Para-Normal sign-ups

Elle Joyner

Moop.
Original poster
FOLKLORE MEMBER
Posting Speed
  1. Multiple posts per day
Online Availability
8:00 AM - 4:00 PM
Writing Levels
  1. Prestige
Preferred Character Gender
  1. Male
  2. Primarily Prefer Female
Genres
Political intrigue, fantasy, futuristic, sci fi lite, superheroes, historical fiction, alternate universes. Smittings of romance, but only as side plot.
Here is the character sheet for Para-Normal. It's lengthy, but fairly simple. Please take your time and be sure to fill out all the information accordingly. If you have any questions or ideas you aren't sure about, feel free to pass them off to me via PM or DM .. I will be reviewing the sheets and selecting approved characters based on quality and creativity, rather than on a first come/first serve basis, so don't rush! Be sure to read through the information in the interest check thread and run your monster idea my way beforehand, so we can discus lore. As always, you may choose to format as you see fit - just be sure if you use coding, it's visible on mobile!

Enjoy and good luck!

APPEARANCE (with image) | Please provide a brief written appearance as well as an image (real face claims for the disguises please. I try to ascribe to a certain aesthetic cohesion and this makes it easier. You MAY use realistic artwork for the monster form but NO ANIME/CARTOON images. If you aren't sure, PM me). Include height/weight and any identifying marks/tattoos.

As stated, you should also include a description of and/or image of both your character's monster form AND their disguised form and stipulate which they prefer to use most frequently.

NAME | Full name, including (if applicable) nicknames.
AGE | Their real age and the age they appear to be.
MONSTER TYPE | Breed of monster (be sure to run anything wild or super obscure by me before hand!)

OCCUPATION | What is their job within Shady Maple Creek?

BIO | A brief history, pertinent to the RP.

STRENGTHS | Three strengths your character possesses relating to personality.

WEAKNESSES | Four weakenesses relating to personality

IDEALS | What they stand for and why they do what they do.

VICES | Where their failures/flaws lie

TRAITS | Any additional/important traits

MOTIVATIONS | What do they have to lose. Note - the answer cannot be 'nothing'. Everyone should have SOMETHING to lose.

QUALMS | Where does your character doubt themselves/others?

PERSONAL GOAL | What does your character hope to achieve within their lifetime. This could be anything from career/familial goals, to revenge against an enemy, to unearthing a great mystery. Be creative.

DEFINING ACT | Something from your character's past which helped to define them, today. This could be an act of heroism, a lie they told, a secret they carry or a moment of tragedy.

SKILLS | What are they gifted in that might help them on their journey. Skills should be realistic, regarding training/age/authority.

ARC IDEAS | This is just a fun section to post any ideas you might have regarding possible character-centric arcs. This could be a potential nemesis, a challenge to overcome or a life altering event. It may or may not be used, but we'd like to see how willing you are to plot and how creative you can be in that process!

Fill out the following and DM it to me… Do NOT post it in your public sheet !

1) Conflict (who or what does your character fight or fight for?) --
2) Challenges (what limits your character?) --
3) Mystery (what doesn't your character know?) --
4) Passion (what drives your character?) --
5) Secret (what does your character NOT want others to know?) --
6) Rumors (come up with two rumors about your character (things others may have heard - NPCs or PCs) - one is true, one is false) --

@Mundane Monster, @KatSea, @psych0pomp
 
Amy Bendix Giorgia Whigham GIF - AmyBendix GiorgiaWhigham ThePunisher GIFs



NAME | Caroline "Caro" Grace Dustin

AGE | 25 (roughly 52)

MONSTER TYPE | Sandman

OCCUPATION | Pharmacist

Appearance: (Human): Caro stands at roughly 5'4 (although she will try and shift on occasion to a taller height with little success) and is the definition of a flower child. Her hair resembles that of a lion's mane and is never well kept (she's even been referred to as a tumbleweed). Her cheeks are covered in freckles and are complimented by judgmental grey eyes. Her clothes are normally baggy and contain floral patterns. When she is feeling in the mood she will wear flowy dresses and flowers in her hair. She's fairly slim, but there is some chub in her stomach and her arms. She's not particularly muscular, but she has a surprising amount of strength in her upper body.

(Sandman): Caro has the ability to shift into a creature that is made up of dust. She can shift form in this case to resemble something more frightening or something more whimsical. She can shift to appear like a golem, a sagging form and sluggish movements. She can appear to be that of a nymph, something more dainty and swift. Most times her form simply appears that of a featureless figure. She's currently experimenting to see if she can take forms of animals or that of other people.

BIO | Caro was born in the 1960's to a traveling physician. Her father, a near ancient entity that relies on other's sleep in order to maintain energy, told his daughter that he fell in love in Ontario, only for the relationship to fall apart. He would find his daughter in a crib on his doorstep shortly after. Her father decided that rather than risk taking his newborn on his normal routes, he'd settle in Shady Maple Creek. Caro's first years were smooth if uneventful, being filled with lessons from her father on how to induce sleep safely and how to grant someone dreams over nightmares. Caro learned how to mildly shift her appearance due to her true form consisting of sand and dust. Shortly after the 1980's, Caro's father remarried to a local witch in the area who Caro grew very close to. The witch, a kindly woman by the name of Mercy, would take Caro under her wing and teach how to use her imbue her magic with natural items. Caro was able to set up a position at Shady Maple Creek's pharmacy and created a successful business where, with the help of natural herbs and oils, she'd sell sleep aid products. Creating a life for herself, Caro was able to settle peacefully, still helping her step mother keep their house tidy. Her father began traveling once more after Caro created her line of products, hoping to expand their profits. Caro misses her father dearly, although anticipates he will return for the celebration.

STRENGTHS |

Resourceful - Caro is able to step towards a problem with an adaptive mindset. She has a hands on perspective when it comes to learning and overcoming everyday situations and tends to see solutions easier if she's able to play around with physical variables. Her responses to stressful situations may come off as unorthodox (as an example, taking out a noisy fire alarm and putting in an elaborate Rube Goldberg machine in its place), but she likes to get creative and open multiple avenues of thinking.

Cunning - Caro, while not a particularly malicious person, knows how to twist words. She can easily brush off an argument or dispute or convince others that something ridiculous is a stroke of brilliance. She's particularly good at weaving tales when necessary and is an excellent business woman. She's also particularly good at getting people to participate in one of her "projects" without them being entirely aware.

Loyal - Caro tends not to go out of her way to interact and socialize, however with those she does love and care for she is incredibly loyal and dedicated. She'll find little ways to thank them on the daily, whether it's by creating crafts for them or offering to kidnap them, apologies, treat them for a coffee or lunch date. She's the sort of friend to do anything you ask of her, no questions ask, even if it's morally questionable.

WEAKNESSES |

Lazy - Caro tends to lack energy. Give her a task list? She'll use it as her pillow. Give her a broom? She'll lounge on the couch and push dust towards of the center of the carpet for later. She wants fast results without putting in the effort. She'll often times have others assist her in her hair-brained schemes while she yells directions from another room. With this laziness comes insatiable sleepiness.

Cocky - Not quite arrogant, Caro has a tad too much confidence in her endeavors. She figures she can accomplish tasks without giving into possible consequences and that bad things didn't apply to her. She's the type of person who'd climb on the roof and insist she could jump to the next one without breaking an ankle. She'd be the type who'd assume she could survive hopping off a bridge because her friends did it before her. She doesn't learn when something goes wrong. She's alive, that's all that matters, means she's right one way or another.

Blunt - If Caro doesn't like you or finds you to be a pain, she'll let you know. She'll be brutally honest about what she believes in, what she thinks is stupid, what she thinks is right and is the only right option. She doesn't care for politeness in discussion and can rub people the wrong way during debates. Truth is more important to her than kindness in some situations. She'd be likely to say something makes you look chubby rather than let you walk out in the world in it.

Instigator - Caro likes to start trouble. Not unwarranted of course, someone has to cross a line or cause her to feel uncomfortable. She will nip and continuously prod at one's insecurities until she is satisfied. This particular behavior is rather rare as she knows and trusts most people in Shady Maple Creek, but it is not unheard of. She loves mischief and will do lighter forms more regularly but purposely aggravating her neighbors until the brink of madness is a lot more rare.


IDEALS | Caro holds the prospect of family and community very close to her heart. While she may not go out of her way to cause big waves througout her community, the people around her still mean a lot to her, and at least being able to make one or two of them happy is something she strives for. She also tends to believe the universe will work itself out. Ideally, someone who has acted will get a similar but negative reaction. Thus concepts such as revenge are silly to her, although she will aid the process if she isn't too glued to her couch. She also believes she was born for a purpose and as a species she is required to serve said purpose. From the comfort and safety of her home.

VICES | Caro is incredibly lazy and can give off a cold presence. It appears she has trouble empathizing with some people, when in reality she questions the extent of their suffering or concerns. She's pretty sure that many people exaggerate and does not take time to consider how her actions and thoughts affect other people. She's got a thick skull as well and, while very smart, has a hard time seeing any other way than her own. Physically, she isn't all that strong and is unable to shapeshift fully like her father can. She is very vulnerable in her "true" form.

TRAITS | Insomniac - Caro has trouble sleeping. Big time. Caro can only sleep when she ensures a quota of others are sleeping by her own magic. She distributes her magic through her sleep aid pills and gummies (so much less creepy than lurking through the windows and sprinkling sand into people's eyes.). If she is unable to get that quota, she herself cannot sleep.

Adventurous - While lazy, Caro has a longing sense for adventure and fun. Give her a chance to explore behind Shady Maple Creek and she will race off the couch and into the car, probably leave you behind until she remembers you're the one who has the map.

Bad Humor - Whether it's lewd or punny, Caro enjoys hearing the groans of people who are forced to endure her humors. What can she say? Means she's doing something right.

MOTIVATIONS | Caro wants to be able to do everything her father is able and serve her purpose like he does. She's afraid of losing sense of herself or disappointing the man and woman she looks up to.

QUALMS | Caro often doubts that she's the daughter that her father wanted or that she will be able to do anything with her life. She's uncertain if she's fit for her species and is nervous about fulfilling her responsibilities.

PERSONAL GOAL | Caro wants to be able to continue her father's legacy and maintain her role as a sandman. She also wants to achieve a record no one has before, she doesn't care what, but she wants to discover what she can do that no one else has.

DEFINING ACT | The first time she made someone fall asleep as a little girl. Her father had her try for hours on end on him until she grew frustrated, threw her hands back, then sent a flurry of sand into his eyes. Needless to say it was awkward trying to get him back on the couch and tucked in.

SKILLS | Caro has the gift of gab and can talk her way out of a lot of things. She's also quite the inventor, even if al of her ideas don't quite come out how she first thought they would. She's not one for letting failures get her down and even throws little "treat me days" for when she fails spectacularly. She's very good when it comes to making 2D ideas into 3D structures (geometry's her one true love). She also is particularly good at sketching and likes to sketch people. She...hasn't transferred to online art very well.

ARC IDEAS | One idea may be to have Caro strengthen her abilities and experiment with them. She's interested in potential shapeshifting and how to specifically craft dreams for people. It could also be amusing if she had to deal with a rival pharmacy/medicinal product so her and Mercy could become competitive.

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  • Ah Seen It
Reactions: psych0pomp
NAME | Arthur "Art" McKennon
AGE | 34 on Both Accounts
MONSTER TYPE | Centaur

OCCUPATION | Postman & Local Farmer

APPEARANCE |
As a human, Art isn't very too eye-catching. Maybe he's a little taller than your average man, maybe a bit more broad-shouldered. He has wavy short hair that he usually keeps under a hat of some kind, and a beard that while not scraggly is not perfectly manicured. His eyes are a flat gray-green, and his nose is prominent on a tanned face. As a human, you'd guess he'd be about six-foot and two inches and weighing around two-hundred pounds, the muscle across his torso and his well-worked arms making him appear quite solid. He has a tendency to stand with his hands on his hips, and one of his legs cocked to the side. Oddly enough, he seems almost nervous about the room he takes up at any given moment in time.

As a centaur, Art's human torso is relatively the same. Maybe it seems longer or stronger, but there's nothing overtly changed with one exception. His ears are equine in nature and have a tendency to be bowed down by the hat he wears. As most people assume, a little below the navel turns into the body of a horse. It isn't a sleek breed made for running, but instead a powerful draft horse that's made more to tend to farms and haul heavy equipment. Now, that's not to say he couldn't outrun almost every single person on two legs--he can. He's just made more resilience and strength than speed. The hide is a tawny brown that gets darker to deep brown at the hooves. His back is speckled with white spots that lead to a dark tail that flaps in time with his thoughts--making him transparent.

Art isn't ashamed of his monster nature, but he knows that he takes up a lot of room, and the buildings and businesses of Shady Maple Creek aren't quite made for him. So, he relegates himself to human form usually, unless he's at his place in the outskirts of town.

BIO |
Unlike a lot of monsters, centaurs aren't quite the thing of nightmares and campfire stories, but that doesn't mean they aren't a thing that was once reviled. Predominantly in Greek mythology, they were the villains of many tales. There were only a few that were viewed as good by the humans that wrote that mythology. Yet, similar to history, mythology would always be written by the ones that controlled it.

Art was born and raised in Shady Maple Creek. Not a lof centaur made it over to the Americas, but those that had come in the 1800s during the prominence of the Wild West. Back then, they didn't have the magic to camouflage themselves as well as they did now. So, it was easier to pretend to be a horsebound passerby. Unfortunately, as time moved forward, fewer and fewer centaurs made their way to the Americas. It is currently unknown whether or not it is easier to integrate into the European countries... or they were dying out. Art doesn't try to think about the latter but has a digging feeling in his gut that they are a dying breed.

Art's personal history was less of a Grecian painting of sadness, but it wasn't without its beats. His family resided on the outskirts of Shady Maple Creek because quite frankly they needed the room. His mother, Lyla Angelopoulos, had found the community by accident in an escape from her family. Art never knew if she was from Greece, or if her family had held onto their ancestral surname. His father was Richard McKennon. They fell in love almost immediately. Art wonders now if it was preservation. Still, his home life as he grew up was warm. They worked a small farm to give the members of the community some locally sourced produce. Art was encouraged at a young age to get a job and ended up as the paperboy for a while. Unfortunately, unlike most of the community, centaurs aged at the same rate as humans. He grew into an adult faster than a lot of the residents blinked.

The old postman, a wind-based djinn, decided to retire. He gave his role over to Art, who was delighted to have the job. That made him more inclusive within the neighborhood, which led to a discovery that he had to have made eventually. Art couldn't interact with most of the community in his form. Doors were too low, spaces were too crowded, and he could easily cause irreparable damage to property. He was a burden on the community, or at least he thought that. His anxiety grew far larger than his own size. It led to him purchasing a magical ring to help him to become a human--basically. The thing that oppressed their kind in the beginning, he felt safe being.

Art's parents were old and died a few years ago from age and love-lost, leaving him in their family home--alone. It wasn't a tragic event, but something that happened in small communities. His father died first, the cold turn of the night taking him in his sleep. His mother died the same way, but Art knew it was from heartbreak. As the only one of his kind in this community, he knew that loss was soul-crushing. And whatever his mother had seen in her life before coming to live here, it haunted her. Currently, he spends his mornings delivering mail and his evenings tending to the fields.

STRENGTHS |
  • OPTOMISM | Art is a weirdly upbeat person. He always tries to find the bright side to anything. He's the sort that plays music loudly and dances wildly for a smile.
  • EMPATHETIC | He doesn't have a supernatural ability to do this, but he can read a facial expression and pull someone that is suffereing into a hug.
  • TASK-ORIENTED | Ask Art to do anything, and he'll do it. He loves a challenge and will handle it with the seriousness and efficiency of a professional.

WEAKNESSES |
  • ANXIETY | Ever feel like all eyes are on you, and you've crowded the room with your presence? That's Art's constant state of being. He didn't think that was possible until he tried to get medicine and destroyed an aisle in the pharmacy. The experience and the echoes from it live in his bain.
  • UNTAPPED TALENT | He knows he can do so much more than he currently does. Yet, he refuses to dip into anything that isn't practical.
  • NEEDS TO DO SOMETHING | Despite Art's moment of hesitation, he always feels like he needs to do something. If he doesn't do it, he dips down and feels useless.
  • PANIC | If too many triggering events happen, Art locks up and is unable to do anything.

IDEALS |
  • Art has always been about doing his duty and helping out in the community. His ideal is to be a fully functional cog, even he realizes that he uses are short-lived.

VICES |
  • Art drinks every night for the anxiety to go away. It's the only thing that seems to help. He knows it's bad, but he also wants a rest from his brain.

TRAITS |
  • RESOURCEFUL
  • INGENUTIVE
  • TEAM PLAYER
  • EMOTIONAL SHOULDER

MOTIVATIONS |
  • To do his job and help the community out.

QUALMS |
  • He doubts himself at every corner. He's so anxious that he succumbs to his own thoughts and words.

PERSONAL GOAL |
  • Art doesn't know how to continue his line. So, he's trying to continue his family's store.

DEFINING ACT |
  • Art took on the career of the postman because it seemed like an easy transition for him. Yet, he quickly learned that his true form isn't welcomed.

SKILLS |
  • SPEED | Art is crazy fast. Whe he's a centaur, he can move quickly.
  • STRENGTH | He is very strong.
  • LOGIC | His anxiety has led him to work through things quicker than most people.

ARC IDEAS |
  • Art getting over his own anxiety. That is his biggest thing. Also, there are always questions from his backstory.[/LIST[

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APPEARANCE |
Lovelie is a tall and lanky woman standing at 5'11" and weighing a measly 155 lbs. She's been a scrawny bean pole since she was human and her reanimation only exacerbated the issue. She has skinny but lengthy brown dreadlocks to make up for her lack in width. Her dreads--aka her pride and joy--run down her back (and one of them, Longy McLong Boy goes past their waist). She usually styles her hair in a half-up half-down do with some of the "down" ones, twisted together. Her gorgeous brown locs compliment her warm bronze skin. Excluding her meticulous daily care of her locs, Lovelie is a low-maintenance person. Her go-to outfit is a t-shirt and jeans and maybe sneakers or boots. In terms of accessories, Lovelie only wears earrings and her two rings.

In her zombie form, Lovelie's eyes are completely white and her skin is decaying in parts of her body that she frequently uses like her arms and legs. Her jaw is mostly torn skin and shows her jaw and teeth. She is missing her little toe on her right foot. Lovelie wears a gold ring on her right index finger with the symbol of Papa Legba carved into it. This symbol represents the contract between herself and the bokor who gave them a second chance at life.

NAME | Lovelie Saint-Victoire
AGE | 25 (220)
MONSTER TYPE | Zombie

OCCUPATION | School Guidance Counselor

BIO | Lovelie died four years before the Haitian Revolution. She owes her reanimation to her grandmother who always insisted that despite the discouraging efforts of the colonizers, Lovelie should always worship the loa and reject intrusive Christian theology. And she did from childhood right up until she died. That's probably why the bokor--the magic man who gave her a second life--chose her. When she came back to life, Lovelie couldn't remember much of her first life, only bits in pieces. She remembered being bound in chains, but she doesn't remember how she escaped and what drove her to do so in the first place. She certainly doesn't remember her death and if the magic man knew, he didn't let on. Instead, he instructed her to live a good life free from the chains of her past. He made her promise that she would do so, and bound her with the seal of Papa Legba, the broker between the loa and humanity. He also gifted her with another ring which disguises her and helps her blend in with humans.

For the next four years, she lived with maroons in the swamps and helped enslaved Haitians escape bondage. After Haiti was liberated, Lovelie hitched a ride on a French ship and spent fifty years or so, living in rural France. As the years passed, she found herself in the United States. To her surprise, she almost immediately found other monsters like her. Not other zombies, but monsters she didn't even think were real! She made friends with werewolves, had heated debates with ghouls, and she met Niamh, a banshee. She fell head over heels for each other (after a couple of misunderstandings) and began traveling together. She found Shady Maple Creek and decided to make it their forever home.

STRENGTHS |
1. Always eager to help out where she can. It's almost impossible for her to walk past a homeless person without giving them something.
2. She cannot stand for bullies or bullying. She is incredibly protective of those who she believes need her protection.
3. Great with kids. Maybe because her job literally has her dealing with children 24/7, but Lovelie is awesome with kids. Big or small, it's easy for her to connect with them.


WEAKNESSES |
1. Bit of a busybody. She doesn't try to be, but when she thinks intervention is needed, she provides it without fail whether she was asked to or not.
2. Overprotective. She wants to keep her people (namely, Niamh) safe, but sometimes her "protection" can be stifling.
3. Judgemental. Once someone wrongs her, she writes them off FOREVER. Thus, she also closes doors for herself and on several occasions, for Niamh.
4. Blunt. When people ask her for her honest opinion, she doesn't hold back. If someone asks her if their outfit works and it doesn't, she'll roast them.

IDEALS | Lovelie believes she was raised from the dead to help others find their place in life. That's why she became a guidance counselor! She wants to encourage kids to become their best selves and recognize their talents.

VICES | She's a gambler. She will bet on anything, even family games like Monopoly. If she sees a squirrel fighting another squirrel, she'll bet the nearest person that the bigger squirrel will win.

TRAITS | Boisterous - Headstrong - Crude

MOTIVATIONS | Niamh is the most important person in her life right now, and she doesn't know what she would do if she lost her. She wants to build a happy life with her fiancee--maybe adopt a couple of kids! She'll do whatever it takes to make that dream a reality and keep her family safe.

QUALMS | She's always worried about whether she's fulfilling her end of the deal with the bokor. Her undead life could stop at any moment, and she's always worried about that.

PERSONAL GOAL | She wants to start a family with Niamh with at least two kids.

DEFINING ACT | Her work as a maroon, helping people escape colonizers and plantations.

SKILLS |
Guidance - She's wonderful at helping people (specifically, kids) figure out their talents and skills.
BASL (Black American Sign Language) - Niamh taught her when they met.
Trumpet - She's great at it since her lungs don't work, so she never has to stop to take a breath!

ARC IDEAS |
Banshees come to town and Niamh immediately connects with them because she can actually speak to them. (Niamh is non-verbal with non-banshees. She uses BASL to communicate.) Lovelie becomes super anxious and worried that Niamh will leave with the banshees, so she becomes more overprotective and suspicious of them. Maybe that drives a wedge between the two of them, but I was also thinking that the banshees are actually shady.

Niamh and Lovelie get married and eventually adopt two kids.

The bokor who raised her from the dead, returns.

FC: Mariana Sena
 
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  • Nice Execution!
Reactions: KatSea
APPEARANCE (with image) | In his human form, Sebastien is an attractive man, if in a mildly unkempt manner. Dark hair, shortly cropped, is generally clean but untidy, face rarely bereft of scruff. His eyes are a rich, warm brown, framed neatly by thick, dark lashes and brows. The corner of his mouth is kissed by a constant smile and the wide, flat nose bears testimony to a past troubled by a physical altercation or two. Most days, Bast favors comfort over style, and when he isn't dressed for his day job he's usually found in jeans and t-shirts or long sleeved sweaters. While he's private about them, Sebastien has many scars, though few prominently displayed.

NAME | Sebastien 'Bast' Guidry (adoptive name) | Belisaire Cormier (birth name)
AGE | Thirty
MONSTER TYPE | Rougarou (Loup-Garou)

OCCUPATION | Clinic doctor

BIO |

Born in the Bayou down in old Louisiana, Bast was adopted and raised by the spinster Mawmaw, Lorelai Guidry. Superstitious and skeptical to the tee, Mawmaw was a cautious woman, prone to an overprotective nature that instilled in Bast an odd sense of both isolation and appreciation. Still, little social interaction left Bast with a wealth of time on hand, and he used this time to better himself - eventually completing a high school education well before his 16th birthday. Shortly thereafter, Bast left his grandmother's home for further schooling, eventually completing medical school.

During a return trip home, Bast encountered an odd man skulking outside of his grandmother's trailer. Upon confronting the stranger, the man exploded into a rage, claiming frantically that he had been cursed by Bast's grandmother, the savage man attacked Bast, cutting the former with a pair of garden shears before disappearing into the Bayou. Thinking little of it, he bandaged the wound and moved on from the incident.

Several months later, however, he began to experience odd and unexpected changes, both to his physical and mental health. Eventually, concerned for her grandson, Bast's Mawmaw asked him what might have happened and after a great deal of theorizing, Bast wondered if it was some manner of infection sustained from the attack. After explaining what had occurred, the horrified woman immediately fainted.

After waking, she explained to Bast that she dabbled from time to time in Voodoo magic and that the man Bast had encountered was a traveling snake-oil salesman who had burdened several of her friends with greatly increasing debt. To punish him, she'd cursed him, transforming him into a Rougarou. By spilling Bast's blood within a hundred and one days of the spell being cast, he successfully passed on the curse. A curse Bast would now have to endure permanently.

Deciding there was little to be done about it, the pair sought options and eventually came to find the secluded town of Shady Maple Creek, where the odd and deranged were welcomed like refugees. Moving in, Bast took up residency as the town's local clinic doctor, eventually adopting a salty old cat named Dot and adapting to life among the truly supernatural.

STRENGTHS |
Kind
Loyal
Low-maintenance

WEAKNESSES |
Laid-back
Self-Deprecating
Passive
Secretive
 
  • Nice Execution!
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APPEARANCE (with image) |





NAME | Euphemia Van Brouwer

AGE | 99 Actual, 35 Apparent

MONSTER TYPE | Hecatoncheires

OCCUPATION | HOA President, Etsy Shop Owner, Single mother

BIO | While their hands may number in the hundreds, Hecatoncheires themselves are fairly rare and their births are under constant scrutiny by themselves and their Titan cousins.

Born nearly a century back, Effie is one of the newest of the Gyges lineages, her bloodline well documented and quite immense. Going directly back to her ancestors in Ancient Greece. Maybe because of this lineage and maybe because of the important role they played in "Mythology" but because of this, Effie's family placed extremely high expectations on her behavior. Expected to exceed in every aspect of her life and to be presenting herself as the best possible heir to continue their line, it only took about thirty years of this before she cracked.
Fleeing Europe to the Americas, the next 15 years were spent in what could be considered a light 'fugue' state and engaging in a lifestyle far from what she was used to. Slumming it in Rio, backpacking to the US, sleeping in bar backrooms, dancing for cash. It was a blend of drugs, drinks, music, and dancing and honestly one of the most freeing, amazing times in Effie's life.
As with most things, this too did pass and eventually all the parties and music and fun began to ring hollow, Effie feeling like the control she was expressing on her life was slipping away. Deciding to flee north and begin re-establishing contact with her family, Effie entered the US and began the somewhat slow process of drifting through the country in an attempt to establish herself.

Finding an excessive amount of opportunity, Effie quickly signed on and began working for a small Financial Services company as a Personal Assistant while enrolling in a school in order to progress upwards in the company. Receiving her degree and eventually reaching a position of management within the company, Effie felt the first tangible moments of control that she'd earned herself.

It was an addiction after that, one Effie explored with a level of passion only rivaled by the next big event in her lengthy life, meeting her Husband.

A human, of all things, he inflamed her passions and toyed with what she thought she had control over, and before long, she found herself, an heiress to an ancient line, standing across the alter in a Catholic ceremony getting married to a man from Omaha Nebraska. Gregory Van Brouwer. A wonderful man that she spent wonderful years with, they'd even conceived, bringing human life into the world. Finding it best to move from their city home, the promise of quiet suburban living for a family of their kind, was a dream they shared together. And dream it was until the day everything came to a haunting conclusion still spoken about in whispers across Shady Maple Creek.

Flash forward a few years and a few children later, both born before Gregory's death, the town of Shady Maple Creek has become something of Haven for her. Acting as both a sanctuary and an anchor for Effie, she's done quite well for herself. A stately home, bright young children, a thriving internet based shop, and an iron-clad grip on the Home Owners Association which countless others have found themselves crushed in.
But with the Centennial planning underway, life is just where Effie currently wants it to be, however long it stays there remains to be seen.


STRENGTHS | Three strengths your character possesses relating to personality.

  • Bold - Partly due to her origins and partly due to her life experiences, Effie is never afraid to take some sort of action. Having a confidence in her own abilities, she's never been one to sit by and let things happen.
  • Industrious - Idle hands are the playground of the devil and when you have a hundred or so of them, it's a full on theme park. Effie avoids this by seemingly never stopping work. Be it her work within the HOA or her shop at home, she cannot and will not stop her incredible output.
  • Responsible - Along with great power comes a great level of responsibility, especially when you've taken on power over others. Effie takes her position extremely seriously and is rarely if ever late and never seems to slack in taking care of her obligations.


WEAKNESSES | Four weaknesses relating to personality

  • Bossy - Effie is the boss. She's doesn't like being delegated to or having power wrested away from her, God forbid someone claiming to be in charge of her. There is a level of control she needs to express at all times and when that is limited or strained, her usual tone becomes harsh and demanding.
  • Vain - Effie has to maintain a certain level of perfection projected to everyone else. She's painting a masterpiece of her life to be fully on displayed and showing the brushstrokes and sketch work is something she'd never do.
  • Cynical - While the master or her domain, it's given her a sharp sense of cynicism. When you have seen the man working behind the curtain, the world never looks quite the same after.
  • Fearful - Fighting not to show it, Effie harbors a considerable amount of fear in her soul, manifesting as anxiety over things


IDEALS | What they stand for and why they do what they do.

  • Euphemia is a paragon of excellence. She wants to be the best she can possibly be and by proxy make everyone else the best they can be. Life is a glorious magical thing and nobody is going to waste a moment of it being less than they should be.
  • Being proud of who and what she is, Effie wishes to instill this ideal in her children, pushing them often to their limits and hoping they'll come out stronger for it.
VICES | Where their failures/flaws lie

  • Arrogance - Effie sometimes doesn't understand that others have valid points to make. Especially younger individuals. Older people can also be equally at fault, clouded by their experiences. Effie knows best
  • Gluttony - A desire for the excess of the world, Effie buries this as deep as she can but it truly is twisted into her soul. The most expensive wines, cars of luxury, heart-pounding trysts, the more she tries to push away the stronger the desires become.
TRAITS | Any additional/important traits

  • Face changer - Having nearly a hundred hands and more than twenty different faces, Effie can seemingly switch from one extreme emotion or the other instantly
  • Handsy - Effie has a finger in any soup she encounters. Her nature and her person almost requires this, Effie often making herself involved in things she's no right to be involved with.


MOTIVATIONS | What do they have to lose.



  • Family - Effie could, in theory, lose what remains of her family. Her husband already lost, her connections to her 2 children are already under strain.
  • Normalcy - A "normal" life for something like her has been unheard of. Even the front that Shady Maple puts forward is a blessing and could easily be lost
  • Freedom - Effie, for all her strict behavior, is free of her past. The ties are strong however and hooks are constantly being baited for her, ready to pull back in.




QUALMS | Where does your character doubt themselves/others?



  • Effie often looks a bit too close into what people say. A habit picked up from dealing with liars. Effie doubts a lot of what she hears, especially from certain peoples, specifically those in public office or salespeople.
  • Effie tends to doubt the abilities of others, especially those of braggarts. As such, she's particularly hard to appease until value has been established.




PERSONAL GOAL | What does your character hope to achieve within their lifetime.



  • With normalcy becoming the, norm, it's been a bit of a goal to establish herself more and more within the community. To accrue more power and ensure that her family is well taken care of.
  • While not a major goal, it would be nice to find someone. Nobody would be able to replace Gregory but Effie is a bit lonely and lacking that kind of connection with someone she considers her equal.




DEFINING ACT | Something from your character's past which helped to define them, today.



  • Breaking her bondage, Effie is most proud of her being the one that got away from her lineage. Few, if ever, have forsaken the ancestors, this act even considered by some an affront to the Gods of her kind.


SKILLS | What are they gifted in that might help them on their journey.



  • The Boss: An effective leader, manager and overseer, Effie has the skills and abilities
  • Crafter: A skilled and natural craftsmen, Effie is skilled and well versed in several different schools of craft. Weaving, Smithing, truly any and all, Effie can do it.
  • Face Forward: A public speaker and with no fear of projecting herself, Effie can project the very best of herself at any time to anyone.


ARC IDEAS | This is just a fun section to post any ideas you might have regarding possible character-centric arcs.



  • The centennial: Being closely involved in the planning of their little community celebration, It would be an easy in to any arc regarding the outcome of the Centennial.
  • The old world calls: Effie is constantly rejecting and pushing back at her old ways. Maybe characters linked to the old world would have connections there?