[hider=IRIS]WHAT WAS YOUR CHARACTER'S NAME? WHAT IS THE CODENAME THEY NOW GO BY AS A ZE? [color=6ecff6]Name by birth was Odette Fouquet (a [i]suuuuper[/i] embarrasing rhyme.) Now she goes by Iris.[/color] DESCRIBE YOUR CHARACTER'S MASK AND APPEARANCE. [color=6ecff6]Iris' mask is a handsome, if austere, piece of ceramic, expertly hand-crafted in the style of the hoverbikers that flit through the skies of Rig. Its sharp edges and angular style are crafted in the starkest facsimile of the human face, leaving its intended sex and the sex of its wearer underneath ambiguous. Underneath, her eyes are as blue as the skies she soars in, and a short crop of blonde hair frames an often-smiling face as androgynous as her mask. The wearer herself stands just under six and a half feet tall, intimidating by anyone's standards; her muscular, athletic figure usually strains against the sleeveless shirts and shorts she feels comfortable wearing in more athletic counters, and her skin is the healthy tan of a young woman who spends her time in the skies. [url=https://i.etsystatic.com/11914451/r/il/bb52e4/1600864728/il_fullxfull.1600864728_dp4k.jpg](Inspiration)[/url][/color] WHAT IS A STRANGER'S FIRST IMPRESSION UPON MEETING THEM? HOW DOES YOUR CHARACTER SEE THEMSELVES? [color=6ecff6]Iris' height and musculature is immediately disarming, but so too is her charm. Far from some golem used for intimidation factor, she sees herself as a particularly large stuffed animal, open and gregarious without being overbearing. She's a person who is just as comfortable gabbing for hours as she is to spend those hours with her head in the clouds.[/color] WHERE DID THEY GROW UP? WHERE DO THEY FEEL AT HOME? [color=6ecff6]Iris was one of the many young men and women who spent their lives in the skies and atop the buildings of Rig. The hang-gliding and hoverbiking communities were more than just lovers of idle pastimes, they were followers of a way of life, with a sort of easy-going rapport between family units that would often translate to a support system. The vertical gardens of Rig and the small, lush markets on its rooftops needed people to tend them, and Iris grew up happily entrenched in such a lifestyle. She grew through the typical rebelliousness of the high-flying hoverbikers (riding your bike too fast, not holding onto someone while sitting secondary, not wearing your protective mask to keep out the bugs, wind, and sun...) into a girl with a sunny disposition and a belief in the goodness of people, similar to those she grew up with. She is still most at ease in the skies, riding a bike or lounging atop one of the gardens that dots the rooftops of Rig. [/color] WHO ARE (WERE) THE MOST IMPORTANT PEOPLE IN THEIR LIVES? [color=6ecff6]The "high-flyers" are taught to love [i]all[/i] those who live their lives in the skies of Rig as though they were [i]all[/i] surrogate parents. This "takes a village" mantra helps expose children to the potential wealth of knowledge and skill available in every human, but it also helped blunt the feelings of loss that one might feel if they lost a parent before their time. Especially during the darkest days of the infection, when Nox were a constant threat, this policy helped comfort those who may otherwise have lost their entire family. It may seem strange to those who dwell in the streets, but it is an open-hearted, loose definition of family that the high-flyers have embraced - although it can be an insular one, as high-flyers are also expected to "tread wind currents," so to speak, and remain to impart their knowledge into the next generation in turn. So, while Iris still obviously loves her parents, she finds it hard to consider them - or anyone - more important to her than anyone else. The whole community, everyone you may see when you look up to the skies, is equally dear to her. Call that naive if you want.[/color] WHAT IS THEIR PROFESSION, SKILL OR LIFESTYLE? WHAT DO THEY THINK THEIR STRENGTHS ARE? WHAT ARE THEIR ACTUAL STRENGTHS? [color=6ecff6]Iris is still very much a high-flyer at heart, and has always spent much of her free time atop her hoverbike, tending to the rooftop gardens gardens or searching for the city's prettiest vistas from a birds-eye view. This also makes her adept at location scouting and surveying, as she knows crannies of buildings and potential meeting spots that those who've spent their lives on the ground could never dream of. Occasionally, while enjoying a perch on some high-up branch or seated atop her bike enjoying stained glass in the morning sun, she'll start to scribble out some of her own ideas for the city's architecture, new places where greenery could flow or an enclave for the high-flyers could go. Unfortunately, she's a little too late to be much of the pioneer that she thinks she is, but still, her inventive and asymmetrical approach to problem-solving and endless wellspring of creativity shouldn't go unappreciated.[/color] WHAT ARE THEIR FEARS, FLAWS AND SECRETS? [color=6ecff6]Iris would tell you that her fears are no different than anyone else's - Nox left their scars on all of Rig, and Iris fears them as most sane people do. She also fears losing anyone close to her, so she would tell you, but the truth is that there is no one who is truly close to her; in the past she's skirted the edges of promiscuity, and even to this day she moves through life as though she's still atop her hoverbike, keeping her acquaintances exhilarating but fleeting. Forging deep, long-lasting connections that are unique between two people don't come easily for her; they weren't an important part of the culture she was raised in.[/color] WHAT DO THEY WANT MOST? WHAT DO THEY ACTUALLY NEED? [color=6ecff6]Iris desires nothing more than to chip in and keep a post-Nox world spinning - she wants a world where she can still soar through the skies, with a whiff of soil in her nose and the sun on her back and her mask. This too, though, is a sort of "common" desire, not one really specific to her. What she needs is something that goes beyond the communal, something that truly motivates her beyond what she thinks is best for those around her.[/color] WHY DID THEY JOIN THE ZEPHYR EXTINCT? [color=6ecff6]Iris needed to create her own identity. Communal need is all that she's ever known, and creating a whole name and mask for herself - even if they still bear some influence from her old life - is one step towards becoming a person independent from everything she's ever known. It should be healthy for her. The Zephyr Extinct forced her to make those choices for herself, while still allowing her to serve the City of Rig's common good. It was the perfect compromise for her.[/color] HOW WOULD YOU LIKE TO SEE THIS CHARACTER CHANGE AND DEVELOP? [color=6ecff6]I'd like to see Iris fully achieve her own individuality over the course of this game, pouring more and more of her own drives and desires into this new identity she's made. All she's ever known is a happy-go-lucky lifestyle that values pitching in and communal values, which is important - it's given her a strong moral compass - but one that's cost her quite a bit of her own individuality. In a way, she's someone who has been given more freedom with this name and mask than she had in her old life. I would like to see that explored more.[/color] PITCH A SMALL SUBPLOT THAT WOULD BE PERSONALLY MEANINGFUL TO YOUR CHARACTER. [color=6ecff6]Since Iris still likes to indulge in taking to the skies on her bike or in a hang-glider, I'd like to see someone in one of those insular, "everyone recognizes everyone" style gardens recognize her (because how can you not get a load of the 6'6 girl with the loudspeaker voice???) and challenge her on whether becoming a Ze operative is just a flight of fancy for her, and whether this new mask and lifestyle was worth abandoning the freedom and the community that everyone she's ever known has tried to foster.[/color] [/hider]