wingborne: (stars)
It is truly useful since it is beautiful. ([personal profile] wingborne) wrote2012-06-17 09:09 pm

i threw a wish in a well;



[ PLAYER INFORMATION ]
Player Name: scarfle
Age: uh 20+ something iirc
Timezone: pst
Personal Journal: [personal profile] scarfle
Contact Information: clockpunktime@gmail.com, ikaros flying @ aim, wingborne @ plurk
Current Characters: n/a
Links to Activity Check: n/a
Name of Beta-reader: unfortunately n/a

[ CHARACTER INFORMATION ]
Name: John Egbert
Age: 14 (actual and appearance)
Gender: Male
Canon: Homestuck
Timeline: Post Act 6 Intermission 2

Character History:
Homestuck Wiki & Character Page

Character Personality:
John is three parts cute and a little bit oblivious. Basically, a good kid. We're introduced to him as a guy who loves bad movies, pranks, and magic tricks. And by loves bad movies, he really loves bad movies. He doesn't love them ironically, he loves them in the way he keeps his bedroom plastered with terrible, horrible movies. The most notable is Con Air, a movie that is great because Nic Cage is in it, so great that John takes the time to reenact the end scene of the movie by giving bunnies to his friends, even when they're babies. That's kinda terrible. To say the least, he is really, really involved in his movies. He named the killer bunny Liz Tyler, and was visibly moved through the reenactment scenario. But he also loves pranks, calling himself the pranking master, even though his sort of jokes are more hearkening the Mark Twain humor rather than anything malicious or adult. His type of humor is pretty squeaky clean, even if his language isn't. He likes web comics, and video games. He's a little bit nerdy in his love, and wears a Japanese knock-off of a Ghostbusters shirt. That's part of his personality, almost as important as he's allergic to peanut butter.

Less important than peanut butter, John is a pretty honest guy. He trusts people that he probably shouldn't trust off the bat - Vriska, Terezi, Karkat, WV, etc. He's also been used by other people while remaining oblivious to it. Vriska, for one, who kills him off so he could ascend to God Tier, or Dave, asking him to flip over books in Rose's rooms so he could copy the code to her wizard fanfiction. It's not difficult to manipulate him with using the right words, or keeping it simple so he doesn't think it through. Given his personality of diving head first into anything, he's surprisingly easy to trick for a trickster - if the person is his friend. He's understandably more wary of strangers, not due to their inherent danger, but he's not going to listen to someone he doesn't like. Though he's somewhat gullible, that doesn't stop him from being a pranking master. For his own squeaky clean fun, nobody can beat him. He trolls Karkat right on back, with the dubiousness of friendship as an emotion, and then trolls Kanaya by pretending to be Rose. Basically, he can be manipulated easily, but in pranks, he has no equal. They are all usually ridiculous genial pranks, good-hearted and meant for hilarity.

Though he can be socially oblivious, he's a surprisingly acute judge of inner character to his friends, though less so with strangers. He sends gifts to his friends that fit their personality, and that they're seen still using. In his letters, he pinpoints their strengths and weaknesses, all with alarming acuity. This even prompts some changes in their lifestyles, due to his encouragement. His words have a lot of impact because he is somehow profound with understanding what makes his friends run. He is just a really friendly sort of guy who trusts people and trolls, and forgives them pretty easily. He remains friends with Vriska, even after she killed him, in part because he ascended to God Tier, and in part because he's John. In fact, he remained very good friends with Vriska, to the part where romantic feelings are implicated to follow. He's a good judge of character for his friends, obliviously trusting of others, but totally oblivious when it comes to romance. It took Karkat's angry capslocked screams to even get that through to him. John is just a kid, so he considers romance to be more boring stuff than anything else. He's certainly not great at it, and he's blunt with words, but he doesn't shirk away from talking about it, either. If anything, he treats romance as something boring that may eventually come up in the future, with little effect on himself.

The kids have different approaches when it comes to being in a doomed session. His approach is optimistic, or "stalwart optimism" as Rose puts it. In contrast to other approaches, he believes there is still a way. He sees the good side of things, and his bread is metaphorically buttered right side up. Rose accounts for the trait as one of the reasons he is a good leader, another being that he doesn't call himself a leader. He calls himself their friend. And, yeah, he's a really good friend. He's a little bit of a perfect hero, with that optimistic strength and heady determination. Though his trust in others often has lead him to bad decisions and doomed ends, he comes out alive because of them, and cheerfully attributes these to his murderers.

Heroes don't come without their downfalls, though, as if John's unerring optimism wasn't enough. There is a sense of an undercurrent in him that isn't as average as it seems. Through Gamzee's influence, he was oblivious to defacing his own room with harlequin figures. He called himself a "fool" and "lame kid" in his writings, pointing to himself. These perhaps prompted his father to display those strange traits that John always seemed exasperated by, such as dealing with his father's strange obsession with harlequins (his father trying to connect to his son) and his father's reassurances that he was proud of him (perhaps in response to the letters on the wall). Though he's a pretty well-adjusted kid, there appears to be a side of him that's not fully acknowledged, a side that perhaps denies the importance of being called leader in return for friend. It's a side of him that treats his father's doting with a sense of yeah, yeah, whatever, where he acts desensitized to the reality. Though he is outwardly a pretty happy kid, he'll show these small attributions that indicate he isn't comfortable with self-confidence. He's confident, but he can be a little insecure about things pertaining to himself. He is more fully motivated by the external forces of his life than internal.

John can be a very smart boy, but not in the conventional sense. He sometimes displays a cunning knowledge of his own setting, such as when reading a letter from Jade's penpal that called her a grandmother, he understood it as time shenanigans almost immediately. His courage often leads him to the forefront of the operations and missions, charging ahead of his friends due a more street smart and hands-on understanding, rather than any intellectual book smart life. That being said, even though he ironically notes several aspects of his world and the game, he often remains confused. Rose reprimands him to learn the terminology, Jade tries to explain with futility what will occur on their three-year journey. This comes to no avail, perhaps due to his also inability or contributing to the inability of not thinking about consequences. John is very jump first into the pool, see about the sharks later, sort of guy. He navigates the field himself to whatever ends, even if they're bad ends, but he doesn't think things through. This has surprisingly worked out well for him.

If anything, John is the dullest when it comes to his own mortality. He treats the game as a game, and continues on with great optimism despite having died (two and a half times) and watching his friends die. He shows comprehension of the severity of mortality, but he does not apply this fear to himself, perhaps due to the lack of inner self-confidence and an exuberance of outer confidence. All his plans to defeat Jack Noir bypass his own invincibility, leading him to heroic deaths, and he heroically pushes Roxy out of the way when a trident flies towards his chest. Essentially, his optimism combined with his courage leads him to be quite the oblivious self-sacrificial hero. Though he clearly isn't gunning for death, he is adamantly reckless. He's the sort of guy who throws away the game manual and prefers to try and navigate it himself - and that's where he truly shines.

He's a nice boy, but silly, nevertheless. When he sees Dave ascended to God Tier, he takes the opportunity to mock him for looking stupid in his pajamas, despite the time running out to remain there. He's the sort of guy who puts in the light-hearted phrase, usually when there's no time for these shenanigans, that makes people laugh. He enjoys jokes, no matter the time. But he's a good friend, despite his teasings of his friends. A really good friend. He doesn't leave Jade alone on the ship for that reason, though she would have other company. He befriends people and salamanders easily, and named Casey the salamander as his impromptu daughter in another reenactment of Con Air. His nature trends towards getting along with people, though he has also shown a temperament (such as when the trolls trolled him) when they are coming to an end to his bullshit meter. But when people treat him nicely first, he responds in kind. If he teases his friends a little too hard, it's due to obliviousness, not maliciousness. But he's got the social fluidity to get along with a wide range of people. He tries his best to be culturally sensitive, even if he has to kick an imp off his house. Well. Maybe especially if he gets to kick an imp off his house. But it was wielding a broom. Being culturally sensitive is hard. He usually tries to be friendly, but his bluntness doesn't mingle well with alien cultures. He's sympathetic, but not necessarily empathetic.

Though John shows most of the traits of a typical main character action protagonist (brave, courageous), he is also stubborn on his outlook on difficulties, which might be troubling. He faces very real events when playing the game, such as the deaths of both his father and Rose, but he continues on adamantly cheerful. There are suggestions that he pushes the cheerful front more strongly to cover any bad feelings that come his way. Which isn't to say he isn't an honestly cheerful kid - he is really, really cheerful. But he has shown repeatedly that he only sees what he wants to see, like mildly breaking down when his father turns out to be a normal guy. His stubbornness on his outlook has allowed him to easily continue his missions in Sburb, despite all the bad things that have happened.

Before he goes to sleep on his quest bed, Vriska asks him whether he wants her to put her to sleep. She tells him that it's a choice that shows what sort of hero he would be; the choices that he will make to shape the hero that he is about to become. His answer: sure, whatever, Vriska, she can put him to sleep, so he doesn't see the harm in having her put him to sleep. That's the kind of hero that John has become. He relies on others, not from necessity, but out of trust. Being a Prospit dreamer, he has a more passive nature and allows other people, such as voices, to tell him where to go, which he follows more out of obedience than any logical reasoning. He takes the simplest route, and disregards the mass that is destiny, fate, and character. That stuff is complicated. What's important, and what's simple, is that there is a way. That's the Heir of Breath.

Character Abilities you would like to expand on further:
Not that it's relevant for the game, but his God Tier powers has him flying around, using the Windy Thing, being able to lift up cars, making tornados, defeating imps like twenty times his size, and being the savior of the waking world, blessed be those who follow a thirteen year old boy. He also has a sort of immortality unless his death is just or heroic. Given his nature of boy hero, it's amazing he's not super dead yet.

Relevant: an AWESOME knowledge in Ghostbusters, bad movies, bad actors, an expert in pranking in anything (good-hearted), and the ability to somehow be endearing while swearing. He can also play a wicked song on the piano. In terms of fighting, he's pretty good at wielding a hammer, in experience, at least. He's pretty smart on his feet! And he's really, really chipper. It's hard to push someone down if they keep getting back up. Buggers.

Character Weaknesses you would like to expand on further:
Peanuts. Peanuts will always get him.

He's average of a boy his age, but his personality is probably the thing that gets him. Pushing everything back and pushing forward a happy front might not be the best, but it's certainly very viable for him. It's a strength for him now, but the straw that breaks the camel's back might turn it into a weakness. Also, as aforementioned, he's a good-hearted fool who's extremely reckless about his own life, doesn't think ahead, and is basically in prime form to be that self-sacrificial hero. As for traumas and phobias, as aforementioned, he can be really stubborn in how he sees things. Not a big fan of harlequins. Dislikes cakes and cookies, his dad simply gave him so much. So, so much. In terms of specifically trauma, he wasn't able to see the words he wrote about himself (along the lines of calling himself a stupid kid) until his friend pointed it out to him. Poor kid. He's also a pretty passive person, being a Prospit dreamer and all.

[ SOUL CAMPAIGN SECTION ]

What abilities will your character retain in Soul Campaign? Bullet-form is fine.
- He's just a normal 13-year-old boy.
- So, physically, he will be a boy that age.

What weaknesses will your character lose or gain in Soul Campaign? Bullet-form is fine.
- He is still normal.
- Right, he'd lose his god-tier powers, but that's a given.
- No more Windy Thing, no more flying around.
- Zip zoop zop.
- No more immortality either.
- Zop.

The wish Death the Kid made to the BREW in 2009 was to “rescue Death City and stop the waves of Madness from overtaking the world.” By whatever means necessary. Pretend you are the BREW. Why would you choose to bring this character to Death City?
Because John Egbert is the hero that Death City needs and deserves. He's the savior so oblivious to his own worth that he is strong, he's the guy who will throw himself into the most ridiculous situations for the greater good, he'll sacrifice himself for strangers, he's down-to-earth and good-hearted and willful and passive and brave, he's the leader who will believe in his teammates and see their faults and still think they are the best people he could ever meet, just the way they are.

Also, he's a pretty funny guy.

Like, if this was a job interview, he would totally get in because he adds in those wisecracks on the sidelines, and giggle to himself the whole way, thinking it's hilarious that a dog would say a sandpaper is ruff, and who couldn't use a good laugh now and then in Death... City...

If your character has difficulty verbally communicating or can’t verbally communicate at all (mute or non-humanoid), elaborate on how this will be treated in the game.
N/A

[ MEISTER ONLY SECTION ]

Why is your character a Meister and not a Weapon?
John is a Meister because he understand his friends' strengths and weaknesses. He's out to treat everyone as a equal and he'll listen to their problems (more or less), but mostly acts as a sturdy base. He's consistent and persistent, and willing to go first around the dark creepy corners of a game. This makes him a good candidate to hold a Weapon. He is personally motivated and will take necessary actions. That being said, he is also willing to listen to advice from others and strives to be a friend to people, making him more rational and stable.

Also, I personally feel he would be super cute as a Meister. He would be a capable one, and with a supportive weapon, he could really learn how to open up about the pressures on his life. He'll likely still be abrasive as always, but he would be more driven to face any potential insecurities.

What is your character’s Meister Ability? Why?
(1) Protective Soul - The Meister will take the damage for their Weapon, up to a critical point. This will allow the Weapon to fight for a longer period of time than they would have otherwise, but it may cause a break in resonance if the Meister sustains too much damage.
→ Why: John is pretty much ingrained to put himself in danger to help or save other people, so this falls in line nicely with his oblivious sacrificial nature. Has experience in the past with toeing that very fine line, and has also nearly died for it.
(2) Windy Soul - When they're wielding a Weapon and they achieve resonance, that Weapon is able to inflict air-based damage.
→ Why: His God Tier title is Heir of Breath, so obligatory air-based powers. Also, his personality is like the wind. Total twofer.
(3) Soul Leader - The meister is stronger, faster, and has more stamina when leading others.
→ Why: He's a leader sorta fellow, even if he denies it. Basically, he's a capable leader.

[ SOUL INFORMATION ]

Describe your character’s soul with six adjectives.
Optimistic, courageous, good-humored, dorky, friendly, heroic.

What does your character’s soul look like? Be creative.
Light blue with his trademark hair and his trademark dorky buckteeth and glasses, or basically this look, except usually more cheerful.

[ SAMPLES ]

Provide a First Person style sample in the form of a post to the DEMISE network.
[ text post ]
ok, wow!
i guess it isn't such a big deal in the big ol' runaround, but jeez...
i dunno, i'm not sure what i thought about nevada but i never really thought it would have a bunch of witches and meisters and weapons.
do they put that on the tourist guide stuff?
no offense, but i think people would want to know about it.
because i think it'd make a pretty cool cover for the brochure.
also, it is pretty fucking weird!
i don't even know if i have to say brew in some special way either...
do i have to say it like BREW?
or like...
BREW?
it kinda sounds like a stupid name.
like one of those drinks you accidentally order off the menu but then it turns out to be the worst drink ever except now you gotta drink it.
because you paid for it and everything?
so stupid.
i have accidentally drunk BREW so now i am here in some other weird place and i guess it's not that surprising, but it sorta is.
because shouldn't a weird demon tool at least have a cooler name?
like actually being a demon tool is way cooler than brew.
personally and spontificially speaking, DEMON TOOL is something people gotta at least think it's sorta cool soundin' at first.
but i don't even know how demon tools work...
but one thing is right, brew is such a tool.
(hehehehe)
anyway, um, hi, i guess i am here now and there's a lot of important stuff that i should ask but i don't really know what to ask, so you can just tell me?
the guy said a lot of stuff but it was pretty confusing and i didn't really get it so...
i guess i'll just do whatever it takes.


Provide a Third Person sample set during the last minutes on their world and/or their first few moments in the Kishin Chamber (http://soul-mods.dreamwidth.org/3401.html).

The room is dim, but his eyelids are darker. So he opens his eyes. Instead of the golden ship splayed out before him in all its glory, there was only resounding darkness. No row of chess pieces and animals playing Ghostbusters, no Jade chasing Jasper around the corner, no Davesprite leaving behind a trail of wispy orange feathers. John doesn't reach for where his hammer should be, doesn't call out for his friends, but slowly walks without fear towards the center of the room. He briefly wonders if it's another dream, if he has to dive to save another strange sleeping girl from a trident flying at her, because that sounded like it would suck. He didn't want to wake up again with cake smeared all over his front. God, cake. Why did it have to be cake. But he didn't have time to spend on the valuable pondering of cake, because the sleeping girl could still be drifting around here somewhere, and he would need to help her out.

He hoped she was all right.

This place didn't seem like the dream place, though. In fact, it seemed completely different, other than the darkness. Even though he could barely step forward without thinking he might fall into a hole, he could still make out some rocks and statues in the room. He could tell there had been a fight there, but still, he doesn't reach for his weapons or tense up in fear. He folds his arms over his chest, and steps over to inspect them, because they seemed pretty cool. A lot of things seemed nifty here, and as long as he had the time, he might as well explore them. No particular worries flew through his mind. Things managed to work themselves out, so he would look at the nifty statues until they turned boring, and then he'd look for a way out. It was pretty simple, really. He walks over without fear and without obedience to the caution tapes. He was confident in his (missing) powers, and really, what sort of caution tape didn't invite someone to look over?

He rocks back and forth on his heels, staring at a statue, wrapped in chains to the other one. He couldn't make heads or tails of it, but he'd really rather ask someone he knew to explain it to him. Even though, he probably wouldn't get it, but he'd like to have someone with him. It wasn't like he was lonely - if anything, this was a nice break from telling everybody not to cross the streams, because you just did not cross the streams, and it seemed really hard for everybody to understand that. But he thought it would have been nice, if there was someone there too. Maybe even the trolls or Rose or Dave, from all the way over there. That would have been cool. But it was just him and the quiet statues, and there wasn't much fun with statues when they couldn't even pick up a controller.

There's a quiet in the dark room, and he isn't peaceful, though he's at peace. He isn't tormented by his loss of powers or weapons, though he'd surely have a lot of big fucking words to say about that when he finds out. He isn't lonely, because he has friends somewhere and that's all right. He isn't worried, not about the big dark room, which fit in squarely as the least of his worries. But he wasn't peaceful. He stares at the statue without many thoughts, other than "cool" to incomprehensible, but there is destruction in the room, and he is used to destruction. He is used to burning lands and dead children, the monsters crawling out underneath his bed, losing a land to a world to a universe, the icy slip of space when all else turned to ruins, but he doesn't think, he only knows, so he stands with his arms tucked underneath his armpits and stares into array without thought, without worry, because no matter what happened, he would stand and he would fight, the images would press unknowingly inaside his heart.

He stands and wait for that flicker of the screens, and he moves on.

[ NOTES ]
N/A

Post a comment in response:

This account has disabled anonymous posting.
If you don't have an account you can create one now.
No Subject Icon Selected
More info about formatting