Dec. 30th, 2018
PLAYER
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Other Characters: Cremisius Aclassi
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Interests: Action/adventure! Jack helping all these poor stressed out Inquisition folks have a little bit of fun! Probably some inter-personal drama as he learns how to be a real boy and forms way too many attachments way too quickly, whoops.
CHARACTER
Name: Jack Frost
Canon/OC: Rise of the Guardians
Journal:
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Race: Human (rather, spirit taking human form)
Nationality: Fereldan features, but actually from the Veil.
Occupation: Fun
Division: Scouting
Mage or Not: Mage
Age: Around 300 (spirits are ageless but he came into the physical plane in 6:52 and from then onwards is what he actively remembers), physically appears 18? 19?
History
Canon history!
AU History:
PersonalityIn the middle of the Steel Age, a Spirit of Fun slipped out from behind the veil where it had gone terribly thin during the height of a great famine, hidden beneath a lake along the southern edge of the Hinterlands. A crack in it eased open as a young man plunged through the ice on its surface while playing a game with his little sister, and he drowned there in its waters. Confused and overwhelmed and lost as a part of the material world, the spirit latched onto the boy's memory and became him, mostly forgetting himself in the process. When he came out of that lake, he was Jack Frost. He thinks the moon told him that, because the moon was the first thing he saw of the world. Listen, he can't explain it and he probably won't ever try. Unfortunately for Jack, no matter what he did, no one seemed able to see or hear him. They would walk by him even when he was shouting for their attention: he could only interact with mortal beings through magic and wind, which really shattered the idea that he was a human for himself. Over time (a very long time), he adapted. He found ways to fulfill his purpose, using snow and frost to entertain bored children and himself, throwing himself around the world on the wind and playing tricks. Though he did very occasionally come across other things that belonged to the Fade that he could actually interact with, and as a result finally began to guess at what he actually was, he never once let go of his desire to become part of the world he was in. To see people smile at him and laugh with him, to be able to play and have fun instead of flit around the sidelines, ignored. Then, a rift tore in the veil one day where he'd been coaxing a group of children into a raucous snowball fight, and while he rained down biting hail on the things coming through it, trying to buy time for the terrified children to flee, an anchor opened up on his palm. Suddenly he could be seen and heard. Somehow having a piece of the rift inside him made him more real, so he makes his way to the Inquisition post haste.
Having been on the wrong side of the veil for much longer than either of the other companion spirits, Jack is not baffled by mortal behaviors and seems to have internalized them instead. He even has layers! On the surface, Jack makes a big show of being a trickster: mischievous and interested only in making trouble and having fun. He spent the majority of 300 years flitting from place to place, giving the children of the world snow days, inciting them to snowball fights and even playing tricks on the unsuspecting with his powers. If asked, he would say that he's more about having fun than working hard or doing anything important, and it's that attitude that he tries to project to the world as a way of covering up whatever other aspects to his personality he has developed.
Such as his deeply nurturing nature: Jack experiences big brotherly feelings of protectiveness towards basically everyone he has ever laid eyes on, which is what made being invisible for so long so hard on him. He wanted to be able to offer people help or comfort or reassurance directly, but all he could really do was trick them into having fun. Even then, like Cole's compassion can become deadly, and Justice's... justice can twist to Vengeance, Jack's fun has a bad tendency to turn into recklessness. He is extremely impulsive and can make a game out of everything, which will become dangerous when he does his flighty, irresponsible thing around the Inquisition, a place where his actions will actually have consequences.
Coming out of three centuries of intangibility, he's prone to talking out loud to himself (and to the people that he knows can't hear him), and he has very little emotional filter: if he's feeling something, it'll show on his face, no matter how much tries to deny that he's experiencing it. He wants nothing more than to have relationships with people, but he's almost afraid to let it happen on its own. Instead, he learned that a bit of harmless antagonizing is the quickest way to be noticed: he uses teasing and playing jokes on the people who actually see him as a way of getting them to acknowledge his existence, to remember him, even if it's not fondly.
Jack is playfully competitive, and quick to forgive and forget. He doesn't hold grudges, and seems to think the rest of the world should let things go as soon as they happen as well. (Probably because more often than not, he's the one getting on people's nerves.) His sense of humor is pretty sarcastic, but he'll get goofy and excitable about anything as long as he's having fun. He likes to give people nicknames instead of using their real ones, and will banter with anyone that stands still long enough to get suckered into a conversation with him, being very sociable and talkative.
Opinions & Affiliations
Jack's chief thoughts on most organizations (the Chantry especially) are that those people need to learn how to loosen up and have fun.
Really, he doesn't have hard opinions on much of anything. Unlike certain compassionate spirits who seek to relieve pain on a deeper level, Jack's entire focus has always been on providing the fleeting, ephemeral distraction of fun. He's mostly a blank slate and will actually develop his opinions in-game when he becomes entangled in people's lives in a more permanent fashion and has to face the fact that imposing short bursts of fun on people won't actually make them less afraid or sad or anything else in a real, tangible way. At which point, he will need to adjust and figure out what he finds objectionable and what he wants to protect.
In short, it'll be entirely dependent on CR!
Adaptation Notes
In Jack's canon, he's a winter spirit whose "center" or defining trait is his affinity for fun and the way he uses games and toys and things to protect children: making him a spirit of fun seemed like a logical way to use his ability to magically induce states of fun, as well as keep the essence of the character (a mythological archetype) in-tact even outside of the world of the kid's movie. As a winter spirit, so much of how he looks and moves is based around ice and frost, and he even already has a magic staff! So a mage who uses cold magic is really the only way I could think to go, there.
Strengths & Weaknesses
Strengths:
Frost Magic: Jack is a powerful mage who wields cold magic like he's been practicing it for 300 years. Which, you know, he has. He is capable of creating huge blizzards, as well as shooting vicious blasts of frost from the crook of his staff. He can walk across lakes by freezing their surfaces beneath his feet, and create ice patches over the ground to trip the unsuspecting or slide allies to safety. He is so in-tune with cold magic that as an ambient effect of his presence, being too close to water and windows will make them start frosting over, especially when he is emotional. He also frequently uses something similar to Fade Stepping, but he summons gusts of wind rather than waves of magic to propel himself, and can go up as well as over the ground.Weaknesses:
Spirit of Fun: Jack can do limited emotional manipulation. Namely, he can temporarily induce a playful, excitable mood in people. (Will set up an opt-in permissions post for this!)
Spirit: Won't actually need to do things like eat or sleep, which could be extremely useful on missions. (Will not, at the start, be any good at actually keeping watch over anything though.)
Too Magic: If someone (Templar or Spirit Mage, for example) manages to dispel all his magic, he will flop over like a drowned corpse until the effects wear off.Inventory
Non-Combatant: Because he hasn't been practicing his magic all those years to do any fighting, he'll need to train up in order to be effective on the field. At the start, he will have a bad habit of front-loading with huge taxing spells at the beginning of encounters and then being weak for the rest of the fight, because he won't have the experience with thinking strategically at all. He's no good at taking a hit either. Also if he gets separated from his staff under any circumstances, all of his control goes out the window (so if it happens while he's midair... bad news bears) and you can bet your bottom he'll be panicking uselessly until he gets it back.
Flighty: Jack has never had responsibilities before and as such it's going to be a long time before he actually gets good at contributing like he's definitely capable of. It will probably take something going horribly wrong before he learns to stop flitting off and having fun every time he feels like it. (Maybe a couple things going horribly wrong.) Also in his desire to be noticed and remembered by everybody, he's probably going to end up poking a few bears that should absolutely be left alone.
Spirit: Susceptible to the same controls that Spirits generally are, but as an added bonus of being around so long and developing so much of a personality despite his nature, he is also able to be fairly easily emotionally manipulated through normal means as well.
The only thing Jack possesses is a shepherd's crook, his magic staff. It enhances cold magic. His clothes aren't even light armor, they're just a tattered tunic and pants, no shoes.
Motivation
He's got a sliver of weird magic in his hand now! And honestly, the folks in the Inquisition could really use some fun in their lives, he can tell. Obviously, he should come and help.
SAMPLES
Please provide 2 samples. It doesn't matter if they're written or linked and we don't care if you prefer brackets or normal punctuation, but at least one of your samples must take place in the game world, and at least one must be a log rather than network tags (or their setting-appropriate equivalent). They can be of any length, as long as taken together they provide a good sense of your character and your writing ability. If we feel they aren't sufficient, we'll ask you for more.