application for
voidtreckerexpress
Oct. 4th, 2020 11:37 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
all her friends, well they’ve been tried for treason,
and crimes that were never defined
Name: Aro
Age: 35
Contact details: Discord: Aroihkin#4667,
Aroihkin
Other characters: Koumyou Sanzo | Saiyuki
Name: Alleyana Tabris
Canon: Dragon Age Inquisition
Canon Point: post-canon
OU/AU/CRAU/OC: OU, or a very mild AU:
Dragon Age Origins was the first game, and gave you a selection of 'origins' to start with. Whichever one you played, that character became the big protagonist of that game, but it's canon that the other origins did also happen and just... didn't become the protagonist. The Tabris origin states that that character is going to run off to join the Dalish Clans to escape execution in Denerim, left to their own devices, until/if the plot interjects because you're playing Tabris and they're the protagonist, going down a different path.
Dragon Age Inquisition is the third game, and the Dalish Clan Lavellan 'origin' character has a blank slate for a background. So all I did was take a Tabris who didn't become the protagonist of Origins, assume that she made it to the Clans as planned, and over the span of the decade+ between those two games, she became fully integrated into their culture.
It's even valid that she went by 'Lavellan' in the game and never brought up being a Tabris. For one, it's to keep the humans from taking credit for her, because if their savior grew up in the slums in the human towns, then obviously those slums aren't so bad. For two, it kept her remaining family in Denerim safe, because the Inquisitor is A Big Deal and there's a lot of people who'd try anything to get leverage on her.
It had exactly 0 effect on the game, so I feel like she'd still be OU as a result.
Age: 50s
World Information:
https://en.wikipedia.org/wiki/Dragon_Age
Personal History:
https://dragonage.fandom.com/wiki/City_Elf_Origin
+
https://dragonage.fandom.com/wiki/The_Inquisitor
Personality:
I've been known to describe Alley as "Batman with more decapitation". She's the type to drink straight out of the coffee pot while making eye contact, just daring someone to say something. She's always preferred to pummel her enemies into the dirt with blunt weapons, especially her shield. In battle, she's a force of nature, and an absolute magnet for Rage Demons. If something smacks her across the face, she'll look it in the eye and hit back twice as hard.
Alley is a Champion; the quintessential tank. This is her personality type, too; she embodies her own huge, dented shield. You will not touch her people while she's around! And the Inquisition are her people just as surely as Clan Lavellan is, if not more-so. They look only to her, while the Clan has the Keeper to take care of them. Even after formally disbanding the Inquisition -- and throwing the book on the ground as she told everyone what she thought of them -- Alleyana considers herself the Inquisitor. And everyone who once served under her is, to her mind, The Inquisition. It doesn't matter that they're off the books, now.
Her current mission is to stop Solas from destroying the world. If she can't save Solas and the world, she'll kill him. But she's going to try her damndest to save both.
Under that hard candy shell, Alleyana is something of a wreck of guilt and self-loathing. She's failed people; she's had to kill people; she takes these things straight to the heart. Alley loves to fight, but she hates to kill, and even the red templars pulled a pang of sympathy out of her. Not that it showed, as she beat them away from her companions. Not that it slowed her down. Alleyana is nothing if not determined and stalwart. She will not back down, she will not back away. She'll spit her own blood into your eye and continue the fight!
She befriended all of the inner circle, from Bull to Blackwall, Sera to Vivienne. Alley fell for Solas, but her next closest friend in the group was definitely Cole, the spirit of Compassion who she helped to become more human. After Cole came Varric and Dorian in a close tie. But she was close to the whole group, and considered them to be her new Clan, and one that she synced better with than she had with Clan Lavellan. Which only made it all the more heart-wrenching when she caught up with Solas in Trespasser, and he positioned himself as her opponent. Is it any wonder she took no more shit from the Fereldans and the Orlesians once she came back across the veil, missing one arm? Fuck 'em.
CRAU developments:
While I have played Alley on other games in the past, I'm resetting her back to factory for this game. So, no CRAU.
Key themes:
When I painted her tarot card (see bottom of the app) I chose the King of Swords for her.
Main Motivation:
She is the God Damned Inquisitor. She's going to save her world from Solas, save Solas from himself, and to hell with anyone or anything who gets in her way. Eventually, she knows, saving everyone and everything is going to get her killed. She doesn't care. Her job is to hold people's feet to the fire and shove them back into line if they balk.
Skills:
Alleyana played and won The Game in Orlais, showing an unexpected ability to handle the Court when the situation is dire enough. The key to this was the art of speaking just enough to get by, while saying nothing. Outside of situations where the world's fate rests on her ability to play politics, she just drinks her tea and stares at people until they go away. There was just a lot at stake that one time.
She unlocked magical, political, historical, and underworld knowledge through the war table, though all of it is of course about Thedas. ICly this was mostly a lot of reading and researching during down-time, counter to the 'I just hit things' image she usually tries to project. She usually brought the books on whatever she was studying to Solas' rotunda, sitting on the couch and reading while he painted the walls in his giant frescos.
Long, long ago, Alley showed an aptitude for sculpture, but that ended when her hands were destroyed. She likes to garden, but struggles with her one remaining hand to steadily grip anything smaller than the hilt of a weapon, so it can be a bit of a process.
Alley's combat abilities are unaffected by her disability, minus no longer having any Rift abilities from the Anchor (gone, with her left arm). I included them, crossed out, in case they're ever relevant again. For shield skills, she has to have had the chance to bolt on her shield, but she's formidable even without it and could probably pull off the same abilities (with less effect) with just the dragonbone bar that stands in for her arm. I'm also toying with the idea of eventually having some Rift abilities come trickling back, and/or with the residual Anchor allowing for a 'spectral' shield of sorts in the future.
This was the build I played her with on Nightmare setting, from start to finish, multiple times. I was soloing dragons. I wouldn't say these are exactly how things would play out on this game, but it gives an idea of her combat abilities. She has other abilities unlocked, but this was the final build she had on when she faced Solas at the end of Trespasser.
----Active, equipped abilities:
Charging Bull -- You slam into enemies, increasing your guard and knocking them down as you break through their lines.

Gore and Trample -- After you finish your charge, your next ability costs no stamina.
Light on Your Feet -- Charging Bull is faster and gives you more control.
Grappling Chain -- With a hooked chain and a lot of muscle, you drag your target into arm's reach.
Give Them the Boot -- After Grappling Chain drags an opponent to you, you stun them with a hard kick.

Chains for Days -- Grappling Chain now pulls in all enemies near your target.
Payback Strike -- You recover from any disabled condition and lash out with a great blow against nearby enemies. If you've recently taken damage, you hit that much harder and stagger your foes.
Sweet Revenge -- You do more damage with Payback Strike, and if you've recently taken damage, you also stun taunted enemies.

Cruel Revenge -- Payback Strike now taunts enemies.
War Cry -- You taunt all nearby enemies with a shouted challenge, gaining extra guard for each enemy affected.
Call to Arms -- You draw strength from your War Cry, improving your armor for the coming fight.
Battle Roar -- War Cry echoes across the battlefield, catching more enemies and taunting them for longer.
Walking Fortress -- You may not be able to hold them off forever, but right now, nothing can touch you. You have complete immunity for a short time.
Siege-Breaker -- Every attack that strikes you reduces your cooldown time and increases your guard.

Focused Defense -- All of the damage you take while Walking Fortress is active is converted into focus.
Shield Bash -- Many foes think a shield is just for defense. You correct that mistake with a brutal slam that does bonus damage to an enemy's guard.
Ring the Bell -- You now lunge forward with Shield Bash, and you do even greater damage to an enemy's guard.

Crippling Smash -- An enemy struck by Shield Bash now does no damage with its next attack.

Mark of the Rift -- You have gained Mark of the Rift, a focus based ability. Mark of the Rift causes massive damage and can even kill some enemies instantly.

Aegis of the Rift -- You turn the Veil itself into a magical shield that deflects enemy projectiles.

Retributive Strike -- Aegis of the Rift now sends bolts of spirit energy flying back at the attackers.

Swift Aegis -- Your expertise at manipulating the Veil lets you summon Aegis of the Rift more easily

Anchor Discharge -- The Anchor now steadily accumulates energy, building focus. By using its power carefully, you can slip your entire party briefly between the Fade and the normal world. This discharges the accumulated energy, makes you and nearby allies immune to damage for a short time, and reveals hidden objects in dark areas.

Anchor Blast -- Discharging the Anchor now deals damage to nearby enemies.

Anchor Meltdown -- The Anchor now builds up power even faster. Using it is difficult, but discharges all accumulated focus. If the focus reaches full power, the Anchor discharges uncontrollably, damaging you and your allies as well as nearby enemies.
----Passive abilities:
Shield-Breaker -- Your critical hits crack armor and rend shields, sundering your enemy's armor for a short time.
Clear a Path -- Hitting multiple targets with a single swing of your weapon restores your stamina for each extra target.
Hamstring -- When you attack a target from behind, you leave them slowed.
Trust the Steel -- You know how to make the most of your equipment, gaining a bonus to armor when you have active guard.
Cutting Words -- Your party does more damage to taunted targets as you rattle your enemies' nerves and goad them into mistakes that leave them open.
It'll Cost You -- Any foe that attacks you in melee is going to bleed for it, taking a portion of the damage they inflict.
Untouchable Defense -- They can't kill what they can't hit. You get a bonus to your maximum guard.
Resilience -- You don't flinch, don't blink, and don't back down. Enemies that hit you with melee attacks are staggered by recoil.
Bulwark -- You stand all the stronger to finish the fight, gaining a bonus to your maximum guard.
Adamant -- You've trained hard, and you know how to make the most of whatever armor you're wearing.
Unyielding -- An attack the would bring you down instead leave you with a small amount of health, and you are immune to all damage for a short time.
Focused Teamwork -- Successfully performing an ability combo earns additional focus for the party.
Warrior's Resolve -- You fight all the harder when you're hurting, gaining Stamina when you lose health.
Turn the Bolt -- Your expertise with the shield protects you from ranged attacks from the front.
Bear Mauls the Wolves -- Using techniques perfected by Orlesian chevaliers, you can't be flanked by enemies, and you're less likely to be staggered when hit from the front.
Turn the Blade -- Any blow you can see, you can turn aside. All damage coming from the front is reduced.
Item:
First of all, two items that I consider necessary because of her disabilities:
A flat dragonbone bar bolted to the bones of her arm, which itself ends a few inches below the elbow. This is used for utility and for combat, as any shields she uses have to bolt onto it through the holes drilled into it.
A soft leather glove that she wears 99% of the time on her remaining hand. Necesarry because of severe nerve damage in that hand, as well as regular damage that's left it rather deformed looking. The skin is so hyper sensitive that without a soft covering, she'd go nuts.
With those two as disability 'freebies', I'm going to make her actual item her one-handed mace. Specifically, it's a tier 4 griffon-winged mace made from dragon bone, with a superb corrupting rune. The mace looks like this, and when it's drawn for combat the rune makes the head crackle with red energy.
Sample:
https://genessia.dreamwidth.org/664938.html
This is still probably my favorite scene I've ever had with Alley. The Inquisitor and a priest versus FNAF. Lots of chaos... and arson.
https://genessia.dreamwidth.org/663835.html
A general post with several prompts and several threads.
https://filthhub.dreamwidth.org/13664.html
A more recent PSL scene where Alley meets a Warrior of Light from FFXIV, and also Fray from the same canon. She got along quite well with that angry, vengeful shit for some reason!
Notes:
These videos are relevant to the setting and to Alley's personality. These songs are also on her soundtrack.
These were all by me, and drawn before the final DLC came out. I'll note the differences at the bottom.

The vallaslin -- face tattoo -- shown on two of the pictures (the tarot card and the dancing picture) is gone. So is her left arm from a few inches under the elbow down.
In her arm's place is a dragonbone metal bar, flat, with two holes drilled into it. This is attached directly to her own bones, making it as sturdy as the limb it replaces. There is no prosthetic hand, or attempt to make her arm look natural. This bar is my headcanon for what she does after the end of Trespasser, but considering the Inquisitor can canonotically end up with a crossbow for a replacement arm, I don't see this sturdy bar as any kind of stretch.
and crimes that were never defined
Player Information
Name: Aro
Age: 35
Contact details: Discord: Aroihkin#4667,
Other characters: Koumyou Sanzo | Saiyuki
Character Information
Name: Alleyana Tabris
Canon: Dragon Age Inquisition
Canon Point: post-canon
OU/AU/CRAU/OC: OU, or a very mild AU:
Dragon Age Origins was the first game, and gave you a selection of 'origins' to start with. Whichever one you played, that character became the big protagonist of that game, but it's canon that the other origins did also happen and just... didn't become the protagonist. The Tabris origin states that that character is going to run off to join the Dalish Clans to escape execution in Denerim, left to their own devices, until/if the plot interjects because you're playing Tabris and they're the protagonist, going down a different path.
Dragon Age Inquisition is the third game, and the Dalish Clan Lavellan 'origin' character has a blank slate for a background. So all I did was take a Tabris who didn't become the protagonist of Origins, assume that she made it to the Clans as planned, and over the span of the decade+ between those two games, she became fully integrated into their culture.
It's even valid that she went by 'Lavellan' in the game and never brought up being a Tabris. For one, it's to keep the humans from taking credit for her, because if their savior grew up in the slums in the human towns, then obviously those slums aren't so bad. For two, it kept her remaining family in Denerim safe, because the Inquisitor is A Big Deal and there's a lot of people who'd try anything to get leverage on her.
It had exactly 0 effect on the game, so I feel like she'd still be OU as a result.
Age: 50s
World Information:
https://en.wikipedia.org/wiki/Dragon_Age
Personal History:
https://dragonage.fandom.com/wiki/City_Elf_Origin
+
https://dragonage.fandom.com/wiki/The_Inquisitor
Personality:
I've been known to describe Alley as "Batman with more decapitation". She's the type to drink straight out of the coffee pot while making eye contact, just daring someone to say something. She's always preferred to pummel her enemies into the dirt with blunt weapons, especially her shield. In battle, she's a force of nature, and an absolute magnet for Rage Demons. If something smacks her across the face, she'll look it in the eye and hit back twice as hard.
Alley is a Champion; the quintessential tank. This is her personality type, too; she embodies her own huge, dented shield. You will not touch her people while she's around! And the Inquisition are her people just as surely as Clan Lavellan is, if not more-so. They look only to her, while the Clan has the Keeper to take care of them. Even after formally disbanding the Inquisition -- and throwing the book on the ground as she told everyone what she thought of them -- Alleyana considers herself the Inquisitor. And everyone who once served under her is, to her mind, The Inquisition. It doesn't matter that they're off the books, now.
Her current mission is to stop Solas from destroying the world. If she can't save Solas and the world, she'll kill him. But she's going to try her damndest to save both.
Under that hard candy shell, Alleyana is something of a wreck of guilt and self-loathing. She's failed people; she's had to kill people; she takes these things straight to the heart. Alley loves to fight, but she hates to kill, and even the red templars pulled a pang of sympathy out of her. Not that it showed, as she beat them away from her companions. Not that it slowed her down. Alleyana is nothing if not determined and stalwart. She will not back down, she will not back away. She'll spit her own blood into your eye and continue the fight!
She befriended all of the inner circle, from Bull to Blackwall, Sera to Vivienne. Alley fell for Solas, but her next closest friend in the group was definitely Cole, the spirit of Compassion who she helped to become more human. After Cole came Varric and Dorian in a close tie. But she was close to the whole group, and considered them to be her new Clan, and one that she synced better with than she had with Clan Lavellan. Which only made it all the more heart-wrenching when she caught up with Solas in Trespasser, and he positioned himself as her opponent. Is it any wonder she took no more shit from the Fereldans and the Orlesians once she came back across the veil, missing one arm? Fuck 'em.
CRAU developments:
While I have played Alley on other games in the past, I'm resetting her back to factory for this game. So, no CRAU.
Key themes:
When I painted her tarot card (see bottom of the app) I chose the King of Swords for her.
UPRIGHT: Mental clarity, intellectual power, authority, truthAnother theme is "Retribution for injustice", from the 'Kill Bill' style Tabris origin, to the fact that she took Elgar'nan (the God of Vengeance) as her vallaslin (face tattoo, now gone) once she became a full member of Clan Lavellan.
REVERSED: Quiet power, inner truth, misuse of power, manipulation
The King of Swords sits upon his throne, facing forward as if ready to confront whatever life throws at him. He holds a sword in his right hand, the hand of the conscious, rational mind, and points it upright and to the left, the side of the subconscious, intuitive mind. This symbolises the King’s decisiveness, but also flexibility in all matters; while he makes decisions based mostly on his intellectual understanding, he stays open to his intuition. The King wears a blue tunic, symbolic of a desire for spiritual knowledge, and a purple cape, symbolic of his compassion and intellect. The back of his throne is decorated with butterflies (transformation), crescent moons and an angel just near his left ear, positioned as if to give him subtle guidance.
The trees behind him stand still, and the clouds have settled. The wind from the previous Swords court cards has died down, giving the impression of stability and clarity rather than the confusion of sweeping change.
Main Motivation:
She is the God Damned Inquisitor. She's going to save her world from Solas, save Solas from himself, and to hell with anyone or anything who gets in her way. Eventually, she knows, saving everyone and everything is going to get her killed. She doesn't care. Her job is to hold people's feet to the fire and shove them back into line if they balk.
Skills:
Alleyana played and won The Game in Orlais, showing an unexpected ability to handle the Court when the situation is dire enough. The key to this was the art of speaking just enough to get by, while saying nothing. Outside of situations where the world's fate rests on her ability to play politics, she just drinks her tea and stares at people until they go away. There was just a lot at stake that one time.
She unlocked magical, political, historical, and underworld knowledge through the war table, though all of it is of course about Thedas. ICly this was mostly a lot of reading and researching during down-time, counter to the 'I just hit things' image she usually tries to project. She usually brought the books on whatever she was studying to Solas' rotunda, sitting on the couch and reading while he painted the walls in his giant frescos.
Long, long ago, Alley showed an aptitude for sculpture, but that ended when her hands were destroyed. She likes to garden, but struggles with her one remaining hand to steadily grip anything smaller than the hilt of a weapon, so it can be a bit of a process.
Alley's combat abilities are unaffected by her disability, minus no longer having any Rift abilities from the Anchor (gone, with her left arm). I included them, crossed out, in case they're ever relevant again. For shield skills, she has to have had the chance to bolt on her shield, but she's formidable even without it and could probably pull off the same abilities (with less effect) with just the dragonbone bar that stands in for her arm. I'm also toying with the idea of eventually having some Rift abilities come trickling back, and/or with the residual Anchor allowing for a 'spectral' shield of sorts in the future.
This was the build I played her with on Nightmare setting, from start to finish, multiple times. I was soloing dragons. I wouldn't say these are exactly how things would play out on this game, but it gives an idea of her combat abilities. She has other abilities unlocked, but this was the final build she had on when she faced Solas at the end of Trespasser.
----Active, equipped abilities:

























----Passive abilities:
















Item:
First of all, two items that I consider necessary because of her disabilities:
A flat dragonbone bar bolted to the bones of her arm, which itself ends a few inches below the elbow. This is used for utility and for combat, as any shields she uses have to bolt onto it through the holes drilled into it.
A soft leather glove that she wears 99% of the time on her remaining hand. Necesarry because of severe nerve damage in that hand, as well as regular damage that's left it rather deformed looking. The skin is so hyper sensitive that without a soft covering, she'd go nuts.
With those two as disability 'freebies', I'm going to make her actual item her one-handed mace. Specifically, it's a tier 4 griffon-winged mace made from dragon bone, with a superb corrupting rune. The mace looks like this, and when it's drawn for combat the rune makes the head crackle with red energy.
Sample:
https://genessia.dreamwidth.org/664938.html
This is still probably my favorite scene I've ever had with Alley. The Inquisitor and a priest versus FNAF. Lots of chaos... and arson.
https://genessia.dreamwidth.org/663835.html
A general post with several prompts and several threads.
https://filthhub.dreamwidth.org/13664.html
A more recent PSL scene where Alley meets a Warrior of Light from FFXIV, and also Fray from the same canon. She got along quite well with that angry, vengeful shit for some reason!
Notes:
These videos are relevant to the setting and to Alley's personality. These songs are also on her soundtrack.
These were all by me, and drawn before the final DLC came out. I'll note the differences at the bottom.




The vallaslin -- face tattoo -- shown on two of the pictures (the tarot card and the dancing picture) is gone. So is her left arm from a few inches under the elbow down.
In her arm's place is a dragonbone metal bar, flat, with two holes drilled into it. This is attached directly to her own bones, making it as sturdy as the limb it replaces. There is no prosthetic hand, or attempt to make her arm look natural. This bar is my headcanon for what she does after the end of Trespasser, but considering the Inquisitor can canonotically end up with a crossbow for a replacement arm, I don't see this sturdy bar as any kind of stretch.