Application==>Exitvoid
Jul. 14th, 2012 01:54 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
player.
NAME/HANDLE: Andy
PERSONAL JOURNAL:
whimsicotted
ARE YOU 16 OR OVER?: Yes
CONTACT:
Anditends aim: wherewillwefall
OTHER CHARACTERS: n/a
character.
CHARACTER NAME: John Egbert
SERIES: Canon Information//Character Information
CANON POINT: Act 6 Intermission 2
AGE: 14
APPEARANCE: A total dweep
PREVIOUS GAME HISTORY: n/a
PERSONALITY:
For a game loving, movie obsessed, aspiring prankster of a fourteen-year-old boy having been thrown into a mess of different worlds, confusing timelines, death, and aliens: John has held himself together rather well. With the trials he has been presented with he has risen to the occasion without so much of a complaint past when his bathtub was rudely torn from his bathroom and dropped it in the hallway.
Like a good hero he is brave, self-sacrificing, and not without a strong sense of right and wrong. His willingness to let harm befall him for the sake of others coupled with his ‘kind-of’ immortality will permanently kill him however. It’s stated that due to this factor of his personality, John will have the shortest lifespan of any immortal. It should be known that his death can only be avoided in canon if he is killed outside of a heroic act or a just punishment.
When surrounded by corpses and slapped in the face with the death of his father and Rose’s mother, John doesn’t break down like any person normally would. He tries to find any way to help them, as if there were even the slightest of a chance they could be brought back. The game had done weirder things, what’s to say it couldn’t do this too? Not only that-John was on a mission to help everyone else in his session. If he stopped to mourn he risked ensuring everyone else’s deaths.
While he can act like an adult in many ways, 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 consistent. He takes his gags seriously and would like to improve his “pranksters gambit!” 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 instant where Dave wanted to drink some apple juice, he immediately brought up a scene in one of the many terrible movies that he loves where a monster peed in a juice container that was supposed to contain apple juice. To say the least Dave was no longer able to enjoy his beverage.
To say John’s optimistic would be a start, though he better fits the Stalwart Skepticism description. He’ll question a persons motive and ask for clarification, and downright sass-mouth them if he doubts them. He doesn’t question anything towards the success of any mission he’s been put on: he simply expects them to work. 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. 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, 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 he’s been locked in. Yet he still believes he can anyways.
One of John’s most redeeming factors is his kind heart and endless empathy to even the most commonly despicable people. John doesn’t judge others for their 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 through these actions and understood that Vriska was just trying to help him get stronger as quickly as possible, and listened to her stories without reservation (though he does state multiple times that he thinks her killing other trolls is bad.)
He’s forgiving and understanding towards these situations, showing his maturity is 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.
John is also a very chatty boy, happily rambling information that people have told him before, especially when he’s nervous. He knows when to go into “friend-leader” mode and be serious, though sometimes needs to be reminded to do so. He’s the kind of child 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 goal. His own parts included in the list of instructions, because they’re all friends, and they’re all working as a team. He doesn’t think high enough of himself to be a strong lead, but doesn’t let his own shortcomings ever hold him back. John is loyal to his cause of getting through the game session of Sburb to save everyone, so he doesn’t bother to look past the base essentials.
His truest traits are of course his energy, gullibility, and literal meaning behind everything he says. Causing John to take what others say to him as actual true statements most of the time, making him fairly trusting. He’ll happily tease his friends and is a good sport about when they trick or troll him. He can however be a huge smart ass when caught in moments where he’s 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. (Most of his responses stayed in the “shut up” or “bluh” range.)
He has a problem with being easily persuaded into things-despite his typical skepticism- unless it’s for his own good. In which case he becomes incredibly stubborn and sassy. John’s bravery shines the brightest though when looking at how he had to deal with all the imps that infested his house. At a low level he couldn’t rely on Rose to always help him when he was scared or not paying enough attention to the game. He couldn’t run either, so he took what weapons he had and fought. This is generally John’s outlook on any of the battles in Sburb now. Even if he’s terrified-it’s something he has to do if they have any hope of winning. John will also ignore his reservations when it comes to trusting his friends. He will always put his faith in them above his doubts, but he won’t let those doubts disappear. It took him a little while to fully accept the existence of Dave, Davesprite, and really all time-line alternates of his best friend. Though he does now. After all things that make sense are boring.
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 to John: he knows there has to be a way to get out of their game session alive.
ABILITIES:
John is a great piano player and enjoys playing slow classical pieces. Though he is not an expert in any sense of the word.
Not to be ignored is John’s pranking mastery. A skill well studied via his copy of "COLONEL SASSACRE'S DAUNTING TEXT OF MAGICAL FRIVOLITY AND PRACTICAL JAPERY". Which is to say a textbook full of fairly silly gags that people don’t expect mainly because of their simplicity. (At least that’s what we can judge based on the complexity level of the gags John pulls). John likes to refer to his pranking skill level as a “Pranksters Gambit” which goes into higher and lower rungs depending on the success and failures of his jokes.
During his time in Sburb John awakens as the Heir of Breath, allowing him to do "The Windy Thing" and essentially control an immeasurable amount of air/wind at any given time. John can create tornadoes and 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, change a storm, ect. Sure some people can throw knives at their enemies but who can blow their hat clean off and far into the distance? Not many. No hat is safe in the presence of John Egbert.
The wind powers he contains were something he didn’t fully understand till he did it on accident. His control of the wind is purely instinctual and with very little effort for the most part. His emotions can reflect the wind speeds around him, though he rarely every uses the power for anything outside of pranks and necessity. Which is to say he uses them a lot, but never for the direct harm of another unless they deserve it.
HOWEVER: Due to the nature and environment of Exitvoid John’s powers will not work the way they did in Sburb. He won’t be able to create the storms he could before, likely explainable by the artificial nature of the weather. At best he will be able to create a strong gust of wind-blow a few heavy objects around (nothing heavier than a car)-and still float about. He also won’t be able to alter/manipulate the cities atmosphere in any fashion.
POSSESSIONS:
John has a carrying system called his sylladex: it acts very much like a game’s “inventory system” but with a few quirks. To start out it in essence is much like a space compression device, it can hold individual objects within cards up to the size and weight of a car (in John’s case specifically). So it allows him to carry an incredible amount of stuff, but he tends to accidentally eject a lot of items at once in a rather disastrous manner. His current set up is Array (allowing anything to be grabbed at any time) combined with Queue (First in first out) and Stack (Last in first out). It’s overly complicated and not really worth anyones time, just the way he likes it.
Clothing: Wise guy slime suit, White suit, Ghost suit, Ectobiologist lab coat, Virska's outfit
Strife Specibus: Hammer Kind, Bunny Kind, Umbrella Kind
Claw hammer
Sledge hammer
Pogo hammer
Wrinkle fucker
telescopic sasscrusher (stolen!)
Fear no anvil
Warhammer of zillyhoo
Pop-a-matic vrillyhoo
Barber's best friend
Other contents:
Pda glasses
Ghost gauntlets
Hammer head bounce ride
Sasscare hat w/bunny ears
Mushroom
Rocks
Jar of bugs
Chunk of amber
Frog
samples.
JOURNAL ENTRY SAMPLE:
(As a preface John as a small quirk where he does not capitalize anything in his messages.)
this is so cool!
well maybe not, i’m sort of supposed to be keeping my friend jade company right now.
i don’t want her to be lonely on that ship…
maybe she got chosen too?
we did kinda of scratch the record and reset the timeline or something.
it’d make sense if she was brought here with me.
i wonder if this place is supposed to be on the other wall that we were traveling to. like a secret level of sburb we couldn’t possibly find without cheating
you know i actually got to play another beta on my birthday. so it’s kinda like two birthdays, only without all the cake.
which is good as far as i’m concerned
oh! i should probably introduce myself.
my name’s john egbert! don’t act too surprised but you are talking to the pranking master!
so how do we get started? or did it start when i got here haha.
it sure would be great if i could find out if jade or anyone else came along. they’re pretty good at figuring stuff like this out.
but it can’t be that hard, right?
THIRD-PERSON SAMPLE:
John held his arms up to his face on instinct as a rush of air blew past him. He was still newer to his ‘windy powers’ after all, so habits like these were hard to break. He knew if he really wanted to he could redirect the breeze or turn it into a storm if he really wanted to. A part of his curiosity made him want to do so, but the breeze felt welcoming as he walked down the narrow pathway. Decorated by glowing trees against dark turf and grayscale sky.
The crunch of the gravel beneath his shoes, the rustle of the leaves, this was all supposed to be a game, right? The images and physical queues he was getting could all just be apart of the unique coding that made this game so highly regarded in the latest issue of ‘Game Bro’. John mused, wondering if he'd fallen asleep, and woken up in a new form of the destroyed Prospit. They had succeeded in making the scratch, anything was possible. His Dad and Rose’s Mom could be here, it was entirely viable that they could have dream selves. All the trolls talked about having them (at one point) so maybe it could be true. He had one too! Or at least he did. John frowned at the thought of all the strange little chess piece people who inhabited the world being gone, but kept walking down the unfamiliar path.
There was always the chance that this new place was just another level of sburb he hadn’t gone through yet. That by doing the reset it had activated a secret level of sburb. As he came up to a darkly colored lakeside John felt himself smile again. There was a lot to look forward to! Once he and Jade arrived to wherever they were going he could meet up with Dave and Rose again! Non-grimdark Rose was something he actually looked forward to, he couldn't understand a word of what she said the first time they met. Plus he was so going to tease her about it and undoubtably bring up how he needs to introduce her into some more 'happy' hobbies. Of course he'd tease Dave about his snug little pajama hood that he wore, or just give the dude a hard time about that suicide plan, even if it brought them both back as god tiers. Then there were the trolls! He hadn't met any of them yet, Dave and Rose were so lucky! There were so many names and faces he hadn't put together, three years couldn't go any slower!!
Once his shoes splashed into the dark waters of the lakeside he’d come across John knew he was probably dreaming. The pulling sensation from the water, the inverting of all the colors around him in the sky, the grass, the trees, and the roads: created an entirely new image of the unknown. Nothing like the battlefield he'd seen before, but similar in the coloration. He'd wake up eventually. So there can't be any harm in exploring further, right?
NAME/HANDLE: Andy
PERSONAL JOURNAL:
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
ARE YOU 16 OR OVER?: Yes
CONTACT:
OTHER CHARACTERS: n/a
character.
CHARACTER NAME: John Egbert
SERIES: Canon Information//Character Information
CANON POINT: Act 6 Intermission 2
AGE: 14
APPEARANCE: A total dweep
PREVIOUS GAME HISTORY: n/a
PERSONALITY:
For a game loving, movie obsessed, aspiring prankster of a fourteen-year-old boy having been thrown into a mess of different worlds, confusing timelines, death, and aliens: John has held himself together rather well. With the trials he has been presented with he has risen to the occasion without so much of a complaint past when his bathtub was rudely torn from his bathroom and dropped it in the hallway.
Like a good hero he is brave, self-sacrificing, and not without a strong sense of right and wrong. His willingness to let harm befall him for the sake of others coupled with his ‘kind-of’ immortality will permanently kill him however. It’s stated that due to this factor of his personality, John will have the shortest lifespan of any immortal. It should be known that his death can only be avoided in canon if he is killed outside of a heroic act or a just punishment.
When surrounded by corpses and slapped in the face with the death of his father and Rose’s mother, John doesn’t break down like any person normally would. He tries to find any way to help them, as if there were even the slightest of a chance they could be brought back. The game had done weirder things, what’s to say it couldn’t do this too? Not only that-John was on a mission to help everyone else in his session. If he stopped to mourn he risked ensuring everyone else’s deaths.
While he can act like an adult in many ways, 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 consistent. He takes his gags seriously and would like to improve his “pranksters gambit!” 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 instant where Dave wanted to drink some apple juice, he immediately brought up a scene in one of the many terrible movies that he loves where a monster peed in a juice container that was supposed to contain apple juice. To say the least Dave was no longer able to enjoy his beverage.
To say John’s optimistic would be a start, though he better fits the Stalwart Skepticism description. He’ll question a persons motive and ask for clarification, and downright sass-mouth them if he doubts them. He doesn’t question anything towards the success of any mission he’s been put on: he simply expects them to work. 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. 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, 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 he’s been locked in. Yet he still believes he can anyways.
One of John’s most redeeming factors is his kind heart and endless empathy to even the most commonly despicable people. John doesn’t judge others for their 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 through these actions and understood that Vriska was just trying to help him get stronger as quickly as possible, and listened to her stories without reservation (though he does state multiple times that he thinks her killing other trolls is bad.)
He’s forgiving and understanding towards these situations, showing his maturity is 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.
John is also a very chatty boy, happily rambling information that people have told him before, especially when he’s nervous. He knows when to go into “friend-leader” mode and be serious, though sometimes needs to be reminded to do so. He’s the kind of child 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 goal. His own parts included in the list of instructions, because they’re all friends, and they’re all working as a team. He doesn’t think high enough of himself to be a strong lead, but doesn’t let his own shortcomings ever hold him back. John is loyal to his cause of getting through the game session of Sburb to save everyone, so he doesn’t bother to look past the base essentials.
His truest traits are of course his energy, gullibility, and literal meaning behind everything he says. Causing John to take what others say to him as actual true statements most of the time, making him fairly trusting. He’ll happily tease his friends and is a good sport about when they trick or troll him. He can however be a huge smart ass when caught in moments where he’s 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. (Most of his responses stayed in the “shut up” or “bluh” range.)
He has a problem with being easily persuaded into things-despite his typical skepticism- unless it’s for his own good. In which case he becomes incredibly stubborn and sassy. John’s bravery shines the brightest though when looking at how he had to deal with all the imps that infested his house. At a low level he couldn’t rely on Rose to always help him when he was scared or not paying enough attention to the game. He couldn’t run either, so he took what weapons he had and fought. This is generally John’s outlook on any of the battles in Sburb now. Even if he’s terrified-it’s something he has to do if they have any hope of winning. John will also ignore his reservations when it comes to trusting his friends. He will always put his faith in them above his doubts, but he won’t let those doubts disappear. It took him a little while to fully accept the existence of Dave, Davesprite, and really all time-line alternates of his best friend. Though he does now. After all things that make sense are boring.
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 to John: he knows there has to be a way to get out of their game session alive.
ABILITIES:
John is a great piano player and enjoys playing slow classical pieces. Though he is not an expert in any sense of the word.
Not to be ignored is John’s pranking mastery. A skill well studied via his copy of "COLONEL SASSACRE'S DAUNTING TEXT OF MAGICAL FRIVOLITY AND PRACTICAL JAPERY". Which is to say a textbook full of fairly silly gags that people don’t expect mainly because of their simplicity. (At least that’s what we can judge based on the complexity level of the gags John pulls). John likes to refer to his pranking skill level as a “Pranksters Gambit” which goes into higher and lower rungs depending on the success and failures of his jokes.
During his time in Sburb John awakens as the Heir of Breath, allowing him to do "The Windy Thing" and essentially control an immeasurable amount of air/wind at any given time. John can create tornadoes and 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, change a storm, ect. Sure some people can throw knives at their enemies but who can blow their hat clean off and far into the distance? Not many. No hat is safe in the presence of John Egbert.
The wind powers he contains were something he didn’t fully understand till he did it on accident. His control of the wind is purely instinctual and with very little effort for the most part. His emotions can reflect the wind speeds around him, though he rarely every uses the power for anything outside of pranks and necessity. Which is to say he uses them a lot, but never for the direct harm of another unless they deserve it.
HOWEVER: Due to the nature and environment of Exitvoid John’s powers will not work the way they did in Sburb. He won’t be able to create the storms he could before, likely explainable by the artificial nature of the weather. At best he will be able to create a strong gust of wind-blow a few heavy objects around (nothing heavier than a car)-and still float about. He also won’t be able to alter/manipulate the cities atmosphere in any fashion.
POSSESSIONS:
John has a carrying system called his sylladex: it acts very much like a game’s “inventory system” but with a few quirks. To start out it in essence is much like a space compression device, it can hold individual objects within cards up to the size and weight of a car (in John’s case specifically). So it allows him to carry an incredible amount of stuff, but he tends to accidentally eject a lot of items at once in a rather disastrous manner. His current set up is Array (allowing anything to be grabbed at any time) combined with Queue (First in first out) and Stack (Last in first out). It’s overly complicated and not really worth anyones time, just the way he likes it.
Clothing: Wise guy slime suit, White suit, Ghost suit, Ectobiologist lab coat, Virska's outfit
Strife Specibus: Hammer Kind, Bunny Kind, Umbrella Kind
Claw hammer
Sledge hammer
Pogo hammer
Wrinkle fucker
Fear no anvil
Warhammer of zillyhoo
Pop-a-matic vrillyhoo
Barber's best friend
Other contents:
Pda glasses
Ghost gauntlets
Hammer head bounce ride
Sasscare hat w/bunny ears
Mushroom
Rocks
Jar of bugs
Chunk of amber
Frog
samples.
JOURNAL ENTRY SAMPLE:
(As a preface John as a small quirk where he does not capitalize anything in his messages.)
this is so cool!
well maybe not, i’m sort of supposed to be keeping my friend jade company right now.
i don’t want her to be lonely on that ship…
maybe she got chosen too?
we did kinda of scratch the record and reset the timeline or something.
it’d make sense if she was brought here with me.
i wonder if this place is supposed to be on the other wall that we were traveling to. like a secret level of sburb we couldn’t possibly find without cheating
you know i actually got to play another beta on my birthday. so it’s kinda like two birthdays, only without all the cake.
which is good as far as i’m concerned
oh! i should probably introduce myself.
my name’s john egbert! don’t act too surprised but you are talking to the pranking master!
so how do we get started? or did it start when i got here haha.
it sure would be great if i could find out if jade or anyone else came along. they’re pretty good at figuring stuff like this out.
but it can’t be that hard, right?
THIRD-PERSON SAMPLE:
John held his arms up to his face on instinct as a rush of air blew past him. He was still newer to his ‘windy powers’ after all, so habits like these were hard to break. He knew if he really wanted to he could redirect the breeze or turn it into a storm if he really wanted to. A part of his curiosity made him want to do so, but the breeze felt welcoming as he walked down the narrow pathway. Decorated by glowing trees against dark turf and grayscale sky.
The crunch of the gravel beneath his shoes, the rustle of the leaves, this was all supposed to be a game, right? The images and physical queues he was getting could all just be apart of the unique coding that made this game so highly regarded in the latest issue of ‘Game Bro’. John mused, wondering if he'd fallen asleep, and woken up in a new form of the destroyed Prospit. They had succeeded in making the scratch, anything was possible. His Dad and Rose’s Mom could be here, it was entirely viable that they could have dream selves. All the trolls talked about having them (at one point) so maybe it could be true. He had one too! Or at least he did. John frowned at the thought of all the strange little chess piece people who inhabited the world being gone, but kept walking down the unfamiliar path.
There was always the chance that this new place was just another level of sburb he hadn’t gone through yet. That by doing the reset it had activated a secret level of sburb. As he came up to a darkly colored lakeside John felt himself smile again. There was a lot to look forward to! Once he and Jade arrived to wherever they were going he could meet up with Dave and Rose again! Non-grimdark Rose was something he actually looked forward to, he couldn't understand a word of what she said the first time they met. Plus he was so going to tease her about it and undoubtably bring up how he needs to introduce her into some more 'happy' hobbies. Of course he'd tease Dave about his snug little pajama hood that he wore, or just give the dude a hard time about that suicide plan, even if it brought them both back as god tiers. Then there were the trolls! He hadn't met any of them yet, Dave and Rose were so lucky! There were so many names and faces he hadn't put together, three years couldn't go any slower!!
Once his shoes splashed into the dark waters of the lakeside he’d come across John knew he was probably dreaming. The pulling sensation from the water, the inverting of all the colors around him in the sky, the grass, the trees, and the roads: created an entirely new image of the unknown. Nothing like the battlefield he'd seen before, but similar in the coloration. He'd wake up eventually. So there can't be any harm in exploring further, right?