medicative: (picture.)
ᴇᴍɪʟʏ ᴅʏᴇʀ ([personal profile] medicative) wrote2020-10-22 01:54 am

apocalypse app




→ PLAYER INFO

Name: Mira
Age: Over 18.
Contact: [plurk.com profile] moonjelly/PM
Character(s) in game: N/A
Permissions: here


→ CHARACTER INFO

Character Name: Emily Dyer
Age: 32
Canon: Identity V
Canon point: A while after entering the manor's game, after Ganji Gupta joins the survivors.
History: history | original time in the manor.

Identity V is set in Oletus Manor, a mysterious location where select people are invited to come and take part in a "game" hosted by the Baron in order to obtain the prize of their dearest wish. It is, in truth, nothing more than a murderous game of chase, where a chosen hunter pursues four survivors as they attempt to solve puzzles and unlock the gates before they are cornered and caught. However, the manor seems to exist in its own section of reality, for no matter the outcome - killed, escaped, trapped - everyone always finds themselves back at the manor, their death wounds healed but their memories intact. The cycle persists with different hunters and survivors, and diaries exist to record different sets of games and circumstances surrounding them. Though newcomers may join, no one has yet gotten out, only vanished from the outside world.

Personality:
As one might hope of someone who voluntarily entered her field, Emily Dyer is a kind woman who wants to define herself by her caretaking. Her clinic was formed out of the sincere desire to help others, and she practiced medicine on herself before she would trust her hands on patients. Passionate and ambitious enough about her cause to undergo years of training, Emily still carved out time each week to volunteer with those less fortunate, particularly children. That this was at an asylum did raise her misgivings, but ultimately she did wish to help them, as her relationship with Emma shows. Despite being the cause of Emma's problems, she still embraces the woman, and treats her with affection while she handles the messy business of untangling her. In fact, Emily remarks that "It's my duty to help those in need," showing how deeply her conviction goes - it is not a job, but a requirement for her, and she takes the idea of her oath quite seriously. No matter who her patient is, or when, "the wellbeing of patients is my sole purpose."

However, hand in hand with this open caring, Emily has over time stopped being an idealist, and while she will voice her hopes, she has yielded to realism and practicality. Her experiences in life have jaded her, and much as she wanted to cling to her principles and firmly upright behavior, she's had to compromise in order to keep herself afloat. The secret surgeries and procedures she ended up relying on to keep her clinic standing opened her eyes to the reality of the world, and while successful, she knew that it was betraying her own morals. She will do what she must in order to keep herself together, even at personal cost or risk.

With that cost comes the part of Emily that she would be hard pressed to admit to. Emily now is partly defined by her regrets over the past, so much so that she would risk coming into a dangerous and unknown situation in order to try to fix her mistakes. In place of a one time greed and impulsivity, she now only wishes to help and save Emma Woods - Lisa Beck, the daughter of the woman she accidentally killed. It will not undo the harm of the past, but perhaps by restoring her, she might offer the woman some solace.

And in truth, Emily is well aware that her past actions have destroyed her having any sense of safety anymore, which is the one thing she has strived towards all her life. Constantly moving and tired of being uprooted in her youth, she wished for security, a dream that seemed possible with her clinic and her patients. The reckless actions she took were all desperate attempts to stop it from happening again. Yet now, with blood on her hands and having to leave behind everything including her name, Emily knows that it will never be so - she has forfeited her security, her stability, and now will always be looking out of the corner of her eye for consequences to inevitably find her. At least locked in an endless game of death, her atonement may yet come to pass.

Suitability:
Being brought out of the cycle of the manor would be enough to earn her sincere gratitude, even if it's only a temporary reprieve. Dying over and over never gets better, and hearing about the situation that this world is in would be enough to influence her to sign on and help - it's the least she can do in exchange. After all, her past is locked safely away in another place.

Powers/Abilities: Emily on her own has no supernatural powers, and instead they are concentrated into the syringe she carries. Filled with a mysterious liquid, it never seems to run out, and can work to heal her and other people's injuries excluding death - larger injuries require a larger dose.

Aside from that, Emily is a trained and qualified physician and surgeon, as well as being someone who can take charge should there be no one else in a group that needs it. She's deeply used to teamwork, and can manage conflicting personalities in tense situations. And while not an ability, probably a bonus in this world will be that she's grown somewhat inured to violence and death, meaning she can face things down that might otherwise paralyze.

Entity Affinity: The Eye - Emily's greatest fear is having her past exposed and known to others, forcing her back to being "Lydia Jones" again. She also shies away from being known in an emotional sense, and to be exposed would rob her of her strength and personal facade. In addition, medical personnel are often privy to people's secrets and generally require honesty to function in their role as caretakers. (NOTE: As I'm unfamiliar with the Magnus Archives, I would also take any other Entity into consideration.)

Inventory:
● A diary and pen.
● Small satchel of basic first aid equipment
● Her Blossom of Rebirth attire - essentially just a set of fancy clothes, as well as the Restrained Heart accessory.
● Compass
● A syringe filled with a liquid that can heal injuries excluding death and regenerates after a time. Becoming cursed upon entry, the syringe will still be able to heal, but when used on another, it will force them to confess a secret that they do not wish others to know to Emily. Should she turn it on herself to heal her own injuries, she will be unable to lie or answer anything with less than total honesty to anyone for the next 24 hours. (NOTE: Should this curse be insufficient, I'll gladly change it.)

Samples: one | two | three

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