psychometrical: (Default)
Player Information:
Name: Hiccup
Age: 24
Contact: [plurk.com profile] spellcoats
Game Cast: n/a

Character Information:
Name: Evangeline "Evie" Mary O'Neill
Canon: The Diviners by Libba Bray
Canon Point: post-book 1
Age: 17
Reference:
wikipedia
official site

Setting:
Do you believe there are ghosts and demons and Diviners among us?

The world has emerged from the shadow of a Great War, and America sits at the summit of world progress. Girls wear short skirts and dance like they own their bodies; buildings climb up to scrape the underbelly of the sky; jazz blares, parties blaze, and illegal booze flows thicker and faster than water. Growth and innovation have made a new America, a better America, a glorious inheritor of the world. It's 1926, and the future is here.

But beneath the mundane - in the dark pockets of the country untouched by the bright lights of Broadway or the exhaust of motorcars - lies another America, one darker and infinitely more dangers. Steeped in the inexplicable, this is the America of fairytales and nightmares: where boys see into the future, young men heal with a touch of hand, girls catch glimpses of your deepest secrets from your most personal possessions, and ghosts come back from the dead to manifest on this plane as the Antichrist and bring about Judgment Day.

You see, the supernatural has always existed in America. It was there when the continent was the mythical promised land unspoiled by man, in truth populated by natives whose beliefs the future colonizers hacked apart to water the earth with blood. It came across the vast Atlantic on boats bearing refugees and human chattel, the desperate and dreamers from all corners of the world. In every hamlet those hodge-podge beliefs of the world took root, burrowing together until their roots twisted to make something new: voudon and New Age spiritualism and Evangelism and apocalypse cults a thousand more beliefs that can ever be named.

That shadow world has always existed, and its monsters with it.

One monster was born to the Brethren, a doomsday cult that made their home in upstate New York. The Brethren differed from other garden variety heralds of the end of days, though, for they believed themselves to be the bringers of Judgment Day, and the son of their prophet the Lord's Chosen, a man known as Naughty John Hobbes. Through the offering of thirteen ritual sacrifices, Naughty John intends to become the Beast Itself and lay waste to the world.

Elsewhere, shadowy government operatives seek to exploit those born with powers, the so-called Diviners. Amongst their numbers are Sam Lloyd, a thief with a gift for avoiding notice; Memphis Campbell, a healer, and his brother Isaiah; Theta Knight and Henry DuBois and untold others, their numbers growing every day as some secret calamity approaches. And in their dreams lurks a figure of nightmare, a tall, rail-thin man in a stovepipe hat who turns the land to ash in his wake.

Evangeline O'Neill spends most of her life unaware of this shadow world, trapped in her small hometown of Zenith, Ohio, where temperance reigns in the extreme and neighborhood matrons cluck their tongues at her unseemly, modern flapper ways. A daughter of the first World War, Evie herself is a Diviner, with a talent for reading people's secrets from their most personal possessions, and it's this very talent that sees her exiled from small, quiet Zenith to the hustle and bustle of New York City. There she goes to stay with her Uncle William Fitzgerald, the curator at the Museum for American Folklore, Superstition, and the Occult, and his assistant Jericho Jones. When a body turns up marked with occult symbols, the police consult Will, and Evie tags along, not realizing that her own secret is the key to unraveling the mystery - and preventing the end of the world as she knows it.

Personality: Evie embodies the flapper character so stock to the Twenties: flirty and bubbly and fun, with an appetite for parties and the good times. She marches to her own tune, dances to her own beat, and won't let anyone hold her down. To others she comes across as silly, empty-headed, even selfish - but Evie can't bother to be bothered with those people. It doesn't matter what you think of her. No one can keep Evageline O'Neill from forging her own path

But at seventeen, Evie has known her share of grief. A child of the first World War that claimed her dear brother James, Evie still mourns for him deep in her heart. He still haunts her dreams, silent and uncatchable, and always being blown to pieces before her very eyes. And reading people's secrets from objects is its own burden: any common old thing might give insight into scandalous secrets or nightmarish memories. It can make you as much an outcast as a star; it can draw the attention of unwanted parties; and it can show you your mother's dark wish that you'd died in your brother's stead.

More than anything else, Evie wants to be noticed. Remembered. Normalcy holds no appeal for her; ordinary is boring. Evie wants to shine like a star, and she thrives off attention as much as drink and fun. She longs for adventure and excitement in her very bones, and she can be reckless and thoughtless in pursuit of it. Actually, she can be reckless and thoughtless in general. Evie rarely thinks thinks about the consequences, driving ahead with heedless abandon. And when she wants something, she can be truly selfish and manipulative in getting it.

Through it all, it is Evie's heart that truly guides her. Often it feels to her as if her chest is too small to contain it, or that her heart is too large to be squeezed into such a cage. Whether it's selfishness or grief or longing or excitement or kindness - especially kindness - driving her, Evie's single-mindedness is driven a hundred and twenty percent by the feelings knotted up inside her.

Keeliai will seem an adventure to Evie - and, with any luck, a less horrifying adventure than the one she just had. Though she will naturally be wary about the purported location (between life, death, and dreams, that is), culture shock will be the least of her concerns. Her recent encounters with the spirit world will have her on her guard, but not so much that she can't function as she normally would. Until a threat presents itself - well, it's still a party, after a fashion.

Appearance: Slim and petite, with golden-blonde hair in fashionable bobbed waves and bright blue eyes. Never seen in clothes that aren't fashionable. For her PB I will be using Elizabeth Olsen.

Abilities:
Psychometry - the ability to read people's memories from their personal objects. Using it gives her headaches; the more prolonged and intense the use, the worse the pain.
Precognition - limited to occasional, very vague dreams.

Inventory: Only clothes!

Suite: metal or water?

In-Character Samples:
Third Person:

Network:
Holy smokes! Somebody pinch me, because I can't tell if this is a hallucination or not. Are we really on the back of a giant turtle? If we're between life and death and dreams, wouldn't that make this a nightmare? Where are the radios? There aren't any maniacal religious ghosts lurking around to murder us all for an occult sacrifice, are there? Is Prohibition still on here and if not where can I get some hooch?

[ A pause as she pinches herself and winces. ] Ouch. I guess it's real, then.

I can't decide if this is the best or the worst vacation I could never've wished for. Be a doll and help a girl out, won't you? I am pos-i-tute-ly out of my element here.