fearward: and i'm following lightning (Default)
αη∂υιη, кιηg σƒ ѕтσямωιη∂ ([personal profile] fearward) wrote2016-03-01 12:47 am

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CHARACTER INFO
Character Name: Prince Anduin Wrynn
Canon: Warcraft
Canon Point: End of Warlords of Draenor

Appearance: Here
Age: 16

Setting: Azeroth!
History: Here!
Personality:
Anduin's foremost interest is peace. Peace for himself, for his father, and for Azeroth as a world. It's a mostly impossible dream, especially in the latter case, but damned if he isn't going to try his level best. Said to be wise even at the tender age of ten years old, Anduin has always done his best to approach everyone with diplomacy and thoughtfulness--even (perhaps especially) ostensible enemies. He strives to understand people, no matter who they are, no matter how dire their motives might be. However, he is also often naive, reckless, and prone to impulsive decisions that put him in needless danger. In other words, despite his wisdom and kindness, he's still a teenage boy.

As a young(er) child, Anduin showed an affinity for the Light--a holy force that's primarily used to bring healing and comfort. His father, King Varian Wrynn, expected that Anduin should follow in his footsteps and become a warrior, but that wasn't Anduin's path. His contentious relationship with his father illustrated both of their key qualities: Anduin pushed Varian to seek diplomatic solutions to political problems, to practice tolerance and forgiveness, to let old wounds rest. When there was unrest among the shifting balances of power in the dwarven kingdom, Varian wanted to handle the issue with force. Anduin pushed for another way. He defended an admitted tyrant from execution, even though she had taken Anduin (and the rest of the dwarven stronghold) hostage. Anduin argued that killing her would only worsen the situation, both politically and morally. He believed in second chances, in allowing people to grow from their mistakes, right their wrongs, and come to reason.

Varian relented, and he eventually began to change his perspective altogether. Still, it was a long road. The two found themselves at odds not only over politics, but also over Anduin's efforts to step into his own as a person. He chose to study the Light with the draenei Prophet Velen, far from his home of Stormwind, despite Varian's suggestion that he look to a more local teacher. Anduin loves and respects his father, and moreover understands that Varian's actions stem from a true desire to protect both him and the Alliance as a whole. But Anduin, like most young folks, wants to form his identity. He wants to see the world, to help and understand and protect its people. From Anduin's perspective, Varian means well, but he's holding his son back. He'd rather see Anduin protected and safe within the high, guarded walls of Stormwind than risk him for any reason. Anduin has compassion for this--but he can't accept it.

Though he is thoughtful and gentle, Anduin is also a teenage boy. He has strong convictions, and when he decides on something he doesn't let anything stop him. He is both naive and reckless, thinking that if Varian changed his ways, then anyone can. All of these traits are brought to the fore during his time in Pandaria, a then newly discovered continent that became the focal point for fresh hostility between the Alliance and the Horde. He was first shipwrecked, then rescued, and then lost again--because he slipped his guards through mind control. The Stormwind agents wanted him home, but Anduin wanted to learn more of Pandaria, and in particular of a sacred vale said to have miraculous healing properties. He's promptly captured, then rescued, and then off his own yet again.

Anduin is determined to do what's right, no matter the cost. He meets Garrosh Hellscream during his time in Pandaria, first when he tries to convince Garrosh not to use an evil artifact, and then again when Garrosh is brought to trial for his various crimes against basically everybody. Anduin stood up to Garrosh in front of the artifact, a bell that empowered armies through malevolent discord, and pleaded with Garrosh to see that its use was wrong. When Garrosh dismissed him, Anduin pressed forward. He struck the bell with a mallet designed to turn its chaos to harmony--but, in doing so, he caused the bell to shatter and crush him beneath its weight.

Despite nearly dying and absolutely having all of his bones broken, Anduin still refused to stay away from Pandaria. He was up and out again as soon he could SORT OF walk. There, he met yet another difficult personality: the young black dragon, Wrathion. As with his father and Garrosh, Anduin approached Wrathion with genuine interest, with an eye to understanding rather than hostility. They had fundamental disagreements on just about every topic, and Anduin didn't give an inch. This is another key aspect of his personality: Anduin is gentle, he's diplomatic, he's forgiving. But he has strong principles, and he will defend them. Preferring peace and acceptance does not mean he will never go to war. He simply views war as a last resort, rather than a first. Furthermore, he won't meekly tolerate anyone insulting his beliefs or supporting ideas that he considers evil. When Wrathion praised the Thunder King, a vicious tyrant from Pandaria's dark past, Anduin angrily reminded him that all tyrants eventually fall. That the Thunder King built his great kingdom on the backs of slaves. That his achievements were not to be condoned, but condemned--that they were not achievements at all.

When he attended the trial of Garrosh Hellscream, Anduin's beliefs were rigorously tested. He tried harder than ever to find some measure of goodness in Garrosh, some little sliver of hope that, despite everything, Garrosh could change. He spoke with Garrosh at length, enduring dismissal, disrespect, and outright viciousness. Towards the end of their time together, Garrosh went so far as to say that the human kingdoms would regret that Anduin's mother hadn't miscarried him. Though Anduin was angered, even enraged, by Garrosh's words, he kept trying. Even in those last awful moments, during that terrible speech, Anduin still didn't give in to his temper. Other members of the Alliance AND the Horde were less forgiving of Garrosh's crimes, and had poisoned his food. Anduin knew it, and though he had the opportunity to let it happen, he didn't. He put his hand through the bars of Garrosh's cell and knocked over his dinner tray. Garrosh repaid him for this by nearly breaking his arm.

Not soon after, Garrosh stood before the court and delivered another devastating speech, in which he claimed no remorse for anything he had done. He was only sorry he hadn't done worse. Anduin was astonished--and then subject to further pain when his other frenemy, Wrathion, came to spirit Garrosh away. Wrathion knocked Anduin unconscious, though not before assuring him that they were definitely still friends.

Through it all, Anduin's retained his core personality, his dearly held values, his religion. He hasn't wavered on his opinion that understanding is possible, no matter how treacherous the divide between people might seem. That change is possible, no matter the past. And that, above all, he will go to dangerous lengths to prove it.

Canon Abilities/Skills:

Anduin is an accomplished priest. His spells fall into two main categories: Light & Shadow.

LIGHT:
Smite: Strikes the target with holy energy.
Power Word: Shield: Encircles the target with a glowing, translucent shield that absorbs damage. PWS causes 'Weakened Soul' for a few moments, which prevents Anduin from casting it over and over.
Power Word: Fortitude: Increases a party's (~40 at once) stamina.
Power Word: Barrier: Sets down a stationary, shimmering barrier that blocks incoming damage and spells for about half a minute.
Power Word: Solace: Strikes an enemy with holy power + further damage over 9 seconds. Restores mana.
Flash Heal: A quick and powerful heal. However, it is mentally exhausting to cast repeatedly.
Resurrection: Brings a fallen ally back to life.
Penance: When cast on a friendly target, heals them for three ticks of holy power; when cast on an enemy, damages them similarly.
Greater Heal: Less mentally draining than flash heal, but significantly slower.
Spirit Shell: Converts healing into shields.
Cascade: Holy power jumps from target to target, healing in sparkly gold waves.
Halo: Holy power radiates outward from Anduin's body, healing everything it touches--or, in shadowform, doing damage. Those at the edge of the halo receive the most damage/healing.
Desperate Prayer: A quick prayer that restores some of Anduin's health.
Power Infusion: Infuses Anduin or an ally with power; increases their haste by 25% and reduces the cost of their spells/abilities.
Clarity of Will: Another shield. Slow-casting, but does not trigger Weakened Soul.
Pain suppression: Significantly reduces all incoming damage on Anduin or an ally for a short period of time.
Circle of Healing: Heals up to four targets at a time.
Renew: Slowly regenerates health.
Divine Hymn: A hymn that restores significant amounts of health to large groups. Anduin must be still and--obviously--sing--during this spell.
Spirit of Redemption: If Anduin is knocked out, an angelic spirit will take his place and keep healing for a few minutes.
Purify: Clears magic and disease effects on an ally.

Shadowform: Anduin gets all spooky and purple. He cannot cast holy spells in this form, but it significantly increases the power of his shadow spells.
Void Tendrils: Wiggly tentacles bind a target in place.
Shadow Word: Pain: Causes ticking damage over time.
Shadow Word: Death: Causes significant damage to wounded enemies.
Dominate Mind: DOES WHAT IT SAYS ON THE TIN ... though not without permission!!
Psychic Scream: Frightens all nearby enemies into running away.
Mind Blast: A blast of mind-searing shadow energy.
Mind Flay: A continuous stream of mind-searing shadow energy.
Mind Soothe: Makes an enemy less likely to notice/attack allies.
Devouring Plague: A disease that consumes an enemy while restoring health to Anduin.
Silence: Prevents spellcasting/backtalk.
Dispersion: Anduin disperses into a bunch of shadowy glitter. He can't be attacked and he regenerates mana/health rapidly.
Vampiric Touch: Converts damage against enemies into healing for Anduin.
Shadowy Apparitions: Shadow attacks produces spooky ghosts who hit you.
Dispel Magic: Removes beneficial magic effects from target enemy.
Mind Vision: Able to see through someone else's eyes.

Anduin has also been shown to perform feats of Light greater than the average priest. For example, he can summon orbs of Light that cover the field of battle and heal anyone who walks into them.

Outside of his magic, Anduin is excellent at throwing knives and a practiced archer--though he prefers not to fight at all. He also has practical knowledge of diseases/poisons/etc and human anatomy.

ON STATION 72
Symbiote Specialization: RHO
Symbiote Ability: EMPATHY

LEVEL I -
Being the ability to sense the feelings of others in general, though with a particular and increasing focus on what they need. At first, this sense manifests as light, fleeting sketches--perhaps he can tell that person could use a drink, or that one a particular flower. Shallow needs.

LEVEL II -
A sharper sense of what others want and feel. More complex emotions and desires. He wants to be forgiven. She wants to be understood. Anduin may not fully understand the whys and hows, though.

LEVEL III -
A deeper understanding. He can, with enough exposure and proximity, sense a person's true wants. Peace for her family. Revenge on a kingdom. Vivid images of burning houses; laughing children. That kind of thing.

Major drawbacks of this include an initial lack of fine control, as well as a general unwieldiness that persists throughout. He cannot easily turn the skill off/on, and may sometimes--especially later on--become overwhelmed with the force of another person's desires.
Inventory:
A gold mace (looks like a small staff); a dagger; a book
Fancy prince clothes
Several rolls of bandages
Gold

SAMPLES
Samples: From Futuro

Rescue Write-up:

He's not supposed to leave his chambers at night. Ever since returning from Pandaria, Anduin has been watched, guarded, and kept entirely too safe for his liking. He understands that his father worries. Matters are more volatile now than ever, even though Anduin's heard that victory over the Iron Horde is imminent--possibly, given the speed of news, already won. But it's been nearly a year of this constant vigil, and Anduin can't tolerate it any more. He has to get out, if only to walk around the city, if only to breathe some fresh air.

So he slips past the guards (maybe with a little gentle touch to their minds on his way out, something to ensure they don't think too hard about the soft footfalls in the corridor). He walks out of the castle, and he soon finds himself in the city proper, among the gently whispering canals. Anduin stands on a bridge overlooking the water. He has no particular destination in mind. He just wants to inhale, exhale. The air is sweet with summer, wet from early rains. The canals swell beneath him; he can see small schools of fish wriggling around in the clear water. The scents of damp stone and apple trees and lingering, cloying perfumes surround him.

He's in a near meditative state on the bridge, feeling in this moment more connected to the world around him than he has in months.

And then--the sound of a body falling. Two. Slamming hard, heavily against the pavement. Anduin's eyes pop open, and he finds two men near him, knives drawn, blood oozing from their corpses.

Anduin takes a step back. He hears voices, suddenly, from an indeterminate source.

Assassins, the voice hisses. Come.

Anduin turns on his heel, trying to find the voice, even though he knows, somehow, that it's in his head--but also, not. Because there's something shifting in the shadows. Something with an indefinable, unrecognizable shape. Something reaching for him.

Compelled, confused, but wanting to express his gratitude, Anduin steps forward. He reaches back.