Post by dympna on Oct 27, 2010 11:50:18 GMT -5
DYMPNAOLYVEMOLPADIA
You hold your head up to the sky
You say what kind of blue are you?
You hold your head up to the sky
You say what kind of blue are you?
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TAKING SWEET TIME SAYING
OUR GOODBYES, ONE MINUTE MORE
OUR GOODBYES, ONE MINUTE MORE
AGE: Appears to be 21, actual age is over 200 years
BIRTH DATE: March 24th
SEXUALITY: Heterosexual
RACE: Witch
PLAY BY: C.C from Code Geass
OCCUPATION: Fortune teller, wish maker, local herbalist [/size][/font]
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FEW SCENES FROM MY LIFE
OR MOMENTS MEAN MORE TO ME
OR MOMENTS MEAN MORE TO ME
+tea time
+animals
+thunderstorms
+sweets
+observing mayhem
+answering questions with another question
+operas
+red wine
+smoking her pipe
DISLIKES:
-impatient souls
-being questioned of her methods
-mannerless beings
-cold mornings
-bitter meals
-large crowds
-nightmares
-the word 'forever'
-bouquets
STRENGTHS:
+Wish Granting: A gift brewed by her witch's blood. With the blessing of the universe, Dympna can breathe life into wishes and allow fantasies to become realities...for the right price, of course. Payment for her gift rarely falls in place of material objects but more so personal belongings. For example, a month's worth of good luck may require a locket belonging to a deceased parent. The reasoning for this odd trade off is that such objects she requests carry a part of her client's soul within it. With the soul, she can birth what they truly desire form the heart. The more complex the request, the greater amount of one's soul must be sacrifice. It's all equal trade off to keep the balance of the universe in check.
+Object Manipulation: Used more so out of laziness or to show off, Dympna can use her mind to move objects. If the object is small then a small glance would usually do to put the power into action. However, if the object is larger, then usually a point of a finger or wrist is required to help her concentration.
+Mind Reading: A power used with much caution. To look into someone's mind is a dangerous task for both the witch and the client. Keeping to her morals, she would only enter someone's mind if they allow her too and never probe deeper than need be. Physical contact is mandatory for this power to have full effect.
+Shadow Jumping: A discovery born from curiousity, Dympna can use shadows to travel where she wants to. This allows her to to jump across town with little time and effort wasted. The only catch is that she must have visited the placed before physically before being able to jump to them.
+Potion Making: A stereotypical trait, but one that is true. Like all good witches, Dympna has a collections of spells and recepies to make all sorts of potions. They range from anything like love spells to poison vials. Of course, most of her creations are remedies for common illnesses or the usual aches and pains that haunt the commoner.
WEAKNESSES:
-To pay the price: Bound by her own personal pact, Dympna cannot refuse a wish granting if her client is willing to pay the price in full. In short, this means that she can interfere with love or death if it is asked of her. However, these situations are rare for the price such wishes call for is the complete surrender of the client's life.
-Buttercups: She does not know how or why, but buttercups are lethal to the witch. She powers fail her if she's in a room with them, they burn her skin to the touch, and will cause instant death if digested.
-Never retrace ones steps: Dympna's survival relies completely upon the community. If they wished her banished, then she has no choice but to leave. Furthermore, if she was banished then she could never return back to said place. If she ever did, her flesh would return to stone.
-The risk of bleeding: The blood of a witch is laced with magic, there is no denying that fact. If one was to drink Dympna's blood, then a fraction of her power could be obtained. Because of this, Dympna tries to keep her existence as much of a secret as possible. Letting her talent of wish making only survive in whispers while posing as a humble herbalist to deter those who wish harm to her.
-Moonless night: During a moonless night, Dympna becomes nothing more then a helpless mortal. Her powers leave her for whatever reason and return when the sun breaks the horizon.
PERSONALITY: at least ten traits total, make sure to have variety.
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TWO, TWELVE, NINETY-NINE
AT THE STROKE OF MIDNIGHT
AT THE STROKE OF MIDNIGHT
FATHER: Edmund Steiner-Alive, location known
SIBLINGS: n/a
OTHER IMPORTANT PEOPLE: Viktor Molpadia-Husband, deceased
ORIGIN: the hometown of the character.
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PLEASE DON'T LEAVE ME
WITHOUT SAYING GOODBYE
WITHOUT SAYING GOODBYE
AGE: 18
EXPERIENCE: 1-2 years
OTHER CHARACTERS: n/a
WRITING SAMPLE:
it goes here.
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application template credit to samantha rae of caution 2.0. lyrics credit to the starting line. please don't steal!
application template credit to samantha rae of caution 2.0. lyrics credit to the starting line. please don't steal!