littlesundog: (Default)
Carey Marshall ([personal profile] littlesundog) wrote2020-07-04 04:29 pm

App to Prisma

PLAYER
HANDLE: Basil
CONTACT: [plurk.com profile] woodrift
OVER 18? Yes
CHARACTERS IN-GAME: N/A

CHARACTER
NAME: Carey Marshall
CANON: Original Character
CANON POINT: After arriving in New York City and getting his affairs in order, and getting ready to board the modest cargo vessel to cross the Atlantic Ocean to London.
AGE: 27
BACKGROUND: Here is a bulleted summary with world info detailed in the post.

PERSONALITY: Appearances do little to show Marshall's warm, wholesome nature-- perhaps for the better. A kind, honest man at heart, Marshall's unfortunate tendency toward impulsivity and misinterpretations of social situations would make him unfortunately easy to take advantage of otherwise. He ultimately believes the best in others despite growing up in the South during the Reconstruction period just after the Civil War, and despite having a family divided by the pride and nationalism that ultimately split the Confederacy from the Union. He saw first hand the awful things that divided political loyalties can do to a family and, instead of taking sides and getting involved in the debates, chose instead to keep his nose down, press forward, and do the best he could to do the right thing.

Unfortunately, this naivety at times leads Marshall to make incorrect assumptions about people, such as when he took everything he knew about the young Isabeau in an instant and rationalized that she was a chronically ill young woman-- likely anemic or consumptive-- rather than take his knowledge of folklore, synthesize it to the situation, and reason that she was a Vampire. More often than not, Marshall's errors tend to fall on the side of assuming that someone is better than they actually are-- a case of wishful thinking, perhaps, after spending so long watching the people in the town he grew up in assume the worst instead.

The only matter his wishful thinking cannot easily influence is the true nature of his situation and the fact that he is tongue-tied in his storyline in regards to its nature. The entity he saw the day of the eclipse, who then tied itself to his person, is at once both a source of frustration and a boon. While he's aware that the occasionaly invervention of the entity (which has yet to divulge it's name or even what it wishes to be called. Marshall fills in the gaps by giving it absurd nicknames when he needs it's attention) paints him in the colors of a madman-- between the apparent talking to himself and the memory gaps that occur after it borrows his body-- he wouldn't trade the singular knowledge that his family is safe and unharmed throughout his journeys for any amount of money. Although he is curious about the entity's nature, and at moments when the factors regarding the tongue-tied clause lifts he refers to the entity as a 'Titan', he also is more than well aware that this is a situation that is beyond an ordinary, human capability of understanding. Knowing this, Marshall is settled on simply accepting it's presence at this juncture, so long as it doesn't interfere too drastically with his life or his lifestyle.

He's loyal and protective to a fault. As trusting as he is, once Marshall registers something as a threat to whatever and whomever he cares about, he is impulsive and, unfortunately, has a twitchy trigger finger. His belief in the inherent goodness of humanity means that he has little tolerance for for people acting in ways that are harmful or intolerant of themselves and others, but he is direct enough in his manner that he is not the greatest person to rely upon for verbal words of comfort. He is as direct in his speech as he is in every other matter in his life, and people tend to not take well to blunt statements of the truth in times of emotional turmoil. Marshall speaks more loudly in his actions, and will instead do little things to show support-- leave a space at a table for a weary traveller, offer an arm or shoulder to lean on if someone is distressed and in need of assistance, or even take watch unbidden if he sees that the people around him need a solid chance to rest in order to ease their minds. He will squeeze shoulders or give small tokens rather than say 'I love you' to a suitor-- although, truthfully, he has a difficult time telling when ladies or gentlemen are making eyes at him. He will more likely assume that they are sizing him up for a job instead.

Though plenty smart in his own way, both in practical affairs and in letters, Marshall is not what they call a 'thinking man.' Give him a job to do without making him question anyone's intentions-- that's the kind of life he prefers.

Succinctly: Carey Marshall is a warm hearted, quiet man who is slow to anger, but once his anger is roused he is quick and decisive about taking action... even if he doesn't always give himself time to plan out a correct strategy. This leads to more streaks of bad luck in his life than good, but he is always hopeful for a better tomorrow no matter how dark and bleak today looks.

POWERS/ABILITIES:

Although a man of humble origin, Carey Marshall has a few skills and talents that are somewhat unusual for his location and era simply by the providence of who he was raised by. His mother, Theophane, was an academic and immigrant from Greece; his adopted father, John Marshall, was a stolid soldier who had the kind demeanor and intelligence of a gentleman even though his life was not so lucky. As such, Carey's father insisted that he learn how read, write, and speak both English and Greek fluently despite living the life of a laborer in the South. Such things would get Carey a better job than his father had, was the rationale. Along with this Carey has the patience to wade through the dense classics like Shakespeare-- although this isn't his preference. Beyond this, his skills are fairly ordinary for the era and his chosen career. He's learned enough to get by, he's skilled enough with his hands to take on most any hands-on job that doesn't require a specialized skill, he has a way of calming large and otherwise intimidating farm animals, and he's strong enough to end a barroom brawl even if he doesn't start it.

Of note is the fact that he still carries his father's Civil War era revolver. He can manage it's regular maintenance just fine, and he knows how to shoot even if that's not his preference, but his aim has taken a major hit thanks to his encounter with the Beast.

His encounter with the Beast that stood in the wake of the Sun may have left him blinded in one eye, but in exchange for his lack of fear in such an otherworldly encounter he has been granted the singular 'power' of being able to have the knowledge of whatever was under the sun. This, in effect, means that he has access to raw information upon request without having cognitively processed what he is answering before he does. Marshall has knowledge of everything from Ada Lovelace's work on the Analytical Engine-- the predecessor of all modern programming code-- to top secret affairs that are kept under lock and key in human society. This information comes to him without context and without understanding, akin to having a completed encyclopedia that is continually being updated imprinted upon his brain.

This knowledge does not extend to affairs that occur after sundown, below ground, or deep below the sea. These are places that do not see the light of the sun in ordinary circumstances... which makes Marshall's role with the creature that much more precious on a cosmic scale.

However, he does not know what information he knows until he thinks to look for it. Additionally, accessing these details too often leads to migrains and exhaustion, as the human mind is only capable of processing so much information at once before it hits a point of overload. Unfortunately, daily sensory details are added on top of this and further frustrates matters in regards to the limits of his tolerance. This isn't a skill he relishes using too often, during the moments when he realizes that he is using it.

Naturally, there are limits. His knowledge base is limited to his timeline-- whatever was known to his Earth in the year 1889-- and naturally permission will be asked when details regarding other player characters become involved.

As an addendum to this, due to his unique arrangement with the Beast he is also in effect the Eyes and Ears for this creature on the Earthly plane, and he has on occassion spoken with it. In times of extreme, life threatening duress the Beast will commandeer Marshall's body to conduct feats of terrible, fiery glory to cleanse any chaotic, destructive energies it encounters and keep the human body of it's 'pet' safe, without regard to the destruction it causes around Marshall. This alone puts a terrible strain upon Marshall's body, in which he passes out and remains asleep for several days at minimum in recovery. However, since this creature is only linked to Marshall and not within Marshall, the possibility of this even happening within context of the game is negated because the Beast resides in an entirely different plane of existance.

It is because of Marshall's encounter with this Beast that he has thus become more aware of the Supernatural and has somehow managed to earn a place of recognition among those ranks. Among the team he is currently hired upon is a mage and a werewolf-- their Boss is a child-like Vampire that has lived for over 400 years, although Marshall has not managed to deduce this fact even when all of the evidence was placed before him. A side effect of his arrangement with the Beast, perhaps, as Vampires by their very nature live their lives after the sun has fallen below the horizon.

On a mundane note as well is the fact that his close association with a fiery, solar entity has made him undeniably warm. His heat tolerance is still good, but he radiates warmth to the point that he needs to take minimal precautions in cold environments. Additionally, due to the entity's capability of nullifying and neutralizing chaotic energies, Marshall has a degree of anti-magic capabilities that are unconscious and constantly active. This means that, while magical attacks will do minimal damage to him, magical healing attempts will likewise have minimal effect.

INVENTORY:

-His father's Colt 1855 Revolver
-Extra ammunition for the above Revolver
-His Hat
-The ancient drachma pendant that was a gift from his mother.
-A battered copy of Shakespeare's The Merchant of Venice.

MOONBLESSING: Iris

SAMPLES

TDM
Bakerstreet Thread

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