Dawn Stillfield is a child who moved to South Park relatively recently in the town's history. She is described as a "half-awake Dreamer", an inexperienced but still semi-omnipotent entity who is able to bend reality to her will as though lucid dreaming. Dawn is directly, if not consciously, responsible for the supernatural abilities that the children (and sometimes adults) of South Park display during the various town-wide games they play, subconsciously bringing the rules of the games to life with her Dreamer abilities. She is not yet able to directly control her own power, but has already begun to figure out how to exploit it to her own advantage the way people like Cartman have in the past.
Background
History
Dawn's history is shrouded in mystery, though throughout the events in South Park a cohesive narrative can be put together. Apparently, Dawn was born under similar circumstances to Kenny McCormick: while her parents were members of the Lovecraftian Cults. As such, she has abilities tied to the Elder Gods, in her case, a natural affinity for becoming a Dreamer. When she was born, her parents fled the Cult, and went into hiding, but Dawn's abilities became quickly and devastatingly clear when she began bending reality to her infant whims. In order to stop her from destroying the universe around her, her parents began dosing her with stimulant drugs in order to interfere with her Dreamer powers. It worked at first, at least until she grew older and her powers became stronger, but her life was constantly followed by the shadow of her abilities.
Identity
- Race and Ethnicity - Technically, Dawn's race and ethnicity would be "White American", however, due to major amounts of bullying in her past (combined with her encounter with Shub-Niggurath in the story), she refuses to identify with her humanity, and instead identifies as a "Gof'n hupadgh Shub-Niggurath", or "Child of Shub-Niggurath".
- Gender and Sexuality - Dawn identifies as a Demiromantic Asexual Demigirl, an identity that often causes a lot of confusion in cissies, so she typically just tells people that she's an ace girl.
- Alignment and Religion - Dawn describes herself as a "Lovecraftian Polytheist", a worshiper of all elder deities from Cthulhu to Yog Sothoth, with Shub-Niggurath becoming her chief goddess after their direct encounter. Later, she discovers that she is a reincarnated servant of the King in Yellow. Naturally, she is Chaotic because of this.
- Power Source - As an Emomancer, Vampire, and later "child" of Shub-Niggurath, Dawn's power naturally comes from Blood, both of others and her own.
- Kryptonite - Dawn's Kryptonite is "Lotus Eaters", the new name she gave to the Raisins Girls when she convinced them to join the game in exchange for an extension on paying back Mosquito's debt to them. She promised to choose them as her kryptonite as an extra measure of insurance that she would pay.
- Economic Level - Using her Time Farts, Dawn is able to manipulate the market, becoming part of the 0.01%. It is with this money that she then pays the Lotus Eaters, as well as buying the assassination contract on herself.
Grounded Moments
Dawn lives by the philosophy that respect is earned, not given based on station, and as such has very little for most adults in her life, especially those she feels are abusive bullies like Stephen Stotch or Sheila Brovlofski. She even goes so far as to encourage other kids to be disobedient to such adults, and will typically physically fight any who attempt to impose consequences on them for it. Eventually, this manifests within the Dream as Dawn being an "ungroundable darkling", who is unaffected by the status, and can erase it from other kids as well.
Classes
In South Park: The Stick of Truth, Dawn is initially recruited by the elves rather than the humans, and thus is presented the choice between their four classes: Fencer, Anti-Mage, Ranger, and Druid. Dawn ended up picking Druid, a magic-based suport class focused on buffing allies and ensnaring enemies.
In South Park: The Fractured but Whole, rather than choosing one of the base classes the Coon lists, Dawn invents her own sub-class of Plantmancer known as "Emomancer", which she described as follows:
"When a Plantmancer makes the horrible mistake of bonding with a parasitic plant known as an Emo, an unholy abomination is born, known as an Emomancer. With the parasite writhing just beneath the skin, the Emomancer is empowered by breaking that thin barrier, and releasing the Emo and its spores during battle."
- Aftercare - Cutting is important for an Emo to release its spores, but caring for its vessel and other prospective ones is just as important. Heal yourself and allies within range.
- Range: A two tile distance surrounding the player.
- Attribute: Brains
- Heal: Low (95%)
- Status Effect: Heals the player and allies in range.
- Aloe Vitae (empowered Aftercare) - From the cuts in your flesh leaks not just precious blood, but also a healing salve that purifies the body and mind. And the more you bleed, the more you heal. Heal and Cleanse yourself and allies within range, increasing with stacks of Bleeding.
- Range: A two tile distance surrounding the player.
- Attribute: Brains
- Heal: Low-High (100/150/200/250/300%), based on current stacks of Bleeding.
- Removes status effects and heals the player and allies in range.
- Sharing Razors - Razors are a precious commodity for an Emo, and you can't always afford a brand new one for every cut and every person. And if something happens to get passed along... Inflict Bleeding on yourself, then damage and inflict Bleeding on your target, and Gross Out surrounding foes.
- Range: One tile in front of the player
- Attribute: Spunk
- Damage: Moderate (210%)
- Status Effect: Bleeding, Gross Out.
- Spreading Spores (empowered Sharing Razors) - From your nourishing blood blooms thorny stems, carrying with them the spores that turn enemies into fellow Emos, then hurls them forth to further spread the infection. Inflict Bleeding on yourself, then damage, inflict Bleeding and Possession on, and Knock Back, your target.
- Range: One tile in front of the player
- Attribute: Spunk
- Damage: Moderate (210%)
- Status Effect: Bleeding, Gross Out.
- Cutting Ahead - Sometimes, you just can't wait your turn to express your feelings, and desperately need to let it all out the only way you can. Damage and inflict Bleeding on yourself up to five times, generating 5% ultimate charge per damage. If this skill maxes out the ultimate meter, you can use your ultimate immediately.
- Range: Self.
- Attribute: Spunk
- Damage: Low (95%)
- Status Effect: Bleeding.
- Thorny Feelings (empowered Cutting Ahead) - Beneath your skin, the thorns and briars roil and jab, demanding to burst forth. You have to appease them... Damage and inflict Bleeding on yourself up to five times, generating 7% ultimate charge per damage, and Slowing all enemies around the player. If this skill maxes out the ultimate meter, you can use your ultimate immediately.
- Range: One tile area around the player.
- Attribute: Spunk
- Damage: Low (95%)
- Status Effect: Bleeding, Slow.
- Emo-tional Outburst - Ultimate - Between the pain on the inside, and the cuts on the outside, you can no longer hold in the raging thorns of your emotions, and they burst forth in a twisting, furious briar that tells everyone, friend and foe alike, one thing: stay away! Knockback all allies and enemies within an area around the player, increasing with stacks of Bleeding, damaging all enemies and applying Bleeding equal to the player's.
- Range: One/two/three/four/five tile radius around the player, based on current stacks of Bleeding.
- Attribute: Spunk
- Damage: Low-High (100/150/200/250/300%), based on current stacks of Bleeding.
- Status Effect: One/Two/Three/Four/Five-tile Knockback (based on current stacks of Bleeding), and Bleeding.
When Cartman insists that she choose a second class later on, she again creates a new sub-class, this time of Psychic, which she calls "Dreamwalker".
You have awakened... by falling asleep. The Dreamwalker's power comes from those distant lands we only visit in dreams, manipulating the battlefield as though they were in a lucid dream.
- Steps of Light Slumber - Tresspass into the realm of dreams, or send an enemy there instead. Apply Asleep to yourself or an enemy for three turns.
- Range: Single tile in each direction around the player.
- Attribute: Brains
- Damage: None (0%)
- Status Effect: Asleep
- Cold Sweat - Inflict horrible night terrors on a sleeping enemy, waking them up in a cold sweat. Damage and inflict Chilled on a target with Asleep.
- Range: One tile distance surrounding the player.
- Attribute: Brains
- Damage: Moderate (175%)
- Status Effect: Chilled
- Sleepwalking - Act in the waking world while still in the Dreamlands. Move to a position within your Move, then either end your turn, or attack an enemy. Can only be used while Asleep.
- Range: One tile in front of the player.
- Attribute: Brawn
- Damage: High (240%)
- Status Effect: None
- In Somnis Veritas - Ultimate - Take control of the dream that is reality, and twist it in your favor. Grants all allies Regeneration and Attack Up, and afflicts all enemies with Asleep. Can only be used while Asleep.
- Range: All Allies/Enemies
- Attribute: Spunk
- Damage: None (0%)
- Status Effect: Regeneration and Attack Up to allies, Asleep to enemies
- Asleep is a new negative status. A character that is Asleep cannot move or act normally. Unlike Chilled, Asleep can be stacked. Damaging a character with Asleep will automatically crit, and remove the status.
Because she is not as taciturn as other New Kids, Dawn does not end up with a third or fourth class from Cartman. Instead, her third class comes during the rescue mission at Casa Bonita. Though she is initially given the Netherborn class alongside Adam, by the time the group reaches the inner sanctum, she can no longer stand to ruin the Vamp Kids' party over them being "uncool", and is instead accepted into the Vampire Society, gaining the Vampire class.
- Swooping Strikes - Like the bats from which your aesthetic is born (and also some mosquitos), you have a tendency to strike from just above eye-level. Take to the air and swoop down on a target multiple times, draining blood as you do, dealing damage and healing with each strike.
- Range: Single target in front of the player.
- Attribute: Brawn
- Damage: 300% Damage, 270% Heal
- Status Effect: Lifesteal
- Wine Tap - A certain amount of foreplay is expected from a dark and brooding creature of the night. Vanish into mist and appear behind a fresh victim, and drain them of both their health as well as their blood, healing yourself and inflicting Bleeding on the target.
- Range: Two tile circle around the player.
- Attribute: Brains
- Heal: 200%
- Status Effect: Lifesteal, Bleeding
- Wicked Wind - A classic vampire move is to transform into a bat, and strike your enemy from where they least expect it. And as a new child of the night, you've learned this sacred art. Transform into a swarm of bats, dashing behind a target and knocking them in the direction you came from.
- Range: Three tiles in front of the player.
- Attribute: Brawn
- Damage: 200%
- Status Effect: Reverse Knockback
- Sommelier - Ultimate - A true vampire is one to savor every little note of their victim's blood, appreciating each vintage's unique hints and flavors. Drink the blood of up to five enemies, damaging and inflicting Bleeding on the targets while healing and gaining Attack Up for each one.
- Range: Entire battlefield.
- Attribute: Brains
- Damage: 350% Damage, 400% Heal
- Status Effect: Bleeding, Lifesteal, Attack Up
Her final, crowning class comes when she encounters Shub-Niggurath, who takes an interest in her due to her natural affinity for being a Dreamer, and twists her abandoned Netherborn class into a new subclass. This fourth class is known as "Dark Young", which she uses to defeat the police cult and feed them to the All-Mother, gaining her favor.
- Maddening Bleat - Cry havoc, and let slip the goats of war! Let loose an insanity-inducing shout, which knocks back enemies and inflicts Confusion.
- Range: One tile and 3 vertical tiles behind in a cross or "T" shape in front of the player.
- Attribute: Brawn
- Damage: Moderate (140%)
- Status Effect: Knockback, COnfusion
- A Thousand Young - Call upon your dark family to aid you in your conquest. Summon a stationary egg. At the end of the egg's next turn, it will hatch into an allied SIbling. If the egg is attacked by an enemy before then, it will explode, dealing damage to adjacent enemies.
- Range: One tile in any direction of the player.
- Attribute: Spunk
- Damage: Low (100%)
- Status Effect: Summons an egg
- Voidslip - Slip into (and out of) the void to reposition yourself. Swap places with an ally or enemy. If your target is an enemy, the trip drives them to madness, inflicting Confusion.
- Range: Three tile radius circle around the player.
- Attribute: Brains
- Damage: None (0%)
- Status Effect: Confusion
- Iä Shub-Niggurath - Ultimate - Praise Shub-Niggurath, Black Goat with a Thousand Young. Sacrifice all low health enemies in an area to the All-Mother, summoning an allied Sibling in their place. ("Low health" meaning; non-boss foes with half health or less, and boss foes with 1/3 health or less.)
- Range: All low-health enemies (including bosses) within a 5x5 tile wide square.
- Attribute: ???
- Damage: Extremely high (Beyond measurement)
- Status Effect: Instant Death, Summons Siblings
- Siblings are, as the name suggests, your fellow children of the All-Mother. They appear as black, shadowed reflections of yourself, and have the same stats as you, but are only able to use Maddening Bleat and Voidslip.
Ultimately, she chose to use the skills Sharing Razors, Maddening Bleat, Wine Tap, and In Somnis Veritas. Although there are no defined "classes" in Snow Day, she carried on the essence of her previous choices in her use of the Goth Sickles and Cheesing power.
Appearance
When Dawn first moved to South Park, she was only just figuring herself out as a person, and didn't have much in the way of feminine clothing. Her initial outfit consisted of a brown jacket with gray undershirt, a pair of dark blueish-green pants, and a matching scarf. Her hair was long but messy and tangled, and she constantly had bags under her eyes.
While playing Stick of Truth with the other kids, she chose the Thief class, and would typically wear a combination of the Assassin and Thief outfits to maximize the amount of money she collected. In her down time, or just when she got tired of putting up with the other kids, she would also often dress in her Goth attire and hang out with the Goth Kids (even though she personally identified more as an Emo).
A major turning point for her self-expression came when the girls gave her a makeover for the mission to the abortion clinic. Until that point, she'd never worn anything feminine in her life, and each outfit she tried on progressively awakened the realization in her that she was a trans girl. In the end, she chose an outfit that was almost the same as her normal one, a brown jacket with light blue undershirt and blue jeans, and the rest of the girls worked their magic with the hair and accessories. By the time she left the girls' secret base, she was already one of them, and she would frequently return to them to try new cute clothes, or just to hang out.
At the beginning of the Fractured but Whole saga, Dawn's "king" attire is similar to her initial outfit, with a brown top, blue pants, and a dark blueish-green cape. She also has visible freckles, better kept hair, and her sunken eyes have gotten worse. When the game abruptly changed to superheroes, and she created her own Emomancer class, there was no prepared "official" costume for her to wear, so she ended up cobbling together her own over time. Eventually, her outfit ends up consisting of the Arcane Suit she summoned with the Goth Kids, the Plantmancer's Spiked Gloves from on top of Freeman's Tacos, and the Lumberkid's Beanie she found at the Lake Tardicaca camp, all of which were dyed dark gray or black to match the Emo aesthetic.
By the time of Phone Destroyer, Dawn more or less fully committed to the Emo aesthetic, dying any costumes she got black until she managed to get her hands on another proper nonconformist outfit. This choice also carried into Snow Day, her usual attire being the Emo Heart Rib Tee, the Nonconformist Cape, and the Cat Beanie. However, when she's feeling more in the fantasy spirit, she will occasionally wear the Sea Garb, Royal Mantle, and Tiny Crown, an outfit she calls the "Winter Queen".
Personality
Dawn is a relatively reserved person, preferring to listen rather than speak most of the time. When she does speak, it's obvious she doesn't think too highly of herself, and she very obviously suffers from depression. On the flip side, she has very little respect for so-called authority figures, and usually operates under a "kids are king" mindset, an attitude that seems to suit children in South Park rather well. With these two factors combined, it's hardly surprising that she often finds herself hanging out with the Goths, even though she can't stand the smell of cigarettes. Despite it all, she is actually a very warm and kind person to people she cares about, and always wants to make sure other kids are happy. She often acts almost as a big sister type figure for the rest of the kids in town, making sure they're always happy, safe, and having fun.
Talents
Dreaming: Dawn's most notable talent is her abilities as a Dreamer. At their peak, a Dreamer can possess power and immortality on the level of a Lovecraftian God, bending reality to their whims and even creating entire sub-realities of the Dreamlands all to themselves. Dawn's powers, however, are disrupted by a crippling case of insomnia, brought on by the use of stimulant drugs from basically birth as a way for her parents to keep her powers from distorting everything around her. Despite this, her ability is still quite powerful, and is able to warp reality to the extent that she and her friends gain additional powers and abilities derived from whatever game they are playing at the time.
Earth Magic: Having been recruited by the elves first rather than the humans, Dawn was taught the "art" of elven Earth "Magic". Where the humans' "magic" is based upon air and fire in the form of farts, elven magic is based on the elements of nature, water and earth, in the form of "mud". Unlike the humans' magic, which is fueled by "mana", elven magic is prepared in advance, with each "spell" consuming "components" from the caster's inventory, typically a Shit Nugget with other things added in.
- Magic Missile - The first and most basic spell Dawn is taught by Kyle, where one hurls a ball of "mud" right at an opponent's face, causing Gross Out and Vulnerability to Nausea. If the spell "misses", Dawn runs and picks up the mudball, and smushes it onto the opponent's clothes instead (since Magic Missile "can't miss"), just causing Gross Out. Can be used outside of battle to Gross Out enemies. Components: Shit Nugget.
- Firebolt - The second, more advanced spell that Kyle teaches Dawn. Similar to Magic Missile, except that the "mud" is lit on fire before hurling it at the enemy. On hit, causes both Gross Out and Burning. On a miss, enemy still takes "area damage" from the smell of burning turd, just inflicting Gross Out. Components: Shit Nugget, Match.
- Brown Tone - The third spell Dawn learns, this time from Jimmy after completing the quest "Magical Songs". A lesser version of the proper Brown Note, Dawn blows on a modified, highly directional whistle, causing a target to shit themselves, gaining Gross Out and Defense Down. Loot after the battle will include Shit Nuggets. Components: Bardic Whistle (obtained from Jimmy, only given one at a time).
- Mudslide - The final spell Dawn learns, taught by the master of grossness himself, DogPoo. This spell can only be learned after completing both "Restoring the Balance" and "Dropping the Kids Off". By channeling the power of Mr. Hankey through his summoning item, Dawn is able to use a lesser, but still highly potent version of his magic. An avalanche of shit inflicts high damage, Gross Out, and Vulnerability to Nausea on all enemies. Can only be used once per battle, but doesn't consume the summoning item, and can be used against bosses. Components: Piece of Poo.
Combat: Dawn is oddly strong for her size, with a vice-like grip that's even able to pin down a Sixth Grader for extended periods of time. She also seems to have a notably dulled sense of pain, consistently shrugging off blows and falls that would at least wind a normal 11 year old. Whether these are the result of genuine prowess, her abilities as a Dreamer, or simply a suicidal disregard for her own wellbeing, is up for speculation.
Flash Changing: Dawn has been shown to have a talent for flash changing, able to don her superhero outfit near instantaneously while spinning in place, and change it just as quickly any time she feels the need.
Crafting: Dawn has a talent for crafting various items, primarily sewing costumes, but also preparing snack foods and creating arts-and-crafts style artifacts, implying considerable, or at least versatile, home economics skills.
Family
Father
Dawn's father is a reclusive individual, partially due to what he and his family have been through, and partially due to his job as a software engineer, a job that tends to work out well for someone who may need to pack up and flee at a moment's notice. He was once a very warm and fun-loving person, but numerous encounters with the Cult's agents have chipped away at both his spirit and his savings, leaving bitterness and anger in their place. He doesn't always say what he means, and he doesn't always mean what he says, but he loves his child more than anything.
Mother
Dawn's mother seems to be the side of the family where she gets her Dreamer abilities from, as she herself is a low-level psychic. Where their family battle with the Cult left Dawn's father full of anger, it left her mother in a deep state of depression. She often puts on a brave face, and remains kind and spirited, but Dawn has more than once comforted her during a moment of emotional breakdown. This should not be taken to mean she is weak, or doesn't possess anger, however, as if anyone dares to harm her child, her fury can rival even that of Sheila.
Adam
Though not related by blood, Dawn and Adam share a bond as close as any siblings. Both moved to South Park on the same day, as though in an act of cosmic destiny, and met on the battlefield as two warriors, two New Kids, recruited by the Elves and Humans respectively. They fought each other to a draw, with Dawn managing to pin Adam even in his teenage form, and like Gilgamesh and Enkidu, came to respect, and eventually love each other as siblings.
Relationships
Trivia
- Dawn actually has freckles, but due to how much time she typically spends indoors when not playing with the other kids, they have a tendency to fade to the point of being barely visible.
- Dawn is a "numismatist", someone who collects coins as a hobby.
- Dawn has a crush on Calvin Winkleman, the sensitive boy met crying in the arcade at Casa Bonita.