Amanda Darieux (
makesanentrance) wrote2013-06-30 10:31 pm
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Player Info
Name: Ashley
Age: 22
Contact:formallyintroduced
Characters Already in Teleios: Helen Magnus
Reserve: Yep
Character Basics:
Character Name: Amanda Darieux
Journal:makesanentrance
Age: 1177 (roughly)
Fandom: Highlander: The Series
Canon Point: Post Series
Debt:Class A: 533 years
Class B: 7377 years, 6 months
Class C: 523 years, 3 monthsList crimes you’ve created for your character here.
GRAND TOTAL: 8433 years, 9 months
(While Amanda is well over 1000 years old, and technically in The Game, evidence suggests she doesn't actively seek to kill her fellow immortals. In fact, she usually manages to get someone else to fight her battles for her or talks her way out of a beheading. For this reason, the bulk of her debt is tied up in her career as a thief.)
Canon Character Section:
History: @ the Highlander Wiki
Personality:
Amanda is an interesting combination of sass and sweetness. She’s a thief, often a liar, and her sense of moral responsibility is incredibly blurry. However, when she chooses, she can also be immensely charming, often to the point of seduction.
Primarily, Amanda is a thief. She learned early on that stealing meant living. It was how she fed herself and how she survived. Eventually, it was also the cause of her first death. After she was taken in by Rebecca, stealing for food was no longer necessary, but she could not quite shake the habit. When she was caught attempting to steal a crystal, Rebecca forgave her, something that no one else had ever done, and for a while, that seemed to change things. She gave up the theft for the years she spent training, but soon after leaving the abbey, she went back to old habits. In some ways, it gave her stability. It was all she had known before becoming immortal, and it was how she chose to deal with being in The Game, forced to take the heads of her fellow immortals if she hoped to keep her own.
Over the centuries, her techniques became more refined and elaborate. She could steal nearly anything she set her sights on, and though it was no longer a necessary part of surviving, she never felt guilty about it. She did it for the thrill, the challenge. Being a thief was what she was good at. It was something she understood, and a constant she could count on, even when the world was changing around her. While there have been stretches when she has given up her life of crime, she will always inevitably return to her old ways.
While she generally prefers theft, Amanda has also been known to charm, seduce, or otherwise manipulate others to get what she wants. Even friends are not spared her manipulative nature, as evidenced by the fact she so often convinces MacLeod to do her dirty work.
Amanda is not shown to be a particularly strong fighter. She rarely actively seeks to take another immortal’s head, and the few times she has have been hopeless failures. More often, whenever she encounters trouble or another immortal is actively seeking her head (sometimes for good reason) she is far more likely to find a solution that involves someone else (usually MacLeod) taking care of that problem for her. In part, this is because she derives no pleasure from killing. She hates having to fight, and if she truly had a choice, she would prefer not to be a part of The Game at all.
Amanda is virtually always scheming. It is simply in her nature. And she loves a good challenge; the more difficult, the better. This is part of what makes her such a skilled thief. However, she has a kinder, more relaxed side as well.
This can be seen in her concern for MacLeod. While they try not to define what they are, she cares for him quite deeply. And though she has, more than once, put him in harm’s way herself, when she truly feels he is in danger, she frets. We can also see this in Methuselah’s Gift after she realizes why Methos is also after the piece of crystal someone is trying to kill her to acquire. She partners up with him to steal the crystal, intending to give him her piece as well to make it complete, and when in the end all but one piece of the crystal is lost, making it impossible to save the woman he has fallen in love with, she still offers it to him for luck, giving him a hug before he leaves.
Another important example of this softer side of Amanda is her relationship with Kenny, an 800 year old immortal who still appears as a young boy. She had first met him shortly after his first death, and had taken him under her wing and became his mentor. He was the closest thing to a child she would ever have, and she tells MacLeod as much when Kenny comes back into her life some years later. This also gives insight into her feelings toward children and her desire to be a mother, something which would be impossible.
Powers/Abilties: Amanda is what is known as an Immortal, meaning she can only be killed via beheading. This also provides added endurance, and wounds which might (not definitely) kill an ordinary mortal instead heal rapidly. She can also sense when another immortal is nearby.
Appearance: Example 1 | Example 2
Samples:Actionspam Sample:
[She was in a temple. On the floor. And someone was going on about Utopia, something about expectations.
Amanda thought waking up on someone else’s floor should be altogether more pleasant than this. And it should probably be accompanied by a headache from an even more enjoyable evening.
Not that either was a familiar experience to her, but she preferred that explanation to the one apparently being given to her. That something about expectations.
Slowly, she got to her feet, taking stock of the room. It wasn’t really her style.]
Not bad. The décor could use an update. [Then, more quietly and with quite a bit more irritation.] There isn’t even anything worth stealing.
[This wasn’t like any kidnapping she’d ever experienced. No restraints. No bars or incompetent guard dogs. She still had her head, so it must be something else they wanted.]
What have I done? [She was addressing no one in particular.] Whatever it was, I’m sure we can find an arrangement that works for both of us.
Prose Sample:@ British Charm
(I think that should be long enough. If not, yell at me and I will write something new.)