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Ozpin ([personal profile] clocktowers) wrote2023-08-31 09:06 pm

app.

IN CHARACTER


Character Name: Ozpin
Canon: RWBY
Canon Point: End of Volume 7 -> Updated to 8x04

In-Game Tattoo Placement: The Light God's antlers fanning up his collarbone so that the tips encircle his throat like a collar.
Current Health/Status: COMPLICATED, given that he's an immortal being who parasitically reincarnates upon death. As of current canonpoint, Oz is a disembodied soul sharing the body of Oscar Pine. Upon entry to Deer, he'll be granted his most recent body back, as seen in his icons. This is not his original body, but it's a reasonable representation of his current self-image.
Age: Mentally, thousands of years old; physically, fortyish?
Species: Human

Content Warnings: Manipulation, mass death, child death, taking control of someone's body and mind without consent, loss of identity.

History: Wiki link

CRAU History and Impact: N/A
Personality:
In RWBY, every character is associated with some kind of fairy tale, myth, or legend. Ozpin primarily stands in for the Wizard of Oz: a supposed sorcerer of incredible power who is revealed as a liar and a fraud.

Let's break that down.

Once upon a time, there was Ozma, a powerful sorcerer and famed hero. He was righteous, brave, and unquestionably good— such that when he died young, his beloved went to the gods to plead for his return. It didn't go well. She so angered the gods that they cursed her with immortality, destroyed humanity, and departed the world— leaving only the shattered moon and hordes of monsters called Grimm. Humanity would eventually rise up again, born from the world's ambient magic, but now they would be preyed upon by the Grimm, and by Ozma's corrupted beloved.

In the wake of this calamity, Ozma was offered a mission by the god of creation: a chance to prove humanity's worth and return the world to the way it had been. To do this, he would need to bring together four powerful relics. Once the relics are brought together, the gods will return to judge humanity— and will either reward it with their presence or destroy it for good, depending on what they find. Until that day, Ozma can never truly die: upon every death, his soul is shunted into the body of another, with which he will eventually fuse and become one identity.

Given this offer of immortality and a god-given mission, Ozma initially refused. Though he believed in fighting for good and justice, he was above all loyal to his beloved Salem, and he asked to be returned to the afterlife to be with her. When the god explained that Salem could not be found in the afterlife, being herself immortal, only then did Ozma accept this quest.

So, off the bat: we have a legitimately powerful sorcerer, with abilities far beyond those of the now-godless humanity, and a righteous mission. Things begin to go wrong when he finds the corrupted Salem, and, in immediate defiance of his god's advice... he joins up with her again, to rule the world as its new self-proclaimed "gods."

For years, his loyalty and love won out over his sense of righteousness and morality. He and Salem amassed a following of worshipers, and sent them out on crusades to bring the rest of the world under their rule. It was only when Salem proposed destroying all of humanity, replacing it with their own much-more-magical lineage, that his conscience couldn't abide it.

He and Salem fought brutally enough to bring down their castle; their young children were killed in the crossfire. Salem dealt the final blow against Oz. And so he reincarnated again.

And again and again and again.

For lifetimes, he did nothing but mourn his beloved and his family. He avoided his quest; he languished in despair, unable to ever truly die. And each time, he overtook whichever life he was shunted into, dominating whatever soul was unfortunate enough to host him.

Eventually, he began to learn. He was plagued with guilt for the lives he'd taken over. He began to live with his hosts, trying to respect their autonomy as individuals, trying to maintain a balance between their minds. And yet he could not give them full ownership of their lives: he shared with his hosts, coming to love their families as his own. He fathered more children— all born with silver eyes and a fragment of his power. And as he came to care about life again, he was increasingly forced to confront the ever-present threat of Salem and her Grimm.

He forged a weapon and passed it down across his many lives. He accepted the rhythm of reincarnation. He hunted for the relics, and for a way to destroy Salem— so that when the gods returned, humanity could be judged well, free of her terrible influence. For a while, faithful to these missions, he flourished— insofar as a body-hopping parasitic soul can.

Then he found the relic of knowledge, and asked it how Salem could be killed. It told him: she can't. His enemy was eternal. His service would be eternal. There was no way to win this game.

For centuries, he fell into isolation and depression. He could not have his love; he could not save the people of this world; he could not satisfy the gods. He could do nothing but hold the line against Salem, playing eternal damage control. For a very long time, he had no will to do even that. He simply sealed himself away in misery.

After centuries as a hermit, he encountered four maidens whose dedication to doing good in the world shocked him. They managed to rekindle his sense of joy and appreciation for life. To thank them— and, realizing that they were an active force of good in the world, far more than he'd managed to be— he bestowed his great magical powers upon them. He kept very little of the magic for himself, perhaps too desperate to see someone be a reliable force of good. A force against Salem. Someone else to take up his mantle.

This, of course, did not work out well. He either had little control over the way the magic would be passed on to new hosts, or did not care to impose such rules. With a Maiden's death, their power would go to whoever was last in their thoughts... including their killer. Maidens were hunted by would-be successors, and their existence had to be cast into shadow to prevent great evil rising to power.

Seeing this, it's clear that several facts about Oz are true: he is well-intentioned and values qualities like hope and righteousness above all else, but he is tired, and he is desperate. This man never asked for immortality. Faced with an impossible task and an unending life he cannot escape from, he takes to foisting off his powers on those he deems promising or worthy, and hopes they will do better than he could have.

In this way, he founds the Huntsman Academies to train warriors who can face Salem and her Grimm, but he never tells them the truth of what they are fighting. He never tells the truth of who or what he is. And, as the events of RWBY progress, he spends a lot of time lying by omission.

This is what likens him to the conman in the Wizard of Oz. Ozpin is not a fraud, precisely— but he is a liar, even at the expense of others. He puts people in danger without giving them a chance to know the immediate risks, let alone the shape of the war. From the very first volume, he launches— literally— his students into dangerous missions without regard for their fear or safety. His training methods are known to get children killed. In Volume 6, he is unapologetic about drawing dangerous Grimm towards his party and the civilians they're traveling with, and tells no one of the heightened danger until absolutely pressed. And through everything, he never shares the truth of his story with anyone, even the new host he is slowly consuming and melding with. Even those who have given decades of their lives in Oz's service, fighting a war they never realize is futile.

Oz appreciates hope and conviction in other people largely because he lost his own. Beneath his polite and mild-mannered exterior, he is so very tired. He is affable but distant whenever he can be; he confesses as little emotionally charged information as he can get away with, even over a span of decades, even to his most trusted friends. When the full truth of his backstory is revealed to others, he runs from the emotional confrontation; he retreats into the mind of his host and refuses to come out except for life-or-death crises, stewing in fear and guilt and misery.

So: Ozpin is not a fraud, but he is, frequently, a coward. He is deeply afraid to love, given the loss that always comes after. He is deeply afraid to bare himself to others, having seen again and again how he might be betrayed or disappointed. He is still the man who gave his powers away to those he thought of as more worthy: he believes in goodness and bravery and all such noble things, but he's long since lost any belief in himself. This may be why he so enjoyed running a school for young monster-hunters: steeping himself in their enthusiasm is one way to combat the ever-present existential exhaustion and dread of an enemy he knows he can never defeat.

Oz is a very tired immortal. As an immortal, he certainly has the capacity to be wise: he has seen a lot of history, has led a lot of history, has been a god and a king and a father. He enjoys giving a good speech. He enjoys other people: sharing his thoughts with them, sharing in their love of life, being drawn out of his depression by their brightness. He is kind, even as he's also callous with the lives of children. He offers Ruby cookies and approval even as he welcomes her into his war at the age of fifteen.

For him, Deerington will be an unprecedented reprieve from his unwinnable mission, a moment out from under Salem's shadow. He will be oddly adrift and oddly freed, without any way to carry out his burden. It will take him a while to know what to make of this. Hopefully, he will meet people who can draw him out from behind his polite, distant deflections to really engage with it.
Abilities/Powers/Weaknesses & Warping:
Once known as the 'Warrior King' for his battle prowess, he is an expert melee fighter with a sword, staff, or virtually anything else you put in his hand. When it comes to supernatural abilities, HOO BOY. Let's try to keep this succinct:

  • Aura is an extension of one's soul that forms a sort of passive forcefield on the skin. Damage to Oz will have to break his Aura before it can break skin; he's basically got a magical HP reserve before you start drawing blood. Hits to his Aura show as a green shimmer on his skin; when his Aura is finally depleted, it shatters into fragments of green light and leaves him as vulnerable as any human. Warping: his absurdly powerful Aura will be reduced somewhat, such that he's dropped from unkillable to all but the very overpowered to just obnoxiously tanky. Using his magic will deplete his Aura just as taking damage would.

  • Semblance is a person's unique superpower. We don't know what Oz's is, and given that he can use magic in a more complete way, it's unlikely that he has a Semblance in the traditional sense. Still, there are some powers he uses more readily than others, and which seem to resonate with him more deeply— so I'm going to take some liberties and say the closest he has to a Semblance is minor time manipulation. This is based on his clock aesthetic, a scene in which we see him apparently fighting at super-speed, and creator statements that the cane he built can "store time." When he casts Time Stop activates this ability, he has the opportunity to make a flurry of attacks in what seems to be a single moment. Warping: he may not always have as much time as he thinks he does, leaving him vulnerable when the power abruptly drops out, and the power will take some time to recharge after use.

  • Magic encompasses a range of powerful abilities:
  • elemental abilities (such as the power to throw fire or ice),
  • flashy energy-based abilities (such as the power to throw green lightning or form a protective shield out of it),
  • gravity-based and telekinetic abilities (such as the ability to fly, halt a moving object, or kill a target by crushing it with magic),
  • and transmutation abilities (such as the power to take the shape of an animal)
  • Long before the events of canon, he gave most of this power away, bestowing it upon others so they could use these abilities. He still has the power to permanently bestow these abilities on others, but doing so permanently depletes his own power level, so these days he tends to be sparing with how much he gives away (for example, he permanently gives Qrow the power to turn into a bird, but no flashy elemental attacks).

    Because he's given so much of his magic away, using his magic is now draining, and will leave him tired in the aftermath. For additional warping, this tiring effect will be heavily increased, meaning he can deal incredible damage for a short period of time but be left vulnerable in the aftermath. His powers may also wild magic surge affect those around him unexpectedly - such as activating more powerfully than he intended, hitting his allies with friendly fire, or having an unintended secondary effect.
  • Inventory: None. His cane already exists in-game, with Oscar Pine.

    Writing Samples: On the TDM.


    OUT OF CHARACTER


    Player Name: Rona
    Player Age: 25
    Player Contact: [plurk.com profile] ochrona

    Other Characters In Game: Jonathan Sims (The Magnus Archives), Rupert Giles (Buffy the Vampire Slayer)
    In-Game Tag If Accepted: Ozpin: Rona
    Permissions for Character: here
    Are you comfortable with prominent elements of fourth-walling?: Yes!
    What themes of horror/psychological thrillers do you enjoy the most?: Eldritch mindbreaky shit that Cannot Be Known, man, I am here for it. Give me perception-warping locations and esoteric beings.
    Is there anything in particular you absolutely need specific content warnings for?: Nope!