User Name/Nick: Jenn
User DW:
superheroineE-mail: rezny[at]icloud[dot]com
Other Characters: Tess (The Last of Us)
Character Name: Aloy
Series: Horizon: Zero Dawn
Age: 19
From When?: Post-game, after having looked for the coordinates in GAIA Log: 3 Feb 2065 R.
Inmate/Warden: Warden. Aloy is compassionate and dedicated; she has experience with folks from many different tribes and walks of life, and she dedicates much of her time to helping people facing all sorts of troubles. She even has a little bit of experience with redemption; she spared Olin's life even after he led a number of attacks on innocent people, as well as attempting to assassinate her. She showed him mercy on the condition that he redeem himself by dedicating himself to his family and his people. She will have to work to get over her own loner tendencies, but she wants people to thrive.
Item: Her Focus, a small wearable tech device. It'll light up and make noise when relaying inmate-related information to her via a holographic overlay.
Abilities/Powers: Aloy is for the most part a run-of-the-mill human; she's an exceptional survivor, warrior, athlete and hunter, but she has no particular innate power. She is well-versed in a variety of weapons but prefers a bow and a spear most of all.
Despite coming from an extremely low-tech society, Aloy grew up wearing a Focus left behind by the Old Ones. The Focus is a small augmented reality device that adheres to the side of her face and allows her to scan machines, decrypt information, pinpoint objects, flag life forms and animate objects, and mark trails. She can also use her modified spear to reboot and override robotics and computer systems. She has also spent the past year exploring the thousand-year-old ruins of the Old Ones' civilization, and she's mastered many forms of machinery.
Personality: Aloy was marked as different from the moment of her birth, discovered by the Matriachs of the Nora tribe outside a bunker door in the mountain. For this crime, she was immediately exiled, swaddled and placed into the arms of another outcast, Rost. She spent the first eighteen years of her life in relative isolation because of it.
She has a complicated relationship with her tribe, sometimes remarking on how people want to credit the Nora with her successes even though the Nora have never really cared for her. Upon exile, the Nora are expected to spend their time in silence, praying to All-Mother until their sentence has run its course. In this time, the Nora shun them, speaking to them dismissively or cruelly (if at all), refusing to trade with them, and occasionally driving them off with violence. The only courtesy the Nora did her in her youth was to name her Aloy. The rest of her she attributes to Rost, the land, and to herself. She felt the deep injustice of what happened to her very young, and she grew up with a bitterness about that. Knowing the Nora would never accept her, she still spoke with others and found merchants willing to risk business with outcasts. And while her people do not understand and even shun technology, hunting the large hostile machines that roam their lands and believing the robotic voice within the mountain to be the voice of a goddess, Aloy is fascinated by technology and curious about what it actually means, and where it comes from. With her Focus, she sees the world with a high-tech overlay. She sees things other people don't, and in a way other people don't. Flaunting tradition is something of a way of life for her. It's not that they're nothing to her, but traditions have caused her a great deal of loneliness and heartache. What good is tradition if it comes at the expense of people, anyway?
This childhood prompted her to spend much of her life training to run in the Proving at eighteen, an obstacle race up the sacred mountain that would make her one of the Nora again and grant her one wish –– to know why she was outcast. The day before the Proving was the first time she'd ever been allowed into the main village of the Nora tribe, and she remarked to a fellow competitor that she didn't like how comfortable the lodgings were, having grown up in the harsh wilds.
Aloy herself can be a bit harsh because of it. While good-natured and compassionate, she was raised by a stoic father-figure with no family or friends, so she can be a little awkward and blunt. She doesn't like dilly-dallying and she abhors arrogance, and she's impatient when people don't give her answers or get tired of her million questions. Decisiveness is second nature to her, born out of a life where you don't get to live if you can't outrun a hostile machine, or don't get to eat if you can't shoot game. She can come on strong in conflict and takes to competition like a fish to water. She empathizes immediately with fellow outcasts and loners, and her willingness to help others, even for nothing in return, is matched handily with her readiness to face danger head-on. She's a great improvisor, a quick hand and as resourceful as they come.
Finding answers has always driven Aloy, and her curiosity is near boundless. If descending into the darkest caverns of long-abandoned factories or scaling to the tips of thousand-year-old ruined skyscrapers is what it takes to find out who her real mother was, it's a risk she'll gladly take. On her travels she has fought with, run with, hunted with and lived amongst numerous tribes, and made some friends amongst them all. By the end of her mission she grows to knows her reason for being is to save and protect the world, to ensure that hostile machines don't wipe out life, and she freely accepts it as her duty.
Being out in the world has given her more experience with people and a greater connection to them, too. It was Rost's wish for her that she would have a tribe to devote herself to and be safeguarded by, and she has learned that she cannot live life as an individual, and that she must care about others and safeguard them just as many of them would safeguard her, even being from other lands and tribes. Still, she still struggles to settle down, or even stay in one place. She meets up with fellow outcasts and adventurers time and time again along her journey, but there's always more to see. She loves Rost and visits his grave whenever she passes through Nora lands, but she will never live there again. There's a melancholy to being motherless and fatherless, to being outcast and never really fitting in anywhere, but it does feed her soul to know she has meaning in the world, and to find answers to the questions that have plagued her throughout her life.
She may come to the Barge looking for answers and experiences, but with some luck she'll find lasting bonds and a home with others.
Barge Reactions:
Aloy will be thrown for a considerable loop. Despite her familiarity with technology, she has only ever explored the 21st century through thousand-year-old ruins. Seeing just about anything in the Barge will be a marvel to her, and though she'll pick up on a lot fast, it might be a little funny to see her fascinated by things like mugs in the cafeteria –– she collects items from the Old World, things like "ancient chimes" (house keys) and "black bracelets" (wristwatches) and "sculptures" (artificial hearts). She'll also look out of place, dressed in animal skins and bright beading and plastic tubing. She may ask a whole lot of questions about things, but her knowledge base will be all over the place. Powered doors, fine. A sock with an elastic ankle, apparently a thing of wonder. ("I know merchants who would pay a whole lot for this!") Most animals are extinct in her time, and she's used to living in a very "tribal" society. She's curious about how the world works, and how people eat and dress and carry themselves.
Floods and ports will be confusing to her, but she's game and down for just about anything. If it involves nature or technology, consider her first in line to check it out.
Magic will confound her, and she'll be slow to believe it doesn't have a technological explanation. Non-humans will be approached with wonder; she has no concept of aliens or any other fantasy species, so she may be both fascinated and confused. Technology and AI will thrill her, and she will dig deep to find out as much as she can about them.
She will probably spend an absurd amount of time in the Enclosure.
Deal: Aloy intends to ask for the restoration of the APOLLO function; it's a subordinate function to the GAIA program responsible for the reestablishment of human life on Earth, containing the history of humankind and its past achievements, in hopes that the humans of the future would continue as an advanced society. Unfortunately, it was lost a thousand years prior to Aloy's birth, meaning the people of her era live without that knowledge.
History: Aloy @ the HZD WikiaSample Journal Entry: [ The communicator flickers on. There’s the ceiling, made up of long wooden logs, and some sort of mobile ornament hangs from it, spinning idly — it's made of colorfully painted bone. Aloy‘s voice floats in, talking to herself:]
Okay. It’s on, and... Oh. It’s flat? Never seen that before. Maybe there's a function for that?
[Some fiddling. A little miffed:] Okay... so much for the wonders of technology.
[She picks up the communicator with a clatter, and there she is, slightly off-frame: nineteen and with a big mane of red hair, deerskin clothing, and bright blue necklaces made of plastic tubing. Her room is a rustic lodge, an eclectic hodgepodge of unfinished wood, animal skins and repurposed machine parts. A small white triangular device sits against her temple. It makes a chirping noise and lights up blue, and she taps it, momentarily puzzled by something.]
That’s strange... but I'll figure that out later. For now...
[... The sudden realization that she has never done any sort of public speaking without undue pressure? That she's sending a transmission into the abyss without knowing who is receiving it? Aloy clears her throat, averts her gaze for a minute, and then tries again: ]
Anyway. If anyone's listening, my name is Aloy, and I was invited here to be a warden. There isn't really a lot to say about me, but I have so many questions for all of you. Where are you from? What date is it? What do you do? What kinds of machines do you have here, or in your homeland?
Sample Journal Entry: In the Enclosure with Freeza on the TDMSpecial Notes:
Will definitely need some technology-interaction guidelines. I'll hit up individual player permissions for the tech types, but I'm assuming she'll get "restricted" warnings when trying to interact with the Barge's engine room itself. Also assuming no overriding/hacking/successfully modifying the communicators, too.
If there's any limitations of her Focus you'd like to add, I'm game there too. It usually has a range of about 75m, but I can lower that or disable certain functions, ie her ability to see locations of people/important objects/living things through walls (cabins being already entirely off-limits), her ability to flag/track people, etc.