Do not remove this search tag: #PLAPP PERSONIFICATION LIFE CHARACTER APPLICATION (
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PERSONAL CHARACTERISTICS
Character Name: Rmwtyliin Saagve Annvyeelee Fvvarniimalasaakuuliia
Character Gender: Female
Species (nation personification, human, alien, etc): Human
Age: 13 (wrote down her birthday, lost it. I'm making it Sept. 2. She's not sure if it's happened yet re:calendar confusion.)
Appearance: Pale caramel skin with a little pink, dark brown hair, slightly grayish dark blue eyes, forehead is tattooed in black with this symbol: ><>< . 5'0", around 105 lb, late preteen/early teenage years (going by Fvaarniimarn standards; based on height etc, most Americans or Europeans would likely estimate her age at nine or ten). Always wears brown, pink, and two of the following: blue, green, purple. (Except for pink, these are due to status; the pink is the Fvaarniimarn color of mourning.) Typically wears loose-fitting dresses and some high-saturation shades. Also typically wears two watches: one hunter green wristwatch, one glittery gold pocket watch. Favorite color: spring green (not of the 'complement of RGB rose' variety although she'll happily wear mint) specifically a light, intense yellow-green.
URL to Character Picture, if any: Primary Objective: (What is your character's main goal? This should be the thing that drives their part of the plot.)Live up to the expectations of the positions of Naabvimliikunz, Naaliiasz, and "member of House Fvaarniimalasaakuuliia." Intends to: comport herself accordingly - not rude, not too submissive - and learn about this society. However, she's a kid, and the standards are high. She is impatient at times, and has a tendency to lose her temper when groups she belongs to/is invested in/cares about are insulted. These traits, and actions which might result, are often rude and don't exactly meet the expectations of her position.
Get home. Intends to: maaybe talk to Giovenith (who seems to know about a lot, as well as having been told something by Kwa'a) and Kwa'a (who seems quite recitent on the matter, but did come from the same universe.) Might try learning something about this sort of travel in general - how did the Building end up elsewhere? The bus with lizards? Beyond that, no idea how to proceed. While what little bit of a plan she has is decent, she only has a vague idea of how to even begin to go about going home, and the people who do know a little more have to withhold much of that (including absolutely crucial information) because if she knows then she isn't going to be able to stay home - especially given her position. Furthermore, there's a very good reason why she had to leave...and, given her status, her disappearance had a very large impact.
Secondary Objectives: (What other goals does your character intend to achieve? These should drive subplots.) Find a place in this society. Intends to: attend whatever educational system there is in this weird world and otherwise immerse herself in the culture; build friendships, and be a good friend. However, the culture is pretty different -
She is largely clueless about technology, modern science, etc. although now understands a few things in general as well as being prejudiced against most sentient males- she can stand them but doesn't think that they have a lot to contribute to society. (She does have a soft spot for male artisans and a close friendship-which-everyone-thought-would-be-more-someday with a carpenter from back home, as well as honest admiration for Ocho and to a lesser extent Itum)
- also, she associates closely with SNs/EBs/abs and lives in the Building, which will likely make public school or any other activity involving citizens difficult. Furthermore, typical PL zaniness could conflict with classes...
Become fully fluent in Modern English so that she does not need to rely on translators. Intends to: take every possible opportunity to learn, pay close attention to translations and usage, and have Duncan translate specific words; drill on any words figured out, and write them. However, Rmwtyliin has a tendency to mix up languages, which is really not good right now, and basically no aptitude for learning them.
MUNDANE SKILLS
These do NOT require points. These are the average, daily things your character can do. Examples are "drive a car", "speak a normal Foreign Language", "play a guitar", "write poetry". Some mundane skills come from your bio and are freebie. A soldier knows very basic training (shoot a gun, basic drill). Medic, martial arts or sniper would be a Specialized Skill or Talent.
List Mundane skills here:
Speaks Fvaarniimarn
Limited fluency in medieval French, Latin, German, and English. Very limited ability in modern English.
Can do math (up to geometry, very limited algebra) in bases five, ten, and sixty (although base five is easiest)
Large amount of relatively useless (as Fvaarniimar is in a different reality) knowledge concerning Fvaarniimar
Trained in self-defense and most weapons existing in her time - specifically, trained to the point of able to use the common/easy to use weapons/techniques with about 75% accuracy under ideal conditions, typically when modified to work in a nonlethal manner.
Fast reader - in Fvaarniimarn, anyway.
Good at teaching others
Glassblowing (basic knowledge, finds interesting), calligraphy (proficient with strokes, Fvaarniimarn script; mediocre with Latin script), public speaking, woodcarving (proficient), foraging/other survival skills (fair to very good, but some skills apply less; some plants differ for example), knots, can stay on a horse/other beast of burden, theoretical understanding with limited-to-fair practical experience of trappings of typical medieval royal life.
Has low-to-medium level of fourth syeemnaan FV medical knowledge - mostly bandages and some plants. This is further limited by her getting faint around too much red. Papercut, fine. Ten bleeding wounds, less fine but ok if focusing on one at a time. Looking around and seeing bleeding or bloody people everywhere...nope.
Basic fourth syeemnaan FV/general medieval knowledge. As examples, can fashion a simple lamp and knows - in general - what a knight is.
SPECIALIZED SKILLS AND TALENTS
These are specialized skills that set yornu apart from the average person. You have 7 points to spend here. Examples are swordsmanship, sniper, coercion, piloting etc.
Ability 1 and Points Spent: Diplomacy, 4 points. Fvaarniimarn diplomacy can be rather unconventional at times; this can be a strength or weakness, as it could result in a creative, effective solution to a problem but could also end up causing problems in cases where something more conventional may have been better. It typically involves a genuinely friendly attitude and an approach which may be formal, but isn't stilted.
Ability 2 and Points Spent: Body Language, 3 points. Can often tell feelings and in cases infer general meanings of speech from posture, expressions, etc. Can also minimize what her expressions and such give away.
Ability 3 and Points Spent:
Ability 4 and Points Spent:
OPTIONAL SUPERNATURAL CHARACTERISTICS
You have 7 points to spend here on supernatural skills or abilities. Sonic Scream, Levitation, Spell Casting, Shape Shifting etc. Superman MUST have his kryptonite, so Restrictions are what can't they do with their power or what balances it. They can only use it when they genuinely need it? They can't use it for more then five minutes without serious side-effects? Some things are allowed without points. A pegasus has wings thus it can fly. A raptor is fast thus no points are spent in speed. These "natural" abilities should be listed in the character's description, however.
Ability 1:
Intuition. Might, about 3 or 4 times per year, pick up on something that she couldn't logically know.
Power Level: 1
Weaknesses: It is probable that it won't be terribly helpful- for instance, she might figure out the color of a room.
Strengths: That being said, if a situation is desperate it may provide more relevant info, although not likely in any greater quantity.
Restrictions: Ability is currently involuntary and not known to Rmwtyliin, but theoretically a small amount of control could be developed; this would likely be far more trouble than it was worth.
Ability 2: Can transfer the small amount of energy involved in thinking of an FV-b type spirit, that on which the spirit is based, or a reasonable analog thereof to said, as well as moving the concepts in the thought to a "location" accessible to these (spirits of the exact type cannot quite get into minds, or rather they're at risk of ceasing to exist if they try) with some intent to do so.
Power Level:1, 2 if higher level really needed.
Strengths: Can be used to call for help if a whole lot of conditions permit.
Weaknesses: Among other things it's done subconsciously, Rmwtyliin has no clue how it works, and all of the entities fitting both categories who Rmwtyliin is likely to call on are ridiculously far out of range. Hers works erratically if at all in most locations which have experienced little/no habitation by sentients and are not within a few miles of ones which have.
Restrictions: Does what it says on the tin. Only a spirit of the type who can sense as fits the type or a telepath capable of reading human minds (and really close to reading hers) can pick up on the concept portion. Notably, unless temporarily separated from her body Kwa'a is neither. The concept portion will be around for maybe 30 minutes before fading.
((Added re: trying to make the whole spirits thing work. If you have suggestions, please share.))
MAGICAL OR SPECIAL ITEMS
List:Snake ornament (might not do anything.) On dresser.
Half ownership/custody of a dust bunny. Unaware of this.
Custody of Duncan, a daemon of Swith's who is serving as her translator.
One ring set with a small diamond.
A few hundred irka nuts. Stored carefully in closet.
Two apartment keys on a knotted necklace. Worn at all times.
Leather pouch holding a half-unraveled linen square, some nuts, a nut-peeler (sharpened rock, comprable to a butter knife), a quartz lens, a tough, slippery wood needle, and one nutshell acting as a tiny bottle for a resin-oil mixture. Worn typically.
1 cell phone. Fairly cheap, simple plan.
BACKGROUND
Education or Training: She received rather-hands-on training in diplomacy and interpersonal relations which far exceeded the already thorough tutelage which was par for the course if one was within eleven generations of House Fvaarniimalasaalakuulia, as well as tutoring in academic subjects available in the period and various means of self-defense.
Character Background/Biography:Born in 517 FV as the third child and second daughter of Fvaaviimkune Tvthmlaaljvkyf, Rmwtyliin had far fewer expectations to live up to than her elder sister. As she was expected to serve as Naabvimliikunz and in either an interior position or as an ambassador of some sort, she received training in diplomacy and interpersonal relations which far exceeded the already thorough tutelage which was par for the course if one was within eleven generations of House Fvaarniimalasaalakuulia (Note: Spelling not standardized in fourth syeemnaan.) This training, being rather hands-on, also completely eliminated her natural slight shyness. She did have some time for fun, largely split between either her sister, Venmii and/or brother, Emm, both of whom she'd always been close to, or Ijj, her BFF and close in age.
While Rmwtyliin was twelve, her sister Vemnii turned seventeen and was officially appointed Naabvimliikune. A few months later, during a break in the middle of a routine ceremony requesting protection from the spirits prior to a diplomatic mission, Rmwtyliin vanished from Fvaarniimar and found herself on Subabsurdus Street, facing the Building with a ring - containing a small diamond, sufficient to cover about two months rent - in one hand. Then she was whisked off to a strange city in yet another time, woke up, and met some people. After an awkward start of thinking electric lights were trapped gods and barely being able to communicate, things smoothed out somewhat when Swith provided a naked mole rat daemon formed out of Spam as a translator.
Then they got a bit rougher when a Bomic woman appeared quite literally out of nowhere following the group's return to Bielefeld. Terrified at first, after Kwa'a turned out to not (apparently) have dire things in mind for her, and with reassurance from Giovenith, Rmwtyliin warmed up to the rather-secretive woman slightly and did not object when the Bomic appointed herself as Rmwtyliin's new guardian.
Before she had spent even a day in this new place, the group was whisked off to Gliese. With some help from Kwa'a and Giovenith, she obtained suitable ball attire and had a rather pleasant time. The trip to the Island also went well, if not unusually so, with a few more new friends, although she did end up ill with something following Christmas.
At and as a result of the Carnal Carnival, she was forced to confront some of her fears and emotions regarding the new reality: not being able to go home, danger, and powers were amongst these.
She took a small part in the Thirteen storyline, volunteering to aid the Underground but never actually doing so, and overcame some fears to an extent to firmly support the ab/eb cause; the day of the election was spent with Elka as well as Kwa'a.
During all of this time, Rmwtyliin settled in. The Building still isn't home to her, but she understands in general how to live there. She's gotten more used to strange sorts of people and strange events.
OTHER GAME MECHANICS
URL to Apartment Picture: (What's the inside of their apartment look like)Pending (and likely to remain that way for some time!) Description: One - bedroom apartment, spring green carpet, tan tile, violet walls in bedroom, sapphire in living room, cerulean in bathroom, spring green in kitchen, wood and fabric furnishings in above hues or dark brown, accents in bright violet and spring green throughout, medium green ceilings patterned with long strokes of emerald and tan, dark brown moldings, doors, tile grout, etc. There is a linen hanging in the kitchen, also spring green, separating a few modern appliances, faux wood-clad, from a fairly-standard but well-ventilated Fvaarniimarn-style circa 500FV kitchen. Additionally, the upper third of each room consists mainly of pentagonal windows. Doorknobs and similar are brass, although sink and tub are blue-gray ceramic.
Link to RP examples: (this MUST be a
DIRECT LINK to your IC post in an RP, NOT a link to the RP thread itself. If you don't have examples, make your biography good.)
viewtopic.php?p=22289581&sid=29ac3180568ab501dbb3f123c076c425#p22289581viewtopic.php?p=22328772#p22328772viewtopic.php?p=25043430#p25043430 IMPORTANT: One paragraph that sums up your character. This paragraph is what we'll use on your player tab on the first page of the thread. This MUST be brief. Your tab will contain a link to your application so people will have full details:Rmwtyliin is a teenaged princess from medieval Fvaarniimar who "somehow" ended up in Bielefield. She's not afraid to try new things (but is rather frightened by some of the things in Bielefeld), was something of a trendsetter at home, and loves art (largely as a patron) and most colors. If at all possible, she'll attempt to resolve situations diplomatically. Also, she thinks little of males in general, is uncomfortable around the color red, and her speech is translated by an entity which looks like a rodent.