thricefold: (Default)
zita ❝ witching you the best. ❞ harrington. ([personal profile] thricefold) wrote2021-09-14 10:27 am

( APPLICATION ) ✨ SPRINGWOOD



Player Info

Player Handle: Melly.
Player Age: +20.
Player Contact: HMD. | PM.
Preferred Pronouns: She/Her.

Character Details

Character Profile: Profile link here.
World Background:

The world where Zita from, the fantastical happens to be the reality. Earth has two worlds existing on it: The Mundane Realm and the Ethereal Realm. The Ethereal Realm is where the fae - the fair folk, the fairies, the courts of the seasons, and so on - live. The Ethereal Realm also happens to be where the source of fae's fantastical powers come from, as the Ethereal Realm is the origin of Raw Magic.

Raw Magic is a powerful and mystical force that has been around since the dawn of Earth itself. Raw Magic can transform an individual - One person can harness it (should they have the ties and means to do so) to become a witch. Another can be transformed into a vampire or a shapeshifter or a gifted, depending on the circumstances of the Turning. As a result of this, the world's supernatural and magical backdrop has been thriving since the time of humanity itself.

Knowing that humans will not take kindly to the concept of others walking among them, the supernatural community agreed to a set of laws and etiquette about how one should act to not only humans, but towards each other too.

The agreement of keeping their world a secret, and the act of doing so, is known as the Masquerade. The Masquerade is governed and dictated by a set of rules and guidelines that are known simply as the Laws. A country's Council of Elders - the governing body of the country's supernatural community, led by the recognised and definitive leaders for each supernatural species - keeps track of the community's movements and send their appointed Hunters to keep the peace should someone push the boundaries of the Laws too far. The Masquerade and its systems are meant to keep everyone safe, to keep everyone from getting hurt by both the humans and themselves.

Or that's how it should work in theory.

For the current time period of this world is the 1930s and The Great Depression is in full swing. The economic down slump has caused the fragile international relations amongst the Councils to collapse and fracture as tensions and tempers rise, and old grudges and vendettas make themselves known. Everyone is now scrambling to get by, living either day-to-day or learning how to take advantage of others to get ahead of the game.

Suitability: N/A.

Abilities, Powers, & Skills:

SKILL 🌕 MULTILINGUAL.
Zita can speak a series of languages, having has over a hundred and so years to learn them during her travels and her exposure to other countries and individuals. She can write and speak in Chinese, Latin, Japanese, Faen, English, French, Korean, and Spanish. She can fluently speak and understand Russian, Tagalog, Finnish, Greek, Italian, and Turkish.

SKILL 🌕 ADMINISTRATIVE WORK.
In the past, Zita has helped her 'brother' - Curtis Harrington - a lot with the nitty-gritty details of administrative and clerical duties that Curtis simply does not have the patience for. And seeing as how she's been part of the Midnight Carnival for over a decade, she has a lot of experience and practice under her belt. She's become so well-versed in running general office management that everyone in the carnival jokes about how she has a second job now, besides running her quaint little potions and talisman booth.

(It's certainly true but no need to correct them on the details.)

If one had to give a title to Zita's unofficial position then it would be Administrative Coordinator; she specialises in keeping things, especially information, neat and tidy and accessible for future research or review. If anyone had the patience and the willingness to go through mountains of paperwork and memorise it for later review, it'll be Zita, who has been around for centuries.

Zita can organize and prepare documents and schedule appointments, able to balance visits and visitors and information with ease. She maintains records and her sharp memory allows her to easily remember where she placed things in order to search and retrieve anything in particular.

ABILITY 🌕 FIRST AID EXPERIENCE.
Raising several charges over the last ten years has taught Zita the all-important skill of first aid - When some of your charges are tightrope walkers or fire dancers or work with the machinery of the rides, you quickly learn how to mend wounds and care for injuries when they inevitably turn to you for something that you know magic isn't needed for. It helps she's friends with the head doctor of the medical unit of the carnival.

Zita knows how to assess the severity of someone's injuries and what would be the best course of action on caring for the wound. She knows how to clean and sterilise wounds and equipment. She knows how to create makeshift splints for injured limbs. She knows how to do acceptable stitches and wrappings. Perhaps her most important skill is being able to recognise medicine and chemicals with both their brand and generic names, along with what would be their natural substitutes if one can't get their hands on it at the moment.

POWER 🌕 WITCH HERITAGE.
In order to be a witch, an individual must an intrinsic tie with Raw Magic and this can be done in several ways. They can be brokered a deal and tied themselves to a spirit of raw power to gain their power. It can be because their ancestors had contact with Raw Magic itself at some point and managed to survive the first brush of it. In Zita's case, her connection with magic is due to having a distant fae lineage since fae are the most adept and connected to Raw Magic.

Because of this, Zita has the typical properties and powers of a witch from her world: She can, of course, use magic to cast spells and create items that have magical properties to them. She can sense supernatural begins and items of magical origin and, in turn, be sensed by other beings of supernatural or magical origin.

But being a witch also has its fair share of weaknesses. Witches are still human. They will continue to age and continue to be vulnerable to sickness and diseases. Witches are granted not bouts of enhanced strengths or senses, unlike vampires or shapeshifters, and only those adept in fields that will grant them such things can harness such abilities. Not only that but learning the First Breath of a witch - the secret glyphs a person, be they mortal or supernatural, possess when born to this world - means a rival can target them with curses and spells at any time, anywhere, and the potency of the magic will be three times as powerful.

Most importantly of all: One of the most dangerous weaknesses a witch face is the fact they are highly susceptible to fire damage, a consequence of their ties to Raw Magic. Injuries borne from fire - especially ones that are considered 'natural fires' that are not made from manufactured oils or such - are difficult for a witch to heal or recover from, even if their magic is used.

POWER 🌕 WHITE MAGIC.
Raw Magic is a flexible and malleable force, allowing one to be creative with their magic upon accessing Raw Magic and knowing their limits with it. A witch's specialty in a certain type of magic is known as a 'field' and Zita's field happens to be within the realm of white magic.

She specialises in healing and warding. Upon someone having direct physical contact with her magic, Zita's magic can heal them of their current injuries. Bruises are tended to and cuts are seen to, though Zita will warn the individual to brace themselves. Her magic cannot keep it from hurting since, in a way, she's merely speeding the healing process along.

Since the person only needs to have contact with her magic and not her herself, Zita imbues charms and potions and runes with her magical healing properties to be used at a later date. Zita's healing magic is powerful enough to mend broken bones and break minor fevers and colds, but curing longstanding illnesses and helping someone regrow a missing limb is out of the question for her.

Another thing she can do is cast warding spells, specifically leylines. These are magical ties that can be connected a certain location or item, acting as a magical barrier. Should there be danger and the witch knows ahead of time, they can activate the leylines from wherever they are and cause an impregnable shield to come up around the location or the location of the time. Nothing and no one can come in or out of the leylines unless the witch wills it to.

Zita's leylines are especially powerful due to her fae lineage, allowing her leylines to withstand magical attacks for several days, compared to an average witch's few hours. The leylines, however, are simply exhausting for her to both create and maintain. The witch who casts the leylines must continually tend to these ties, lest they wither away from neglect. Combined with her other duties and abilities, Zita rarely casts leylines and will only do so if she feels like a place truly deserves it or of it's desperate enough.

POWER 🌕 IMMORTALITY CURSE
Due to a botched attempt by a coven’s attempt to sacrifice her as part of their dark magic ritual, Zita now has a form of inflicted immortality. She no longer physically ages and has since been appeared ‘trapped’ in her looks of a woman in her late twenties to early thirties.

Not only that but she can no longer die. Instead, every time she's supposed to be dead, she finds herself being revived and brought back to full health as if nothing ever happened to her. The time it takes for her to bounce back physically usually amounts to two to five days, depending on the severity of the injuries that caused this 'death' of hers. But there is a catch: She's awake the entire time her body heals itself, suspended in a sort of locked state where she cannot communicate with others. The process is also a slow and painful one as her body slowly pulls itself back together, with her being aware of it every second of it. Attempts to give her pain relievers or anesthetics haven’t proven to be useful, as her magic simply burns through these whether made from chemicals or herbs.

After she's revived from and back in her normal state, Zita is unable to use her magic and often needs to sleep for twenty-four hours straight This is a result of exhaustion from her magic kicking in overtime to heal her and the fact she needs a few days to recuperate from the daunting experience.

POWER 🌕 BLACK MAGIC SIPHON
Upon surviving an attempt to reverse the magic that keeps her selectively immortal (see her ability Immortality for more details on this), Zita has not only tapped into the dark magic but also has, against all odds, tamed it during its unravelling, bringing the wild and dangerous magic of absorption under her learned and controlled fields of magic. This means Zita is able to do the following:

When Zita is surrounded by natural darkness — as in she’s out in the wilderness, surrounded only by the night skies without any source of light — she's able to absorb its energies and amplify the strength of her general magic abilities. Potions and spells made when she's tapping into her powers are more potent. Her warding, if attacked, will not only deflect but reflect the attack on the individual attempting to do damage to the protected place.

There are downsides to using this, of course. Zita can only do this once a month and only for during the length of the night, just before sunrise. Doing it anymore or trying to do it any longer will put her at risk of having the magic eating her from the inside out since, again, absorption is a wild and dangerous field still. Items and potions that have been imbued while Zita is using absorption will hurt a lot upon using/consuming it for the first few seconds and it will hurt like hell - Enough for someone to might not want to finish the potion or use the item, even if the item has been powerfully charmed.

Another thing to note is that when she's siphoning the darkness, she is unable to use the field of rejuvenation and, thus, heal others. Absorption and rejuvenation are opposite polarities in the fields of magic and, thus, will cancel each other out if one attempts to use one while still dabbling in the other.

Inventory:

ENCHANTED DAGGER
   ❄️ ENCHANTED TO HEAT UP WHEN USED IN COMBAT, LEAVES SCARRING ON THE PERSON ATTACKED WITH IT.

ENCHANTED PURSE (CAN CARRY A TOTAL OF 15 ITEMS, CANNOT EXCEED 15 LBS.)
   ❄️ A DECK OF MAGICAL TAROT CARDS. THE ILLUSTRATIONS MOVE WHEN USED IN READINGS.
   ❄️ A SCRYING MIRROR.
   ❄️ A SCRYING NECKLACE.
   ❄️ POTIONS KIT. (HERBS, PURIFIED WATER, INCENSE, MINERALS, AND EMPTY BOTTLES.)


Writing Samples (3rd person and text):