Silcatra
06-01-11, 04:39 PM
A/N: This is not this character's first and original appearance on the internet. However, she is my original character that I am playing somewhere else. I thought to bring her to Althanas to see how she'd make out. Also, apologies for the long, long, long post. I promise it doesn't absolutely suck, though.
Name: Silcatra de la Cruz (nee Sophia Gabriella Isabel de la Cruz y Santos, but let's not complicate matters too much, shall we?)
Age: 32
Race: Human? She looks human, let's go with that.
Hair Color: Black, but graying
Eye Color: Brown, with irises rimmed in bright green and pupils rimmed in bright blue.
Height: 5'4". Yep, she's short.
Weight: 130 lbs.
Occupation: Silcatra was, once upon a time, a jill of many trades. She was a hunter supreme in the jungles of the Island where she lived, she ran an amusement park, she was a leader of a clan (not unlike a power group, come to think of it), she was a builder, an engineer, a mother figure, and an old hat. Now? Well, she's got no idea.
Personality: Silcatra has no memory of the first twenty-one years of her life. As far as she remembers, she never had them, save for a flash of insight or two. For the ten years she can remember, she was trapped with many other contestants on an island where they worked, fought, and generally tried to make good while the larger, outside world served as an audience to their daily struggles and triumphs. That she was a TV star had very little impact on Sil's day to day life, because there wasn't a way for the outside to interact with the inside, or the inside to interact with the outside.
Everything Silcatra has ever had, to her memory, she has earned with the strength of her arms, the might of her cunning, the skill of her foraging or her ability to create it. If she decides she will make something, then it will happen, come hell, high water, or any number of obstacles. She digs her heels in for everything from "I am making TAMALES, and that there is no masa on this gods-forsaken land is of no consequence" to "I'm gonna make the biggest damn amusement park this Island has ever seen." She's used to making things happen, and that many things wouldn't happen if she wasn't there is a simple part of life.
She has also seen almost everything she worked hard to build crumble into ruin. Lovers tend to vanish from her life, organizations she has poured blood, sweat and tears into have cracked and collapsed, and she finds herself less and less able to get back up and carry on each time. That she is exhausted is an understatement, that she has been broken and poorly hacked back together is another one. But despite everything, she always, always pulls herself back up, even if she hasn't the strength to so much as open her eyes any longer, because that is the sort of person she is.
Over the last decade, Silcatra has become accustomed to dealing with the strange, unusual, and thus is hard to ruffle. She's faced danger time and again, she has lived a life where the ridiculous is simply the ordinary, and where the impossible is downright pedestrian. There's very little that can surprise her.
Due to her experiences, Silcatra tends to be fairly easy to get along with...if a touch cold. She doesn't tend to connect to people very readily, out of a fear of losing those close to her (again and again and over and over and again), but if she does make such a connection and that person comes under threat, she would neither hesitate to die nor to kill on their behalf.
Short version: melancholy, aloof, protective.
Appearance: Silcatra is a woman with long black hair that she usually ties at the nape of her neck, a large fedora, and distinctive eyes. Chocolaty brown at the core, her irises are rimmed with bright green on the outer rim and blue around the pupil. She has some faint scarring on her face from a rather unusual encounter several years ago, but it's nothing too distracting. She's not very tall, but she's also not too short, and on the rare occasions when it becomes painfully evident that she's only 5'4", she seems to note that there is invariably some surprise. She figures she seems a little taller because she has good posture, but most of it's because she acts tall.
Sil tends to dress well, and wears a pair of dark gray pinstripe pants, a white blouse topped with a rather mannish navy-blue vest, a sturdy pair of boots, and a black duster which falls to her knees. Pinned to the lapel on her duster is a badge which greatly resembles a phoenix spreading its wings, and around her neck are a set of dog tags that were given to her by a lover long gone. She is not a flashy soul, so other than that, she is unadorned.
Approximately thirty-two ears of age, Silcatra was an Islander for ten long years at the time of her relocation, and it shows. A little silver streaks, almost invisibly, through the black of her hair. She has a sobriety about her, a weariness as though she's seen, done, and been through too much to know the meaning of the word rest. Eyes that once upon a time regarded her crazy world with fear and wonder now observe it with neither, making the grizzled warrior a fairly jaded person. She moves lightly, but it isn't the same kind of grace that a lady in a ballroom or a ballerina possesses, no...her movements are more akin to a jaguar than a swan, grace with power, learned from hours stalking prey in the Jungles.
History: Silcatra was snatched from her ordinary life at the age of twenty two. What that ordinary life was, she no longer remembers, not that it's of any consequence. She always knew she could never return. She was dropped on an island with no way to escape, along with countless other people, more of whom were dropped over her years there and many of whom died off, most under mysterious circumstances. So all she could do was try to make the best of it...
Silcatra has had several friends, many "friends," and exactly three lovers. Many of these helped her become the woman she is today, either by helping her learn the ropes of Island life, teaching her how to cope in the vicious jungles, or simply being a moment of humanity in an otherwise unusual world. Where she comes from, anything is possible. You can arrive as a human and become a kittyperson, go on to be a short, disgusting ball of sheer fighting RAGE, turn into a fifty-armed freak that shoots slime at its enemies, and then round out your experience as a card-carrying, reality-manipulating prankster. Hell, you can even spend a while dead and rotting or robotic. It's all liable to change when you see Horatio again.
Tea with Horatio is a ritual where she comes from; you live, you fight, you do what you have to, and then you have tea. Teatime is when you change, because Horatio tends to like to keep things interesting, and he'll do it for you if you don't do it yourself. He's a jerk like that.
Sil has had over two hundred of these tea times, and has grown into a powerful Islander over her time. To change reality was little different than to will it to be different, to make the impossible happen was just to understand that things didn't have to be as they were.
But power doesn't mean happiness, and what's prosperity if there's no one to share it with? Silcatra has seen the people who matter most to her turn their backs on her and walk away, has looked for them when they vanished and wept for them when they were cruelly torn from her. She is weary, and has been weary for a long, long time now.
And so this time, when she met Horatio again, she begged him to make it the last time, to end it, end her. He could do that, she couldn't. What she most needs to go on and be safe will be taken care of by her friends, what would crumble under her guidance will simply crumble sooner. Her existence, as she sees it, is a pointless one.
Horatio tends to both grant and deny wishes at the same time, and what a nasty surprise is Silcatra in for...
Skills:
Engineering: Silcatra has designed rollercoasters and built them from scratch. She has built houses and towers and temples and hospitals; where she comes from, she is one of the top ten architects. To that end, making a stable bridge or shoring up a house or ship wouldn't be outside her abilities.
Sewing: Let's face it, if you can't sew a seam, tack a hem, mend a rip, or put a button back on, you're lost. She can do all this and more with a needle and thread, but nothing beyond the extent of making or mending ordinary clothes, given the right materials to do so.
Cooking: Yes. She can cook. She's not gonna starve. She prefers Mexican food, but other stuff isn't out of her realm of ability.
Combat: Sil is most used to working with chainsaws or blasts of pure destructive energy, but since Althanas lacks the former and she doesn't currently have access to the latter, she's going to have to rely on hand-to-hand techniques she learned against various and zany woodland creatures. While she's obviously got no formal training, she knows where to hit so it hurts.
First Aid: Having inherited a medical facility from her last love when he was pulled from the Island, Sil has studied medicine and human anatomy. And non-human anatomy. It's just how life works. She has the knowledge to stitch cuts, even large ones, bandage wounds, set bones, and check the severity of head wounds.
Abilities: [A/N: Silcatra's abilities (save two that are not dependent on "magic") are currently LOCKED, and will be unlocked as she goes up in levels. I'm putting them in here anyway, so I don't have to re-write them later. Locked abilities are ones that she cannot use, not until she's gone up levels and had them approved by RoG staff, just there to mark where she was in the game where I've been playing her, and what potential she has. They will be modified and detailed when she levels up, to be level-appropriate abilities.]
[u]Combat Awareness: Sil has been a warrior for a long time, in a world where an attack can come from any direction at any time. She has learned to be aware and wary of all times, and can often sense an attack coming well before it finds its mark.
[u]Combat Reflexes: Sil has taken many hits over her lifetime, and dodged many more. While her style of fighting tends toward standing and taking blows, dodging the occasional high-velocity attack or grabbing a fist, foot, or other attack as it comes is something she's long been capable of.
[LOCKED] Healing: Through manipulation of the energies around her and in people, Silcatra can make wounds heal better and more quickly than they would if she was forced to use nothing but standard first aid tools. She can also see into the extent of injuries to have a better understanding of them.
[LOCKED] Gravity Manipulation: Silcatra can manipulate the gravity around herself and others, either nullifying it (to levitate herself, someone else, or something) or increasing it.
[LOCKED] Illusions: The art of making things appear the way they aren't, either creating images where there's nothing or masking things to appear to be what they aren't, but not changing the properties of anything.
[LOCKED] Matter manipulation (change/creation/destruction): Being who and what she is, Silcatra has a very intimate understanding that nothing must be the way it seems. With an intrinsic understanding of the world around her, she can wreak the forces of change upon that world, either bringing something into existence that wasn't there before, destroying something down to its last molecule, or making it into something it wasn't.
Equipment:
First aid kit (complete with sterile needles and thread, alcohol solution, and a 300 count bottle of 350 mg/tablet motrin).
Portable stove and frying pan, all-purpose cleaning/cooking knife
Tobacco pouch with 300 cigarettes (she doesn't smoke, but they were currency back where she came from)
Lighter
Dogtags
Phoenix pin
Backpack - can hold up to 80 kgs. She can't currently carry that much, but it's what it can hold.
Duster with lots of pockets
Beat up fedora
Set of dice
Set of playing cards
An ancient coin
Familiars:
Verdi: A crystaline sentient creature that can fit into the palm of a hand, colored, surprisingly enough, green. He has been Sil's companion through everything for the last ten years, and was sent to Althanas along with her. He doesn't speak Common, though he understands it, and has no combat abilities or utilities.
Other notes on Silcatra:
She was very highly saturated with the phenomenon that made her homeland such a crazy place. Being suddenly removed from it, like she was, is liable to make her disoriented and sick for her first couple of adventures, and to a lesser degree as time goes on. Think of it as an inherent disadvantage.
Name: Silcatra de la Cruz (nee Sophia Gabriella Isabel de la Cruz y Santos, but let's not complicate matters too much, shall we?)
Age: 32
Race: Human? She looks human, let's go with that.
Hair Color: Black, but graying
Eye Color: Brown, with irises rimmed in bright green and pupils rimmed in bright blue.
Height: 5'4". Yep, she's short.
Weight: 130 lbs.
Occupation: Silcatra was, once upon a time, a jill of many trades. She was a hunter supreme in the jungles of the Island where she lived, she ran an amusement park, she was a leader of a clan (not unlike a power group, come to think of it), she was a builder, an engineer, a mother figure, and an old hat. Now? Well, she's got no idea.
Personality: Silcatra has no memory of the first twenty-one years of her life. As far as she remembers, she never had them, save for a flash of insight or two. For the ten years she can remember, she was trapped with many other contestants on an island where they worked, fought, and generally tried to make good while the larger, outside world served as an audience to their daily struggles and triumphs. That she was a TV star had very little impact on Sil's day to day life, because there wasn't a way for the outside to interact with the inside, or the inside to interact with the outside.
Everything Silcatra has ever had, to her memory, she has earned with the strength of her arms, the might of her cunning, the skill of her foraging or her ability to create it. If she decides she will make something, then it will happen, come hell, high water, or any number of obstacles. She digs her heels in for everything from "I am making TAMALES, and that there is no masa on this gods-forsaken land is of no consequence" to "I'm gonna make the biggest damn amusement park this Island has ever seen." She's used to making things happen, and that many things wouldn't happen if she wasn't there is a simple part of life.
She has also seen almost everything she worked hard to build crumble into ruin. Lovers tend to vanish from her life, organizations she has poured blood, sweat and tears into have cracked and collapsed, and she finds herself less and less able to get back up and carry on each time. That she is exhausted is an understatement, that she has been broken and poorly hacked back together is another one. But despite everything, she always, always pulls herself back up, even if she hasn't the strength to so much as open her eyes any longer, because that is the sort of person she is.
Over the last decade, Silcatra has become accustomed to dealing with the strange, unusual, and thus is hard to ruffle. She's faced danger time and again, she has lived a life where the ridiculous is simply the ordinary, and where the impossible is downright pedestrian. There's very little that can surprise her.
Due to her experiences, Silcatra tends to be fairly easy to get along with...if a touch cold. She doesn't tend to connect to people very readily, out of a fear of losing those close to her (again and again and over and over and again), but if she does make such a connection and that person comes under threat, she would neither hesitate to die nor to kill on their behalf.
Short version: melancholy, aloof, protective.
Appearance: Silcatra is a woman with long black hair that she usually ties at the nape of her neck, a large fedora, and distinctive eyes. Chocolaty brown at the core, her irises are rimmed with bright green on the outer rim and blue around the pupil. She has some faint scarring on her face from a rather unusual encounter several years ago, but it's nothing too distracting. She's not very tall, but she's also not too short, and on the rare occasions when it becomes painfully evident that she's only 5'4", she seems to note that there is invariably some surprise. She figures she seems a little taller because she has good posture, but most of it's because she acts tall.
Sil tends to dress well, and wears a pair of dark gray pinstripe pants, a white blouse topped with a rather mannish navy-blue vest, a sturdy pair of boots, and a black duster which falls to her knees. Pinned to the lapel on her duster is a badge which greatly resembles a phoenix spreading its wings, and around her neck are a set of dog tags that were given to her by a lover long gone. She is not a flashy soul, so other than that, she is unadorned.
Approximately thirty-two ears of age, Silcatra was an Islander for ten long years at the time of her relocation, and it shows. A little silver streaks, almost invisibly, through the black of her hair. She has a sobriety about her, a weariness as though she's seen, done, and been through too much to know the meaning of the word rest. Eyes that once upon a time regarded her crazy world with fear and wonder now observe it with neither, making the grizzled warrior a fairly jaded person. She moves lightly, but it isn't the same kind of grace that a lady in a ballroom or a ballerina possesses, no...her movements are more akin to a jaguar than a swan, grace with power, learned from hours stalking prey in the Jungles.
History: Silcatra was snatched from her ordinary life at the age of twenty two. What that ordinary life was, she no longer remembers, not that it's of any consequence. She always knew she could never return. She was dropped on an island with no way to escape, along with countless other people, more of whom were dropped over her years there and many of whom died off, most under mysterious circumstances. So all she could do was try to make the best of it...
Silcatra has had several friends, many "friends," and exactly three lovers. Many of these helped her become the woman she is today, either by helping her learn the ropes of Island life, teaching her how to cope in the vicious jungles, or simply being a moment of humanity in an otherwise unusual world. Where she comes from, anything is possible. You can arrive as a human and become a kittyperson, go on to be a short, disgusting ball of sheer fighting RAGE, turn into a fifty-armed freak that shoots slime at its enemies, and then round out your experience as a card-carrying, reality-manipulating prankster. Hell, you can even spend a while dead and rotting or robotic. It's all liable to change when you see Horatio again.
Tea with Horatio is a ritual where she comes from; you live, you fight, you do what you have to, and then you have tea. Teatime is when you change, because Horatio tends to like to keep things interesting, and he'll do it for you if you don't do it yourself. He's a jerk like that.
Sil has had over two hundred of these tea times, and has grown into a powerful Islander over her time. To change reality was little different than to will it to be different, to make the impossible happen was just to understand that things didn't have to be as they were.
But power doesn't mean happiness, and what's prosperity if there's no one to share it with? Silcatra has seen the people who matter most to her turn their backs on her and walk away, has looked for them when they vanished and wept for them when they were cruelly torn from her. She is weary, and has been weary for a long, long time now.
And so this time, when she met Horatio again, she begged him to make it the last time, to end it, end her. He could do that, she couldn't. What she most needs to go on and be safe will be taken care of by her friends, what would crumble under her guidance will simply crumble sooner. Her existence, as she sees it, is a pointless one.
Horatio tends to both grant and deny wishes at the same time, and what a nasty surprise is Silcatra in for...
Skills:
Engineering: Silcatra has designed rollercoasters and built them from scratch. She has built houses and towers and temples and hospitals; where she comes from, she is one of the top ten architects. To that end, making a stable bridge or shoring up a house or ship wouldn't be outside her abilities.
Sewing: Let's face it, if you can't sew a seam, tack a hem, mend a rip, or put a button back on, you're lost. She can do all this and more with a needle and thread, but nothing beyond the extent of making or mending ordinary clothes, given the right materials to do so.
Cooking: Yes. She can cook. She's not gonna starve. She prefers Mexican food, but other stuff isn't out of her realm of ability.
Combat: Sil is most used to working with chainsaws or blasts of pure destructive energy, but since Althanas lacks the former and she doesn't currently have access to the latter, she's going to have to rely on hand-to-hand techniques she learned against various and zany woodland creatures. While she's obviously got no formal training, she knows where to hit so it hurts.
First Aid: Having inherited a medical facility from her last love when he was pulled from the Island, Sil has studied medicine and human anatomy. And non-human anatomy. It's just how life works. She has the knowledge to stitch cuts, even large ones, bandage wounds, set bones, and check the severity of head wounds.
Abilities: [A/N: Silcatra's abilities (save two that are not dependent on "magic") are currently LOCKED, and will be unlocked as she goes up in levels. I'm putting them in here anyway, so I don't have to re-write them later. Locked abilities are ones that she cannot use, not until she's gone up levels and had them approved by RoG staff, just there to mark where she was in the game where I've been playing her, and what potential she has. They will be modified and detailed when she levels up, to be level-appropriate abilities.]
[u]Combat Awareness: Sil has been a warrior for a long time, in a world where an attack can come from any direction at any time. She has learned to be aware and wary of all times, and can often sense an attack coming well before it finds its mark.
[u]Combat Reflexes: Sil has taken many hits over her lifetime, and dodged many more. While her style of fighting tends toward standing and taking blows, dodging the occasional high-velocity attack or grabbing a fist, foot, or other attack as it comes is something she's long been capable of.
[LOCKED] Healing: Through manipulation of the energies around her and in people, Silcatra can make wounds heal better and more quickly than they would if she was forced to use nothing but standard first aid tools. She can also see into the extent of injuries to have a better understanding of them.
[LOCKED] Gravity Manipulation: Silcatra can manipulate the gravity around herself and others, either nullifying it (to levitate herself, someone else, or something) or increasing it.
[LOCKED] Illusions: The art of making things appear the way they aren't, either creating images where there's nothing or masking things to appear to be what they aren't, but not changing the properties of anything.
[LOCKED] Matter manipulation (change/creation/destruction): Being who and what she is, Silcatra has a very intimate understanding that nothing must be the way it seems. With an intrinsic understanding of the world around her, she can wreak the forces of change upon that world, either bringing something into existence that wasn't there before, destroying something down to its last molecule, or making it into something it wasn't.
Equipment:
First aid kit (complete with sterile needles and thread, alcohol solution, and a 300 count bottle of 350 mg/tablet motrin).
Portable stove and frying pan, all-purpose cleaning/cooking knife
Tobacco pouch with 300 cigarettes (she doesn't smoke, but they were currency back where she came from)
Lighter
Dogtags
Phoenix pin
Backpack - can hold up to 80 kgs. She can't currently carry that much, but it's what it can hold.
Duster with lots of pockets
Beat up fedora
Set of dice
Set of playing cards
An ancient coin
Familiars:
Verdi: A crystaline sentient creature that can fit into the palm of a hand, colored, surprisingly enough, green. He has been Sil's companion through everything for the last ten years, and was sent to Althanas along with her. He doesn't speak Common, though he understands it, and has no combat abilities or utilities.
Other notes on Silcatra:
She was very highly saturated with the phenomenon that made her homeland such a crazy place. Being suddenly removed from it, like she was, is liable to make her disoriented and sick for her first couple of adventures, and to a lesser degree as time goes on. Think of it as an inherent disadvantage.