contactsports: (Default)
ᴢᴇʟᴅᴀ sᴘᴇʟʟᴍᴀɴ ([personal profile] contactsports) wrote2019-10-05 09:50 pm

[community profile] maskormenace intro post



all the good girls go to hell
'cause even god herself has enemies


BASICS

NAME: Zelda Spellman
CANON: The Chilling Adventures of Sabrina, 1x10
AGE: 566
GENDER: Female
SPECIES: Witch
HOUSING: tba
OCCUPATION: tba

PLAYER: Bex
PLURK: [plurk.com profile] bexxen
APPEARANCE

VISUAL: Link
HEIGHT: 5'5''
BUILD: Lean
HAIR: Red
EYES: Green
FEATURES: Beauty mark on right temple
DRESS: Conservative black dresses, often vintage looking
VOICE: Link
PB: Miranda Otto
PERMISSIONS

BACKTAGGING:
THREADJACKING:
FOURTHWALLING:
ROMANCE:
MINDREADING:
MANIPULATION:
INJURY:
FIGHTING:
KILLING:
feel free to contact for details



my god is gonna owe me
there's nothing left to save now




NAVIGATION



PERSONALITY

Of the two Spellman sisters, Zelda is the sterner and can often come across as cold. In a lot of ways, she fulfills the stereotypical "paternal" role - she is the head of the household, the disciplinarian that does her best to keep the family in line. She is very concerned with appearances and spends a lot of time worried about how the Spellmans are viewed by the rest of the coven, and she goes to great lengths to try and counterbalance the embarrassment that she feels Hilda, Ambrose, and Sabrina often bring to the family name.

However, Zelda's emotions and motives are proved to be far more complex than what they appear. Although on the outside, Zelda is an elegant and aloof woman, she often experiences a lot of inner turmoil. She carries any shame of the family name strictly on her shoulders and views herself as responsible for the outcomes of the choices her family makes. The more her family strays from the Path of Night, the more Zelda visibly suffers for it, going so far as to literally self-flagellate when she hits rock bottom dealing with Sabrina. To those around her, it is clear that nothing is more important to Zelda than being a witch and fulfilling her role as a follower of the Dark Lord. She is devout and often clinical in the ways she navigates her faith, following rules to the letter and lashing out when those around her break them.

All devout witches put nothing before the Dark Lord, and that is where Zelda's weakness lies - or, perhaps, her strength. Zelda loves her family more than she loves the Dark Lord. It is a constant, internal struggle for her, and while she is well aware of it, it is not always clear to others. On more than one occasion she has had to choose between her devotion and her family, and she always chooses her family. Sabrina's safety is paramount to her, and while she can be strict and often too hard with her, Zelda would stop at nothing to protect Sabrina, even if it means going up against the Dark Lord himself.

Much like Sabrina has learned to walk a fine line between the mortal and witch worlds, Zelda has become an expert at balancing her affection of her family with her role in the coven. She's learned to be incredibly duplicitous, and she is a master manipulator in getting what she wants. Zelda knows the best way to keep her family in the good graces of the coven is to rise to power herself, and she does this by appealing to the higher powers and even becoming the High Priest's mistress (and, later, wife). Even her moments of vulnerability are calculated, and it is uncommon that anyone--even Hilda, Sabrina, and Ambrose--have any full awareness of who she actually is or what she is truly thinking.

Although Zelda can be cold and off-putting, she possesses a deep ability for love and affection. She is a renowned midwife and loves babies. She starts every morning with a cigarette and reads newspapers in multiple languages. Her familiar, a dog named Vinegar Tom, died a number of years ago and she still moves him around the house and talks about him as if he's still alive. She loved her brother dearly and took in Sabrina because, as she says, Sabrina looked so much like Edward she couldn't bear to give her up. Zelda loves Sabrina no less than as if she were her own daughter, and while they are almost constantly at odds, she never truly backs down from that love. Much the same could be said for the rest of her family - while she is embarrassed by Ambrose and annoyed by Hilda, she always comes through with love and support when it's needed most. The stress that Sabrina's choices often put on the family has helped Zelda come to terms with how much they all mean to her, and how lost she would be without them.

While Zelda's seemingly cold personality and stringent rules can often cause conflict, she is, at heart, a huge softie who just wants what is best for her family. She has a strong sense of honor and will not be fooled or manipulated by others. She is also disturbingly self-aware of the darkness that envelops her faith; she is not at all blind to the subjugation of witches and the misogyny that runs rampant in the Church of Night, and she is well aware of the fact that the Dark Lord rules through fear and demands things of them that he shouldn't. However, Zelda knows that this is her path and walks it with confidence while striving to instill that same confidence and awareness in Sabrina. She will never forfeit her powers because she knows, even if they are a gift from the Dark Lord, they are still her powers and hers alone. And she will use them how she sees fit.



SUPER POWERS

SPELL CASTING:

ASTRAL PROJECTION: Zelda can project herself to other locations to appear and communicate with others. In astral form, she can speak and be seen but since she lacks corporal form, she cannot touch anything or be touched. However, astral projection comes with great risks for a witch - if overdone, psychopomps will ferry their souls into the afterlife. In MOM, if Zelda astral projects for too long, she will lose the connection between her soul and her body and will die.
ATMOSKENSIS: The ability to control the weather. This power requires the participation of three other witches, and can only be confined to a small area where the spell was cast (within a few miles, so the size of a small town at most). It will also be limited to reasonable weather changes, like rain or thunderstorms, or low-level tornados. Anything that will damage property or affect other players and NPCs will first be taken to the mods for approval.
CONTAINMENT: This is the ability to contain beings, both mortal and otherwise, in one place. ( permissions )
DEMONIC EXORCISM: With the help of other witches, Zelda is able to perform exorcisms. This is, however, forbidden for witches to do. ( permissions )
ENCHANTMENTS & HEXES: Zelda can perform spells that can have positive and negative effects on others. Through incantations and physical items (example: a piece of personal property, a lock of hair, etc) she is able to control others, enhance capabilities, or just make life really inconvenient for someone (ie hexing them with a bad luck spell). In MOM, this can only be done with player approval or mod approval, depending on the circumstance. When it comes to being able to control another character, she can only do it for short periods of time (maybe a day at the most) before the spell "expires." Anything she forces the character to do cannot affect or completely influence other characters without player approval, and cannot affect the game at large (ie controlling another character to destroy non-personal property or inhibit the gameplay of characters and NPCs) without mod approval. She also does not have the capability to make any physiological changes or grant new powers to other characters. ( permissions )
GLAMOUR: Witches are capable of casting illusions that can disguise them as other people or beings.
TELEPORTATION: The ability to instantaneously travel from one location to another. Zelda can teleport herself and others if she is in physical contact with them. She will only be able to teleport within the city she is currently in. She will not be able to create portals to other worlds, nor can she use her teleportation to take people out of the game or bring anyone back.
WARDING: Zelda is able to place protection spells on both people and places, either with incantations or magical barriers. The more witches involved, the stronger the protection.


WITCHCRAFT

MEDIUMSHIP: The ability to speak with the spirits of the dead.
LONGEVITY: Like all witches, Zelda ages significantly slower than mortals. At over half a millennia-old, she appears to be around 50. This does not make her immortal, however; despite their long lives, witches can be wounded and killed through traditional means.
TELEKINESIS: Zelda is able to move objects with her mind or hold people into place. ( permissions )


FAMILIAR

VINEGAR TOM: Familiars are goblins who take the shape of an animal to help protect their witch masters and offer help with spells. Unlike Sabrina who called for a volunteer goblin, Zelda took the traditional route of choosing her familiar from a book upon her Dark Baptism at age 16. Vinegar Tom is a dog (presumably a beagle) and, according to Hilda, died on November 9th, 1989. Zelda had him taxidermied and he moves around with her and attends important events, such as her wedding. She doesn't seem to be aware of the fact he's actually dead. ( permissions )


Please find her permissions here.



GAME INFORMATION


CLASS Unregistered

CITY Maurita Falls #001

JOB Personal Secretary to Hux



OOC CONTACT INFORMATION

PLURK [profile] bexxen

DISCORD detective #4591

PERSONAL JOURNAL [personal profile] runninginheels

MUSEBOX [community profile] embarkation




THREADS


OCTOBER 8 2019 | NETWORK | OPEN
In which Zelda is looking for a new job.

OCTOBER 27 2019 | NETWORK | [personal profile] mofi & [profile] melodramgics
In which Zelda saves a nice young man.

NOVEMBER 2 2019 | NETWORK | [personal profile] sathan
In which Zelda finds out Ms Wardwall's true idenity.

NOVEMBER 3 2019 | IC INBOX | [profile] melodramagics
In which Zelda confronts Sabrina.

DECEMBER 24 2019 | LOG | OPEN
In which Zelda celebrates the Solstice.

DECEMBER 9 2019 | NETWORK | [personal profile] forcelight
In which Zelda doesn't understand the appeal of snow wars.

JANUARY 11 2020 | LOG | OPEN
In which Zelda heads away overnight and ends up with company.

JANUARY 20 2020 | LOG | [personal profile] sathan
In which Zelda is called by Lilith for help.

FEBURARY 17 2020 | NETWORK | OPEN
In which Zelda gets a late valentine.

FEBURARY 17 2020 | LOG | [personal profile] sathan
In which Zelda plots.



Post a comment in response:

If you don't have an account you can create one now.
HTML doesn't work in the subject.
More info about formatting