seegodhatesme: (Default)
User Name/Nick: Hats
User DW: [personal profile] i_id
E-mail/Plurk/Discord/PM to a character journal/alternate method of contact: [plurk.com profile] thehats
Other Characters Currently In-Game: Taylor [personal profile] skitter

Character Name: Sypha Belnades
Series: Castlevania
Age: mid-20s
From When?: End of the series, before Trevor's return.

Warden Justification:
Sypha's heart is built on empathy, justice, and resilience. Even people she dislikes on contact get the benefit of the doubt. Her sense of responsibility for people – not only hers but for humanity at large – is bone-deep. As a Speaker, as a magician, and as herself, she is altruistic to the core. Her reckless idealism means there's not likely to be an inmate she could possibly give up on, but her optimism isn't blind, and she'd be hard to fool or mislead for long.

Item:
A small book, sized to tuck up a sleeve, leather with metal bindings.

Abilities/Powers:
Sypha is a Speaker magician, an innately talented mage who has studied magic and researched her entire life.

- Pyrokinesis: Generates and controls immense amounts of fire, able to make anything from a candleflame to massive blasts to precisely placed walls of fire that can be moved around at her will. She can also counter other fire spells, make an apparently solid sword of flame, and use fireblasts from her feet and hands to fly.

- Cyrokenisis: Generates ice in blocks, shards, sheets, and freezes water instantly. Surrounding herself in a hail of sharp shards of ice is a regular tactic she uses in battle, or throwing up razor-edged sheets to threaten enemies.

- Aerokinesis: Uses small whirlwinds to force away enemies, soften the landing of a hard fall, propel herself out of danger, or outright fly.

- Electrokinesis: Summoning bolts and waves of lightning comes less easily than other kinds of magic, but it is her strongest form of attack. Her accuracy with it is remarkable – Alucard was able to dive into the middle of her lightning storm carrying a very long sword and not be struck. Her lightning has a physical force – once she uses it to shove Alucard's sword through an enemy.

- Light: Sypha regularly summons simple blue or white orbs of light to see by, and can send them to light lamps and torches.

- Speaker Knowledge: Not a power, but of note. Speakers believe in the preservation of knowledge through oral tradition and human memory, and Sypha has spent all her life studying history. Canonically, this includes languages that go back to Adam and Eve. Her expanded capacity for memorization, comprehension and extrapolation is a trained ability.

Wardening Strategies and Philosophies:

Sypha will be delighted by the Barge on first contact. So much to learn, so many new stories and myths and sciences she can bring back to her people! She may get involved with trying to improve things, especially for inmates having a rough time of it, and absolutely will hate everything about the Authority. She wants to get to know more about the Barge and the Admiral, and will be nosy.

Intelligent idealism is likely to be her greatest strength as a warden. Sypha will not be convinced that any inmate here is beyond redemption (If Dracula could graduate, anyone can) and will work like hell to prove it. The harder it is, the more she'll take it as a personal challenge. Anything about being a warden she doesn't understand, she'll attack like a scholar – with research and experimentation.

An inmate who is at risk of or already has given up on themselves would be a good challenge for Sypha. An inmate actively trying to become worse and to make things worse for others would be the least best fit.

Deal: To undo the vast amount of human death that resulted from the decision to execute Lisa Tepes in Targoviste.

History: Sypha grew up a nomad in the mid-1400s, granddaughter of the elder of a Speaker caravan. The only permanence she ever knew as a youth was her small tribe (only 12 members by the time she meets Trevor Belmont.) and their dedication to the Speaker ways. Originally from the Iberian peninsula, her tribe traveled village to village to city in Wallachia all her life, living austerely in plain wagons, only ever settling temporarily when they encountered people in need – most often in need of some manner of medical infrastructure. The Speakers weren't healers, but their widespread base of knowledge made them better able to help than the usual herbalists and priests. Washing out a wound does more than packing it with leafy mud or praying over it.

That specific need is what kept her tribe in Gresit when Dracula's forces attacked the city, even after the clergy of the city had declared them the cause of the attacks. Following a prophecy known by the Speakers, a prophecy of a 'Sleeping Soldier' who would be woken by a Scholar and Hunter, Sypha, her tribe's only magician, took it on herself to go down into the catacombs beneath Gresit to find the Soldier. She wound up turned to stone by a cyclops and rescued by Trevor Belmont, then the two together woke Alucard.

Together, the three traveled back to the Belmont estate to find their hidden library and armory. She's able to open the Belmont vault because, as a Speaker, she knows the dead language its ward was written in. She finds the amassed knowledge in the vault intoxicating, even though the Speakers are dogmatically opposed to storing knowledge in writing. That's not a belief she is breaking away from throughout the series. She recognizes there's more knowledge in the vault than a thousand Speakers could commit to memory.

With Alucard's help, Sypha seeks and finds an incomplete spell meant to lock Dracula's castle in place, intending to make it so that they can approach and fight him in one place. Instead, while night creatures discover the vault and attack, Sypha completes the spell and drags Dracula's castle to just above them all, a feat of magical strength so great that it destroys the castle's ability to ever move itself again.

Together, the trio fight through Dracula's cohort before confronting Dracula himself. Alucard and Trevor kill him, and Sypha burns the body beyond even ash.

In the aftermath, Sypha's first goal is to return to her caravan so she can add what she's learned to the Speakers' collected pool of knowledge, but she has a taste for adventure now. And she and Trevor have recognized something between themselves too. She believes it's his destiny to fight evil, and hers to stand at his side.

For a month, the two travel, seeking her Speakers and fighting the night creatures that Dracula's death has turned loose throughout Wallachia. Some towns offer bounties for the monsters, and they earn their keep that way. That's what brings them to Lindenfeld, a small town with a mysterious monastery on its outskirts. There, they meet a man of unknown motives named Saint Germain and alongside him, fight the demon-led cult in the monastery, which intends to throw open Hell to retrieve the soul of Dracula. Unexpectedly, Saint Germain throws himself into the portal that managed to open, and closes it from within.

Any joy in the victory is lost for Sypha and Trevor when they discover that an ally in the fight, the town's Judge, had spent his life killing children for pleasure. It puts a pall on monster hunting for Sypha. Trevor tells her that this is more how it usually goes – clean victories are few and moral clarity rare.

After more time on the road, they meet still more groups trying to resurrect Dracula, and spent a great deal of time putting them down. It wears on Sypha, and her fighting becomes more vicious. When they finally reach Targoviste, they take shelter in underground tunnels with the remaining humans and their slightly mad leader, Zamfir. Zamfir, obsessively loyal to the corpses, is doing nothing for the survivors, and Sypha steps into the role, rallying the people to make sure there is water, to share food and medicine, and to help with defense. Because of course, more vampires and night creatures find them there, these also working towards Dracula's return.

Sypha and Trevor wind up chasing this vampire through a magic mirror, and are shocked to find themselves back in Dracula's castle, where Alucard and a village he's adopted are also suffering an attack. And surprise again, Saint Germain is with them. He's harvesting the souls of all who die in the battle, feverishly preparing to open the way to the Infinite Corridors, a cross-reality access he believes will return the woman he loves. He was told that the way to do this would be to retrieve the souls of both Dracula and his wife and fuse them together into one being called a Rebis. But the information he was fed was for a different purpose. Death, as in the incarnation of actual Death, fooled him into performing this ritual because he wanted an insane fusion of Dracula and his wife to destroy all life on Earth. Still desperate to find his own love, Saint Germain nearly completes the ritual before Alucard, Trevor, and Sypha destroy the Rebis, sending Dracula and Lisa's souls to parts unknown.

Sypha is unable to join Trevor's final fight against Death. Too far away and too exhausted to help him, she can only watch with Alucard as Trevor sacrifices himself to kill Death itself.

In the aftermath, knowing now what Trevor knew, she cloisters herself in Alucard's castle. When she can bear to think again, she begins to form plans to do as she intended to do before, and rejoin her people.



Sample Network Entry: Several Network threads on the TDM

Sample RP: A specific thread on the TDM

Special Notes: I have already spoken to her castmates and we're cool so far!

Profile

seegodhatesme: (Default)
seegodhatesme

July 2023

S M T W T F S
      1
2345 678
9101112131415
16171819202122
23242526272829
3031     

Syndicate

RSS Atom

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated Jun. 7th, 2025 02:24 pm
Powered by Dreamwidth Studios