itsybitsybastard: PB: Jamie Campbell Bower (Default)
PLAYER INFO.
NAME: Maniette
PREFERRED PRONOUNS: She/they? Any work
ARE YOU OVER 18? Yep!
CONTACT: PM here or [plurk.com profile] maniette
CURRENT CHARACTERS: None!

CHARACTER INFO.
NAME: Dr. James O'Malley (real name: Bailey Hamilton)
CANON: Changeling: The Lost
CANON POINT: Nine months after escaping his durance
AGE: 31
GENDER: Male, and presents as such

HISTORY:

APPEARANCE:

ABILITIES:
  • Glamour. A form of magical energy created by emotional output: if someone is feeling a strong emotional reaction to something, Bailey can harvest that, at no harm to the source, to replenish his personal supply. For Bailey, it can be used to fuel magical Contracts that act functionally as spells (gone into below), activate magical artifacts and boost some personal skills.
  • The Mask. A persistent magical illusion that makes Bailey look human. This cannot be penetrated by technological means, though there is ocassionally a faint after-image or glitching single frame of his Mien. With specific and intentional exceptions, this cannot be seen through by mundane eyes, unless Bailey willingly removes it himself.
  • Contracts. Literal contracts with the natural world or concepts therein. While there's always a chance for failure in their activation (which would reverse the effect completely), Bailey has persistent access to the following.
    • Tongues of Birds and Words of Wolves (Rodents) If he grants them a name, Bailey can speak (partially empathically but mostly literally) with any kind of rodent, and receive intelligent, meaningful replies in return. The rodents will also react positively to his presence and show kinship with him.
    • Beast’s Keen Senses (Rodent) + (Spider) By seeing or touching a rodent or spider, Bailey can take on their most identifying senses for himself: specifically, and only, the hearing capacity of a rodent and the vibration-sensing body hair of a spider.
    • Pathfinder After bleeding himself on a thorn, Bailey can investigate a magical or liminal location and successfully identify paths, hiding holes or nests, native fruit and other such information within line of sight. With further study he can glean actual information on the items he can see.
    • The Wrong Foot If he licks his thumb and leaves a mark on a mirror, this contract will remove footprints and disguise, any evidence of human passage with loose drifts of spiderwebs and dust (even if the ground couldn't have held record of said passage).
    • Nevertread After spending at least an hour barefoot, this contract outright removes any footprints Bailey may have left behind, rather than replace or obfuscate them, even if he walks through a surface that would otherwise retain it, such as much or a flour trap).
    • Shadowpatch If Bailey has spent at least an hour away from natural light, then he can call on shadows to congeal around him and hide him completely.

  • Skeleton Key: An otherwise unremarkable and bent key. When Bailey uses this Token, he can unlock any lock that has a keyhole. However, whoever owns the item or location being opened will become immediately aware of the attempt. If someone else uses the Token to unlock something, or Bailey does so without using Glamour, then the next exit they try to use will be mysteriously blocked and unable to be shifted. Tied to a red ribbon that hangs around his neck.
  • Impossible Counterpoint: By burning Glamour, Bailey becomes extremely good at dodging. Like how it's insanely hard to smack a running spider.
  • Raw Animal Magnetism: He can burn Glamour to become supernaturally cool, composed and capable-looking.
  • Safety of the Brim: If Bailey is in a well-defined territory immediately outside of or directly bordering an existing freehold or established safe zone, he has increased perception, initiative and stealth. This bonus can only exist if a brim area is properly established.


    His mundane abilities include:
  • Animal Handling: He is noticeably successful when trying to tame or communicate with animals, without any use of magic. In particular, spiders are drawn to him.
  • Fast Reflexes: Exactly what it says. Mechanically, this means Bailey is able to draw a hidden weapon at expert speed and still strike on his turn.
  • Direction Sense: Doesn't get lost easily and knows where north is instinctively.
  • Ambidextrous: While Bailey is predominantly right handed, he is able to use his left with no less skill.
  • Bachelor of Nursing: Bailey is a nearly-fully-qualified nurse, and was most of three years into his hospital placement when he got Taken. He retains most of his practical knowledge, and is currently practicing as an independent field medic for homeless or outcast Changelings, so his knowledge remains mostly up to date.
  • Cartography: Bailey is currently learning how to accurately draw and maintain maps, with a hard focus on creating boundaries between suburbs and freeholds. He's still learning.


SUITABILITY: Changeling: The Lost is already a game about body and mental horror, torture, transformation and abuse, so there's nothing new here for him besides presentation.

PERSONALITY.

Your character has a chance to undo a terrible mistake, but in doing so, there could be unintended consequences for everyone they know. Is it worth the risk? Or should the dead stay dead?

If your character had the option to permanently lose the ability to feel certain negative emotions like fear or grief, or permanently forget certain memories, would they take it? What if they will never know that something has been taken from them? Does loss only matter if it's known what's missing?

Could your character ever forgive themselves for something morally wrong that they've done? No matter how much time has passed? No matter how much penitence has been done? Is being sorry enough to be a good person?

Your character has a secret they have been sworn to, but revealing this secret could save the lives of countless others. Is it worth breaking the promise to save others, or is betrayal never justifiable?

Has your character ever gotten joy out of hurting others, physically or mentally? If they have, does it scare them?


WRITING SAMPLES.

SAMPLES:

NOTES.

QUESTIONS OR CONCERNS:
itsybitsybastard: PB: Jamie Campbell Bower (Default)
Bailey is a Changeling from the New World of Darkness setting, and his primary physical transformation is basically an anthro spider. If you're not comfortable with spiders or detailed descriptions thereof, please let me know so I can either avoid mentioning it, or outright avoid threading with you for your comfort!

As well, his backstory has outright depictions of physical and psychological abuse and manipulation, torture and repeated death, and a lot of forced mind control, which he won't hesitate to bring up to intentionally upset someone, so again let me know if that's not something you want to play with!



Now into the fun stuff! )
itsybitsybastard: PB: Jamie Campbell Bower (Default)
Name: Maniette
Age: 27
Contact info: PM here or [plurk.com profile] maniette

Character: Bailey "Doctor" Hamilton
Canon: Changeling: The Lost OC
Canon Point: Nine months after his escape, during an otherwise routine night
CRAU, Canon AU: Nope
Character age: 31

And the thick of it: )
itsybitsybastard: PB: Jamie Campbell Bower (Default)
OOC
Back-Tagging
I can be a bit slow with older threads but yes!
Thread-Hopping
Depends on the thread, so please ask!
Fourth Wall Breakage
As an OC there's not really anything to fourth wall.
Offensive Topics
I'm good with a lot of things, so just warn me if you think you're going particularly grimdark or specific.
Anything Else?
TBA
IC
Hugging
Feel free to try!
Kissing
Maybe? Maybe not. Let's find out.
Flirting
He's ace-aro, so he won't necessarily reciprocate, but feel free!
Fighting
You can try and probably win, let's talk!
Injuring
Depending on the severity, yes!
Killing
I'm not opposed, but only with thorough discussion.
Telepathy
Go for it! It probably won't be great.
Magic
He has lots of magic, and a semblance of resistance! If you're going to use anything on him, let's discuss it!
Triggers
Moderate claustrophobia
Anything Else?
Message me if you want to try anything in particular with him!
itsybitsybastard: PB: Jamie Campbell Bower (Default)

BASIC INFO

NAME: Bailey Hamilton
A.K.A.: Dr. Hamilton, Doc
CANON: Changeling: The Lost OC
HOMEWORLD: Earth but Worse
AGE: 31
GENDER: Male
SPECIES: Changeling (Beast, Skitterskulk)

FIRST GLANCE

APPEARANCE: Link
HEIGHT: 6'2"
BUILD: Anorexic
HAIR: Blonde, limp
EYES: Green-black
DRESS: Hobo chic, lots of knits
SCENT: Clay and antiseptic
VOICE: This but an Irish accent
DEMEANOR: Regal, bossy

PERMISSIONS

BACKTAGGING:
4TH-WALLING:
THREADJACKING: Ask!
MIND-READING:
FIGHTING:
ROMANCE:
INJURY:
KILLING: Ask!
RIGHT COLUMN TITLE
RIGHT COLUMN SUBTITLE


PERSONALITY
PERSONALITY GOES HERE. Use

after every paragraph or there won't be proper paragraph breaks.

HISTORY
HISTORY GOES HERE. Use

after every paragraph or there won't be proper paragraph breaks.

INVENTORY
SKELETON KEYAn otherwise unremarkable and bent key. When Bailey uses his magic to activate this Token, he can unlock any lock that has a keyhole. However, whoever owns the item or location being opened will become immediately aware of the attempt. If someone else uses the Token to unlock something, or Bailey does so without using his magic, then the next exit they try to use will be mysteriously blocked and unable to be shifted. Tied to a red ribbon that hangs around his neck.

FIRST AID KITA 280-piece travel-sized first aid kid. The outside is thoroughly filthy, but the contents are sterile and carefully maintained as such.

DUFFEL BAGA canvas duffle bag. Extremely stained with dirt, blood and other fluids, but scrubbed meticulously to preserve appearances. It contains the aforementioned first aid kit, as well as two boxes of disposable gloves (one unopened), his phone charger and a portable power bank, a large sewing kit. The front pocket is well-padded to hide the hunting knife stashed there.
itsybitsybastard: PB: Jamie Campbell Bower (Default)
Name: Bailey "Doctor" Hamilton
Age: Physically in his late 20s, mentally slightly older due to timey wimey fairy bullshit.

Seeming: Beast
  • Blessing: The wildness that infuses a Beast gives her a supernatural affinity with animals. A Beast gains the benefit of the 8 again rule when using the Animal Ken Skill, and receives a free Specialty for the one animal that most reflects the Beast’s seeming. That same wild nature gives a Beast a powerful personal magnetism. A Beast’s player can spend points of Glamour to add to dice pools involving Presence and Composure. Each point of Glamour spent adds one die to one dice pool.
  • Curse: Although the Beasts regained their consciousness when they came through the Hedge, their time as beings of thoughtless instinct has taken its toll on each of them, and most find it very hard to make use of academic or trained skills. A Beast’s player suffers a –4 dice untrained penalty when trying to use a Mental skill in which the character has no dots. Further, although Beasts can be very clever indeed, they’re out of practice making those leaps of ingenuity that so characterize human genius. A Beast’s player doesn’t re-roll 10s when using a dice pool involving Intelligence.
    Kith: Skitterskulk
    Changelings who have an affinity with flies, spiders, beetles, centipedes and other creepy crawlies.


    Clarity: 7
    Court: Courtless
    Wyrd: 2
    Maximum Glamour: 11. Glamour per turn: 2


    Contracts (5):
    Fang and Talon:
    Tongues of Birds and Words of Wolves (Rodents) (●)
    The changeling can communicate with the general type of animal represented in the Contract. This communication is partially empathic, but the changeling must either whisper to the animal in her own language or attempt to imitate whatever sounds the animal uses to express itself. Most animals make some sort of noise while responding, but they need not do so. Animals tied to the changeling by kith or this Contract instinctively feel a kinship with the changeling and readily communicate unless immediate circumstances, such as an obvious threat, intervene. Simpler, less intelligent animals communicate with less complexity. Mammals and birds are relatively easy to speak with. However, reptiles, invertebrates and most fish can provide only very simple information, such as whether or not any humans recently came near or the general location of fresh water. (Catch: The changeling gives the animal a new name.)
    Beast’s Keen Senses (Rodent) + (Spider) (●●)
    The changeling gains the senses of a specific type of animal, selected when the changeling learns this clause. This clause enhances the changeling’s natural senses, and may well grant him entirely new senses such as a viper’s infrared pits or a bat’s echolocation.(Catch: The changeling sees or touches an animal of the type being imitated.)

    Dream:
    Pathfinder (●)
    The first and most basic clause allows the changeling to divine the nature of the Hedge in a certain area. Pathfinder can find Hollows, trods, paths to and from Carrie and other details of the local Hedge, such as what sort of goblin fruits grow there. (Catch: The changeling must have plucked a thorn from the local Hedge and shed a single drop of blood while doing so within the last day.)

    Smoke:
    The Wrong Foot (●)
    This Contract allows the changeling to change the nature of the marks he leaves when passing through a certain locale. The clause is one of the oldest remembered among even the True Fae, and several fairy legends exhibit Good Folk who left cloven-hoofed tracks or the scent of curdled milk behind them. Indeed, certain seemings even use this Contract to augment their presences, as with some Fairest who leave a sweet, natural perfume in their wake, or loathsome Tunnelgrubs who deliberately ooze a trail of slime to unsettle others. (Catch: The changeling licks his thumb and smudges it on a mirror, thereby leaving another mark of his own passing.)
    Nevertread (●●)
    When the changeling invokes this clause, all traces of his passing vanish. He leaves no footprints in mud, sand, snow or any other surface that would normally hold a mark. Likewise, his wet feet leave no prints on dry ground. Even grass trampled underfoot or flour scattered on the ground leaves no evidence of the changeling's movements.
    Note that if the changeling remains present at the site of his Nevertread attempts, he may still be discovered by other means. This power does not render him invisible, it just obscures the signs left by his movements. (Catch: The changeling must have spent at least an hour barefoot within the past day.)

    Shadowpatch (●●●)
    Light seems to avoid the changeling when he invokes this Contract, and darkness congeals around him. (Catch: The changeling must have spent at least an hour away from natural light (away from windows, open doors, etc.) within the past day.)


    Attributes:
    Mental (5):
    Intelligence: ● ● ● ○ ○
    Wits: ● ● ● ● ○
    Resolve: ● ○ ○ ○ ○


    Social (4):
    Presence: ● ○ ○ ○ ○
    Manipulation: ● ● ● ● ○
    Composure: ● ● ○ ○ ○


    Physical: (3)
    Strength: ● ○ ○ ○ ○
    Dexterity: ● ● ● ○ ○
    Stamina: ● ● ○ ○ ○


    Merits (7):
    Fast Reflexes (●●)
    Your character's mix of sharp reflexes and steady nerves helps him get the drop on adversaries.
    Direction Sense (●)
    Your character has an innate sense of direction that instinctively allows him to remain oriented. He can enter unfamiliar territory and always retrace his steps back to his starting point, and can orient himself to any of the compass points (i.e., face north, face south) without references.
    Ambidextrous (●●●)
    Your character does not suffer the -2 penalty for using his off-hand in combat or to perform other actions.
    Quick Draw (Melee) (●)
    Your character can draw a pistol and fire or pull a melee weapon and attack without penalty as a single action in a turn. If a weapon is hidden on your character's person (under a coat or in a purse), it can be drawn and used in the same turn without the normal loss of Defense. A separate Quick Draw Merit must be acquired for use with firearms and melee weapons.
    Impossible Counterpoint (Blessing)
    When Dodging, the character triples her Defense Trait rather than doubling it.


    Abilities:
    Social (11):
    Animal Ken: ● ● ● ○ ○ (Specialty: Arachnids)
    Empathy: ○ ○ ○ ○ ○
    Expression: ● ○ ○ ○ ○
    Intimidation: ● ● ○ ○ ○
    Persuasion: ● ● ○ ○ ○
    Socialize: ○ ○ ○ ○ ○
    Streetwise: ● ○ ○ ○ ○
    Subterfuge: ● ● ○ ○ ○


    Mental (7):
    Academics: ● ● ○ ○ ○ (Specialty: Nursing)
    Computer: ○ ○ ○ ○ ○
    Crafts: ○ ○ ○ ○ ○
    Investigation: ● ○ ○ ○ ○
    Medicine: ● ● ○ ○ ○ (Specialty: First Aid)
    Occult: ● ○ ○ ○ ○
    Politics: ○ ○ ○ ○ ○
    Science: ● ○ ○ ○ ○


    Physical (4):
    Athletics: ○ ○ ○ ○ ○
    Brawl: ○ ○ ○ ○ ○
    Drive: ● ● ○ ○ ○ (Specialty: Emergency vehicles)
    Firearms: ○ ○ ○ ○ ○
    Larceny: ○ ○ ○ ○ ○
    Stealth: ● ○ ○ ○ ○
    Survival: ○ ○ ○ ○ ○
    Weaponry: ● ○ ○ ○ ○


    Token
    Skeleton Key (●)
    This token is an antique bronze key purchased from a goblin market for an unfair price. It's stained dark with age and smudged with dirt, with a nondescript head and a kink in the blade that would otherwise make it visibly unusable by any mundane means. Nonetheless, when inserted into any lock, it functions perfectly, and opens said lock as though it was the true key. Due to the age of this key, however, it only works on locks with functional keyholes of some description.
    Action: Reflexive
    Mien: The degradation on the key seems to melt away, revealing the shape of the first key made for that lock.
    Drawback: As soon as the lock is successfully opened, the owner of the object or location being unlocked becomes aware of the fact - though not the who, why, or if anything gets taken from within, and feel a moderate, but resistable, compulsion to investigate. This token also does not negate any other kind of security that might be on the locked item, only the lock itself.
    Catch: For every lock that the changeling opens using this token, she will find that another barrier closes itself to her in some way. Perhaps a fire escape gets stuck when she tries to reach for it, or rubble collapsed on the other side of a door bars it. This will always and only affect means of ingress and egress, even if the key is never used to unlock something with actual doors.


    Visuals
  • A typical outfit.
  • Here's another
  • This but hobo chic
  • His skeleton key
  • Profile

    itsybitsybastard: PB: Jamie Campbell Bower (Default)
    Bailey

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