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warubble ([personal profile] warubble) wrote2017-10-07 09:05 pm

Application

PLAYER
Player name: Lizzy
Contact: plurk: bizzylizzy discord: bizzylizzy#9457
Characters currently in-game: None

CHARACTER
Character Name: Fenn Havers-Croft
Character Age: 25
Canon: Original
Canon Point: Right after escape from Veris custody.
World Description: Fenn hails from a post-disaster world where few records of the past remain, but some tech does. History extends only as far back as the survivors emerging from bunkers to massive destruction, but no idea what had destroyed their civilization. The only known continent contains Veris (military powerhouse), The Federation, and Judgement (the silent walled city). Veris and the Federation have spent their history making land grabs of smaller countries, nomadic states and the like. Veris prefers to add to her landmass via conquering and intimidation, which is possible due to her impressive military might. The Federation prefers to think of itself as more refined and cultured, making itself out of unsteady alliances among independent city-states. Veris has the edge on military technology and psychic talent in their population, but the Federation has richer land and a tenuous trading agreement with Judgement that sometimes benefits them with impressive but mystifying technology. For the past few decades, the two large countries have been in a stalemate and mostly making grabs for the wild lands to the South, where gods and magic are rampant.

History: Fenn was born to two five star generals with exceptional psychic talents. Fenn’s parents marriage was all in the hopes of producing exceptional offspring. Fenn did have exceptional psychic abilities, control of air and water, but he lacked everything else his ruthless military country admired. Pudgy, compassionate, and gullible, Fenn showed absolutely no prowess that would catapult him through the military ranks.

Deciding if Fenn was thrown into a sink or swim situation, Fenn’s mother transferred him to the Special Op Academy, a place that produced Veris most formidable, violent, and skilled soldiers. The Academy produced these elite soldiers through a ruthless curriculum where rules were made to be circumvented and cruelty and manipulation were rewarded. Fenn barely managed to survive, but eventually graduated with low marks that sent him out to the edges of the Southern Wilds, where magic and maybe gods could be found.

Fenn spent most of his years of service traveling between settlements, masquerading as a tinker or handyman, builder, whatever was needed. He traded information, started wars, plagues, and caused disasters as needed. When he came back to a Veris base, like most Special Ops “at home” he got utterly smashed and fell around in different beds until he was sent away again.

Fenn served well until in one town, where he helped broker a piece contract, he became too attached to the local population for Veris’ taste. When Fenn crossed some troops harassing some local women, Fenn stepped in on the women’s side. This got him on the bad side of the occupying General, who already had a grudge against Fenn’s mother, and Fenn ended up getting some “back alley justice” to teach him to keep his mouth shut.

Fenn refused to report this, but ended up being sent back to the capital for evaluation and retraining thanks to a medic reporting his condition. Instead of recovery and training, Fenn was immediately recruited for a secret project. The project involved giving psychically gifted soldiers a more powerful “upper” to increase their strength. In this project, despite awful side effects and monotony, Fenn found the tight knit unit he’d been craving after his years of solo service. Fenn became particularly close with Marisa Morgan, a cavalry scout most people considered dangerously close to a peace monger.

The Icarus Project, as it would later be named, aim to create their own super soldiers whose first objective would be to wipe out the troublesome coastal country of Luvare. This objective was kept from the subjects of the drug trails until the last weeks, and caused some concern among them, but the project went ahead.

It was far more effective than anyone thought. While the world had gun and bombs, they lacked anything close to weapons of mass destruction, and this was man created death and disaster on a scale no one had ever witnessed before. Fenn was with a segment of the Project stationed at sea most of the time, creating storms and massive waves, but Marisa was in the thick of it. Suicide became rampant, but the project pushed on until one day, Marisa said enough. The village they were supposed to destroy had surrendered, but they were still expected to take it out. Marisa instead took out the General in charge of her group and started a coup.

The first Fenn knew of the coup was when Special Ops boarded the boat, slapped limiters on everyone, and started questioning people who had been close to Marisa. After witnessing someone’s knee get shot out in the questioning, Fenn agreed to use his connection to Marisa to draw her out, though he’d known nothing about the coup. Veris suspected a complicated plot when it had just been a spontaneous exploding into action. They thoughts Marisa had contacts with Judgement and feared a larger plot.

Fenn was supposed to kill Marisa. He got the meeting set up, resolved to do what “needed” to be done, but found he couldn’t. Luckily he didn’t have to. Marisa’s band of defectors were low on the drugs they now depended on for life, and supplies. They were willing to negotiate. Marisa would go back with him as a sign of good will. Fenn’s and Marisa’s conversation was all relayed through a radio, and Fenn was given the go ahead to bring Marisa down. However, when they cleared cover, Marisa was sniped.

The resulting firefight ended with most of the rebels killed or captured. Fenn was taken into custody with no explanation of where he was going or why. Along the way, Fenn was broken out by a Veris soldier claiming to be working with Judgement and offering Fenn a way out. She said she was honoring an agreement of safe passage to Judgement made with Marisa, and Fenn didn’t mention he hadn’t been part of the coup. He decided now was the time to get out.

Fenn and Iris set off on a winding trail to get out of Veris, heading South with only some weapons, Iris odd set of contacts (and a Special Ops lover on her trail), and a small supply of the Icarus drug Fenn was no addicted to on a trek to a near mythical city.

Personality: Fenn’s often compared to a dog, but not a serious one. Fenn’s more like the goofy gentle giant who is happy to be around anyone, loves pets, and needs a job to do or he’s going to eat your shoes.

Fenn’s hallmark personality traits tend to be his cheerful amiability. He’s dichotomously and very kind and generous person, always willing to help out, but also the kind of person who, on orders, will poison a desert villages only water source. Among his country men, this lakc of overt cruelty and cunning tends to make people view Fenn as stupid. Fenn might not be the brightest, but he does understand he gets taken advantage of. Sometimes he’s okay with that happening, sometimes he gets made a fool of, and other times it just makes and excellent cover for helping someone else out.

Isolated from his actually fairly loving family in his early teens and thrown into an Academy where he had to fight for any kind of recognition and could trust no one and then thrown into solo service where most of the people he interacted with were his “enemies” Fenn has a deep longing for a place to belong. This could be with a group or just one person. While Fenn is asexual, this longing for emotional intimacy and belonging often gets interpreted culturally and personally as a sexual need, which often leads to very unfulfilling one night stands.

Fenn’s very used to playing a part, so he tends to chameleon his way into a group. He presents himself as what he is supposed to see or what he thinks people will like best. He absorbs the social norms and the accepted behaviors easily, but this gives him the problem of being unsure of who exactly he is outside of his work.

While often viewed as naive, Fenn has learned to play political games. He understands he has to work inside the system he’s given, and plays that system instead of trying to break out of it. He’s okay with not being the best or standing out, which makes him great at working in a team, despite his mostly solo career.

Being viewed as inferior by so many people has left a mark on Fenn. He has a realistic view of his physical abilities and his combat prowess, but tends to think of himself as dumb and inferior to most people. This often keeps him from questioning things or orders too much, assuming he’s too dumb to understand the whys. Fenn’s actually decent at figuring things out, some of his job hinging on his making decisions on how to break or build up whatever group he’s spying on.

Outside of work, Fenn will always try to diffuse a conflict if he can, and would rather let an insult slide or take a punch than get into a fight. He’s quick to take the side of the victim or weaker party, but resorts to trying to cajole people out of the conflict before anything else.


Inventory: Clothing: Muddy colored shirt and pants with many pockets and sturdy material, undershirt, gloves, boots, and ballistic jacket.

Weapons: pistol with extra ammo, machete for cutting through the brush, six inch boot knife.

Assorted: Four month supply of Icarus drugs as pills, ration bars, canteen, map, an ankle limiter and, matches and flint, cigarettes, pocket lint.

Abilities:
Psychic abilities: Control over atmosphere and water within a limited range. The water power does not include creation, and mostly hinges on changing the temperature and state of the water rather than moving it. Actually, say, creating an ice spear and stabbing someone with it would be very difficult, unless Fenn was in an arctic environment.

The atmospheric abilities are more useful, but still rely mostly on changing the temperature and quality of the air around Fenn or someone else.

The most common use of Fenn’s skills is creating a “bomb” of super heated water and air, drowning people with the water in their bodies, suffocating them, or giving himself some extra oxygen.

Basic skills: Wilderness survival, fixing houses, building shelters, making really bad puns, and drinking.

Fighting skills: Fenn has always excelled at hand-to-hand combat, with training in styles most resembling boxing and grappling, but he’s also good at general anything-to-win brawling with whatever he can get his hands on. He’s generally a good shot with firearms and has the skills to break down Veris issued firearms in record time. He’s honestly better at maintence than shooting them. He’s absolutely awful with bow and arrows. In a pinch, he’s a good knife fighter because he’s not afraid to get cut.

Flaws: Biggest flaw? No considering the far reaching and moral implications of his orders and actions. He’s poisoned rural villages wells, started civil wars, and any number of underhanded things to benefit Veris. Life is easier to handle when he doesn’t think too hard and follows orders. It’s how he was raised. In some ways this is cowardice. Fenn doesn’t want to think about how awful the things he’s done are, and what that says about him.

Binge drinking and addiction/over indulgence. Fenn has a problem with addictions of all kinds, but stayed clean on principle while on duty. He smokes whatever he can get his hands on (which, uh, can be interesting?) and tends to overindulge in things like drinking to help with PTSD, casual sex and flirting to help with loneliness, and it really only makes him feel worse.


SAMPLES
Action Log Sample:
Fenn was content.

It seemed impossible. He was on the run from his home country after helping them murder the woman he loved while on a ever decreasing supply of drugs he needed to stay alive heading for a city no one really knew anything about with someone who could be lying to him. Someone who was most likely lying to him. You are some special kind of stupid. Fenn told himself as he walked beside Iris, on alert for ambush and trackers and wild boars who would kill them just as easily as anything else. Iris was in charge of the direction, the planning, their big picture, so Fenn’s planning had dwindled to the immediate. Where would they camp, what they could eat, local strife and animal danger were Fenn’s concern.

It made him comfortable, and it made him feel like an idiot. Here he was, just following orders. Following someone else’s lead. Doing as told. Being pleased when Iris asked his opinion and listened to him. Being an ideal fool thinking Judgement was actually involved. He’d probably end up in a Federation dungeon, another test subject for a power hungry country.

But at least he was trying to do something instead of just following orders. He would never be a strategic genius, but at least his mistakes would be on his own head.

Fenn’s eyes caught on the tree branches above, and he reached out, finger barely brushing Iris’ arm. She stopped, glancing back. Fenn jerked his head up and stepped beside her, grabbing a stick to poke at the ground, sliding it until it hit something under the dead fall.

“Snare and flare trap,” Fenn explained, pointing up. “Tangles whatever up and then pops up a flare. It pulls the branches out of place, though. You can see them if you know what to look for.” Fenn motioned to the patterns of light and shadow on the ground. “So we’re getting into Ketchin territory.”

Iris grinned. “I say again, you’re the most useful bastard I’ve ever had the pleasure of extracting.” Fenn grinned back and lead them around the trap. You’re such a fool. Fenn was kind of okay with that.