Wilderlands App
Aug. 17th, 2021 03:09 amAPPLICATION
Player Name/Handle: Blue
Plurk Handle:
bluecitrine
Preferred pronouns (optional): They/Them
Player Status: Current Player
Other characters: Cammie & CT
Invited by: Korel
Character Name: Holly Short
Fandom: Artemis Fowl
Character Journal:
darvit
OU, AU, CRAU, Canon OC, or OC? OU
Canon point: End of Artemis Fowl and The Time Paradox, not long after finding out Opal Koboi's past self has escaped and is loose in the present
Age: In her 80s. Mentally and physically the equivalent of a mid-20s human, just tiny. Facial features make her look slightly younger, but her proportions are still those of an adult.
PB: Alexandra Shipp (for now, may be changing to art if I can afford it)
SETTING BACKGROUND
Artemis Fowl posits a world where the fair folk of legend not only exist, but have a society infinitely more technological advanced than our own—technology that is being used to keep their existence a secret from humanity, after they were forced to relocate underground thousands of years ago by ancient humans. Artemis Fowl is the first human to discover the People and get away with his memories, and a good chunk of fairy gold, after he kidnaps Holly Short—a LEPrecon captain on a routine above-ground assignment.
Despite what is, to put it lightly, a rocky start to their relationship, Artemis Fowl becomes an invaluable friend to the People. Artemis, Holly and their other friends, human and fairy alike, avert fairy-kind's discovery and the potential end of the world (mostly at the hands of the depraved genius pixie Opal Koboi) multiple times over the course of a few short years, travelling not only across the world but through time to do so.
OC/AU/CRAU REQUIREMENTS
N/A
PERSONALITY
There are two traits that most of fairy society shares: a deep reverence for nature, and a deep hatred of humanity; Holly is no exception. Her love of nature and flying gives her an insatiable longing to live above ground—it is, in part, why she loves her position as a LEPrecon agent, where she is sent above ground to track down runaway fairies who have reached the surface without a visa. Holly is never happier than she is when she's in the air with a pair of wings, and breaks regulation to take the scenic route whenever possible, flying close enough to mountaintops to knock snow off the peak with her hand.
So Holly's personal dislike of humanity is fueled in part by their role in forcing fairy society to retreat into what she calls a 'technologically advanced cave'. Holly regards most humans as greedy, violent planet-poisoners for how they've treated Earth and each other since they took over the surface, and has only recently come to recognise the good that exists in individual humans—thanks to experiences with a few key humans such as her friend Artemis (who, ironically, she first met when he kidnapped her).
Despite this, Holly has never been known to let humans die on her watch, and tries to cause minimal injury during most confrontations. On numerous occasions, Holly puts her own life at risk to save not just her own kind, but humans who she technically has no obligation to protect. When a child cries for help during a Troll attack, Holly disobeys orders to intervene before back-up arrives. When the same Troll is later unleashed on her kidnappers, she not only attacks it directly to draw its attention off an innocent party, but heals the one who actually tranquilized her after he suffered deadly injuries. This behaviour continues throughout her journeys with Artemis and comes from a conviction shared by most fairies but that Holly exemplifies: they value all life, and do not kill unless there is no alternative.
This is one of the primary examples of Holly's tendency to disobey orders and regulation. She can be rather impatient, preferring to jump into action and ask for forgiveness, rather than for permission, especially when she believes it to be in service of doing the right thing. A good friend of hers joked that if she even possessed a copy of the rulebook, she'd certainly never opened it, and Holly had no argument. Whilst this behaviour attracted multiple internal investigations and a reputation amongst the more straight-laced as the 'crazy girl captain', it often pays off in the moment.
Holly is a skilled and experienced soldier with a good head on her shoulders who, in these moments of excessive stress, is adept at honing in on an appropriate course of action. Whether that's throwing her helmet over a bomb to give her time to escape, using her headlamps to blind a photophobic Troll trying to eat her head, using her cell's bed to crack the concrete floor so she could complete the magic regaining ritual, or defeating an unsurmountable virtual scenario by shooting out the projector, she's great at improvising and her intuition is an asset in its own right.
On the surface, she can come across as a hard-ass soldier type. She's stubborn, sarcastic and sharp-witted, but takes no nonsense in the field and has been known to threaten people with bodily harm when they push their luck—though she's never followed through. She can be easily frustrated when you really get under her skin, and she can be surprisingly cutting when she holds you in poor regard. She also takes a certain level of joy or satisfaction in the misfortune/discomfort of those she doesn't like, particularly when she has an excuse to cause it (e.g. Artemis's motion sickness when in a shuttle she's flying).
However, beneath this, Holly holds a deep level of affection for those she considers her friends. How she displays this varies: she enjoys snark and teasing, but doesn't like the 'irritating bickering' displayed by some others; she'll punch people in the arm, both gently and with force; and she can, sometimes, be a hugger. She cried multiple times after her Commander's death, despite her usually controlled exterior. She's not great at verbally expressing her fondness, preferring gestures, but where it exists it runs deep.
This is because, at her core, Holly has a good heart. She may not be particularly polite, or always kind, but her genuine care for the world and those she loves is strong. This has, sometimes, made her easy to manipulate, by villains and friends alike. Opal Koboi was able to manipulate Holly into shooting her Commander with the assurance that if she hit a specific spot, it'd disarm the bomb Koboi had armed, making it appear to those watching that Holly had committed murder. Artemis was able to play on Holly's emotional core by telling her she had been the one to infect his mother with a magical disease, to convince her to help him when he wasn't sure she'd agree.
Holly is, overall, someone who will always try to do the right thing and values all life. She can be reckless, and stubborn, and has no love for those she considers to be enemies of the People, but she holds those she cares for in high regard.
CANON POWERS
Magic. Holly is a fairy with an inherent supply of magic that allows her to use certain magical abilities:
Mesmer: extremely potent hypnotism that can force a person to do exactly what you want them to and totally override their perception of their surroundings or personal history—in canon this has included things like telling someone to ignore that someone's there, meaning they won't remember their presence at all, and things as extreme as convincing someone that you are their literal child despite having never met you before, inserting yourself into their history. Requires eye contact and can cause serious damage to the target after repeated uses, which is often required to hold up the more severe side long-term.
The strong-willed have occasionally resisted doing things that go entirely against their core principles, but the person who demonstrated this capability proceeded to have a heart attack from the strain. So it’s intense.
Healing: can repair almost any damage done to a person that doesn't destroy their brain, and even leave them in a better state than they were before their injury. Mostly automatic, when directed at the magic wielder themself—it will constantly heal radiation damage as it’s dealt, for example, as well as healing cuts, bruises, broken bones, reattaching digits/limbs, damaged organs, bleeding, etc. It can be used to heal others, the more complicated the injury, the trickier it is for someone not trained in healing magic to make everything go back into place correctly on another person, but it can be done. It’s usually not advisable to heal someone outside of a two minute window, but exceptions have been made and though there are side effects one man was basically revived from the dead thanks to fairy magic after being on ice.
A fairy can pump extra magic into a wound to try and heal it better/faster/etc. They have control over the flow to an extent which allows them to focus on certain wounds if they want to, especially when doing so on another person.
Gift of Tongues: allows the fairy to speak in basically any language, including animals to an extent. Requires the least magic and can be used by those who've mostly lost access to theirs.
Shield: vibrating so fast that the user becomes nothing more than an invisible shimmer. Total invisibility to the naked eye unless you notice the shimmer, which many pass off as heat or similar atmospheric effects—whilst they have filters on their own helmets and tech that allow them to see shielded fairies, and a sufficiently fast frames per second rate on a camera feed may allow you to see them, outside of this they are totally invisible besides that shimmer. As long as the fairy has magic and is conscious, the shield stays up. Damage, attacking, etc. does not by default turn it off.
It does cause them to lose fine motor skills to a degree, thanks to the speed they’re vibrating at, and it makes it hard to think clearly. However this can be somewhat counteracted by sucking their gut in and focusing on that.
This magic usually needs to be recharged through a special ritual every few months or after using a lot of magic in a short period of time.
POWER SELECTION
POWER TYPE
Magic
FREEBIE POWERS
Fairies/Elves have slightly elevated senses of smell and hearing in comparison to humans, not so significant as to give any major advantage but they are more capable of differentiating specific scents from a medley.
GAME POWERS
Magic: Adept (Seer & Monk)
Mesmer (S): With direct eye contact, Holly can influence someone into revealing or forgetting information; completing a reasonably phrased, non-harmful action; or believing something they would otherwise not believe. The target does not remember being mesmerised. She can hold direct and total control for 10 minutes, and the target will complete 1 action planted in their subconscious so long as it's feasible to do so within the next thirty minutes after contact is broken. Clear phrasing is necessary for the best results. Targets with a strong enough will may be able to resist this.
Shield (S): Holly can render herself and everything on her person all but invisible to the naked eye by vibrating at speeds too fast to be seen, leaving only a slight shimmer in the air for the keen eyed to spot that is easily mistaken for heat haze. The speed at which she's vibrating makes fine motor skills and clear thought difficult, making good aim almost impossible (this can be somewhat countered by sucking the gut up and using that as a focus point) and she must become visible to use Mesmer due to needing eye contact.
Once activated, she can switch in and out of being visible for 15 minutes; when the 15 minutes is up, she becomes visible again and must wait an hour before she can recast the spell. If she sustains a moderate or worse wound whilst shielding, the shield drops; if she's knocked unconscious, the shield drops. In both cases, the full hour wait triggers.
Healing (M): This requires touch. Holly's magic must be specifically directed to heal either her own or other's minor wounds—cuts and scrapes, bruising, minor swelling, and minor punctures. When used on wounds that are more serious, it instead helps to make the wound less severe (e.g. a serious stab wound will close up enough to prevent bleeding to death, a broken bone will re-align itself so it can be more easily splinted, a small appendage that's been detached will at least reconnect) but cannot heal it completely.
ABILITIES
Combat - Holly is trained in both hand-to-hand combat and long-range combat. She's a crack shot with a Neutrino blaster and can deliver a surprisingly hard blow for having such tiny fists. She's, obviously, more used to physical encounters with people closer to her own size, but she's never been afraid to take on someone or something bigger than her. She once physically attacked a Troll that was likely four times her height and much stronger.
Piloting/Flight - Holly is in her element when at the helm of a ship or other vehicle, or with a pair of wings on her back. Others have said she was quite possibly the best shuttle/ship pilot in the LEP and she kickstarted a new way of taking off with wings that gets you further into the air faster, which people began calling the 'Hollycopter'.
Recon/Investigation - As a LEPrecon agent (at at one time, Private Investigator/Bounty Hunter) Holly has training in information gathering, stake-outs and in tracking down people or creatures. Though the latter was usually aided by technology, when she at least has information to go off she's good at predicting potential behaviour and looking for physical markers.
Improvisation - Holly is a quick thinker and when a plan either goes to hell, or there's no plan to speak of, she's great at coming up with solutions on the spot with the tools she has on hand and nothing else. This includes some sub-skills like putting on an act with minimal preparation etc.
SAMPLES
Prose Sample
TDM thread
ADDITIONAL INFO
Holly would arrive in an LEP jumpsuit, which is about the only thing she'd arrive with that wouldn't stop working shortly after her arrival (a Neutrino Blaster, a pair of mechanical wings, her helmet, a communicator, and an assortment of other gadgets). Besides that, she'd only arrive with a tiny golden book about the size of a matchbook that she wears around her neck under her clothes, its contents being written entirely in Gnommish—if the magic that usually affects this holds, it'll combust if someone touches it without her permission. In the unlikely circumstance that someone gets permission, the text would be unintelligible, due to the language it's written in.
Player Name/Handle: Blue
Plurk Handle:
Preferred pronouns (optional): They/Them
Player Status: Current Player
Other characters: Cammie & CT
Invited by: Korel
Character Name: Holly Short
Fandom: Artemis Fowl
Character Journal:
OU, AU, CRAU, Canon OC, or OC? OU
Canon point: End of Artemis Fowl and The Time Paradox, not long after finding out Opal Koboi's past self has escaped and is loose in the present
Age: In her 80s. Mentally and physically the equivalent of a mid-20s human, just tiny. Facial features make her look slightly younger, but her proportions are still those of an adult.
PB: Alexandra Shipp (for now, may be changing to art if I can afford it)
SETTING BACKGROUND
Artemis Fowl posits a world where the fair folk of legend not only exist, but have a society infinitely more technological advanced than our own—technology that is being used to keep their existence a secret from humanity, after they were forced to relocate underground thousands of years ago by ancient humans. Artemis Fowl is the first human to discover the People and get away with his memories, and a good chunk of fairy gold, after he kidnaps Holly Short—a LEPrecon captain on a routine above-ground assignment.
Despite what is, to put it lightly, a rocky start to their relationship, Artemis Fowl becomes an invaluable friend to the People. Artemis, Holly and their other friends, human and fairy alike, avert fairy-kind's discovery and the potential end of the world (mostly at the hands of the depraved genius pixie Opal Koboi) multiple times over the course of a few short years, travelling not only across the world but through time to do so.
OC/AU/CRAU REQUIREMENTS
N/A
PERSONALITY
There are two traits that most of fairy society shares: a deep reverence for nature, and a deep hatred of humanity; Holly is no exception. Her love of nature and flying gives her an insatiable longing to live above ground—it is, in part, why she loves her position as a LEPrecon agent, where she is sent above ground to track down runaway fairies who have reached the surface without a visa. Holly is never happier than she is when she's in the air with a pair of wings, and breaks regulation to take the scenic route whenever possible, flying close enough to mountaintops to knock snow off the peak with her hand.
So Holly's personal dislike of humanity is fueled in part by their role in forcing fairy society to retreat into what she calls a 'technologically advanced cave'. Holly regards most humans as greedy, violent planet-poisoners for how they've treated Earth and each other since they took over the surface, and has only recently come to recognise the good that exists in individual humans—thanks to experiences with a few key humans such as her friend Artemis (who, ironically, she first met when he kidnapped her).
Despite this, Holly has never been known to let humans die on her watch, and tries to cause minimal injury during most confrontations. On numerous occasions, Holly puts her own life at risk to save not just her own kind, but humans who she technically has no obligation to protect. When a child cries for help during a Troll attack, Holly disobeys orders to intervene before back-up arrives. When the same Troll is later unleashed on her kidnappers, she not only attacks it directly to draw its attention off an innocent party, but heals the one who actually tranquilized her after he suffered deadly injuries. This behaviour continues throughout her journeys with Artemis and comes from a conviction shared by most fairies but that Holly exemplifies: they value all life, and do not kill unless there is no alternative.
This is one of the primary examples of Holly's tendency to disobey orders and regulation. She can be rather impatient, preferring to jump into action and ask for forgiveness, rather than for permission, especially when she believes it to be in service of doing the right thing. A good friend of hers joked that if she even possessed a copy of the rulebook, she'd certainly never opened it, and Holly had no argument. Whilst this behaviour attracted multiple internal investigations and a reputation amongst the more straight-laced as the 'crazy girl captain', it often pays off in the moment.
Holly is a skilled and experienced soldier with a good head on her shoulders who, in these moments of excessive stress, is adept at honing in on an appropriate course of action. Whether that's throwing her helmet over a bomb to give her time to escape, using her headlamps to blind a photophobic Troll trying to eat her head, using her cell's bed to crack the concrete floor so she could complete the magic regaining ritual, or defeating an unsurmountable virtual scenario by shooting out the projector, she's great at improvising and her intuition is an asset in its own right.
On the surface, she can come across as a hard-ass soldier type. She's stubborn, sarcastic and sharp-witted, but takes no nonsense in the field and has been known to threaten people with bodily harm when they push their luck—though she's never followed through. She can be easily frustrated when you really get under her skin, and she can be surprisingly cutting when she holds you in poor regard. She also takes a certain level of joy or satisfaction in the misfortune/discomfort of those she doesn't like, particularly when she has an excuse to cause it (e.g. Artemis's motion sickness when in a shuttle she's flying).
However, beneath this, Holly holds a deep level of affection for those she considers her friends. How she displays this varies: she enjoys snark and teasing, but doesn't like the 'irritating bickering' displayed by some others; she'll punch people in the arm, both gently and with force; and she can, sometimes, be a hugger. She cried multiple times after her Commander's death, despite her usually controlled exterior. She's not great at verbally expressing her fondness, preferring gestures, but where it exists it runs deep.
This is because, at her core, Holly has a good heart. She may not be particularly polite, or always kind, but her genuine care for the world and those she loves is strong. This has, sometimes, made her easy to manipulate, by villains and friends alike. Opal Koboi was able to manipulate Holly into shooting her Commander with the assurance that if she hit a specific spot, it'd disarm the bomb Koboi had armed, making it appear to those watching that Holly had committed murder. Artemis was able to play on Holly's emotional core by telling her she had been the one to infect his mother with a magical disease, to convince her to help him when he wasn't sure she'd agree.
Holly is, overall, someone who will always try to do the right thing and values all life. She can be reckless, and stubborn, and has no love for those she considers to be enemies of the People, but she holds those she cares for in high regard.
CANON POWERS
Magic. Holly is a fairy with an inherent supply of magic that allows her to use certain magical abilities:
Mesmer: extremely potent hypnotism that can force a person to do exactly what you want them to and totally override their perception of their surroundings or personal history—in canon this has included things like telling someone to ignore that someone's there, meaning they won't remember their presence at all, and things as extreme as convincing someone that you are their literal child despite having never met you before, inserting yourself into their history. Requires eye contact and can cause serious damage to the target after repeated uses, which is often required to hold up the more severe side long-term.
The strong-willed have occasionally resisted doing things that go entirely against their core principles, but the person who demonstrated this capability proceeded to have a heart attack from the strain. So it’s intense.
Healing: can repair almost any damage done to a person that doesn't destroy their brain, and even leave them in a better state than they were before their injury. Mostly automatic, when directed at the magic wielder themself—it will constantly heal radiation damage as it’s dealt, for example, as well as healing cuts, bruises, broken bones, reattaching digits/limbs, damaged organs, bleeding, etc. It can be used to heal others, the more complicated the injury, the trickier it is for someone not trained in healing magic to make everything go back into place correctly on another person, but it can be done. It’s usually not advisable to heal someone outside of a two minute window, but exceptions have been made and though there are side effects one man was basically revived from the dead thanks to fairy magic after being on ice.
A fairy can pump extra magic into a wound to try and heal it better/faster/etc. They have control over the flow to an extent which allows them to focus on certain wounds if they want to, especially when doing so on another person.
Gift of Tongues: allows the fairy to speak in basically any language, including animals to an extent. Requires the least magic and can be used by those who've mostly lost access to theirs.
Shield: vibrating so fast that the user becomes nothing more than an invisible shimmer. Total invisibility to the naked eye unless you notice the shimmer, which many pass off as heat or similar atmospheric effects—whilst they have filters on their own helmets and tech that allow them to see shielded fairies, and a sufficiently fast frames per second rate on a camera feed may allow you to see them, outside of this they are totally invisible besides that shimmer. As long as the fairy has magic and is conscious, the shield stays up. Damage, attacking, etc. does not by default turn it off.
It does cause them to lose fine motor skills to a degree, thanks to the speed they’re vibrating at, and it makes it hard to think clearly. However this can be somewhat counteracted by sucking their gut in and focusing on that.
This magic usually needs to be recharged through a special ritual every few months or after using a lot of magic in a short period of time.
POWER SELECTION
POWER TYPE
Magic
FREEBIE POWERS
Fairies/Elves have slightly elevated senses of smell and hearing in comparison to humans, not so significant as to give any major advantage but they are more capable of differentiating specific scents from a medley.
GAME POWERS
Magic: Adept (Seer & Monk)
Mesmer (S): With direct eye contact, Holly can influence someone into revealing or forgetting information; completing a reasonably phrased, non-harmful action; or believing something they would otherwise not believe. The target does not remember being mesmerised. She can hold direct and total control for 10 minutes, and the target will complete 1 action planted in their subconscious so long as it's feasible to do so within the next thirty minutes after contact is broken. Clear phrasing is necessary for the best results. Targets with a strong enough will may be able to resist this.
Shield (S): Holly can render herself and everything on her person all but invisible to the naked eye by vibrating at speeds too fast to be seen, leaving only a slight shimmer in the air for the keen eyed to spot that is easily mistaken for heat haze. The speed at which she's vibrating makes fine motor skills and clear thought difficult, making good aim almost impossible (this can be somewhat countered by sucking the gut up and using that as a focus point) and she must become visible to use Mesmer due to needing eye contact.
Once activated, she can switch in and out of being visible for 15 minutes; when the 15 minutes is up, she becomes visible again and must wait an hour before she can recast the spell. If she sustains a moderate or worse wound whilst shielding, the shield drops; if she's knocked unconscious, the shield drops. In both cases, the full hour wait triggers.
Healing (M): This requires touch. Holly's magic must be specifically directed to heal either her own or other's minor wounds—cuts and scrapes, bruising, minor swelling, and minor punctures. When used on wounds that are more serious, it instead helps to make the wound less severe (e.g. a serious stab wound will close up enough to prevent bleeding to death, a broken bone will re-align itself so it can be more easily splinted, a small appendage that's been detached will at least reconnect) but cannot heal it completely.
ABILITIES
Combat - Holly is trained in both hand-to-hand combat and long-range combat. She's a crack shot with a Neutrino blaster and can deliver a surprisingly hard blow for having such tiny fists. She's, obviously, more used to physical encounters with people closer to her own size, but she's never been afraid to take on someone or something bigger than her. She once physically attacked a Troll that was likely four times her height and much stronger.
Piloting/Flight - Holly is in her element when at the helm of a ship or other vehicle, or with a pair of wings on her back. Others have said she was quite possibly the best shuttle/ship pilot in the LEP and she kickstarted a new way of taking off with wings that gets you further into the air faster, which people began calling the 'Hollycopter'.
Recon/Investigation - As a LEPrecon agent (at at one time, Private Investigator/Bounty Hunter) Holly has training in information gathering, stake-outs and in tracking down people or creatures. Though the latter was usually aided by technology, when she at least has information to go off she's good at predicting potential behaviour and looking for physical markers.
Improvisation - Holly is a quick thinker and when a plan either goes to hell, or there's no plan to speak of, she's great at coming up with solutions on the spot with the tools she has on hand and nothing else. This includes some sub-skills like putting on an act with minimal preparation etc.
SAMPLES
Prose Sample
TDM thread
ADDITIONAL INFO
Holly would arrive in an LEP jumpsuit, which is about the only thing she'd arrive with that wouldn't stop working shortly after her arrival (a Neutrino Blaster, a pair of mechanical wings, her helmet, a communicator, and an assortment of other gadgets). Besides that, she'd only arrive with a tiny golden book about the size of a matchbook that she wears around her neck under her clothes, its contents being written entirely in Gnommish—if the magic that usually affects this holds, it'll combust if someone touches it without her permission. In the unlikely circumstance that someone gets permission, the text would be unintelligible, due to the language it's written in.