Permissions Post
Apr. 13th, 2023 03:13 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
PLAYER
NAME: Vox
CONTACT: prince_of_knives#2373 on Discord
ACTIVE TIMES/PACE: EST but I'm usually at work from 4PM to 1 AM
BRACKETS/PROSE: Prose
OFFENSIVE SUBJECTS & TRIGGERS: Mocking male abuse victims
CONTACT: prince_of_knives#2373 on Discord
ACTIVE TIMES/PACE: EST but I'm usually at work from 4PM to 1 AM
BRACKETS/PROSE: Prose
OFFENSIVE SUBJECTS & TRIGGERS: Mocking male abuse victims
IN CHARACTER
PHYSICAL AFFECTION: Good luck. Grace is wary of most human contact, which isn't to say hugs and the like are out of the question if she can get comfortable.
PHYSICAL VIOLENCE: Welcomed, likely, and possibly even unavoidable.
RELATIONSHIPS: See above in the physical affection entry; that said, not opposed to it.
PSYCHIC & PSIONIC INFORMATION: Grace has no particular psychic ability of her own. However, she has been (touched? Chosen? Blessed? Remade?) by Hastur, and intrusions on her mind may encounter the influence of the King in Yellow - potentially to include toxic residue thereof.
MAGICAL INFORMATION: Grace has received several blessings from the King in Yellow, relating to her death and resurrection, and the false divinity she never wanted.
- Grace hovers a few inches off the ground when holding her harpoon, which may prevent her from triggering pressure switches. While disarmed (see below), she instead swims through both air and water at an extraordinary speed, much faster than humans run.
- Her harpoon can't be parted from her for long. If it leaves her hand, or gets more than 42 meters from Grace, it returns. When Grace throws it (up to 32 meters), or it returns to her, it leaves a trail of puddles; see below. The harpoon can be used to fight while in her hand, but notably Grace cannot harm a living being by throwing her harpoon; instead it sticks in objects such as walls, furniture, the earth, solid metal, etc, regardless of the object's composition.
- Grace leaves trails of thick, oddly coherent puddles everywhere she goes. Those who touch them start drowning in the open air, as if their lungs are filling with the freezing water of the crushing deeps. While this sense of drowning cannot kill in and of itself, it chills and slows its victims, and when built up enough calls creatures from Hastur's realm to emerge from the puddles and maul the victim's body. Once such an attack has happened, the victim repels the magical drowning for several seconds. Ceasing to touch the puddle rapidly repels the drowning effect.
- Shapes of puddles connected by Grace form an Abyss that causes the above effect for anyone inside the shape or touching the puddles, but much faster. Victims of an Abyss continue to feel as if they're drowning for several seconds after leaving it before it starts to fade away, as above.
- While disarmed, Grace can surge towards victims in a wave of chilling, deep water. Those struck by this rush take no physical damage but are pushed out of her wake and subjected to the drowning effect described above.
MEDICAL INFORMATION: Grace's physiology was clearly human at some point, but her skin has turned blue, her eyes have become entirely black, and her hands and feet are both webbed. There are thick scars on her feet and legs, signs that they were, respectively, slashed and shattered at some point in the past. The scars on her neck might be mistaken for gills, but any close or halfway competent assessment (warrior, doctor, assassin, fish enthusiast, w/e) will show they aren't; they're scars from some brutal surgery in her distant past, removing...something...that was once part of the flesh of her neck.
OFFENSIVE SUBJECTS & TRIGGERS: Religious sacrifices (esp. livestock or human sacrifice); deification (either forced on someone or claimed by that person); harvest prayers, rites, or festivals; from-the-headlines novels
PHYSICAL VIOLENCE: Welcomed, likely, and possibly even unavoidable.
RELATIONSHIPS: See above in the physical affection entry; that said, not opposed to it.
PSYCHIC & PSIONIC INFORMATION: Grace has no particular psychic ability of her own. However, she has been (touched? Chosen? Blessed? Remade?) by Hastur, and intrusions on her mind may encounter the influence of the King in Yellow - potentially to include toxic residue thereof.
MAGICAL INFORMATION: Grace has received several blessings from the King in Yellow, relating to her death and resurrection, and the false divinity she never wanted.
- Grace hovers a few inches off the ground when holding her harpoon, which may prevent her from triggering pressure switches. While disarmed (see below), she instead swims through both air and water at an extraordinary speed, much faster than humans run.
- Her harpoon can't be parted from her for long. If it leaves her hand, or gets more than 42 meters from Grace, it returns. When Grace throws it (up to 32 meters), or it returns to her, it leaves a trail of puddles; see below. The harpoon can be used to fight while in her hand, but notably Grace cannot harm a living being by throwing her harpoon; instead it sticks in objects such as walls, furniture, the earth, solid metal, etc, regardless of the object's composition.
- Grace leaves trails of thick, oddly coherent puddles everywhere she goes. Those who touch them start drowning in the open air, as if their lungs are filling with the freezing water of the crushing deeps. While this sense of drowning cannot kill in and of itself, it chills and slows its victims, and when built up enough calls creatures from Hastur's realm to emerge from the puddles and maul the victim's body. Once such an attack has happened, the victim repels the magical drowning for several seconds. Ceasing to touch the puddle rapidly repels the drowning effect.
- Shapes of puddles connected by Grace form an Abyss that causes the above effect for anyone inside the shape or touching the puddles, but much faster. Victims of an Abyss continue to feel as if they're drowning for several seconds after leaving it before it starts to fade away, as above.
- While disarmed, Grace can surge towards victims in a wave of chilling, deep water. Those struck by this rush take no physical damage but are pushed out of her wake and subjected to the drowning effect described above.
MEDICAL INFORMATION: Grace's physiology was clearly human at some point, but her skin has turned blue, her eyes have become entirely black, and her hands and feet are both webbed. There are thick scars on her feet and legs, signs that they were, respectively, slashed and shattered at some point in the past. The scars on her neck might be mistaken for gills, but any close or halfway competent assessment (warrior, doctor, assassin, fish enthusiast, w/e) will show they aren't; they're scars from some brutal surgery in her distant past, removing...something...that was once part of the flesh of her neck.
OFFENSIVE SUBJECTS & TRIGGERS: Religious sacrifices (esp. livestock or human sacrifice); deification (either forced on someone or claimed by that person); harvest prayers, rites, or festivals; from-the-headlines novels
OUT OF CHARACTER
BACKTAGGING: Yep
THREADHOPPING: Please ask but I'm decently eager
FOURTHWALLING: Please don't
NOT INTERESTED IN: Eh
THREADHOPPING: Please ask but I'm decently eager
FOURTHWALLING: Please don't
NOT INTERESTED IN: Eh
FIRST IMPRESSIONS
VISUAL: Watery, dubiously alive, youthful. Grace's hair still has some of its original green color, especially in bright light. She is never parted from her rusty harpoon, and leaves water wherever she goes.
AURAL: Grace doesn't speak aloud, but sometimes hums or makes curious sounds, both in a bright and clear voice. When she moves, water can be heard sloshing down onto the ground even if the terrain shouldn't make such noise; for that matter her thick and oddly-coherent puddles simply rise from the ground rather than actually dripping.
OLFACTORY: Grace smells of the lakeshore, with faint undertones of rust, blood, and rotting vegetation.
DEMEANOUR: Confident, regal, distant, playful; if forced into a social setting where she can't or won't use violence, Grace might instead be wary, skittish, tense, and angry.
AURAL: Grace doesn't speak aloud, but sometimes hums or makes curious sounds, both in a bright and clear voice. When she moves, water can be heard sloshing down onto the ground even if the terrain shouldn't make such noise; for that matter her thick and oddly-coherent puddles simply rise from the ground rather than actually dripping.
OLFACTORY: Grace smells of the lakeshore, with faint undertones of rust, blood, and rotting vegetation.
DEMEANOUR: Confident, regal, distant, playful; if forced into a social setting where she can't or won't use violence, Grace might instead be wary, skittish, tense, and angry.
☆ code by kimmiserate ☆