Starlit Avenue

Welcome to Starlit Avenue! We are an 18+ account-per-player forum roleplay, focused on a supernatural community in the Pacific Northwest. We are a slice-of-life style roleplay focusing on interpersonal drama and the struggles that come with being a discreet community of supernatural beings living in close proximity to mundane humans. To see more of what we have to offer, check out our guidebook, linked at the top of the site.

Starlit Avenue's roleplay forums are hidden from guests, due to 18+ content.

Zepp's WIPs

Zepp

Tourist
Joined
Mar 2, 2024
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Characters
1
Gender
Male
Pronouns
He/Him
App Title: Madeline Pryde, the seventeenth

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SECTION ONE: Basic Info

Name: App Title: Madeline Seraphina Primrose Octavia Esmerelda Pryde, the seventeenth

Age: Physically around 20, though her true age is a bit hard to pin down. She could be anywhere from 100 to 2000 years old

Gender: Female | She/Her

Species: Awakened Human

Occupation: Madeline is unemployed



Appearance: An unnaturally pale woman with a long untamed mess of black hair, almost always wears a top hat.

Personality: Scatter-brained, with a penchant for mischief and a thirst for adventure.

Abilities: Construction Contortion, Imagination Creation, Pocket Profit, increased coordination, reflexes and strength

Situation: Madeline has only just recently arrived in Polaris Pass and has yet to settle down anywhere.



SECTION TWO: Appearance

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Height: Madeline is 5'9

Body: Madeline has a slender physique, with long gangly limbs like Jack Skellington. She is also shockingly pale; her skin is barely a shade darker than paper.

Face: Madeline is pretty in a 'girl next door' kind of way.

Eyes: Her eyes are an intense green, and a spark of mischief is always present within them

Hair: Madeline has long black hair that looks like it has never even seen a brush

Clothes: Madeline likes to experiment with her wardrobe and is staunchly against limiting herself to only one form of fashion style.

Other: The way Madeline moves is almost paradoxical: chaotic yet graceful. She might look like she's teetering and on the edge of falling over, but it'd also look strangely choreographed.



SECTION THREE: Personality

Adventurous: Madeline is positively obsessed with calls-to-adventure - or 'plot threads' as she calls them. If anyone asks her to do something, even if it's just as simple as going to the store to buy something for them, she will almost certainly accept and immediately move to complete the task. The more dangerous, the better - in her eyes, at least. She'd need a very good reason not to go through with a request.

Enigmatic: Madeline can be very strange, to the point of unsettling most people who speak to her - no one can ever be sure just what's going on in her head. She frequently says the most outlandish things that are somehow completely true due to her inability to lie. Moreover, Madeline seems to be immune to fear and rarely displays the right emotions in situations. Even in the face of mortal danger, she'll take it on with a laugh.

Excitable: Madeline is a ball of energy, always eager and animated. Her enthusiasm is infectious, turning even ordinary moments into lively events. Without someone to reign in her exuberance, Madeline will often get herself into trouble. She also has a flair for the dramatic - 'understatement' is not a word in her vocabulary.

Additional Information:

Maternal: Madeline has a strong maternal instinct when it comes to children and she will always go out of her way to aid a child in need.​
Scatterbrained: Madeline has a very scattered thought process and she'll often start one train of thought and end up with a new one with no clear through line.​
Polite: Madeline is generally unnervingly polite to everyone she meets, to the point she doesn't swear and admonishes anyone who does in her presence.​


SECTION FOUR: Abilities

Ability Format: Standard Traits, Spellcasting

Advantages:
- Apex Attribute (Coordination, Reflexes)
- Enhanced Attribute (Strength)

Disadvantages:
- Suggestible
- Imminent
- Magically Dependent
- Restricted Diet (Sugary/Sweet things)
- Unable To Lie
- Weak Spot (Vocal Chords)

Spellcasting:
A unique type of magic originates from the mysterious reality of the Forevermore Shore. This magic is best described as a 'negotiation with reality,' where practitioners use their own existence as fuel to manipulate the architecture around them in bizarre ways. Minor effects could include reshaping a wall into a door, adding traps like spike pits and swinging axes to a hallway, or creating a bridge out of nothing to cross a long gap. More advanced effects get larger in scale and more esoteric: creating an entire castle from the ground, warping space itself to create non-euclidean environments, etc. Objects created through the use of this magic are almost dream-like in appearance: appearing normal at first glance but revealing strange irregularities (Like being low in detail, or wrongly-blended textures) upon closer inspection.

However, as mentioned before, using this magic comes with a personal sacrifice - the practitioner's connection to reality. The more alterations made to the environment, the weaker their connection to reality becomes, a process that is colloquially known as 'going lucid.' Minor uses could result in erratic behaviors, loss of inhibitions, and difficulty focusing. Excessive changes to the environment lead to physical effects such as the caster accidentally sinking into the ground, growing extra limbs, or their proportions distorting. Further overuse may cause even more significant physical alterations, eventually leading to the practitioner disappearing permanently from reality altogether if they don't stop. Recovery is possible for any changes, no matter how severe, by resting for a few hours. The only thing they can't recover from is disappearing since, well, they don't exist anymore.

- Changes to the environment are only temporary and will start to recede after around 12 hours.
- Typically, the more convenient it is to carry an item produced using this magical process, the less durable it tends to be, and vice-versa. Buildings are nearly invulnerable, whereas something like a sword will see the weapon disintegrate into dust the moment it is picked up.
- Practitioners can't create flora and fauna through the use of their magic, and they are limited to man-made structures and objects. A wooden table is fine, but a tree is not. Fake plants are fair game, though.
- This magic cannot affect living beings directly, but it has no problem changing the area around them.

Core Advantage:

Imagination Creation
Madeline can create invisible constructs by believing in them hard enough and miming an action that has something to do with what she is trying to create. For example, miming the action of swinging a bat creates an invisible bat in her hand, or miming the action of climbing a ladder will result in Madeline climbing through the air on the invisible rungs. These constructs, although invisible, behave like one would expect - like a created frying pan being able to cook things, or a created jacket actually warming her up. Complex objects like guns, cars, or food aren't something Madeline can currently create. In theory, there isn't a limit to how many constructs she can have at once, but in practice, they only last as long as Madeline is either in contact with them or actively paying attention to them. Other people can only interact with these constructs if Madeline allows them to.​
Madeline is always experimenting with this bizarre ability of hers and has developed several uses for it over the years, to name some of them:​
- Moving her arms in a breaststroke allows her to swim through the air as if she is underwater.​
- Bringing a hand up to a lock, mimicking the action of putting a key in, and twisting it allows her to open any key-based lock as if she had the correct key.​
- Grabbing hold of an imaginary ledge and hoisting herself up onto it so she can walk without touching the ground.​

Bonus: Second Lesser Core Advantage

Pocket Profit
Madeline has the peculiar ability to reach into an empty pocket and always pull out enough cash to complete a pending transaction. There is a soft limit, however, and that's fifty dollars each day. While she can exceed this limit, any such attempts will result in the denominations of the money she can generate diminishing until she can only produce handfuls of cents from her pockets.​


SECTION FIVE: Current Situation

Occupation: Madeline is unemployed

Housing: Madeline is technically homeless as she's only just slipped into this reality, however, due to her various abilities it's not very hard for her to find, or make, somewhere for her to sleep.

Wealth: Dirt poor



SECTION SIX: History

Date of Birth: January 1st

Place of Birth: The Forevermore Shore, an alternate world

History: Madeline Seraphina Primrose Octavia Esmerelda Pryde, the seventeenth was born in an alternate reality called The Forevermore Shore, where time as a concept doesn't exist and things like the laws of physics are treated like mere suggestions. No matter how far away you walk in The Forevermore Shore, you will always be a 10-minute stroll away from the ocean; everything that exists in this reality is next to a beautiful blue ocean that stretches for infinity. You're never more than 10 minutes away from anywhere in this reality, in fact, due to the weird space-time warping effect that exists across reality there. Entire neighborhoods distort and change based on the needs of where a stroller needs to get to.

The residents of The Forevermore Shore are technically humans, but their time in the Shore has changed them in several ways. For one, no one ages once they reach their physical prime, and its ability to resize itself means overpopulation will never become an issue. The residents also have several weird traditions; like people having overly long names to differentiate themselves, and siblings having numbers at the end of their name to make the order they were born in more clear. Madeline, for example. was the seventeenth sibling to be born.

Madeline was born into a loving family with 25 other siblings. She lived a charmed life where she never hurt for anything - no one does in the Shore - and during her adolescent years, it was discovered she was a prodigy in various magics. She was quickly snatched up by several grandmasters and apprenticed under them for a long time, learning and improving her abilities all the while.

However, everything came to a calamitous end when The Fourth War of The Forevermore Shore broke out. Madeline left her teachers and returned home to defend it - nobody could die in the Forevermore Shore so she wasn't worried about her family. Doing so, though, would prove to be her end. The magic of the Shore extracts a toll and, whilst fighting off a pack of invading Key Wolves, Madeline 'went lucid' and disappeared from reality. Usually, this would be it for a practitioner but, in some kind of cosmic fluke, Madeline fell through the cracks of reality and landed in a completely separate world by the name of Earth. More specifically, a small town called Polaris Pass.


SECTION SEVEN: Additional Information

Tags: Madeline Hattie

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