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Name: Kit
Age: 35
Contact: [plurk.com profile] skeletone
Timezone: US Eastern
Other Character(s): none!


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Name: Sylvie Laufeydottir
Door: Door pass: submissive

Canon: Marvel Cinematic Universe
Canon Point: After Season 2

Age: Over a thousand; old enough she isn't entirely sure between losing track and timeline-hopping. Appears 30-40.
Appearance: Like this!

History: Wiki link

Personality:
Positive Trait: Clever Sylvie clearly is, for when she does come up with plans on screen and state goals, whatever she sets out to do she manages (even if she had to reroute her initial plan five or ten times in five minutes). It's only her own emotions that really steer her wrong: her brain is absolutely sharp as a tack. Having jumped from apocalypse to apocalypse for something around nine or ten centuries, she must have a lot of that quick cleverness about her just to survive—canon shows her doing those plan pivots and coming up with ways to save her own life just as much as it does to solve small problems: between escaping Lamentis-1 in order to not be killed (a plan that took both Loki and Sylvie and their contributions to complete) to being able to teach herself enchantment just by knowing she was theoretically capable of doing it. She's also got that cleverness with tech, having self-taught the TemPad. Self-taught everything else she knows. No, it's feelings that are the part of Sylvie she doesn't like, not her brain.

Negative Trait: Stubborn One might choose to call Sylvie determined, but she's really just as stubborn as a dog in pursuit of her favorite snack. For someone who has never been in control of her life before—except for a little bit there in Braxton, Oklahoma, 1982—Sylvie is remarkably inclined toward it being Sylvie's way or the highway. And not just Sylvie's way, but Sylvie's original way: she sticks to her guns, and no one can convince her otherwise. Even if the other person ends up having a better plan and she inwardly believes so, she generally won't cave to anyone else's ideas or contributions if they go against hers. Part of it's saving face and sticking to herself before anyone else because she doesn't trust anyone else, but a lot of it is just because Sylvie is inherently as stubborn as an Asgardian donkey (it's a regular donkey with more legs). Swaying Sylvie is equivalent to winning the International All-World Epic Debate Championship's gold medal—while it can be done it is nearly impossible and can be nearly impossible to the detriment of everyone.

In the very end of Season One, for example, Sylvie essentially had it explained that there was absolutely nothing good that would come from killing He Who Remains, and she even either believed it or almost believed it—but it didn't matter. She was going to do what she was going to do as that was already what she'd set her mind on doing, even if she was giving up a life shared with the only people she'd ever loved. It might destroy all the timelines, or something worse: but it would destroy the one person she was dead set on destroying.

Negative Trait: Ruthless Throughout her canon, Sylvie drops people unconscious or dead on the floor with her magic without any real consideration as to their state. She doesn't entirely care that other people are, well, people, and she will cut down any barrier that gets in her way no matter who or waht they are—she kills people even if they've been kind to her, she enchants people without their consent and uses mind control to manipulate situations. The very first sight of Sylvie is her doing exactly that, and she continues to do these things without caring about anything except her single-minded pursuit of her own goals.

Negative Trait: Unpredictable What is Sylvie going to do?

Good question.

The TVA's bringing in a variant of her—Loki—wasn't actually the Hail Mary they expected, because Loki often could not actually determine what Sylvie was going to do. That isn't to say that he never could, and he was often able to track her down and bests her about an equal number of times as she does him ... but sometimes she just goes left when everyone anticipated that based on knowing her she must have been intending to go right. There's not a visible or trackable rhyme or reason to a lot of Sylvie's actions (except for that dogged determination/insufferable stubbornness toward her goals—if you don't know what her goals are, and even if you do, you're probably not going to be able to guess).

Some basic canon examples that come to mind including simply being named Sylvie, and having absolutely no thirst for power. Who would've expected that from a Loki? No one, unless it was from a Loki who didn't want to be called that—and then, our lead Loki might think he's gotten Sylvie all figured out. At which point she moves in directions neither he nor the Sylvie-Loki he thinks he's managed to predict would do at all. She double-crosses him and goes against agreed-upon plans; she switches back to previous ideas; she is known for her self-centered hedonism and yet befriends some college bums working at McDonalds and a record store. What will she do next? Anyone's guess. It's not that Sylvie herself doesn't know. It's that Sylvie moves to the beat of a very different drum, and being unpredictable both comes naturally and supports her goals.

Powers and Abilities: Sylvie is at least bilingual, being fluent in Asgardian and English.

Physically notable traits of her Frost Giant physiology include superhuman strength, durability, speed, agility, stamina, reflexes, healing, and life expectancy; species traits include cold immunity and (magical/instinctive) ice manipulation.
Combat skills: in addition to general weaponless hand-to-hand combat, she has mastery-level skills with both sword and staff; she also has the ability to utilize her skills secondhand, if operating through another person (as an enchanted pawn, in thrall to her, serving as a vessel of her awareness), and to mix magical and physical combat skills (both offensive and defensive) on the fly.
Mental skills: she has a genius-level intellect, which she has focused on becoming a master tactician and expert engineer.
Magic skills: enchantment (bewitching/enthralling/forcing service, including the ability to pass along her influence/attention to subsequent parties), mental and/or memory manipulation, power bestowal (granting buffs to others), energy bolts/blasts, telekinesis (high capacity within line-of-sight, stronger when fueled by strong emotions), and the transmutation of objects (including disguising powerful magic objects as inert non-magical objects).

She will find that she is not able to enthrall any Dominants without their express consent; unlike those she has previously encountered, they'll retain the ability to rescind that consent, at which point her magic will cease its impact on them. This extends through all of her magics; it may prove to be particularly interesting when it comes to having the power bestowing fail, rather than only the enchantments. She will additionally find it very difficult to strike at any Doms, whether magically or physically.
Inventory: A circlet with a broken horn; a broken reset charge that is only usable as a paperweight or decoration; an Asgardian sword that will work as a sword works.

Samples: TDM top-level, network, log.