discardia: Don't question it (Dramatic windblown... post-train jump)
discardia ([personal profile] discardia) wrote in [personal profile] subnauticmods 2016-02-23 05:47 am (UTC)

IC INFORMATION
NAME: Cardia Beckford
AGE: Physically, she's around 19, but has only actually been around for about six years and only remembers two of them.
CANON: Code: Realize
CANON POINT: Chapter 8 of the Common Route
CANON INFORMATION: Here!
PERSONALITY:

More than anything, Cardia wants to live as a human, so her ultimate goal has been to rid herself of the poison that keeps her labeled as a monster, and to locate her father and learn the answers to the mysteries of her past: why he placed the Horologium in her, why he wanted her to remain in the mansion, why she has no memory of anything beyond the past two years. Her need for answers drives her to accompany Lupin to London, and also prompts the people she meets to help her grow and develop into a stronger and more independent lady, capable of thinking and fending for herself.

Because originally, Cardia is little more than a doll, someone who tries to shut down her emotions after an encounter leads to the death of a woman who cared for her. She spends most of her life shut away in a mansion with only books to read for education and so, when she's brought into the world of people and society, she's understandably overwhelmed and has no idea how to behave. Lupin has to teach her that no, it's not actually okay to take off your shirt in front of someone else. She's never seen a train before, or tried cotton candy, and she regards the world with a sense of wonder and awe.

... And a little too much innocence. She naively follows a man after he tells her he's seen the person she was separated from, and is led into a trap that she only escapes through her poisonous ability and the help of a stranger, who then warns her not to trust every single person who seems nice. In most of the character routes, she has to have her more complex emotions explained to her before she realizes she's in love. But Cardia is also curious and possesses a strong drive to learn as much as she can, becoming quick to pick things up and taking all of her lessons seriously (including pointing out to Victor Frankenstein that he's a stranger after he'd told her not to trust them). Because she takes her lessons to heart, she's able to apply them to the situations she finds herself in, like being able to remain calm when captured-- to the point where her captor himself admiringly comments that his men should take a lesson in composure from her.

Following the tradition of otome protags, Cardia is an incredibly kind person. She can be a little sassy and deadpan at times, turning down extremely flirtatious attempts from Impey Barbicane without so much as faltering, but she cares deeply for others. She offers a home to an angry, hurting vampire child that had tried to kill them previously, because she understands his loneliness and the pain of losing others. When Fran saves her from the men who'd attacked her and knocks them unconscious, she expresses concern for them, despite everything. Cardia simply isn't fond of hurting others, going back to inadvertently killing the woman who had cared for her. She even tries to stop a dog from biting her, not because she thinks it'll hurt, but because she doesn't want the dog to die. She tries to warn even attackers away from touching her skin, and apologizes to enemies when she knocks them out. Ridiculous, maybe, but that's just how she is.

In the end, though, for as strange as her body is, and for how often she's been called a monster-- Cardia is just a girl who wants to be human, who wants to feel the warmth of other people, and who wants answers. Even when those answers hold the risk of being incredibly painful, and that scares her, she's growing into someone who's ready to face the truth.

ABILITIES: Cardia possesses the Horologium, a glowing blue gem embedded in her chest that's a source of infinite energy. It grants her surprising strength and stamina and a faster healing rate, and she also isn't required to eat to survive. Because she has no heart, it acts as her life force, and removing it from her (or even a piece of it) will end her life. It also poisons her blood, meaning that any touch from her bare skin will melt whatever it encounters. Living creatures, inanimate objects, even titanium. Very small amounts of poison are also regularly released from her body and remain in the air, harmless to others unless she remains in an enclosed space for too long, and then it becomes gradually lethal. For the sake of interacting with others and not inadvertently killing everyone, I'd prefer for her to either lose her poison or just have it limited to her blood and not her skin.

Otherwise, she's picked up a few things from her gentlemen teachers, namely: how to stay calm in a fight, how to defend herself using chemicals or fighting techniques, how to pick locks, free herself from being tied up, and move silently, and how to fix and operate machinery. None of these skills are anything she's mastered, but she has a fairly good proficiency in what she's picked up.

INVENTORY:

- Set of lock picks
- Three glass tubes containing chemicals to create a lot of light and noise when shattered
- Sisi the corgi

MEMORY ALTERATION: The last thing she remembers is being on her way to her father's lab with the others, before everything got kind of blurry and she found herself UNDER DA SEA.

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