wiedzminka: (Default)
Cirilla Fiona Elen Riannon
The Witcher
โ€” BASICS โ€”
Cirilla Fiona Elen Riannon (Ciri)
NAME
early twenties
AGE
The Witcher 3: Wild Hunt
CANON
Main Quest: The Isle of Mists
CANON POINT
Lena
PLAYED BY
The Devil
5'9" (175cm)
HEIGHT
The Free Cities
โ˜…โ˜…โ˜…โ˜…โ˜†โ˜†โ˜†โ˜†โ˜†โ˜†
Cadens
RESIDENCE
โ€” FIRST IMPRESSIONS โ€”
APPEARANCE athletic, lean and well muscled; fairly tall. ashen gray-blonde hair just past her shoulders when down, but usually worn back in a loose bun or braid. green eyes, unusually bright and striking; wears black eyeliner when available. prominent scar across the left side of her face from just beneath her eye to her jawbone; she often keeps long strands of hair framing her face to partially obscure it. various other scars all over her arms, legs, back and stomach. a tattoo of a rose on her inner thigh (too intimate to be visible in most settings).

After Event #18 - Emergence, her hair has taken on an opalescent sheen, subtle indoors, but brightly shining in the sun.
CLOTHING prefers to wear clothing that is well-made, practical and easy to move in; usually breeches or snug trousers, a loose blouse, a flexible leather corset or wide belt, and sturdy knee-length boots. always wears a knotted belt on which to carry small items (in attached pouches) and her silver dagger. carries a sword on her back when hunting, but not generally around the city. various other weapons may also be included on belt or in boots. may or may not wear gloves, but usually keeps them on her person. in warmer weather, she might skip the corset or wear a cropped or only partially-buttoned shirt; in colder weather, coats and furs. when hunting, leather armor.
DEMEANOR outwardly confident, she walks with the self-assured gait of a woman who can handle herself, graceful and quiet in the way a wildcat is. with strangers, she is a bit reserved, observant, but not shy. brusque, to the point. speaks her mind, and whether or not she does it in a way to be mindful of anyone else's feelings depends largely on who she's talking to and how much she gives a shit about their feelings. quick to anger, but quick to leave it too. there is a fierce intensity to her eyes, and once she sets her mind to something, it's very difficult to convince her otherwise. with those she is closer to, it's easy to make her smile, and though she's no less stubborn, she is warmer, more playful. deeply protective of the people she loves; would kill for them without hesitation.
AURAL fantasy-british accent. generally says what she means. dislikes prevarication. voice examples: one | two
OLFACTORY leather, sweat, horses. generally doesn't wear perfume, but when the mood strikes, prefers spiced or woodsy scents over sweet ones.
โ€” SKILLS โ€”
WEAPONS deadly with a sword. handy with all sorts of other blades, as well as with a bow and arrow. she's a hell of a fighter, and anything can be a weapon if you're clever.
AGILITY exceptionally quick and light on her feet, with well-practiced balance. don't challenge her to a race or jumping contest you aren't willing to lose. trained to evade attacks from men and monsters alike, her fighting style incorporates the use of frequent feints and dodges to use her opponent's strength against them, as she's used to being the smaller fighter.
HORSES horse girl. no, really. she loves riding horses others find impossible to tame, and she knows how to ride fast.
โ€” RUMORS โ€”
  • A monster hunter for hire. Well known in Cadens among those who buy and sell monster parts; does business with some scientists/alchemists, apothecaries, and the museums. Also known to take escort contracts keeping merchant wagons safe when traveling in the desert.
  • Has been seen a few times coming and going from the city covered in blood. There are rumors she might kill more than monsters.
Lady Elin's Fortunes: Aug 2022 | May 2023
โ€” HAUNTS โ€”
  • Lives with Geralt & Jaskier in a desert-style house, not far from the central market
  • Frequents nearby taverns, shops, apothecaries and such for business (well, the taverns are also for drinking)
  • Can be found on the outskirts of the city training with her sword, riding her horse Nixie, and just out and about in the desert hunting or escorting clients to other nearby cities
โ€” ITEMS โ€”
  • a steel sword, made to order, balanced and lightweight for her fighting style
  • a silver dagger, the cap of its pommel carved into the shape of a snarling wolf's head
  • a round, silver pendant featuring a wolf's head surrounded by vines and flowers
  • a silver sword, commissioned by Geralt
  • a small silver charm, hand-made by Geralt, featuring a cat
  • a wooden pendant that is actually a handy multitool
  • an analog blender, operated by a hand crank
  • a set of hand-painted playing cards with gold filigree edges (a gift from Jaskier)
  • Raffle prizes from the Summit:
    - magical quill (not much used)
    - tote bag & charm; a soft woven tote bag with a small handmade charm depicting a sigil of one of the old gods. if asked what the god or sigil means, the only answer is that you will know when your time comes.
    - glow ring; a ring will adjust to fit any finger size. it comes with a round orb instead of a jewel that can light up on command and act as a powerful torch or flashlight.
  • bag of holding; a small satchel that can fit a whole pack's worth of items
  • A clockwork belt, which tracks distance. To activate it, the gears must be turned clockwise from 12 o'clock three times. Then the wearer can go about their travels as needed. If wound counterclockwise, a stream of light will appear behind the wearer, tracing the most recent path taken by them up to three miles. However, if the wearer goes more than three miles after the line has been revealed, the line will snap and vanish. The belt will need to be reset.
  • A pair of glasses, which give everything a prismatic, rainbow glow when worn-- and also show through simple illusions
โ€” MAGIC โ€”
  • SHIELD: a brief magical shield that activates around her in battle; similar to the Witcher Sign Quen.
  • BLINK: short-distance teleportation; she appears to blink out of existence and reappear again within a distance of about a hundred feet, as long as the spot she's trying to teleport to is visible.
  • SCREAM: during times of great stress, she can unleash a powerful wave of magical energy; completely uncontrolled, she can't do this at will, and needs to be in an extreme situation to activate
  • MIND SLIVER: in-game gain, a modified version of the above that allows for more concentrated damage. Limited to one creature within earshot that Ciri focuses on, causes brief "psychic damage" which wouldn't translate into actual damage but be more of a distraction. In the case of targeting PCs, it's up to the other player what they consider brief psychic damage; for fighting monsters, it causes some combination of headache, blurry vision, and acute disorientation for a few seconds.
  • SAPPING STING: Inspired by Koth's Blight during the Affliction event. Once a day, Ciri can drain vitality from nearby living creatures (plant, animal or person) within a 5-foot radius. Depending on how large/healthy the creature is, this can manifest as them feeling tired and slightly weakened, but very small animals such as insects or goldfish might die, and plants will wither. If targeting PCs, the player decides on the effect, such as dizziness, weakness, headache, or nausea.
  • SUMMON MONSTERS: Ciri can summon a variety of small- to medium-sized monsters, whose bodies mixed with her blood yield specific properties/effects. Potions made from them will last a few weeks while slowly losing potency. The creature(s) themselves stick around for a short time (30 mins to an hour) and aren't necessarily under her control. Similar to Hat of Vermin (though not requiring an object). This mostly happens by accident.
    โ–ท Invocation event gain, inspired by the plant themes. Ciri can summon one or two of the funky little plant guys that she accidentally somehow made appear when she bled near the Singularity. Mixed with her blood, the result is a highly corrosive substance.
    โ–ท Inspired by the appearance of Zorne (and his mosquitos) in Event 20, Ciri can summon flying monsters. I'd like them to have a healing property in combination with her blood, with the side effect of making Ciri (or the person consuming a potion created from this) glow for about five minutes.
  • SUMMON FAMILIAR: Ciri can open a portal through which she can summon her chosen "familiar," which must be a creature she has a strong connection with. This most often means her horse Nixie, but could extend to the Witcher household pets or other (non-human) creatures she's spent significant time with. On occasion, this power may glitch and accidentally summon one of the monsters she creates through her blood.
  • ELDER BLOOD: her lineage gives Ciri a range of magical abilities that include even inter-dimensional travel, but the Singularity seems to be blocking or scrambling most of these powers. As such, Ciri's magic is very difficult to control, and even small spells go awry for her (i.e. lighting a candle can easily cause a fireball instead). Sometimes, she accidentally draws on her natural magic when upset, but usually, she tries not to use any magic at all, knowing it's impossible to direct. ICly kept secret. No one besides Geralt, Yennefer and Jaskier know the true extent of Ciri's powers.
โ€” OUT OF CHARACTER โ€”
Lena ยท she/her ยท Pacific (US) ยท [plurk.com profile] belleteyn

Profile

wiedzminka: (Default)
โ„ญ๐”ฆ๐”ฏ๐”ฆ๐”ฉ๐”ฉ๐”ž ๐”ฌ๐”ฃ โ„ญ๐”ฆ๐”ซ๐”ฑ๐”ฏ๐”ž

April 2024

S M T W T F S
 123456
78910111213
14151617181920
21222324252627
282930    

Style Credit

Syndicate

RSS Atom
Page generated May. 22nd, 2025 06:54 pm
Powered by Dreamwidth Studios

Expand Cut Tags

No cut tags