( a p p l i c a t i o n )
OOC INFO;
NAME: Chelsea
AGE: 28
CONTACT: protestations @ plurk | protestations#7331 @ discord
CHARACTERS IN GAME: Roy Mustang | FMAB.
IC INFO;
CHARACTER NAME: Lord Percival Fredrickstein Von Musel Klossowski de Rolo III. Please just call him Percy. Everybody else does.
CANON & HISTORY: Critical Role (Campaign One). Here is his wiki page! And here are episode summaries!
AGE: Early-to-mid-twenties. We'll say 25.
CANON POINT: Episode 95: One Year Later . . . (post time-skip).
PERSONALITY: Lord Percival Fredrickstein Von Musel Klossowski de Rolo III is a noble-born prat who larks as a hot mess. He is brilliant, guilt-ridden, desperate to redeem himself, and determined to assist in saving the world with his adoptive family known as Vox Machina. Whether or not he will manage to do any of these things, at this point, he's not entirely certain. But Percy will sure as hell give it his best shot.
Born into a noble family, Percival tends to rely heavily on his experiences with nobility, wealth, privilege, and lineage in order to get through the day. He is an excellent bullshitter, capable of weaving intricate stories in order to get his way. It tends to impress common folk in Exandria, and there are multiple instances of Percival talking his way out of an absurd situation due to sounding like he knows what he's talking about. To many others, however, who are (daresay) a bit smarter and wiser than he is, Percival appears to be a young man who didn't really get an opportunity to explore the world that he read so much about. Percival often appears to be a fish out of water, in certain situations -- a rich kid who knows the right words to say, but often throws them about as if they fix everything. They frequently don't.
That being said, Percival has been through enough to know that the world is not all sunshine and daisies. While his nobility and title do affect his judgment, Percival holds a general fear and reluctance to carry that burden on his shoulders. He often feels as if he's unable or inadequate to take his rightful place as the Lord of Whitestone, instead passing on the mantle to his (in his opinion) better suited younger sister, Cassandra, while he spends his time with Vox Machina on their various adventures. Most of this stems from Percival's rather low opinion of himself -- he blames himself for quite a lot, ranging from the death of his family to the abandonment of his little sister to the Briarwoods to the invention of hte weaponry he uses in combat. Most of this, to a reasonable human being, would not appear to be his fault -- but Percival carries a pretty heavy load and genuinely does, despite all evidence to the contrary, believe himself to be broken.
All of that aside, Percival does have a few positive traits about himself that he considers to be true. He is a studious individual, constantly devouring and learning from the world around him. Percival is clever and is frequently able to see what the other party members do not. He is a strategist, a tactician, and while his solutions may be convoluted and complicated, they . . . sometimes actually do work. Sometimes. Percival often misses the trees in lieu of the forest, but he is adaptable, and is capable of making a decision in the moment that usually benefits the party as a whole. While Orthax gave him the ideas to build his weaponry, Percival is the one who actually did it. He's brilliant, he does know it, but with that brilliance often comes a lack of common sense or "easy solution" that the other party members tend to see before he does.
Percy is also fiercely devoted to his team, Vox Machina, a group of intrepid. adventurers tasked with saving Tal'Dorei on multiple occasions. He fights alongside them without hesitation and while Percy often states he is a coward, a manipulator, and a bad person, he willingly walks headlong into death to save the world and his companions time and time again. He is brave, to a fault, and willing to sacrifice himself for the greater good if it means he will redeem his family, his legacy, and save his friends. Percy wants his life to mean something, and he is still not yet convinced his legacy will be anything but the creation of the death-machines known as guns -- but if you ask Tal'Dorei, Vox Machina, and the rest of Exandria, Percival has done more than his share in fighting to defend the world.
In sum, Percival is complicated. He is dangerously smart, but can also be naive. He has an expansive knowledge of the world, but can also be rather sheltered by his privilege. He has a suitable amount of self-loathing and angst about himself, his past decisions, and has yet to learn how to forgive. Percival wants to fix the past so badly that, until very recently, he misses the present in order to focus on what needs to come next. However, Percival is determined to make something of himself. What that will be, time will tell. So far, though, Percival has begun the path to being a fairly remarkable hero -- even if he wouldn't describe himself that way.
POWERS: Percy is considered relatively normal in comparison to the rest of his mostly-magical non-human party, as he is a human being and really doesn't have a lot of magical properties to him. However, there are certain weird things about Percy that would definitely be a problem in Spellbind, and all of his magically enchanted items would be nerfed while he was in a low-frequency world. Because Percy is a human without any magic or wonderful cool explode-y abilities, though, he has chosen to invest his brilliance into other things: making super cool toys.
( HE HAS A LOT OF COOL TOYS. I APOLOGIZE IN ADVANCE. )
orthax's contract; Percy invented guns/artillery in Exandria, which is something he hates himself for. However, he only managed to get to that point by unknowingly forging a contract with a demon named Orthax. Orthax was vanquished and Percy no longer pays heed to Orthax, but the demon left scars on Percy's soul that allow him to use certain magical effects, such as casting Hexes on people. That will be defunct in Spellbind.
animus/retort/bad news; Animus, Retort, and Bad News are both guns that Percy (sort of) designed and/or built. Animus is a six barrel-revolver, Retort is four barrel pistol, and Bad News is a long-range collapsible rifle. They operate like old-school gunpowder muskets and Percy has, on his person at all times, gunpowder and ammunition for all three weapons. Some of the guns are magically enchanted and can do special types of damage (for example, Animus causes Psychic Damage), but will only operate as normal guns in a low-frequency universe.
cabal's ruin; Percy has a Vestige of Divergence, which is a powerful magical artifact in Exandra. Cabal's Ruin, in particular, is a magic-devouring cloak that converts magical attacks against Percy into lightning damage. Percy can use Cabal's Ruin to dump electric damage into his gunshots, if he chooses to do so.
diplomacy; Diplomacy is a gauntlet that Percy typically wears on his left hand. It has two features: electricity and silence. If Percy activates the first, he sends an electronic charge into whoever he is touching/comes into contact with. If Percy activates the second, Diplomacy casts a Silence spell that encapsulates him, which silences anything within the bubble, including his guns. The first is a mechanical battery-mechanism that recharges; the second is a magical effect that will not work in a low-frequency world.
gloves of missile snaring; Percy has Gloves of Missile Snaring that allow him to snatch any ranged weapon that is about to hit him to either lessen the attack or completely dodge it. It's a magical effect that will not work in a low-frequency world.
manners; Manners (otherwise known as the Iron Bands of Bilarro) is a device that wraps a foe up in iron bands until Percy dismisses it. He tends to throw it at people and it wraps around them like some type of weird iron spider until Percy says the codeword which (you guessed it) is 'Manners.'
misc; Percy also has on his person the following magical items that have magical effects that will not work in a low-frequency universe. Any swords Percy has will just operate as normal swords: Amulet of the Shield; Boots of Feral Leaping (allows the wearer to jump 15 feet horizontally or vertically); Cincture of the Stone King; Dragon Slayer Longsword; Earring of Whisper; and some rapiers that are just normal rapiers.
GAME INVENTORY; Percy is going to be coming in with Bad News; all other items will be lost in the shuffle and/or confiscated. I just listed them out in case those items become important in the future of the game. :)
OTHER:





GAME INFO;
CRAU INFO: N/A.
MAGIC ABILITY: Metalbending! Percy can use magic to manipulate metal and pull it from the ground, shape it, craft it, and do other cool things with it! He's a bullet making machine! . . . if he can find the materials, that is. It's obviously a work in progress.
PRICE: His Mask, which he designed after forging his pact with Orthax. He wears it to sometimes better gauge his sight in smoke or underwater, but it holds a great personal significance to him, as he designed it in order to avenge his family's murder, so that the individuals on his list knew who killed them.
ACCLIMATION: 9. Percy travels to alternate planes all the time and has seen a lot of weird shit. It would not surprise him at all that some random god-witch-person took him, dropped him somewhere, stole his shit, gave him weird powers, and expects him to complete some weird quest just because they want him to. Just another inconvenient, irrational, bullshit, garbage Thursday. Sigh.
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