shemara: ([She-Ra] 011)
Mara [She-Ra] ([personal profile] shemara) wrote2031-08-23 10:13 am
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[OOC] Application to [community profile] erku

Player Info:
Name: Kathrine
Over 18?: Yes
Contact: [plurk.com profile] chocolateisbrainfood
Characters Currently In Game: Ilia Amitola ([personal profile] chamilia) and Exxis ([personal profile] vicissitudinal)

Character Info
Name: Mara
Canon: She-Ra and the Princesses of Power
Canon Point: After transporting Etheria to the pocket dimension of Despondos and when her ship is about to crash.
Age: 24/25-ish

Background:
Mara is from a technologically advanced society of people from the planet of Eternia that began to colonize other planets, especially those with magic so they could mine them for their resources (using magic as energy for their technology). Her people settled on Etheria and proceeded to spread their magic technology all over the planet, learning many of Etheria’s secrets. They learned of She-Ra the great magical avatar of Etheria who is the Chosen protector of the planet and its inhabitants and decided to use She-Ra to consolidate the mystical power of the planet so it could be used for a huge intergalactic weapon they called The Heart of Etheria.

The Eternians (who will be later known as The First Ones) created The Sword of Protection to control She-Ra, therefore making it so they would have a hand in who the next She-Ra Etheria chose would be. They selected one of their own, a soldier named Mara, to be She-Ra and she saw it as her duty to protect the planet and her people’s interests on it. She was not told what the true purpose of the Heart of Etheria was, but she knew that she had an important part to play in it. Mara was isolated from others on the planet, living in a spaceship with an artificial intelligence guide named Light Hope. Light Hope’s duty was to train her and prepare her for when it was time to complete the Heart of Etheria project, but Mara saw her as a friend. She trained and learned what she could of Etheria and came to really love the planet. She worried about what the Heart of Etheria project might lead to because no one would tell her the full plan. She didn’t want to disappoint her people, but also didn’t want anything to happen to Etheria.

Of course, then Mara met Madame Razz, a native Etherian and things began to change even more. Razz was unpredictable and disconnected, living outside of time and yet within all of time at once. She could be very confusing and backwards, but also was very friendly and in tune with Etheria. She showed Mara that there was more to She-Ra than she had been told by her people and Light Hope, that She-Ra was an ancient power and chosen by the planet itself. It was because of Razz’s disjointed existence with time that Mara learned that there would be a future She-Ra named Adora. She thinks she may have even met her once during a strange situation where she walked out of her command tower and found her there standing some distance away, as time had collapsed on itself and Mara’s present temporarily collided with Adora’s future. But Madame Razz shifted between these phases of time on her own and Mara listened to her, learning what she could about this Adora that she often mistook Mara for.

She never had the chance to fully embrace being the true She-Ra of Etheria as she found out the truth about the Heart of Etheria and that the plan was to store all of the planet’s magic at its core and then unleash it as a massive weapon on the enemies of Eternia. Etheria would be devastated in the process, killing much of the life on the planet almost immediately and damaging the planet itself so much nothing else would survive long on it. Mara couldn’t let this happen, so she united like-minded people and staged a rebellion. Fighting under the name of Grayskull, she and her rebel squadron fought against Eternian forces to push them off the planet. She tried to convince Light Hope to end the project, but Light Hope’s programming had been overwritten by a near identical A.I. whose sole objective was to ensure than the Heart of Etheria was completed and used as directed.

Mara did what she could to take Light Hope out of the equation and hid the Sword of Protection so she couldn’t be forced to use it to activate the Heart. But all the fighting and draining her power in sealing the sword took a lot out of Mara and her rebellion. She only had one option left and she used it. She used all the power she had left to open a huge, immense portal that would transport Etheria into a pocket dimension called Despondos. There she left one final message to Adora, hoping she would never need to see it, and then her ship lost power and crashed landed back onto Etheria. Being already severely injured and completely drained, Mara didn’t survive the impact.

The legend of Mara’s She-Ra would go on to be known for thousands of year after she’s gone. First Ones technology and cultural artifacts will relate parts of her story (most of it having been mythologized), and while some people, like the Plumerians, see She-Ra as a legendary beacon of hope and protection, others do not.

Personality:
Mara has every look of your typical Chosen One. She’s smart, caring, devoted, dutiful, and a trained soldier who knows how to kick ass. She will run into a fight to protect people even if she doesn’t know the whole situation, just as she did trying to protect Madame Razz. She’s She-Ra and she takes that very seriously. Etheria is a magical world full of weirdness and wonder and Mara wants to do everything she can to protect it and the native people who live there.

But there’s more to Mara than that. She’s playful and humorous and realizes that you need to experience the good things in life to understand the importance of protecting them. She bonds with Madame Razz even though the only friend she had until then, Light Hope, disapproves of it, and even convinces Light Hope to overlook the possible security breach. She finds beautiful flowers and brings them to Light Hope to give her something of Etheria. She doesn’t want to be some stoic, distant protector for the people, she wants to learn about Etheria and immerse herself in it. It’s become her home.

She is also someone who is not afraid to doubt those in power and recognize that they are not always right. Even before she knew the truth about the Heart of Etheria project, Mara felt that something was wrong about it and worried about what it could mean for Etheria and its people. She’s already doubting them and what they are doing and how right their decisions are. And when she finds out the truth, Mara can’t leave it alone. She can’t handle knowing that she’s the key to destroying the world she loves and instead builds a rebellion to fight back. She hides the sword, despite it locking away her most of her power as She-Ra (she never got the chance to awaken it naturally as Adora does later on in the show), and even takes Etheria to another dimension, because she’d rather hide it away than let it be exploited and destroyed. She’s someone who tries her best and will do everything she can, even sacrificing her own life for what she believes in.

The flaw in this is also that Mara often gets so caught up in her duties and feelings of responsibility that she forgets that She-Ra is not just her duty, but also part of herself. Her role is to protect Etheria and if it costs her everything else, then that’s the price she’ll pay to do it. Her people have turned being She-Ra into a curse that will destroy the very planet she’s come to love and she doesn’t want that burden to be put on anyone else, which is why she sends Etheria to Despondos. That doesn’t mean that Mara has completely lost faith, because faith is all she has left in the end, but it does show that by that point Mara sees herself as only She-Ra and forgets that She-Ra is also Mara. Her sense of self becomes too tied up in the duty of She-Ra and she never has the chance to embrace the heart of it.

Powers:
Soldier/Warrior - Mara is a trained warrior who has skill with a sword and is implied to have skill with other weapons the Sword of Protection can turn into, but she shown using it as a sword. She can also do close combat hand-to-hand but really prefers weapons to that.
She-Ra - Mara can transform as She-Ra, which has her grow to 8-feet tall, turns her hair into a glowing blonde mane, giving her superior strength, speed, agility, and the ability to connect to the soul of Etheria and its inhabitants. Being She-Ra also allows her some level of healing powers but up to this point she’s only ever used it to heal herself and nature/the environment. She is limited by the Sword of Protection to only being able to transform when using it. There is the potential to bond with She-Ra without the sword, but Mara never got the chance to do so. And for the sake of the game, Mara will not be able to heal any area of the environment without a lot of effort and focus as this is not Etheria (and no areas that haven’t been opened up yet by the setting).
Piloting - Mara has skills as a pilot of Eternian military airships and could probably figure out how to pilot other similar ships/crafts with enough time to become familiar.

Inventory:
The Sword of Protection - a magitech item created by the Eternians to control She-Ra limiting her ability to transform to only when she is using the sword as a conduit. The Sword also has transformation abilities of its own, where it can turn into a multitude of melee weapons from a whip, staff, shield, sword, and anything else that She-Ra wants it to, when focusing correctly. It can also send out large energy waves when power is forced through it. When wielded by She-Ra, the sword’s runestone can cause animal transformations in which animals are giving lesser She-Ra like powers and sentience. This is non-reversable. As Eternian tech, the sword can repair and interface with other Eternian technology, such as Mara’s spaceship, or the tower headquarters she had been living at with Light Hope.
A box of sugar - yep. Exactly that.
Spacecraft - Mara’s damaged spaceship that took a beating when she transported Etheria into Despondos. The spaceship has the ability to camouflage, navigate, speed flight, and send out signals and transmissions to other ships and spacecrafts as long as they get on the same frequency and travel through space. The ship is stocked with some supplies, such as first aid, clothing, tools, and non-perishable rations/food supplies, but a lot of it will be damaged after the crash-landing. Currently, the ship cannot fly well until it is properly repaired, the GPS system is pretty useless on the island, and you know, they aren’t getting into space anytime soon.

Samples:
Sample

Augury
To comply with our generator's requirements, we ask that you choose up to 12 "yes" kinks that you'd definitely like included on the bingo card, as well as up to 12 hard no kinks that will be excluded. We cannot accommodate more than 12.

Opt-In Kinks: Hair pulling, altered state of consciousness, blindfolds, cages/confinement, clothing, competition, jewelry, vehicles, body worship/fetishization, spanking/paddling, fighting/wrestling, exhibitionism
Opt-Out Kinks: Adultery/cuckolding, bodily secretions, gender play, gore/vore/guro, immobilization/mummification, orientation play, snuff/necrophilia, sounding, ritual