Heather Mason (
crappyfairytale) wrote2017-04-30 11:04 pm
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Entry tags:
Application [Soulgemmed]
Player name: Box
Contact info:
likeabox, box#4866 @ discord
Other characters currently played: Kaine and Shaundi!
Character name: Heather Mason
Age: 17
Canon: Silent Hill
Canonpoint: Before going to Silent Hill
Background: but who was phone?
Personality:
Heather acts like your typical teenage girl, which means she's been taking sarcasm lessons from the school of Joss Wheden. She's got a pronounced tendency to roll her eyes and mouth off at some of the stranger things she's faced with, like the idea of sticking your hand down a toilet to get a key. On at least one occasion, she refuses to move some boxes out of the way because it'd be a pain, and she often complains about doing things she doesn't "feel" like doing, like having to find detours around blocked pathways. She wonders about stealing jewelry from stores in the otherworld, refuses to pick up stuff that doesn't seem useful at the time, and spends the first half of the game trying to go home.
One thing she isn't flippant about is accusing everyone she comes across of being In On It. What is It? Everything. Heather is incredibly suspicious of the people around her, particularly the adults, and her first cutscene with every major character in the game sees her demanding they tell her what's going on and if they did it. She doesn't trust a single other person she runs across without them proving they're worth trusting in the first place, best exemplified by her only beginning to trust Douglas when he stays with her after her father dies. At one point, she leaves a conversation with Vincent because she flat-out thinks he's a crazypants. She's quick to point out when the people around her are acting Oddly and she refuses to put up with it.
Heather's bravery shows itself in other ways, too. Sometimes she seems unfazed by the oddities in the Otherworld, showing severe under-reactions to dead bodies, pools of blood, and even boss transformation sequences. She's more prone to point out that this newspaper's been here for four months than the decapitation featured in the article, or that the creepy call on the phone has her birthday wrong. The only things that seem to Get to her are targeting her father, fire, and mirrors. All of these things tie back to Alessa in one way or another, whether it's her father taking her in after the events of the first game, the fire that burned Alessa and left her in agony for seven years, or Heather looking into a mirror and seeing her former self instead. Heather has a lot of issues establishing her own identity, and especially distinguishing herself from Alessa. It's all but stated that she dyes her hair to look less like her past self, and she hates looking in the mirror so much that she doesn't even have one in her room.
Over time, there's less and less distinction made between Alessa and Heather. Hell, at one point Heather confronts Claudia while claiming to be Alessa. Heather spends the majority of the game not quite remembering her previous life, but once she arrives in Silent Hill, the town itself seems determined to make her remember. Or at least, that's what the cult wants. All of the suffering and hatred Heather feels over the course of the game is designed to (literally) birth the cult a new god. The biggest difference between Alessa and Heather is that Alessa chose to die to stop the cult, while Heather plans to go out swinging at them. Heather refuses to understand or sympathize with anyone in on the Plan, even when faced with monologues on the subject. The single biggest action Heather can take to ensure the Bad Ending is to forgive a woman in a confession booth, because that means Heather understands where Claudia is coming from enough to give mercy instead of justice. In a plot centered around miracles and mysticism, what stops Claudia isn't the Mystical Token but Chemicals and, I'm not kidding, an Abortion. Well, and kicking God in the face a couple times.
But enough about symbolism. Heather certainly doesn't have patience for it. Heather, at heart, is a kind and caring person, or at least, to the people she thinks deserve it. This is best exemplified by the relationship she has with her father. Talking shit about him is a surefire way to piss Heather off, she sounds giggly and happy when she talks to him over the phone, and she feels completely lost when he dies. She begins to sympathize with Douglas, too, especially once he starts opening up about himself and breaks a leg trying to take on Claudia. She comes to realize that she and Vincent aren't so different, after all, as they both readily admit they're just using the other to take out Claudia. Claudia, in the end, remains the only person Heather refuses to agree with even in the slightest, because all the shit that's gone down is her fault. What Heather wants, more than anything, is for people to be on her side. Once they prove that, in either the smallest or the largest ways, she's more keen to open up to them.
One of the first things she does when it's all over is pretend to be possessed to mess with Douglas. Heather's most defining trait is an inability for stuff to get her down for long. Even after her father's death, when push comes to shove Heather doesn't give into the Dark Side and follow through with her plans for revenge. Heather's proof of what Alessa and the Cult never learned, that suffering and hatred can be lived through, and you can come out the other side.
Wish: "I wish you'd go away!"
Heather's had a really, really bad day, okay, and she is so tired of cryptic assholes trying to get her be part of some plan she doesn't get or care about! Like, hello, did you see the monsters infesting everything along the way home? Probably, because she bets this fluffy pink cat's in on it. Or if not this Silent Hill crap, then some other nefarious Stuff that, again, she doesn't care about. And, after her dad just got murdered by some crazy bitch trying to drag her into Silent Hill and not taking no for an answer, her patience for monologues and cryptic stuff, already pretty low, is at an absolute minimum. So, yeah, she's going to take the cat up on his offer and wish he'd GO AWAY because that'd show him.
Yeah, it uh. It doesn't really show him at all. And boy, is she gonna be pissed when she realized she got screwed over. But really, that just goes to prove wishes and miracles aren't really worth anything, and that Kyuubey was just another monster in the long list of them so far today who were never on her side to begin with. All her wish does is make her incapable of interacting with Kyuubey (and any other NPCs she doesn't know about yet) in the future, if he even exists at all. It's a wish made in the heat of the moment to get him off her back, and she might regret it later, if she didn't think Kyuubey'd have found a way to screw her over no matter what she asked for.
And hey, if there's one thing she's gotten good at lately, it's fighting Nightmares. It's gonna be rough going, especially since she hasn't been to Silent Hill yet, and thus hasn't come to terms with who she used to be. Whether she likes it or not, there's some things you just can't shake, and your past is one of them. If she doesn't learn that in Silent Hill, she's gonna have to learn it here.
Passive ability: What's the point of going away if you don't know where you're going away to? Heather now has a Magical GPS, that tells her the directions from her current location to locations of interest, for example, shops, beaches, and player-made locations. It has absolutely no functioning inside of a labyrinth, and as such she will get a spinny question mark effect instead. The GPS works by showing a glowing dotted line along the ground, and she can dismiss it by expending magical energy. Otherwise, the GPS works all the time without her input. Also, like any other GPS, sometimes it sends you to the wrong place (especially if she misses a turn.)
Active ability: By wishing for someone to go away, she can make other characters go away. Namely, by teleporting them somewhere else. When she touches another character, she can send them up to thirty feet away from their current destination. The other character doesn't have to agree to be teleported (ICly). She can't teleport herself, either, only other characters/people. This teleport effect can work vertically as well as horizontally, so she can send someone to, say, a rooftop instead of off to the side. She can only do this once every boss phase, and while it works on familiars, it has no effect on the Witches or Nightmares themselves. She cannot teleport inanimate objects, so for example, she can't send someone's weapons away from them or stop a projectile from hitting her. Any upgrades gained from event participation will let her use this power more frequently (every third attack action), increase the range (from 30 feet to 100), and allow her to teleport more people at once (up to three at the same time).
Weapon: A buckler, so she can deflect oncoming blows and push them away from her.
Sample:
[So this is home now, apparently. The ring opened the door, anyway, no finicky puzzle solutions required. Inside, everything is-- well. At least it's house shaped. Ish. She thinks the kitchen's a little small, and then it grows bigger, and then she thinks that's kind of messed up, so she makes it go back to the way it was. And she's got a loft, the kind you need a ladder to climb, almost like a bunk bed without the bottom.]
Well, I guess I don't have to go furniture shopping. [If she just… thinks of it, stuff appears. Pretty handy. There's gotta be some kind of trick to it, but-- she figures she's gonna have a lot of time for that.] Not sure it's worth all this… magic stuff, though. [Really, a way out of here would be much more appreciated.]
Why's it got a mirror, though? [Definitely not her cup of tea. She wonders if maybe she can just make it poof away, like the kitchen earlier, but…] Maybe it just… comes with the place? [Like, the stupid ring she's got on makes it happen. What does she know?
It's just a mirror, though. There's-- there's worse things. She's seen a lot of them lately. So she'll just… leave it downstairs, maybe turn it away so it faces the wall or something. Not like she has to actually use it, right?]
[Sigh.] And now I'm talking to myself. Great. [She hopes nobody can hear her.
Wait, why would anybody be able to hear her? She's-- she's alone in here, right?]
Oh, no. Hell no.
[She's not gonna look in the mirror. She's not, okay? That's just asking for trouble. Even before all this-- before Silent Hill came knocking… it's just, whenever she looked too long, it felt like she saw somebody else looking back.
Of course, now she knows why, doesn't she?
She just figured--- she just hoped when she came here, that the feeling would go away. But-- no, there's definitely--- definitely somebody else looking at her through it. Right now. And she thinks-- she thinks they're talking to… someone else--]
If you've got something to say, say it to my face.
[Heather doesn't remember pushing it over, not until she looks down and sees the shards on the floor and hears a loud CRACK echo through the hall.
Crap. Now she's gotta clean that up.]
Contact info:
Other characters currently played: Kaine and Shaundi!
Character name: Heather Mason
Age: 17
Canon: Silent Hill
Canonpoint: Before going to Silent Hill
Background: but who was phone?
Personality:
Heather acts like your typical teenage girl, which means she's been taking sarcasm lessons from the school of Joss Wheden. She's got a pronounced tendency to roll her eyes and mouth off at some of the stranger things she's faced with, like the idea of sticking your hand down a toilet to get a key. On at least one occasion, she refuses to move some boxes out of the way because it'd be a pain, and she often complains about doing things she doesn't "feel" like doing, like having to find detours around blocked pathways. She wonders about stealing jewelry from stores in the otherworld, refuses to pick up stuff that doesn't seem useful at the time, and spends the first half of the game trying to go home.
One thing she isn't flippant about is accusing everyone she comes across of being In On It. What is It? Everything. Heather is incredibly suspicious of the people around her, particularly the adults, and her first cutscene with every major character in the game sees her demanding they tell her what's going on and if they did it. She doesn't trust a single other person she runs across without them proving they're worth trusting in the first place, best exemplified by her only beginning to trust Douglas when he stays with her after her father dies. At one point, she leaves a conversation with Vincent because she flat-out thinks he's a crazypants. She's quick to point out when the people around her are acting Oddly and she refuses to put up with it.
Heather's bravery shows itself in other ways, too. Sometimes she seems unfazed by the oddities in the Otherworld, showing severe under-reactions to dead bodies, pools of blood, and even boss transformation sequences. She's more prone to point out that this newspaper's been here for four months than the decapitation featured in the article, or that the creepy call on the phone has her birthday wrong. The only things that seem to Get to her are targeting her father, fire, and mirrors. All of these things tie back to Alessa in one way or another, whether it's her father taking her in after the events of the first game, the fire that burned Alessa and left her in agony for seven years, or Heather looking into a mirror and seeing her former self instead. Heather has a lot of issues establishing her own identity, and especially distinguishing herself from Alessa. It's all but stated that she dyes her hair to look less like her past self, and she hates looking in the mirror so much that she doesn't even have one in her room.
Over time, there's less and less distinction made between Alessa and Heather. Hell, at one point Heather confronts Claudia while claiming to be Alessa. Heather spends the majority of the game not quite remembering her previous life, but once she arrives in Silent Hill, the town itself seems determined to make her remember. Or at least, that's what the cult wants. All of the suffering and hatred Heather feels over the course of the game is designed to (literally) birth the cult a new god. The biggest difference between Alessa and Heather is that Alessa chose to die to stop the cult, while Heather plans to go out swinging at them. Heather refuses to understand or sympathize with anyone in on the Plan, even when faced with monologues on the subject. The single biggest action Heather can take to ensure the Bad Ending is to forgive a woman in a confession booth, because that means Heather understands where Claudia is coming from enough to give mercy instead of justice. In a plot centered around miracles and mysticism, what stops Claudia isn't the Mystical Token but Chemicals and, I'm not kidding, an Abortion. Well, and kicking God in the face a couple times.
But enough about symbolism. Heather certainly doesn't have patience for it. Heather, at heart, is a kind and caring person, or at least, to the people she thinks deserve it. This is best exemplified by the relationship she has with her father. Talking shit about him is a surefire way to piss Heather off, she sounds giggly and happy when she talks to him over the phone, and she feels completely lost when he dies. She begins to sympathize with Douglas, too, especially once he starts opening up about himself and breaks a leg trying to take on Claudia. She comes to realize that she and Vincent aren't so different, after all, as they both readily admit they're just using the other to take out Claudia. Claudia, in the end, remains the only person Heather refuses to agree with even in the slightest, because all the shit that's gone down is her fault. What Heather wants, more than anything, is for people to be on her side. Once they prove that, in either the smallest or the largest ways, she's more keen to open up to them.
One of the first things she does when it's all over is pretend to be possessed to mess with Douglas. Heather's most defining trait is an inability for stuff to get her down for long. Even after her father's death, when push comes to shove Heather doesn't give into the Dark Side and follow through with her plans for revenge. Heather's proof of what Alessa and the Cult never learned, that suffering and hatred can be lived through, and you can come out the other side.
Wish: "I wish you'd go away!"
Heather's had a really, really bad day, okay, and she is so tired of cryptic assholes trying to get her be part of some plan she doesn't get or care about! Like, hello, did you see the monsters infesting everything along the way home? Probably, because she bets this fluffy pink cat's in on it. Or if not this Silent Hill crap, then some other nefarious Stuff that, again, she doesn't care about. And, after her dad just got murdered by some crazy bitch trying to drag her into Silent Hill and not taking no for an answer, her patience for monologues and cryptic stuff, already pretty low, is at an absolute minimum. So, yeah, she's going to take the cat up on his offer and wish he'd GO AWAY because that'd show him.
Yeah, it uh. It doesn't really show him at all. And boy, is she gonna be pissed when she realized she got screwed over. But really, that just goes to prove wishes and miracles aren't really worth anything, and that Kyuubey was just another monster in the long list of them so far today who were never on her side to begin with. All her wish does is make her incapable of interacting with Kyuubey (and any other NPCs she doesn't know about yet) in the future, if he even exists at all. It's a wish made in the heat of the moment to get him off her back, and she might regret it later, if she didn't think Kyuubey'd have found a way to screw her over no matter what she asked for.
And hey, if there's one thing she's gotten good at lately, it's fighting Nightmares. It's gonna be rough going, especially since she hasn't been to Silent Hill yet, and thus hasn't come to terms with who she used to be. Whether she likes it or not, there's some things you just can't shake, and your past is one of them. If she doesn't learn that in Silent Hill, she's gonna have to learn it here.
Passive ability: What's the point of going away if you don't know where you're going away to? Heather now has a Magical GPS, that tells her the directions from her current location to locations of interest, for example, shops, beaches, and player-made locations. It has absolutely no functioning inside of a labyrinth, and as such she will get a spinny question mark effect instead. The GPS works by showing a glowing dotted line along the ground, and she can dismiss it by expending magical energy. Otherwise, the GPS works all the time without her input. Also, like any other GPS, sometimes it sends you to the wrong place (especially if she misses a turn.)
Active ability: By wishing for someone to go away, she can make other characters go away. Namely, by teleporting them somewhere else. When she touches another character, she can send them up to thirty feet away from their current destination. The other character doesn't have to agree to be teleported (ICly). She can't teleport herself, either, only other characters/people. This teleport effect can work vertically as well as horizontally, so she can send someone to, say, a rooftop instead of off to the side. She can only do this once every boss phase, and while it works on familiars, it has no effect on the Witches or Nightmares themselves. She cannot teleport inanimate objects, so for example, she can't send someone's weapons away from them or stop a projectile from hitting her. Any upgrades gained from event participation will let her use this power more frequently (every third attack action), increase the range (from 30 feet to 100), and allow her to teleport more people at once (up to three at the same time).
Weapon: A buckler, so she can deflect oncoming blows and push them away from her.
Sample:
[So this is home now, apparently. The ring opened the door, anyway, no finicky puzzle solutions required. Inside, everything is-- well. At least it's house shaped. Ish. She thinks the kitchen's a little small, and then it grows bigger, and then she thinks that's kind of messed up, so she makes it go back to the way it was. And she's got a loft, the kind you need a ladder to climb, almost like a bunk bed without the bottom.]
Well, I guess I don't have to go furniture shopping. [If she just… thinks of it, stuff appears. Pretty handy. There's gotta be some kind of trick to it, but-- she figures she's gonna have a lot of time for that.] Not sure it's worth all this… magic stuff, though. [Really, a way out of here would be much more appreciated.]
Why's it got a mirror, though? [Definitely not her cup of tea. She wonders if maybe she can just make it poof away, like the kitchen earlier, but…] Maybe it just… comes with the place? [Like, the stupid ring she's got on makes it happen. What does she know?
It's just a mirror, though. There's-- there's worse things. She's seen a lot of them lately. So she'll just… leave it downstairs, maybe turn it away so it faces the wall or something. Not like she has to actually use it, right?]
[Sigh.] And now I'm talking to myself. Great. [She hopes nobody can hear her.
Wait, why would anybody be able to hear her? She's-- she's alone in here, right?]
Oh, no. Hell no.
[She's not gonna look in the mirror. She's not, okay? That's just asking for trouble. Even before all this-- before Silent Hill came knocking… it's just, whenever she looked too long, it felt like she saw somebody else looking back.
Of course, now she knows why, doesn't she?
She just figured--- she just hoped when she came here, that the feeling would go away. But-- no, there's definitely--- definitely somebody else looking at her through it. Right now. And she thinks-- she thinks they're talking to… someone else--]
If you've got something to say, say it to my face.
[Heather doesn't remember pushing it over, not until she looks down and sees the shards on the floor and hears a loud CRACK echo through the hall.
Crap. Now she's gotta clean that up.]