Post by Advent on Nov 18, 2015 4:06:54 GMT
Name: Aventurine "Advent"
Appeared gender: Ambigious, though she uses the pronoun 'she', as it is the most common among gems. She has a voice that is the alto range for females, so that helps choose which she should go by, as well.
Appeared age: Young adult, in the 20s if you looked at it from a human perspective.
Gemstone location: Right hip
Gem appearance: this gem/material, forms a 8-pointed star
Corrupted: Slightly; she was previously corrupted and is more susceptible to it, then, than other gems.
If corrupted: Giant (3-4 people long), Caribbean-green viper with diamond-shaped scales and intense teal eyes. Gem is embedded on top of head.
Appearance (when not corrupt, before joining a side): Advent is a caribbean-green gem with an angular face, nose similar to Lapis Lazuli's, blue eyes, and short, swept up hair (think David Tennant). She's pretty tall and skinny, reminiscent of a Pearl, though she is more toned than most Pearls would be. She wears a white fighting suit with pale gold accents(similar to Pearl's flight suit), with a miniature cape that extends about halfway down her back. There are golden-colored epaulettes (those frilly shoulder things generals wear) on her shoulders.
Personality: Aventurines were created for exploring and conquering back in early gem times, like the conquistadors of space! So it only makes sense that Advent likes to explore and conquer. However, unlike other Aventurines, who tend to be cocky and loud, Advent is silent. Don't let her fool you, though; she is in no way shy, and the very opposite of scared. She just doesn't find much worth in saying too much. She, however, does enjoy the company of kind gems despite her stoic demeanor, and falls in love easily with those she befriends. Advent also has a strong sense of justice, even though she's sometimes unsure what the right side to fight for is.
Likes: exploring, conquering, sword fighting, art, small acts of kindness, love, justice, fusion, hot liquids (ex. coffee, hot cocoa)
Dislikes: being defeated/shamed, people who talk too much, most animals, ignorance, greed, those who blindly follow orders, most earth food (especially meat)
Fears: Advent sometimes has these night terrors, ideas about things that may, may not, or already have come to pass. She worries she's obsolete, a warrior that nobody needs anymore. She's worried about her own morality, as well, as she has a hard time seeing what's wrong or right. Advent fears she will lapse into corruptness, as she was in the past, and never be able to recover.
Weapon: Lightweight rapier with a golden guard and pommel. An aventurine snake carving 'bites' into the guard, and winds its tail a little ways up the sword. Dottings of aventurine form a circle on the guard, around the snake.
Advent is ambidextrous, and since her gem is on her right hip, she draws her weapon with her left hand; it looks like she's pulling it out of a sheathe, really. And if she gets a chance, she shifts the rapier to her right hand, in order to better guard her right side/gem.
Ability one: Agility. Advent possesses superior agility, which affects her dodging, ability to sneak around quickly/quietly, and ability to fight with her sword. She can't strike too hard, but she strikes fast. It's not super agility, by any rate, but it does come in handy when she's in a fight with a larger, bulkier gem, or when scouting.
Ability two: Calming Vibes. Advent can radiate calming vibes, which effect any gems in her immediate vicinity (think: several yards). It works much like binaural beats, where these magical 'vibes' can reach another gem and atune them to that certain wavelength. This can come useful in a variety of situations, from making fusion easier, calming allies or friends down, helping negotiations, making a gem more susceptible to trusting Advent, or making patrol gems relax in their guarding of an area. However, it only works if the gems being affected are willing or unaware of the calming vibes. For example, if Advent were to fight a gem and try to calm them down, and the gem was aware of this, the gem's current anger or adrenaline would easily sweep the ability away.
Fusions: None, yet.
History: Advent was born on Homeworld a while ago in its past, when it was first starting to go out and conquer new worlds. She was one in a long line of gems like her, gems created to find hospitable worlds and colonize them, find inhabited worlds and ally or enslave them, and find bleak worlds in which to make more gems. It was a good time, and Advent and her travelling companion (another Aventurine, Turr) were not just on top of the world, but on top of the universe!
This all changed when Homeworld called all of the active Aventurines in for a meeting. Advent and Turr had just come back from a successful planet scouting mission; Advent herself had been thinking of asking an aquamarine beryl she'd had her eye on for a while out on a date after the meeting (though if she was being honest, it was just a distraction to avoid admitting her blossoming love for Turr). What was said in the meeting, however, put all their plans on halt, and their world crashing down; the Aventurines would not be exploring anymore. They were to be replaced with teams of various gems, which would be more effective than the Aventurine-dominated groups. They were obsolete. That hurt enough, seeing as much of a gem's worth on homeworld is gained from their job or purpose, but seeing Turr's face crack in that instant is really what drove it home.
After the meeting, Advent headed straight for one of the planets they had scouted. She stayed there for a few days, meaning to calm down and regain her head. But when she returned, not much better than when she had left, Advent found that most of the Aventurines had left the planet, ashamed of their lack of purpose to Homeworld and instead deciding to live on the planets they had conquered or explored. Advent didn't even get a note about where Turr had headed. Heartbroken, she followed their example and left the planet.
Time passed. She searched for Turr. She was alone. Eventually, it was enough to turn her corrupt; this ended up happening on Earth, which may have been seen as a blessing or a curse, considering a fair number of gems became stuck on the planet later on due to the work of Rose Quartz and the 'Crystal Gems'.
Luckily, it turned out to be a blessing. A kind gem found her, and visited the cave in which she hid for several weeks, and told of the Crystal Gems, a group that, just like Advent, thought Homeworld had become cruel and immoral. The companionship and hope that there was a chance for gem kind to not be completely lost was enough to cure her almost completely, to the point where she could be herself, and not that dratted snake form she'd been taken over by. But... the gem stopped visiting after that, for some reason unknown. Filled with determination, Advent left to seek out the kind gem and these 'crystal gems'. She wasn't entirely sure what their cause was yet, but... she wanted to investigate. And maybe they'd have a clue where Turr had went.
Character arcs:
Appeared gender: Ambigious, though she uses the pronoun 'she', as it is the most common among gems. She has a voice that is the alto range for females, so that helps choose which she should go by, as well.
Appeared age: Young adult, in the 20s if you looked at it from a human perspective.
Gemstone location: Right hip
Gem appearance: this gem/material, forms a 8-pointed star
Corrupted: Slightly; she was previously corrupted and is more susceptible to it, then, than other gems.
If corrupted: Giant (3-4 people long), Caribbean-green viper with diamond-shaped scales and intense teal eyes. Gem is embedded on top of head.
Appearance (when not corrupt, before joining a side): Advent is a caribbean-green gem with an angular face, nose similar to Lapis Lazuli's, blue eyes, and short, swept up hair (think David Tennant). She's pretty tall and skinny, reminiscent of a Pearl, though she is more toned than most Pearls would be. She wears a white fighting suit with pale gold accents(similar to Pearl's flight suit), with a miniature cape that extends about halfway down her back. There are golden-colored epaulettes (those frilly shoulder things generals wear) on her shoulders.
Personality: Aventurines were created for exploring and conquering back in early gem times, like the conquistadors of space! So it only makes sense that Advent likes to explore and conquer. However, unlike other Aventurines, who tend to be cocky and loud, Advent is silent. Don't let her fool you, though; she is in no way shy, and the very opposite of scared. She just doesn't find much worth in saying too much. She, however, does enjoy the company of kind gems despite her stoic demeanor, and falls in love easily with those she befriends. Advent also has a strong sense of justice, even though she's sometimes unsure what the right side to fight for is.
Likes: exploring, conquering, sword fighting, art, small acts of kindness, love, justice, fusion, hot liquids (ex. coffee, hot cocoa)
Dislikes: being defeated/shamed, people who talk too much, most animals, ignorance, greed, those who blindly follow orders, most earth food (especially meat)
Fears: Advent sometimes has these night terrors, ideas about things that may, may not, or already have come to pass. She worries she's obsolete, a warrior that nobody needs anymore. She's worried about her own morality, as well, as she has a hard time seeing what's wrong or right. Advent fears she will lapse into corruptness, as she was in the past, and never be able to recover.
Weapon: Lightweight rapier with a golden guard and pommel. An aventurine snake carving 'bites' into the guard, and winds its tail a little ways up the sword. Dottings of aventurine form a circle on the guard, around the snake.
Advent is ambidextrous, and since her gem is on her right hip, she draws her weapon with her left hand; it looks like she's pulling it out of a sheathe, really. And if she gets a chance, she shifts the rapier to her right hand, in order to better guard her right side/gem.
Ability one: Agility. Advent possesses superior agility, which affects her dodging, ability to sneak around quickly/quietly, and ability to fight with her sword. She can't strike too hard, but she strikes fast. It's not super agility, by any rate, but it does come in handy when she's in a fight with a larger, bulkier gem, or when scouting.
Ability two: Calming Vibes. Advent can radiate calming vibes, which effect any gems in her immediate vicinity (think: several yards). It works much like binaural beats, where these magical 'vibes' can reach another gem and atune them to that certain wavelength. This can come useful in a variety of situations, from making fusion easier, calming allies or friends down, helping negotiations, making a gem more susceptible to trusting Advent, or making patrol gems relax in their guarding of an area. However, it only works if the gems being affected are willing or unaware of the calming vibes. For example, if Advent were to fight a gem and try to calm them down, and the gem was aware of this, the gem's current anger or adrenaline would easily sweep the ability away.
Fusions: None, yet.
History: Advent was born on Homeworld a while ago in its past, when it was first starting to go out and conquer new worlds. She was one in a long line of gems like her, gems created to find hospitable worlds and colonize them, find inhabited worlds and ally or enslave them, and find bleak worlds in which to make more gems. It was a good time, and Advent and her travelling companion (another Aventurine, Turr) were not just on top of the world, but on top of the universe!
This all changed when Homeworld called all of the active Aventurines in for a meeting. Advent and Turr had just come back from a successful planet scouting mission; Advent herself had been thinking of asking an aquamarine beryl she'd had her eye on for a while out on a date after the meeting (though if she was being honest, it was just a distraction to avoid admitting her blossoming love for Turr). What was said in the meeting, however, put all their plans on halt, and their world crashing down; the Aventurines would not be exploring anymore. They were to be replaced with teams of various gems, which would be more effective than the Aventurine-dominated groups. They were obsolete. That hurt enough, seeing as much of a gem's worth on homeworld is gained from their job or purpose, but seeing Turr's face crack in that instant is really what drove it home.
After the meeting, Advent headed straight for one of the planets they had scouted. She stayed there for a few days, meaning to calm down and regain her head. But when she returned, not much better than when she had left, Advent found that most of the Aventurines had left the planet, ashamed of their lack of purpose to Homeworld and instead deciding to live on the planets they had conquered or explored. Advent didn't even get a note about where Turr had headed. Heartbroken, she followed their example and left the planet.
Time passed. She searched for Turr. She was alone. Eventually, it was enough to turn her corrupt; this ended up happening on Earth, which may have been seen as a blessing or a curse, considering a fair number of gems became stuck on the planet later on due to the work of Rose Quartz and the 'Crystal Gems'.
Luckily, it turned out to be a blessing. A kind gem found her, and visited the cave in which she hid for several weeks, and told of the Crystal Gems, a group that, just like Advent, thought Homeworld had become cruel and immoral. The companionship and hope that there was a chance for gem kind to not be completely lost was enough to cure her almost completely, to the point where she could be herself, and not that dratted snake form she'd been taken over by. But... the gem stopped visiting after that, for some reason unknown. Filled with determination, Advent left to seek out the kind gem and these 'crystal gems'. She wasn't entirely sure what their cause was yet, but... she wanted to investigate. And maybe they'd have a clue where Turr had went.
Character arcs:
- Recover completely from corruption
- Find the kind gem that helped her
- Choose a side
- Either find Turr or get over the loss of Turr
- Find a sense of purpose
- Find new friends or lovers
- Figure out the line between what's wrong and right