[color=#ffe63d][CENTER][img]https://fontmeme.com/permalink/230726/302b6cc0226590fb5403bfdc8f74d5ff.png[/img][/CENTER] [table][row][/row][row][cell][center] [img]https://i.ibb.co/7jNsBnZ/image-2023-07-29-232247067.jpg[/img] [color=2E2C2C][sup]_______________________________________________[/sup][/color][/center][hider=// INFO][indent][sub][b]I R L[/b][/SUB] [sup][COLOR=SILVER] [b]Full Name[/b][COLOR=#807B84] - Quinn Aldis[/COLOR] [b]Age[/b][COLOR=#807B84] - 26[/COLOR] [B]Place of Origin[/B][COLOR=#807B84] - Portland, Maine[/COLOR] [b]Occupation[/b][COLOR=#807B84] - Police Academy Instructor, formerly a Marine[/COLOR][/color][/SUP] [sub][b]A V A T A R[/b][/SUB] [sup][COLOR=SILVER] [b]Character's Name[/b][COLOR=#807B84] - Quinnlash[/COLOR] [B]Pathos Affiliation[/B][COLOR=#807B84] - Drox[/COLOR] [b]Role[/b][COLOR=#807B84] - DPS (split between physical and magical)[/COLOR] [B]Profession[/B][COLOR=#807B84] - Bounty Hunter[/COLOR] [B]Weapon of Choice[/B][COLOR=#807B84] - Clockwork Rifle[/COLOR] [B]Domains[/B][COLOR=#807B84] - Fire; Manifestation, Enhancement[/COLOR] [/color][/SUP] [color=#2e2c2c]-[/color][/indent][/hider] [hider=// PERSONALITY][indent][SUB][b]P E R S O N A L I T Y[/b][/sub] [sup][COLOR=SILVER][b]Grump[/b] [COLOR=#807B84]Owing to what happened to her, Quinn generally exists in a state of perpetual grouchiness. she's frustrated with herself and for not being able to serve like she used to, and she channels and focuses it outwards, catching everyone around her in the impatient crossfire.[/COLOR][/COLOR] [COLOR=SILVER][b]Overwatch[/b] [COLOR=#807B84]Speaking of crossfire... Quinn was a member of the military. And not just the military, but a member of the [i]United States Marine Corps.[/i] And because of that experience, she is long used to punching through hell to keep both her squadmates and her country safe. Consequently, in a surprise for those that only see the gun-toting grump, she is rather protective of people that she views as under her care, though she wouldn't die in place of you, because that would mean she couldn't protect any more people after that. Unless you're a kid. Quinn is [i]ungodly[/i] protective of kids and would throw her life away for one in a heartbeat.[/COLOR][/COLOR] [COLOR=SILVER][b]Quick Thinking[/b] [COLOR=#807B84]As you might have gleaned from the way she thinks about the people in her squad, Quinn thinks heavily in risk vs. reward assessments as a side effect of years of military service. This [i]can[/i] sound dehumanizing sometimes; but she really doesn't mean it that way. And on the flip side, that quick plus-or-minus thinking lets her make decisions [i]very[/i] quickly. Because she doesn't consider every nuance of a situation before she jumps in--another, perhaps less charitable interpretation would call her 'exceptionally reckless'--she doesn't get bogged down in the ideology, so she can jump in far faster than she otherwise would've let herself be able to.[/COLOR][/COLOR] [/SUP][/indent][/hider] [hider=// BENCHMARKS][indent][SUB][b]B E N C H M A R K S[/b][/sub] [sup][COLOR=SILVER][b]Deadshot[/b] [COLOR=#807B84]Quinn's weapon of choice is a clockwork longrifle. It's nowhere near what she's used to; she's used to something [i]much[/i] more technologically advanced. But her skill as a sharpshooter, the one that earned her a place in the Marine Corps, the one that had her brought on to teach marksmanship in a police academy, that brilliant talent for calling her shots and landing them on target--there's nothing that stops [i]that[/i] from carrying over. Consequently she is [i]excellent[/i] at dealing crit damage, because if she sees where the weak spot is, she can [i]probably[/i] hit it.[/COLOR][/COLOR] [COLOR=SILVER][b]Keep The Flame Alive[/b] [COLOR=#807B84]Quinn has always been a fiery person, and as it turns out, when she gains access to [i]magic[/i], well, it becomes strikingly literal. She is quiet a skillful pyromancer, dealing a pretty fair deal of damage with her primordial spells. But that's not where the real trick she uses lies. Leveraging not manifestation but enhancement, and enhancing not her, but her [i]gun.[/i] She has the ability to channel a vast amount of pyromantic force straight into the chamber of her rifle, storing it and charging it up. She can release the stored power at any moment, and the unleashed bullet blasts off with the force of a meteor. It takes a fair deal of time to charge to that point, and she obviously can't use her gun until it's done; but oh man, if she can get that charge off, she is packing some [i]serious[/i] heat.[/COLOR][/COLOR] [COLOR=SILVER][b]True Grit[/b] [COLOR=#807B84]Quinn is--or, well, [i]was[/i]--a member of the [i]United States Marine Corps.[/i] As you can probably imagine, this came with a host of interesting side effects. But the first and foremost is a matter of mindset: Quinn is [i]used[/i] to near-death situations. This kind of life-and-death edge is where she made her career for several years. Consequently, she might be the single [i]least[/i] bothered by the glitch (at least, bothered in that fashion) in the entire game. The other major benefit is [i]physique.[/i] She might not be in the military anymore, but it hasn't been [i]that[/i] long, and there's no way she gave up her exercise regimen. She is [i]extremely[/i] strong and fit, much moreso than she looks at first glance.[/COLOR][/COLOR] [COLOR=SILVER][b]Can't Run, Can't Hide[/b] [COLOR=#807B84]Quinn's profession in the game, chosen after careful consideration, is that of a bounty hunter, and she is quite good at what she does; as a former sniper, she is capable of sitting motionless in one place for hours at a time, observing the world, and on the flip side, moving quickly and quietly from place to place. It is [i]very[/i] hard to get away from her once she's on your tail. The caveat is that she has a strict set of morals for targets that she takes. Monsters of course are always fair game, but if you want her to track down an NPC or other player, you had better have a [i]damn[/i] good reason for wanting them dead, or Quinn will laugh in your face and walk away. And maybe kick you in the shin.[/COLOR][/COLOR] [/SUP][/indent][/hider] [/cell][cell][b]Physical Description[/b] [color=#807B84][indent]Quinn Aldis is a woman of fairly average height, all told; perhaps a little above, maybe in the neighborhood of 5'5". Her pale, watery blue eye is framed by her sharp bangs, the dark gray hair falling a little ways down her back, usually tied in either a braid or a ponytail. Her right eye, the one she lost on her final tour of duty, is replaced with a plain black eyepatch; she refuses to get a glass eye of any kind, insisting that she prefers this, as looking in the mirror and seeing two eyes but only seeing from one seems extremely disturbing. While she's working at the police academy, she's gotten special permission to wear her old military fatigues, attached as she is to them. When not teaching, she tends towards long pants and trim jackets. Her favorite color is yellow, and she has a brown leather coat with bright yellow trimmings that she's very fond of. She always wished she could streak her hair yellow, but the professionalism standards of the military and the academy have rendered that dream impossible. As a result of all that she's dealt with, her face is set in a permanent scowl. Well, Pariah has no professionalism standards, and upon signing into the game for the first time Quinn was delighted to find that her hair had indeed become streaked with bright yellow, and had grown into a long braid. Less fantastic was the fact that her eyepatch was still present; sometime in the past year or two she'd grown so used to it that it was just kind of a part of her subconscious now, which she's not super happy about, hoping she'd get the use of both eyes again. Her clockwork rifle is carried in a long case on her back that can serve as a bludgeoning weapon all its own. When it's borne in her hands, it looks for all the world like it [i]belongs[/i] there, like Quinnlash is the person [i]fated[/i] to use it. Her clothing is...similar...ish? Her general attire is a somewhat shredded up coat-cloak, worn over a gray linen shirt. She keeps armor to a minimum for obvious reasons; it would just slow her down. And though she still looks just as grumpy, she [i]is[/i] smiling more. [/indent][/color] [b]Character Conceptualization[/b] [color=#807B84][indent]The story of Master Gunnery Sergeant Quinn Aldis, U.S.M.C., begins in a small house outside of Portland, Maine, where a husband and wife lived: Luke and Shannon Louvain. Quinn's first memories are of smothering attention. Constant, assiduous lovey-dovey-ness layered over and over on her by Shannon; saccharine nigh-obsession. It was so all-encompassing that she didn't even realize that she was being abused. It took a teacher--and CPS worker--noticing some telltale signs of emotional and psychological abuse for things to come to a head. To make a long story short, Shannon and Luke were arrested for child abuse, and Quinn went into the foster system when she was eight years old. She bounced around foster homes for a little while, about a year and a half, before she was fostered for an extended period by an up-and-coming politician named Elizabeth Aldis. And after that extended period...neither of them wanted to let go. Liz applied for official adoption, and Quinn Louvain became Quinn Aldis.[/indent][/color] [b]Other Information[/b] [color=#807B84][indent] [hider=Quinn Aldis, the day she lost her eye] [img]https://i.ibb.co/jy8vJ98/Quinn-Aldis.jpg[/img][/hider] [/indent][/color] [/cell][/row][/table][/COLOR]