Reid Finley (
drawtheline) wrote2020-03-19 02:51 am
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
prisma app.
(cw: elements of and just barely describing sleep paralysis)
Note: this is not formatted how I want it, but it works for now!
▶ PLAYER
HANDLE: Parks
CONTACT: everlark on plurk,
pixiesticks
OVER 18? Yes!
CHARACTERS IN-GAME: Apping Max Rockatansky this round too
▶ CHARACTER
NAME: Reid Finley
CANON: Original
CANON POINT: When she's trying to form a plan in her living room
AGE: 29
BACKGROUND: history & background
PERSONALITY: - Brave: Reid's strongest trait is her bravery. She'll stand up for anyone, like when she saved Sybil from the bad guy's undead dudes. She also will do what is right, even if that's difficult. An example is when she decided to fight the Ash King, even when she didn't have a stake in it. Her bravery is shown multiple times, especially when she has to rally her friends and family together at the end to fight the Ash King. She can be quite brave of her own volition, especially when it involves helping others in need or in trouble.
- Reckless: With this, hand in hand, is her recklessness. A lot of the time, she just runs headlong into danger, no matter what, even when she can't physically handle it sometimes. She just believes in doing the right thing so much. But it can be a weakness, as she could get hurt or killed, or get her friends hurt or killed, and she realizes that toward the end. An example of her being reckless is when she starts after the undead soldiers without Merek when trying to free those people, including Sybil. It may have been brave, but it was also a bit stupid and reckless, and putting others in danger.
- Kind: She's a very soft, kind person, and that shows in her interactions. She cares for Sybil like a sister, when Sybil has never had anyone care for her. She cares about Merek and shows him kindness when he thought no one would anymore in the world. Her kindness is a strength, and shines through when she talks to people or even just thinks. Her showing kindness helps them throughout the journey, like when they gained Sybil as a fighter for their crew. It is also the great difference between her and the Ash King. He will never know kindness or love, and that is why he fails at the end. Her heart helps her make her power stronger, and that's something that helps her defeat him.
- Self-deprecating: She makes fun of herself a lot, and while her humor is a part of her, what I'm talking about is her self-deprecating nature. It shows a lack of confidence within her, and people do notice when they talk to her, like when Sybil points it out throughout their journey, or Merek corrects her when she really did well with his fighting lesson. She really does have trouble seeing herself as capable or smart or brave, and that can be a flaw of hers, and put off the people she needs to impress on her journey and through life.
- Motivations: Her motivations go hand in hand with her traits. She really does want to do good things and help good people in the world. She also wants to do what she loves, which is art, and protect her family and friends through the perils of her story. She tries to do this throughout the story, and would protect anyone she started to befriend in Prisma. Doing good for the world and living her dream are important to her.
This isn't really a motivation, but I needed a section to put down her battle with pain. She struggles with post-traumatic arthritis. It doesn't make her non-functional, but it does cause her a great deal of pain in her knee.
- Relationships: She has quite a few important relationships in her canon. First, there are her parents. They're hippies with strong hearts, though they do pay more attention to their hobbies than their daughter. They bond a little more at the end of our tale. Jill is her best friend, who provides the levity needed in Reid's life. She's a strong, sarcastic girl with a penchant for black. The girls have known each other since college, and decided to apply to the coffee shop together. Paul and Reid aren't terribly close, but he's super nice to Reid and talks to her while she works. She finds him sweet, but pretty... dumb, in a lovable way.
She gets pretty close to Sybil and Merek. Sybil is like a sister to her, a little 'hurt' to Reid's 'comfort'. They become close while training and learning about magic together. Reid and Merek become close, sharing their backgrounds. They have a will-they-won't-they, unspoken thing, but nothing officially romantic. Merek respects her a lot, and Reid believes in the good in Merek, to a point that Merek doesn't believe himself.
POWERS/ABILITIES: Trance: The ability to raise a hand and put people to sleep. Can last up to five hours. She can wake them up with a touch.
Dream walking: The ability talk to people in their dream and experience their dream.
Dream manipulation: The ability to manipulate things within someone's dream, such as the setting, characters, etc
Dream materialization: She can bring things into the real world that she's dreamed about. She can also do it with others' dreams if it's described. NOTE: This and the nightmares materialization may have to be tamped down to things horse-sized or smaller. And they disappear within five minutes. Let me know if they or anything else need to be tamped down more.
Nightmare materialization: She finds the thing of your nightmares in your mind and brings it into the real world. She can also bring her own nightmares into the real world.
INVENTORY: - her floral-print cane her parents bought her
- the wood carved cane Merek made for her
- her art bag (within which is a sketchbook and a small assortment of colored and regular pencils)
MOONBLESSING: Iris
▶ SAMPLES
Could this be a dream? She wonders, and yet... it, too, feels so real. Reid's not even sure if the dream realm really is a dream, now that it's been unleashed upon her world.
She stares out her window in her apartment, near the beach in Prismatica. It's been years since she's seen the beach, and she thinks she likes it. She guesses she does, since she got an apartment near it. With the window open, she can hear the soft waves rolling up on the beach.
It's been a few weeks since she'd arrived here, and she's just as lost as when she arrived. It's not the being intimate part. She could do that, and would do it gladly. But, as many times as she helps up someone who's tripped, as much as she carries a tray for the baker down the street, as much as she's tried, she's had trouble connecting with people. It must be her anxiety, because as much as she likes people, at the end of the day, she holes herself up in her apartment and thinks of what terrible trouble her family and friends are in right now. Hopefully, time has stopped for them. She should ask if that's what happens.
But sitting here, doing nothing but worry, will do nothing for them. The best she can do is try to help these people with their problem, and to do that, she needs friends and intimacy. All her worries will just have to wait. She's usually pretty silly about these things, but she feels a bit selfish for holing up for so long.
She stands with her cane and walks over to her desk, picking up the communication bracelet where she left it. Time to put her money where her mouth is.
Note: this is not formatted how I want it, but it works for now!
▶ PLAYER
HANDLE: Parks
CONTACT: everlark on plurk,
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
OVER 18? Yes!
CHARACTERS IN-GAME: Apping Max Rockatansky this round too
▶ CHARACTER
NAME: Reid Finley
CANON: Original
CANON POINT: When she's trying to form a plan in her living room
AGE: 29
BACKGROUND: history & background
PERSONALITY: - Brave: Reid's strongest trait is her bravery. She'll stand up for anyone, like when she saved Sybil from the bad guy's undead dudes. She also will do what is right, even if that's difficult. An example is when she decided to fight the Ash King, even when she didn't have a stake in it. Her bravery is shown multiple times, especially when she has to rally her friends and family together at the end to fight the Ash King. She can be quite brave of her own volition, especially when it involves helping others in need or in trouble.
- Reckless: With this, hand in hand, is her recklessness. A lot of the time, she just runs headlong into danger, no matter what, even when she can't physically handle it sometimes. She just believes in doing the right thing so much. But it can be a weakness, as she could get hurt or killed, or get her friends hurt or killed, and she realizes that toward the end. An example of her being reckless is when she starts after the undead soldiers without Merek when trying to free those people, including Sybil. It may have been brave, but it was also a bit stupid and reckless, and putting others in danger.
- Kind: She's a very soft, kind person, and that shows in her interactions. She cares for Sybil like a sister, when Sybil has never had anyone care for her. She cares about Merek and shows him kindness when he thought no one would anymore in the world. Her kindness is a strength, and shines through when she talks to people or even just thinks. Her showing kindness helps them throughout the journey, like when they gained Sybil as a fighter for their crew. It is also the great difference between her and the Ash King. He will never know kindness or love, and that is why he fails at the end. Her heart helps her make her power stronger, and that's something that helps her defeat him.
- Self-deprecating: She makes fun of herself a lot, and while her humor is a part of her, what I'm talking about is her self-deprecating nature. It shows a lack of confidence within her, and people do notice when they talk to her, like when Sybil points it out throughout their journey, or Merek corrects her when she really did well with his fighting lesson. She really does have trouble seeing herself as capable or smart or brave, and that can be a flaw of hers, and put off the people she needs to impress on her journey and through life.
- Motivations: Her motivations go hand in hand with her traits. She really does want to do good things and help good people in the world. She also wants to do what she loves, which is art, and protect her family and friends through the perils of her story. She tries to do this throughout the story, and would protect anyone she started to befriend in Prisma. Doing good for the world and living her dream are important to her.
This isn't really a motivation, but I needed a section to put down her battle with pain. She struggles with post-traumatic arthritis. It doesn't make her non-functional, but it does cause her a great deal of pain in her knee.
- Relationships: She has quite a few important relationships in her canon. First, there are her parents. They're hippies with strong hearts, though they do pay more attention to their hobbies than their daughter. They bond a little more at the end of our tale. Jill is her best friend, who provides the levity needed in Reid's life. She's a strong, sarcastic girl with a penchant for black. The girls have known each other since college, and decided to apply to the coffee shop together. Paul and Reid aren't terribly close, but he's super nice to Reid and talks to her while she works. She finds him sweet, but pretty... dumb, in a lovable way.
She gets pretty close to Sybil and Merek. Sybil is like a sister to her, a little 'hurt' to Reid's 'comfort'. They become close while training and learning about magic together. Reid and Merek become close, sharing their backgrounds. They have a will-they-won't-they, unspoken thing, but nothing officially romantic. Merek respects her a lot, and Reid believes in the good in Merek, to a point that Merek doesn't believe himself.
POWERS/ABILITIES: Trance: The ability to raise a hand and put people to sleep. Can last up to five hours. She can wake them up with a touch.
Dream walking: The ability talk to people in their dream and experience their dream.
Dream manipulation: The ability to manipulate things within someone's dream, such as the setting, characters, etc
Dream materialization: She can bring things into the real world that she's dreamed about. She can also do it with others' dreams if it's described. NOTE: This and the nightmares materialization may have to be tamped down to things horse-sized or smaller. And they disappear within five minutes. Let me know if they or anything else need to be tamped down more.
Nightmare materialization: She finds the thing of your nightmares in your mind and brings it into the real world. She can also bring her own nightmares into the real world.
INVENTORY: - her floral-print cane her parents bought her
- the wood carved cane Merek made for her
- her art bag (within which is a sketchbook and a small assortment of colored and regular pencils)
MOONBLESSING: Iris
▶ SAMPLES
Could this be a dream? She wonders, and yet... it, too, feels so real. Reid's not even sure if the dream realm really is a dream, now that it's been unleashed upon her world.
She stares out her window in her apartment, near the beach in Prismatica. It's been years since she's seen the beach, and she thinks she likes it. She guesses she does, since she got an apartment near it. With the window open, she can hear the soft waves rolling up on the beach.
It's been a few weeks since she'd arrived here, and she's just as lost as when she arrived. It's not the being intimate part. She could do that, and would do it gladly. But, as many times as she helps up someone who's tripped, as much as she carries a tray for the baker down the street, as much as she's tried, she's had trouble connecting with people. It must be her anxiety, because as much as she likes people, at the end of the day, she holes herself up in her apartment and thinks of what terrible trouble her family and friends are in right now. Hopefully, time has stopped for them. She should ask if that's what happens.
But sitting here, doing nothing but worry, will do nothing for them. The best she can do is try to help these people with their problem, and to do that, she needs friends and intimacy. All her worries will just have to wait. She's usually pretty silly about these things, but she feels a bit selfish for holing up for so long.
She stands with her cane and walks over to her desk, picking up the communication bracelet where she left it. Time to put her money where her mouth is.