Entry tags:
CDC: APP
PLAYER INFO.
✖ Handle: Lunare
✖ Contact:lunareism
✖ Are You Over 16: Y
✖ Other Characters Played in Consignment: N/A
PLAYER INFO.
✖ Character Name: Da Silva, Sharon
✖ Canon: Silent Hill Revelation, Post-Movie
✖ Character Appearance: Adelaide Clemens as Sharon Da Silva
✖ Character Age: 18
✖ Pick A Number: 326 | 111
✖ Canon Setting: The world of the Silent Hill series is very similar to our own, the only major exception being the old coal town of Silent Hill. In this town, the world is not what it seems. It's a town soaked in blood, and horrors, and few dare enter it due to the burning coals beneath the city. This town is the start of the Otherworld, and the Fog World; these two worlds are like strange, dark mirrors of our own, born of Alessa. The Fog World is virtually empty, with not a ray of sun piercing the heavy clouds; there the world is covered in ash, and barren: this is where most who enter Silent Hill start out. Most people never realize they've entered this world until it's too late.
This part of the world is far more hostile than the Real World, containing just a taste of the monsters from the Otherworld. It is meant to be a lonely, foreboding place. It's how Alessa saw the world, through smoke and ash, and it is, in part, a piece of Sharon herself. She created it, or her powers assisted in opening up what may have already been there. The movies do not go into what these worlds are, just that they're there and a result of what the cult did to this poor girl.
The Fog World may seem lonely, and haunting, but the Otherworld is terror and decay. This world is a representation of the pain and suffering Alessa went through, and is meant to be a world made for her revenge. This world comes to with sirens blaring, and the walls and floors melt away like burning skin, revealing the things beneath. It is a dark place filled with monsters, and everything in it is rusted, or bloodied. This world is meant to be a nightmare, even for the girl who created it.
✖ Character History: Alessa Gillespie | Sharon Da Silva
✖ Character Personality:
"Don't bother trying to remember my name, because I'm sure as hell not going to remember yours."
Many teenagers have a penchant for sarcasm. It's a go to response for many in a variety of situations, usually as some sort of defense mechanism, and Sharon is really no different. She is a very sarcastic young woman, wielding it like a sword to keep the enemy at bay. In school, her sharp words keep people from getting too close, keep people from wanting to know her. For a girl always on the move, friendships will just get you hurt.
It's clear she's a loner, but that does not mean she doesn't want, or need, close relationships, but rather that they're hard for her to form without some sort of push. For Sharon, that push has to be much more drastic than someone helping her pick up her books, or whispering the answer to a tough question, but something more important. She needs a real reason to connect, not just a pretty face, or a name.
This sort of attitude stems from, not only having to constantly move, but her past incarnation's experiences through life. Her life hadn't been great, constantly abused by classmates and the cultists, Alessa didn't have friends; she had her mother, and that was it. These things make it hard for her to trust, to extend herself without the fear of judgement and pain. Sharon is much better at dealing with certain things, but the idea of rejection keeps her to herself; her outburst in the beginning of school just proves that: she'll hurt them, or turn them away, before they can hurt her.
For all her cool exterior, and loner attitude, Sharon is inherently a good person. She goes out of her way to help others, even if it isn't in her best interest. For instance, at one point Sharon comes across the spider mannequin, but instead of running on her own, she goes out of her way to free one of its captives in an attempt to save her. She isn't the kind of girl to leave someone in the dust should they need her help, unless they're a truly awful human being.
Vincent Cooper, a teenager who had helped her, and subsequently betrayed her, ended up saved by Sharon. For all that he did, for all the horrible things he caused, he did his best to undo them. He didn't deserve to suffer because of what he was born into, and he saw the truth around him. He made her feel normal after she witnessed the murder of a private investigator.
Like any teenager thrown into an impossible situation, Sharon doesn't handle it with a calm attitude, or brush it off: she panics. Silent Hill, even for the incarnation of its creator, isn't an easy thing to deal with. She was attacked, grabbed, and thrown about. The cultists were actively hunting for her, ready for her merge so they could complete the ritual and free themselves. Despite all that, Sharon didn't give up, or turn around the way she came. At first, she came to save her father, and then it became something more than that; it became a chance to know the truth. She is a determined girl, and fear doesn't seem to dissuade her.
Sharon, unlike many teenagers and adults, is very aware of her surroundings. On the run for so many years, and constantly changing identities has made her paranoid. She's always had to keep an eye on everything around her; she's had to be careful, and that paranoia has kept her safe. She doesn't trust people blindly unless it's necessary, and she's aware of what people think of her (and she doesn't care).
Despite all of that, Sharon is, deep down, a teenager. We don't exactly get the chance to see what she enjoys, but it's easy to determine that she's likely a reader, and an artist, much like her game counterpart. Since she's always on the move, books are easy to get into, and gives her a taste of the world and friendships she may never get to experience. Sharon has tendency to write down her dreams, as well, because she has so many vivid nightmares. Most of them lack details, however.
All in all, Sharon is different from most girls her age. She doesn't worry about boys, or makeup, or even the clothes she wears. Society can go fuck itself if it has a problem with her. She tries hard to be a good person, even if she doesn't make connections with people like most normal people do. At this point, Sharon knows why she is the way she is, and she's all right with that. She is Sharon Da Silva, daughter of Rose and Christopher Da Silva, and no matter what her past may say, that is who she will always strive to be.
"Doesn't matter what name I use — I know who I really am, anyway"
✖ Character Powers:
The movies merely hint upon the vast array of powers Alessa has, with Dark Alessa seemingly controlling the majority of them. It's safe to say that, now that the two halves are whole, Sharon has these exact powers with some minor to major discrepancies in strength. Her other self may have been able to light a whole group of cultists aflame, Sharon won't; these powers are foreign to her, only barely recognized. Powers like this would need to be honed, and will likely not make an appearance unless by accident on Sharon's part.
PRECOGNITION
The second movie starts with a vision, a taste of what the future will hold in the form of a nightmare. Sharon does not realize this, so used to nightmares of some Silent Hill that she thinks nothing of it until her father hands to her a white leather vest: the same she wore in her dreams.
From there, her dream slowly starts to come true. This is a power Sharon has no control over, and her precognition may only extend to herself and those close to her. The dreams aren't exact, but there's enough there to tell that she knows things even when she doesn't realize it.
The future is murky, like dark waters, but sometimes we catch a glimpse of things just beneath the surface.
Should this ability remain present, it will only ever be used in the same common form she's used to: in her nightmares. Eventually, Sharon may catch on, but she will never have the details needed to fully piece together the whole puzzle.
PYROKINESIS
These powers make several appearances, all by Dark Alessa. The most notable, aside from setting herself aflame as a way to further Rose to the truth, was on the carousel with Sharon as the cultist make their way towards them. With just a flick of her wrist, Alessa creates a ring of fire, using the cultists as tinder.
It's hard to say where this power stems from, but it's likely an evolution of her psychokinesis after being burned alive.
For Sharon, a power like this likely won't come into play unless she were in danger, and it would be an uncontrolled, violent outburst. There would be no dance of flames, no flick of her wrist, just a moment of pure panic that's quickly followed by a blast of heat. It wouldn't be powerful, but likely just enough to give her some space.
PSYCHOKINESIS
The film implies that the reason the ritual failed was due to Alessa breaking the chains that had held her, her powers suddenly spiking due to the intense pain and suffering she was going through. There was even a part of the movie that depicted Alessa, in front of all her classmates, causing a group of butterflies to dance in strange patterns, though it ended up cut from the final product.
This ability was likely the first to manifest, and, as such, her most powerful. Her abilities likely all stem from this particular ability, each an evolution due to the various things she's suffered through. The second movie seems to better show off just how powerful Alessa is, tossing people into store fronts with a single flick of her wrist as she brings about the Darkness.
For Sharon, this will manifest in a variety of ways, both in stressful situations and otherwise. For instance, if Sharon is startled, the glass nearby may shatter, or perhaps something will topple over. Again, none of these abilities will be used as Alessa had because Sharon, though now one with her other self, is not Alessa.
REALITY WARPING
Alessa creates the Fog World, and the Otherworld. It is her place, made for those who hurt her to suffer as she had, or worse. The monsters are created from her mind, made up from the stories she's read. Some monsters, like Pyramid Head, are hunters, constantly searching for those who stray too far from the flock. Others are people whose outsides now reflect their insides, like the janitor who did irreparable damage to her innocence.
Sharon has some minor control over this in the film before her merge with Alessa. She brings the darkness past Silent Hill, to an outlying motel when she was under extreme stress and feelings of betrayal, and her ability continues on when she finally enters the town. For instance, when attacked by the inmates of the insane asylum, without truly realizing it, she calls upon Pyramid Head, her sort of guardian who proceeds to release her and clear her path.
After the merge, Sharon is far more aware of this ability, even going so far as to consciously call upon her guardian when she reveals the truth of Claudia.
An ability like this would rarely, if ever, make an appearance in the game, and never without mod approval. If it did, it would be very minor changes to the environment: ground melting away in patches nearest to her revealing metal grids, paint peeling, metal rusting, and perhaps a smoke like shadow at her feet; it would all disappear after she gets control of herself again.
CHARACTER SAMPLES.
✖ First Person POV: 1, 2, 3, 4
✖ Third Person POV: The motel wasn't the best available, the floors were stained, and the mattress sheets had cigarette burns, but it was the best they could afford. Sharon tosses her jacket onto the bed as Vincent heads to the bathroom. She hears him groan, and can almost imagine the horror that particular room held, but he starts the shower regardless of the stains on the tiles.
She turns the television on, just to burn time. She was exhausted, still reeling from the events of the last several days, but she wasn't ready to sleep. She flips through a few channels, most of them are static, and settles on the news. It's the same old, same old. Mostly political ploys by men too old, and too traditional to understand what society really needed, or some report on some scandal that seemed so unnecessary in the face of reality.
But she watches it anyway.
A soft knock at the door catches her attention, and Sharon narrows her eyes. It could be anyone. It could be the motel assistant, or the maid coming with new towels (and hopefully to apologize for the state of the room), but she fears it isn't. The police? It could be the police. They were still looking for her. She was still wanted for questioning, likely a suspect in murder.
Or it could be someone with the wrong room number?
Sharon tosses the remote on the bed as she gets up. They knock again, a little louder this time, as she peers through the peephole. The man on the other side is short, and stout, with a dark beard and plaid shirt.
"Who is it?", Sharon demands a little more harshly than she had intended. The man doesn't budge from his spot, and smiles; the peephole makes it look wider than it really is.
"Management", comes his all too chipper reply. The man at the counter, the one who gave their key, had been a scrawny wretch of a man, more interested in the television than his guests. Sharon looks back at the bathroom, the water still running, before she finally opens the door a margin, the chain still latched across.
"Yes?"
"I just have a question for you, if that isn't too much trouble.", he comes across polite, better than the scrawny man at the counter. This is clearly the man they need behind the counter,"Do you want to save your parents?"
The words ring in her ears, and her stomach falls. Sharon wants to call for Vincent, to slam the door in this man's face and run; she wants to demand answers, but most of all: she wants to save her parents.
"Yes."
CHARACTER ITEMS.
✖ Pick a Team: Orange Team | Reconnaissance
✖ Mission Freebie: N/A
✖ Personal Item or Weapon: Completed Seal of Metatron
✖ Character Inventory:OUTFIT x ONE | Underwear, White Undershirt, Crackle Tanktop, Orange Hoodie, White Vest, Black Leggings, Black Skirt, Grey Scrunchy Knee High Socks, Black Boots
