents the Hanged Man tavern to play cards with Varric, and even invites Aveline's husband to play diamondback in his abandoned mansion.
As a slave, Fenris was subjected to experimentation by Danarius, who etched lyrium into his skin and created the markings covering his body. This process was unimaginably traumatizing because Lyrium is a highly volatile substance that causes both psychological and physical harm when in direct contact. The process of infusing lyrium into Fenris’ skin was actual torture, so painful that it resulted in the loss of his memories. Years later, Fenris lives in constant pain due to his markings, which are sensitive to touch. Lyrium is also an incredibly valuable substance, which is why Danarius finds Fenris so valuable as to go to the ends of Thedas to find him. He has been beaten down his entire life and carries proof of his abuse like a literal burden in the form of his markings. It's impossible to forget the pain he's endured throughout his life because the lyrium infused into his skin is a visual and tactile reminder. He is constantly dwelling and obsessing over his wounds and trauma-induced beliefs.
Having been used by Danarius to intimidate his guests, Fenris is accustomed to scaring everyone off and takes advantage of this learned skill to keep people at a distance. This makes him an aggressive individual. His outward appearance matches his prickly nature: pointy, spikey, and generally off-putting. He is also very guarded. Due to the constant pain of his markings, he's hesitant to engage in physical contact with others and often snaps at even a pat on the back. When in conversation with his companions, who ask him a lot of questions about his past, he has a tendency to either deflect with a wry comment or respond so aggressively and bluntly that the subject matter is dropped. He isn't exactly secretive of his past, openly admitting to some of the atrocities he's witnessed, but when it comes to his own emotions and vulnerability he clams up and gets defensive.
While a wary person in general, his hatred of magic and those who abuse it can make him stubbornly mistrustful. Although he acknowledges that not every mage will fall to the temptation of demons, it is a constant risk in his mind, and as he puts it, "How many temptations are you willing to offer a man before he gives in?" His hatred was born from magic playing a part in nearly every aspect of his brutal upbringing, especially considering he lived in Tevinter, a place where mages walked freely and unchecked. Despite his history, Fenris has a shockingly level head when it comes to his biases, even though he's very set in some of his beliefs to the point of it being a detriment to his mental health. He acknowledges when a mage is strong and even says he has no doubt there are some good magisters in Tevinter. When he's in the wrong, even if his initial reaction was hostile, he will not hesitate to apologize.
A person can change a lot in ten years, but the funny thing about Fenris' development and growth as a person is that it faces constant setbacks. And that's not even getting into losing his memories and being rewritten as a person, or having to figure out who he is as an individual. In Kirkwall, he learned to trust a group of strangers and to work with mages; however, any scars those experiences might have healed are made fresh again by the end of his time there. Anders blew up the chantry in an act of terrorism, which started the mage rebellions; the group then split, which, having had no barometer for what healthy relationships are, Fenris took personally and states in Blue Wraith that he felt "used and abandoned".
But that isn't to say Fenris faced no development. In his Kirkwall days, he looked over his shoulder at every turn, stood hunched over, and didn't know where he was in life or where he was going. By Blue Wraith, he stands tall and confidently, has made a name for himself, and knows exactly what he's doing in life.
ABILITIES:
Lyrium markings: Because his markings are infused with a magical substance they grant him the ability to make his form (either his entire form or a selected limb) incorporeal. Most notably he utilizes this skill by phasing a hand through an enemy's chest and crushing their hearts. He can also use the markings by dampening attacks to lessen damage to himself, making him more resilient in battle when activated.
Enhanced sight: As an elf Fenris has eyes that are described to glint in the dark like a cat's and give him superior eyesight in the darkness.
Two handed/Warrior: Fenris is a skilled melee fighter who specializes in two handed weapons such as broadswords and warhammers. He's aggressive in his technique which is to typically do as much damage to as many opponents as possible, fully going on the offensive. He's also capable of both fighting on his own and leading others into battle.
Tevinter fugitive specialization: Fenris fades into a wraithlike state and becomes difficult to track on the battlefield, protecting him more effectively. He can also release a wave of energy to attack immediate surrounding enemies.
Language: Fenris has shown himself to be proficient picking up languages. In addition to knowing the common tongue, he also speaks tevene, qunlat, and some of the elvhen language.
Meadowlark abilities: While in Meadowlark he (along with the other PCs) gained a "shard" of a god inside of them which grants them special abilities. Every use of these abilities will cause his chest to glow blue, save for the gold power which makes his eyes glow gold.
Empathy bond: The ability to share emotions with skin to skin contact as well as memories that he or the other party is thinking about at the time of contact. It acts as a trade, both parties will experience one another's emotions/memories. This also extends to occasionally sharing dreams with one another. (with player permission of course)
Authority Manipulation/Blue power: Fenris will have the ability to, upon making and holding eye contact for three seconds, give the illusion that he has significant enough authority to force a command. The target will feel compelled to obey if he tells them to back off, leave him be, or respect his space. This is purely a defensive ability, meaning it's only activated when he feels as if his agency is being threatened or if he feels particularly steamrolled. The effect will only last from the moment it's activated to a couple of seconds after the target has stood down. This isn't a mind control ability in the sense that he can make someone do whatever he wants. Obviously this is not done without player permission! (He still isn't aware that he has this ability as of arriving from ML)
Gold power/Manifest claws: The ability to form wolf life claws from his hands, capable of tearing deep into skin. This is only activated when he faces physical or emotional conflict.
Chest object/power swap: Fenris has an object (in his case, chains) that he (or someone else) can pull out of his chest. When in possession of another's chest object it enables you the use of their powers, and vice verse.
PERSONAL EFFECTS: His Blade of Mercy (two handed sword), his usual armor, a brain implant from his time in Meadowlark that gives him a neural interface, and a mabari hound named Autumn, whose breed is intelligent enough to interact with people and has a talent for tracking.
PRIZED POSSESSION: A glowstick necklace that he won playing skee-ball with Wade Wilson in his time at Meadowlark. It was probably the first time he had any sort of fun in a while and (not that he'd admit it) made a friend.
CRAU PREMISE:
Fenris is transplanted from
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
The timing was...not ideal, seeing as how the world in general was a hot mess from previously being trapped in a simulation with alternative lives where many were forced to do some unsavory things to survive. Needless to say, when Fenris arrived demanding answers people were too busy dealing with their own messes to be of much help. New arrivals are sedated and ushered into a "safe house" where they are made to stay for a few days until the implants given to them are registered. Any attempts to escape are usually not successful given that the "compulsion drug" prevents them from disobeying direct orders.
This immediately pissed Fenris off. As a former slave being drugged and told that he had no choice but to stay in a single area with a bunch of strangers was the absolute worst case scenario for his start in New Amsterdam. Luckily, he met Shinobu and Kisame, two of whom he had an immediate rapport with as they were all feeling very similarly about their situation. Kisame and Shinobu's calm demeanors were a good balance to Fenris' overly aggressive and angry approach to...everything. Especially Shinobu, who managed to get him to calm himself and direct his anger at their situation to ensuring that future arrivals don't have to go through what they went through, thus began his help with the current state of the safehouse and arrival process. It gave Fenris something to focus on, and having bonded with Kisame over their penchant for cutting things with giant swords, he hadn't felt so alone. As much of a brooding, grumpy, bastard as Fenris can be he is actually incredibly lonely, and while he'll never admit it he feels a sense of comfort when he has companionship.
Speaking of, another person of note that Fenris encountered when he first arrived is Wade Wilson, seeing as how the other immediately recognized him when he saw him. After an awkward first(?) encounter Fenris learned that he had actually been in New Amsterdam a year prior, except he had no recollection of this. This troubled Fenris as he has experience with memory loss. This led to Fenris purposefully sticking by Wade in the hopes that the two of them spending time together would trigger a memory of his last time here, as is sometimes the case with his original lost memories. At the same time, he found himself having fun with Wade, as the other's childish sense of humor and general ridiculousness reminded him of the kinds of people he used to hang around during his years in Kirkwall.
But make no mistake, he absolutely hated the state of New Amsterdam. Not to mention hearing all sorts of talk about gods, which he did not at all believe to be gods but powerful beings that took on the title because of their own hubris. With his hatred for magic and how it has already poisoned his life it was sickening to him that others would speak of these "shards of gods" inside them as if it were normal. Or worse, as if it should change him and what he is. His ultimate goal would be to find a way to get this essence out of him, as he believed these beings would use it to take control of them one way or another.
With some roots being put down and several goals in mind, Fenris ends up back in Thedas again, fresh off of a betrayal from his colleague and a whole group of new folks to travel with after he swore off of partnerships. And while he swears he only agreed to travel with them for the dog — which may be at least half true — this was much more the speed he was used to.
SAMPLE
SAMPLE: TDM thread