Lagunbiru - App
Jan. 1st, 2037 12:01 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
↠ THE CHARACTER
Name | Alias: Rose | Wilkis Wilk
Journal:
isrose
Age: Early twenties
Canon: Tales of Zestiria
Canon point: Shortly after the end of the game, once she becomes the next Shepherd
History: Two links
One for the game.
One for Rose in general.
Personality: The best way to summarize Rose is, conveniently enough, already provided in the form of her "true name", courtesy of Sorey. Wilkis Wilk, which translates to "Rose is Rose". For a character who's situation is defined by duality, Rose has remarkably little of it in her nature. To the point where Lailah could confirm that she is pure of heart. A trait that stands in stark contrast to her most noteworthy profession of "assassin". She is a character that does not lie about who she is or what she does, despite the mask she wears while working. And she is a character that lives for the moment and the future, despite her entire situation being motivated by the past.
As specified, Rose is a particularly upfront character. In general, she is upbeat and pleasant, presenting a welcoming atmosphere when encountered in the world. Lighthearted and good natured, Rose has very little trouble interacting and connecting with most anyone, from the awkward to the personable to the otherworldly. Traits one would absolutely need as the leader of a merchant's guild, and one of the few entities seemingly able to operate on both sides of the border. In this, Rose also shows great capacity for leadership as well as knowledge of economy and market interests, and a superb sense of adaptability that would itself be an asset in other functions of her life. And since this is the one field she can't rely on assistance from Dezel in, that means it all comes from her and her guild mates. No small accomplishment for a young woman, especially when one considers the real purpose of this guild.
Assassination. The Shattered Bones are the other half to the Sparrowfeathers. A group of highly trained and nightmarishly capable assassins that strike with seemingly unstoppable efficiency. There are, however, some important notes about this guild that, in turn, extend to Rose. The first is that they only target the truly deserving. Those that would abuse the citizenry, hijack hope for their own ends, or anyone that would profit from the suffering of others. Anyone is potentially a target, from slavers to, as it turned out, princesses and messiahs. What is more important than the target, however, is the accuracy. Their victims and their surroundings are painstakingly investigated first, under the guise of a merchant's guild. And if a request stinks, or the would-be target is clearly not the monster they've been made to believe, the job is called off, no matter what. This can even come down to instinct, and gut feeling, which have guided Rose straight. After all, not killing someone you should is a mistake that can be corrected. Killing someone you shouldn't is an eternal failure. Sometimes this can even lead to the client becoming the target instead. And while there is usually no wavering from her and the rest of them, she is not without compassion when children are involved (and boy do they get involved). Willing and able to offer them at least one chance to set themselves right.
In this, even accounting for Dezel's influence and assistance with the killing proper, Rose shows her conviction. She has a firm, incomparable sense of justice, as well as a real understanding of what it is she is doing. There is no hesitation or regret about the lives she takes. There is also no denying what she is doing, or framing it to lessen the weight. As she herself states, "Your job is to give life. Mine is to take it." She is well aware that what she is doing could be considered wrong, and does believe a world without any killing is an ideal kind of world. However, she remains resolute in her justice. Because of much of this, she can have a tendency to be blunt about situations, and in turn accepts things bluntly. Such as accosting a messiah or a princess about their naivety, or accepting harsh, hatefully presented truths about her "family" in her fellow guild members.
In kind, Rose is not the type of person to dwell, on either negativity or the past. It is why someone as smart and capable as her has no time or motivation for ancient history. While the tragedy of her past serves as a major driver for Dezel, the seraphim that has oft possessed her, she chooses to focus more on making the world better and keeping her family safe. Thus in the face of emotional hardships or tragedies, she can often seem dismissive, even flippant, about them. She would much rather move ahead then move on, and ignore rather than resolve those feelings. As a result, betrayal and abandonment can often bring out bitterness, if not outright disdain from her. And in the worst cases, where she cannot distance herself from such feelings through concealment, she will just as quickly dump onto someone convenient.
And that is why Rose is Rose. While she does not openly state the duality of her character, there are no lies or deceit to it either. And even in the face of her darkest actions, the convictions she holds firm and the stark understanding of her actions keep her from betraying her heart or the belief others have in her. As upbeat and compassionate as she is capable and iron-willed, Rose is unafraid to face the world with her own brand of justice and to be judged for it. Unfailingly herself in a world of chaos and deception, Rose is as pure of heart as Sorey is, even if in vastly different ways. And that is why her true name is Wilkis Wilk.
Oh and she's also scared of ghosts.
Abilities and Nerfs: Most of Rose's real abilities and techniques are contingent on having Lailah with her and contracted to her specifically. Since she does not have that, she is largely a normal human girl. On top of the usual tools of the trade for assassination, Rose is also a very capable fighter utilizing her twin daggers, a wide array of kicks, and superior speed and reflexes.
Inventory: Her travel attire, her Sparrowfeather attire, and her Shattered Bone attire. Her twin daggers. Her ledgers for the shops and inns of the towns of her world. A small number (5 per) of healing items (gels, revival bottles, etc) as well as a supply of ingredients for cooking (meats, vegetables, grains).
Appearance: Three outifts:
Standard: Here
Sparrowfeather: Here (Sorry for shitty quality)
Scattered Bones: The suit proper and The mask.
Five Desires:
1. An exotic, all you can eat buffet dinner
2. A set of masterly crafted throwing knives
3. Accessories, from hats to those stupid novelty glasses and mustache masks
4. Unique weapons and armor to this place/universe
5. Unique alcohol, foods and ingredients to this place/universe
Name | Alias: Rose | Wilkis Wilk
Journal:
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Age: Early twenties
Canon: Tales of Zestiria
Canon point: Shortly after the end of the game, once she becomes the next Shepherd
History: Two links
One for the game.
One for Rose in general.
Personality: The best way to summarize Rose is, conveniently enough, already provided in the form of her "true name", courtesy of Sorey. Wilkis Wilk, which translates to "Rose is Rose". For a character who's situation is defined by duality, Rose has remarkably little of it in her nature. To the point where Lailah could confirm that she is pure of heart. A trait that stands in stark contrast to her most noteworthy profession of "assassin". She is a character that does not lie about who she is or what she does, despite the mask she wears while working. And she is a character that lives for the moment and the future, despite her entire situation being motivated by the past.
As specified, Rose is a particularly upfront character. In general, she is upbeat and pleasant, presenting a welcoming atmosphere when encountered in the world. Lighthearted and good natured, Rose has very little trouble interacting and connecting with most anyone, from the awkward to the personable to the otherworldly. Traits one would absolutely need as the leader of a merchant's guild, and one of the few entities seemingly able to operate on both sides of the border. In this, Rose also shows great capacity for leadership as well as knowledge of economy and market interests, and a superb sense of adaptability that would itself be an asset in other functions of her life. And since this is the one field she can't rely on assistance from Dezel in, that means it all comes from her and her guild mates. No small accomplishment for a young woman, especially when one considers the real purpose of this guild.
Assassination. The Shattered Bones are the other half to the Sparrowfeathers. A group of highly trained and nightmarishly capable assassins that strike with seemingly unstoppable efficiency. There are, however, some important notes about this guild that, in turn, extend to Rose. The first is that they only target the truly deserving. Those that would abuse the citizenry, hijack hope for their own ends, or anyone that would profit from the suffering of others. Anyone is potentially a target, from slavers to, as it turned out, princesses and messiahs. What is more important than the target, however, is the accuracy. Their victims and their surroundings are painstakingly investigated first, under the guise of a merchant's guild. And if a request stinks, or the would-be target is clearly not the monster they've been made to believe, the job is called off, no matter what. This can even come down to instinct, and gut feeling, which have guided Rose straight. After all, not killing someone you should is a mistake that can be corrected. Killing someone you shouldn't is an eternal failure. Sometimes this can even lead to the client becoming the target instead. And while there is usually no wavering from her and the rest of them, she is not without compassion when children are involved (and boy do they get involved). Willing and able to offer them at least one chance to set themselves right.
In this, even accounting for Dezel's influence and assistance with the killing proper, Rose shows her conviction. She has a firm, incomparable sense of justice, as well as a real understanding of what it is she is doing. There is no hesitation or regret about the lives she takes. There is also no denying what she is doing, or framing it to lessen the weight. As she herself states, "Your job is to give life. Mine is to take it." She is well aware that what she is doing could be considered wrong, and does believe a world without any killing is an ideal kind of world. However, she remains resolute in her justice. Because of much of this, she can have a tendency to be blunt about situations, and in turn accepts things bluntly. Such as accosting a messiah or a princess about their naivety, or accepting harsh, hatefully presented truths about her "family" in her fellow guild members.
In kind, Rose is not the type of person to dwell, on either negativity or the past. It is why someone as smart and capable as her has no time or motivation for ancient history. While the tragedy of her past serves as a major driver for Dezel, the seraphim that has oft possessed her, she chooses to focus more on making the world better and keeping her family safe. Thus in the face of emotional hardships or tragedies, she can often seem dismissive, even flippant, about them. She would much rather move ahead then move on, and ignore rather than resolve those feelings. As a result, betrayal and abandonment can often bring out bitterness, if not outright disdain from her. And in the worst cases, where she cannot distance herself from such feelings through concealment, she will just as quickly dump onto someone convenient.
And that is why Rose is Rose. While she does not openly state the duality of her character, there are no lies or deceit to it either. And even in the face of her darkest actions, the convictions she holds firm and the stark understanding of her actions keep her from betraying her heart or the belief others have in her. As upbeat and compassionate as she is capable and iron-willed, Rose is unafraid to face the world with her own brand of justice and to be judged for it. Unfailingly herself in a world of chaos and deception, Rose is as pure of heart as Sorey is, even if in vastly different ways. And that is why her true name is Wilkis Wilk.
Oh and she's also scared of ghosts.
Abilities and Nerfs: Most of Rose's real abilities and techniques are contingent on having Lailah with her and contracted to her specifically. Since she does not have that, she is largely a normal human girl. On top of the usual tools of the trade for assassination, Rose is also a very capable fighter utilizing her twin daggers, a wide array of kicks, and superior speed and reflexes.
Inventory: Her travel attire, her Sparrowfeather attire, and her Shattered Bone attire. Her twin daggers. Her ledgers for the shops and inns of the towns of her world. A small number (5 per) of healing items (gels, revival bottles, etc) as well as a supply of ingredients for cooking (meats, vegetables, grains).
Appearance: Three outifts:
Standard: Here
Sparrowfeather: Here (Sorry for shitty quality)
Scattered Bones: The suit proper and The mask.
Five Desires:
1. An exotic, all you can eat buffet dinner
2. A set of masterly crafted throwing knives
3. Accessories, from hats to those stupid novelty glasses and mustache masks
4. Unique weapons and armor to this place/universe
5. Unique alcohol, foods and ingredients to this place/universe