application==>Rubycity
May. 2nd, 2013 02:03 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
PLAYER
Name: Andy
Age: 21
Personal Journal:
whimsicotted
E-mail: anditends @ gmail
AIM/MSN/etc:
anditends
CHARACTER
Name: John Egbert
Canon: Homestuck
Age: 16
Timeline: During the points where John’s being zapped around all history, during A6I5
If playing another character from the same canon, how will you deal with this?:
Currently I have only applied for John, however since I did also reserve Roxy I will fill this section out. In the instance that I still app her and both get accepted this is how things would go down. As of right now in canon John and Roxy have no interaction outside of him saving her sleeping dream self from being stabbed by Meenah. He knows nothing of her and would treat mention of her as passing information until any type of interaction would be prompted. Considering Roxy is a fairly flirtatious gal, he’d be more prone to being awkward and dodging her advances. While Roxy would simply send a wonk* his way when spotted. They could easily have next to no interaction simply based on the fact that they don't know each other. But Roxy has a history of being ignored so each "attempt" she could make to get to know him could be easily waved off as a failure. Especially since John has come into possession of a ring (owned by Roxy in her own timeline) that seems to make the user completely invisible/impossible to get in contact with/hear from.
Let me know if there is anything you'd like me to expand on here!
Personality:
John Egbert starts out as a game loving, movie obsessed, aspiring prankster of a thirteen-year-old boy who gets thrown into a mess of different worlds, confusing timelines, death, and aliens. Considering the age he was at when he was first exposed to these things (13), John demonstrates that he can hold himself together in times of great peril. He’s presented with taxing trials and expected to make decisions more quickly than is normal, due to an unfair time restraint in a practically impossible game; and he takes it all with stride. We catch a glimpse of his typical sarcastic demeanor when Rose drops a bathtub in his hallway, but its very rare that we see John completely lose his cool. The best example of this is when we first see him completely rip into Karkat, a troll who had been harassing and insulting him for years, yelling and insulting (as best as you can via text chat) to a point where he is almost too worked up to listen.
When chancing upon the corpses of both his father and Rose’s mother, John doesn’t break down like most children typically would. He first attempts to fight the unbeatable boss who murdered them, gets killed, comes back to life because of game mechanics, and then tries to find any way to save the parental figures; as if there was even the slightest chance they could be helped. To say he’s optimistic would be a start, though John better fits the description of a Stalwart Skeptic. Yes, he can get pretty caught up in the positive light of his entirely grim situation, though he is far from doubtless. Hell openly question someone’s motives, even tell them he thinks they’re wrong regardless of whether they’re close friends or complete strangers. John will completely deny something if it seems preposterous, especially when it relates to himself.
On the flip side, with the amount of movies this boy has watched and poured himself into, it’s a little difficult for him to expect anything other than a happy ending. His naïveté tends to rear its ugly head during his lapses of judgment. He can be too trusting in idols and in the same breath have no trust in his friends.
He can act like an adult in many ways, but John is still very much a child. He can be incredibly absent-minded, dense, and rather mischievous. His attempts at pranks are harmless and all in good humor, but they’re always a pain to his frequent victims. He takes his gags seriously and would like to improve his pranksters’ gambit! I with continued innocent fun. Most of these antics end with simple tricks like cards in his sleeves, buckets on the top of doors, and placing ideas in his friend’s heads that ultimately ruin them. In one instance where Dave wanted to drink some apple juice, he immediately brought up a scene in a movie where a monster peed in an apple juice bottle. To say the least, Dave was no longer able to enjoy his beverage.
Like a good hero/friend/leader, John is brave, light hearted, and willingly puts himself in danger to save well anyone. He’s risked his life for both his loved ones and complete strangers. Which, in terms of his kind-of immortality, would permanently kill him. It’s stated that due to this part of his personality, John would have the shortest lifespan of any immortal, ever. From early on in his sburb experience, John has been told that he exists within a doomed timeline. The deaths of his friends, father, and his own death(s), coupled with the existence of an unbeatable boss, and the presence of the greatest enemy (Lord English) are all hard facts that he doesn’t stand a chance at winning the game heist been locked in. Yet he still believes he can anyways.
One of the teen’s most redeeming factors is his kind heart and endless empathy towards even the most commonly despicable people. John doesn’t harshly judge others for past experiences or the decisions they’ve had to make to survive. The best example of this is defined by his relationship with Vriska, one of the more antagonistic trolls. In their many conversations, she’s lead him into dangerous traps, confessed to countless murders, and ultimately put him through a long chain of difficult obstacles that most times threatened his life. Many people would normally view her involvement as sabotaging, but John saw these actions and understood that Vriska was trying to help him get stronger as quickly as possible, and listened to her stories without severe judgment. However, he did state multiple times that he thought her killing other trolls was bad, and in more recent updates he flat out tells her that he thinks shies dangerous and that he can’t help her. Regardless of the knowledge towards an alternate version of him having dated her. A very difficult conversation to have, especially with someone you hold close.
He is forgiving and understanding, showing maturity at times far beyond his years with how effectively he is able to keep moving forward. Heck, if Jack Noir hadn’t rather obviously been identified as the villain of their game session and the lone murderer behind the death of his (and his friends') parents or custodians, he probably would be trying to understand what would be making Jack act the way he does. Too bad Jack had to go and do that, now he’s a permanent baddie and John will try and smack him with his awesome hammers every time he sees him.
Another thing about John is that heist a very chatty boy, happily rambling information that people have told him before, especially when he’s nervous. He does however know when to go into friend-leader mode and be serious, though sometimes needs to be reminded to do so. He’s the kind of kid that doesn’t want to be a leader because of the necessity of bossing others around that comes with the job; he would rather politely suggest or encourage others to do what is needed to complete their united or individual goals. He doesn’t think high enough of himself to be a strong leader, but doesn’t often let his own shortcomings hold him back. John is loyal to his goal of getting through the game session of SBURB to save everyone, so he doesn’t bother to look past the base essentials.
Rather than dig for details that created the situations SBURB has put him into, with its constant space and time loops this series confusing the every living daylights out of him, John likes to stick to the simple facts. He knows he likes to program computers but isn’t very good at it. He knows he likes ghosts, supernatural things, web-comics, and absolutely hates anything Betty Crocker. He’s got a tendency to pick up items/friends, has a bad allergy to peanuts, and is not immediately observant to everything around him. He knows he loves his friends and family, trolls included, and that there has to be a way to get out of their game session alive.
His best-known traits are, of course, his energy, gullibility, sarcasm, and blunt way of wording things. This causes John to take what others say to him as true statements most of the time, which rings back to his 'too trusting' problem. He’ll happily tease his friends and is a good sport about being tricked or trolled. He can be pretty sassy when faced with his own negligence. Like when Terezi had Sollux decode his captcha-keysmash-rocket to make it work. He’d been so caught up in the math to create the algorithms that he didn’t think it through enough to fix the mistakes he’d made when creating the code. He was light spirited, but a little huffy when Terezi came back a few seconds later with the fixed card to make his rocket pack work. After that, he just kind of told her to shut up a lot.
Currently in canon, John has been trapped on a ship traveling, very slowly, to meet up with all his friends in a new session. This ship does the one thing that makes John’s very core scream with frustration: it forces him to stay put. John hates not being able to do something different or even slightly change his fate. He has to sit and watch the days slowly go by, and there’s nothing he can do about it. This has left him incredibly stir crazy and irritable. Which, when you mix unaddressed hormones, the death of the only parent you ever had, and a LOT of time to waste before the next point in the game, adds up to one very grumpy John. His tendency to bottle up problems till he can’t avoid them anymore essentially burst at the seams left him angry at the things he loved because there was nothing else for him to take it out on. His birthdays, friends, and favorite movies were all victims to these stresses. However, it comes back full circle that when John is angry at the things he can’t control he just lashes out. After the spell is over he has little desire to hold grudges. His aspect is about the power of change, after all.
Background: Here!
Strengths/Weaknesses: John is the king of dorks. He’s also incredibly optimistic, has an unmatched sense of humor, and is friendly, outgoing, honest to a fault, forgiving in extreme cases, and ultimately perseveres through the worst moments. He has a weakness for pranks and a bad habit of picking up things without reason and keeping them, tends to sacrifice himself for others, misses his dad a LOT, bottles up his problems and tries to deal with them on his own, doesn’t exactly look before he leaps (so it's a good thing that he can fly in case of steep drops), has bad eye sight, foresight, and hindsight. He is deathly allergic to peanuts, hates cakes despite knowing how to bake, and really really really does not like clowns.
Abilities: John pre-sburb was a great piano player, though had no unique skills outside of what his "COLONEL SASSACRE'S DAUNTING TEXT OF MAGICAL FRIVOLITY AND PRACTICAL JAPERY." book has taught him in terms of pranking! Which he considers himself to be a master at, regardless of the times he’s been one-upped by his late father.
During his time in the game John awakens as the Heir of Breath, allowing him to do "The Windy Thing" and control an immeasurable amount of air/wind at any given time. John can create tornados, use their power to literally drill down to the center of a planet, lift objects (including himself) with the wind, fly, levitate, put out fires, etc. In recent updates his grasp on his aspect has made it so that he can even turn himself into the wind to escape an enemy's grasp. He's a pretty powerful air elemental, so due to this it’s totally reasonable to have this ability capped. Typically I have him limited to small wind tunnels and still being able to lift objects (no heavier than a ton) with the air.
Due to his progression in the game and reaching god tier as well, he is something of an immortal. He cannot die permanently unless the cause of death is heroic or just. Did I mention he'd be the shortest-lived immortal to have ever existed due to his self-sacrificing personality? Because it's true.
First Person: [John's expression transitions quickly between his dizzied state, to a look of relief, then right back to confusion seasoned lightly with exasperation.]
...Uh no?? Last I checked you're still my bro, just covered in traffic cone colored feathers.
Are you serious, dude. I'm 16. It's my birthday today. Shouldn't you be lording that over my head again how you saved my life and that I'm an ungrateful twat like you did last year?? [Or at least it was the last time he checked. He wasn't a time player, he didn't get these time things. The heir shrugged, still hobbling on the possibility of disappearing again.]
Third Person:
The creak of the ships hull, the smell of aging metal, the sounds of small clawed feet scampering around the wooden floors, and the incredibly empty scenery in every possible direction: these were the things John was greeted with every morning he woke up on the ship that he occupied with Jade and Dave Sprite. Nana and every other consort one could think of was there too, but it didn’t take away from the atmosphere. Some days he tried to sleep the hours away, in hopes that a dream bubble would grab him and take him to a different scenery that he hadn’t already experienced a thousand times. Other days he went around and rearranged things in Jade’s room to mess with her. After a while it all became pretty bleak.
At first John thought he’d be happy to go back into his home, something warm and familiar in this mess of a game that had turned his world on its head. All it really did was make him sad. Walking through the doors of his childhood home simply reminded him of everything that was missing. Which made him angry. Angry enough to rush right back into a battle that he had lost before. Was it luck that allowed him back into one of his own dreams to fight Jack? Maybe. Either way he took his chance when he saw it.
There was no guarantee that his fighting Jack would do anything, hell, he could just be wasting his time fighting a dream version of the man-dog-bird-monster that killed his dad. The wind pulled at his body, begging him to stay away from the unbeatable foe, but he ignored her pleas. This was a dream after all, if he died he would simply wake up back on the ship. At least here he could try to change something when back there he was surrounded by stagnation.
Name: Andy
Age: 21
Personal Journal:
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
E-mail: anditends @ gmail
AIM/MSN/etc:
CHARACTER
Name: John Egbert
Canon: Homestuck
Age: 16
Timeline: During the points where John’s being zapped around all history, during A6I5
If playing another character from the same canon, how will you deal with this?:
Currently I have only applied for John, however since I did also reserve Roxy I will fill this section out. In the instance that I still app her and both get accepted this is how things would go down. As of right now in canon John and Roxy have no interaction outside of him saving her sleeping dream self from being stabbed by Meenah. He knows nothing of her and would treat mention of her as passing information until any type of interaction would be prompted. Considering Roxy is a fairly flirtatious gal, he’d be more prone to being awkward and dodging her advances. While Roxy would simply send a wonk* his way when spotted. They could easily have next to no interaction simply based on the fact that they don't know each other. But Roxy has a history of being ignored so each "attempt" she could make to get to know him could be easily waved off as a failure. Especially since John has come into possession of a ring (owned by Roxy in her own timeline) that seems to make the user completely invisible/impossible to get in contact with/hear from.
Let me know if there is anything you'd like me to expand on here!
Personality:
John Egbert starts out as a game loving, movie obsessed, aspiring prankster of a thirteen-year-old boy who gets thrown into a mess of different worlds, confusing timelines, death, and aliens. Considering the age he was at when he was first exposed to these things (13), John demonstrates that he can hold himself together in times of great peril. He’s presented with taxing trials and expected to make decisions more quickly than is normal, due to an unfair time restraint in a practically impossible game; and he takes it all with stride. We catch a glimpse of his typical sarcastic demeanor when Rose drops a bathtub in his hallway, but its very rare that we see John completely lose his cool. The best example of this is when we first see him completely rip into Karkat, a troll who had been harassing and insulting him for years, yelling and insulting (as best as you can via text chat) to a point where he is almost too worked up to listen.
When chancing upon the corpses of both his father and Rose’s mother, John doesn’t break down like most children typically would. He first attempts to fight the unbeatable boss who murdered them, gets killed, comes back to life because of game mechanics, and then tries to find any way to save the parental figures; as if there was even the slightest chance they could be helped. To say he’s optimistic would be a start, though John better fits the description of a Stalwart Skeptic. Yes, he can get pretty caught up in the positive light of his entirely grim situation, though he is far from doubtless. Hell openly question someone’s motives, even tell them he thinks they’re wrong regardless of whether they’re close friends or complete strangers. John will completely deny something if it seems preposterous, especially when it relates to himself.
On the flip side, with the amount of movies this boy has watched and poured himself into, it’s a little difficult for him to expect anything other than a happy ending. His naïveté tends to rear its ugly head during his lapses of judgment. He can be too trusting in idols and in the same breath have no trust in his friends.
He can act like an adult in many ways, but John is still very much a child. He can be incredibly absent-minded, dense, and rather mischievous. His attempts at pranks are harmless and all in good humor, but they’re always a pain to his frequent victims. He takes his gags seriously and would like to improve his pranksters’ gambit! I with continued innocent fun. Most of these antics end with simple tricks like cards in his sleeves, buckets on the top of doors, and placing ideas in his friend’s heads that ultimately ruin them. In one instance where Dave wanted to drink some apple juice, he immediately brought up a scene in a movie where a monster peed in an apple juice bottle. To say the least, Dave was no longer able to enjoy his beverage.
Like a good hero/friend/leader, John is brave, light hearted, and willingly puts himself in danger to save well anyone. He’s risked his life for both his loved ones and complete strangers. Which, in terms of his kind-of immortality, would permanently kill him. It’s stated that due to this part of his personality, John would have the shortest lifespan of any immortal, ever. From early on in his sburb experience, John has been told that he exists within a doomed timeline. The deaths of his friends, father, and his own death(s), coupled with the existence of an unbeatable boss, and the presence of the greatest enemy (Lord English) are all hard facts that he doesn’t stand a chance at winning the game heist been locked in. Yet he still believes he can anyways.
One of the teen’s most redeeming factors is his kind heart and endless empathy towards even the most commonly despicable people. John doesn’t harshly judge others for past experiences or the decisions they’ve had to make to survive. The best example of this is defined by his relationship with Vriska, one of the more antagonistic trolls. In their many conversations, she’s lead him into dangerous traps, confessed to countless murders, and ultimately put him through a long chain of difficult obstacles that most times threatened his life. Many people would normally view her involvement as sabotaging, but John saw these actions and understood that Vriska was trying to help him get stronger as quickly as possible, and listened to her stories without severe judgment. However, he did state multiple times that he thought her killing other trolls was bad, and in more recent updates he flat out tells her that he thinks shies dangerous and that he can’t help her. Regardless of the knowledge towards an alternate version of him having dated her. A very difficult conversation to have, especially with someone you hold close.
He is forgiving and understanding, showing maturity at times far beyond his years with how effectively he is able to keep moving forward. Heck, if Jack Noir hadn’t rather obviously been identified as the villain of their game session and the lone murderer behind the death of his (and his friends') parents or custodians, he probably would be trying to understand what would be making Jack act the way he does. Too bad Jack had to go and do that, now he’s a permanent baddie and John will try and smack him with his awesome hammers every time he sees him.
Another thing about John is that heist a very chatty boy, happily rambling information that people have told him before, especially when he’s nervous. He does however know when to go into friend-leader mode and be serious, though sometimes needs to be reminded to do so. He’s the kind of kid that doesn’t want to be a leader because of the necessity of bossing others around that comes with the job; he would rather politely suggest or encourage others to do what is needed to complete their united or individual goals. He doesn’t think high enough of himself to be a strong leader, but doesn’t often let his own shortcomings hold him back. John is loyal to his goal of getting through the game session of SBURB to save everyone, so he doesn’t bother to look past the base essentials.
Rather than dig for details that created the situations SBURB has put him into, with its constant space and time loops this series confusing the every living daylights out of him, John likes to stick to the simple facts. He knows he likes to program computers but isn’t very good at it. He knows he likes ghosts, supernatural things, web-comics, and absolutely hates anything Betty Crocker. He’s got a tendency to pick up items/friends, has a bad allergy to peanuts, and is not immediately observant to everything around him. He knows he loves his friends and family, trolls included, and that there has to be a way to get out of their game session alive.
His best-known traits are, of course, his energy, gullibility, sarcasm, and blunt way of wording things. This causes John to take what others say to him as true statements most of the time, which rings back to his 'too trusting' problem. He’ll happily tease his friends and is a good sport about being tricked or trolled. He can be pretty sassy when faced with his own negligence. Like when Terezi had Sollux decode his captcha-keysmash-rocket to make it work. He’d been so caught up in the math to create the algorithms that he didn’t think it through enough to fix the mistakes he’d made when creating the code. He was light spirited, but a little huffy when Terezi came back a few seconds later with the fixed card to make his rocket pack work. After that, he just kind of told her to shut up a lot.
Currently in canon, John has been trapped on a ship traveling, very slowly, to meet up with all his friends in a new session. This ship does the one thing that makes John’s very core scream with frustration: it forces him to stay put. John hates not being able to do something different or even slightly change his fate. He has to sit and watch the days slowly go by, and there’s nothing he can do about it. This has left him incredibly stir crazy and irritable. Which, when you mix unaddressed hormones, the death of the only parent you ever had, and a LOT of time to waste before the next point in the game, adds up to one very grumpy John. His tendency to bottle up problems till he can’t avoid them anymore essentially burst at the seams left him angry at the things he loved because there was nothing else for him to take it out on. His birthdays, friends, and favorite movies were all victims to these stresses. However, it comes back full circle that when John is angry at the things he can’t control he just lashes out. After the spell is over he has little desire to hold grudges. His aspect is about the power of change, after all.
Background: Here!
Strengths/Weaknesses: John is the king of dorks. He’s also incredibly optimistic, has an unmatched sense of humor, and is friendly, outgoing, honest to a fault, forgiving in extreme cases, and ultimately perseveres through the worst moments. He has a weakness for pranks and a bad habit of picking up things without reason and keeping them, tends to sacrifice himself for others, misses his dad a LOT, bottles up his problems and tries to deal with them on his own, doesn’t exactly look before he leaps (so it's a good thing that he can fly in case of steep drops), has bad eye sight, foresight, and hindsight. He is deathly allergic to peanuts, hates cakes despite knowing how to bake, and really really really does not like clowns.
Abilities: John pre-sburb was a great piano player, though had no unique skills outside of what his "COLONEL SASSACRE'S DAUNTING TEXT OF MAGICAL FRIVOLITY AND PRACTICAL JAPERY." book has taught him in terms of pranking! Which he considers himself to be a master at, regardless of the times he’s been one-upped by his late father.
During his time in the game John awakens as the Heir of Breath, allowing him to do "The Windy Thing" and control an immeasurable amount of air/wind at any given time. John can create tornados, use their power to literally drill down to the center of a planet, lift objects (including himself) with the wind, fly, levitate, put out fires, etc. In recent updates his grasp on his aspect has made it so that he can even turn himself into the wind to escape an enemy's grasp. He's a pretty powerful air elemental, so due to this it’s totally reasonable to have this ability capped. Typically I have him limited to small wind tunnels and still being able to lift objects (no heavier than a ton) with the air.
Due to his progression in the game and reaching god tier as well, he is something of an immortal. He cannot die permanently unless the cause of death is heroic or just. Did I mention he'd be the shortest-lived immortal to have ever existed due to his self-sacrificing personality? Because it's true.
First Person: [John's expression transitions quickly between his dizzied state, to a look of relief, then right back to confusion seasoned lightly with exasperation.]
...Uh no?? Last I checked you're still my bro, just covered in traffic cone colored feathers.
Are you serious, dude. I'm 16. It's my birthday today. Shouldn't you be lording that over my head again how you saved my life and that I'm an ungrateful twat like you did last year?? [Or at least it was the last time he checked. He wasn't a time player, he didn't get these time things. The heir shrugged, still hobbling on the possibility of disappearing again.]
Third Person:
The creak of the ships hull, the smell of aging metal, the sounds of small clawed feet scampering around the wooden floors, and the incredibly empty scenery in every possible direction: these were the things John was greeted with every morning he woke up on the ship that he occupied with Jade and Dave Sprite. Nana and every other consort one could think of was there too, but it didn’t take away from the atmosphere. Some days he tried to sleep the hours away, in hopes that a dream bubble would grab him and take him to a different scenery that he hadn’t already experienced a thousand times. Other days he went around and rearranged things in Jade’s room to mess with her. After a while it all became pretty bleak.
At first John thought he’d be happy to go back into his home, something warm and familiar in this mess of a game that had turned his world on its head. All it really did was make him sad. Walking through the doors of his childhood home simply reminded him of everything that was missing. Which made him angry. Angry enough to rush right back into a battle that he had lost before. Was it luck that allowed him back into one of his own dreams to fight Jack? Maybe. Either way he took his chance when he saw it.
There was no guarantee that his fighting Jack would do anything, hell, he could just be wasting his time fighting a dream version of the man-dog-bird-monster that killed his dad. The wind pulled at his body, begging him to stay away from the unbeatable foe, but he ignored her pleas. This was a dream after all, if he died he would simply wake up back on the ship. At least here he could try to change something when back there he was surrounded by stagnation.