wehaveliv_doff: (face down their war)
[personal profile] wehaveliv_doff
player information.

name: J-chan
are you over 18?: Yes.
personal dw: No personal DW, alas.
email/msn/aim/plurk/etc: AIM: JchanoftheGods; Plurk: Jashin-chan
characters in abax: None.


in character information.

series: MS Paint Adventures - Homestuck
name: John Egbert - ectoBiologist
age: 13
sex: Male
race: Human
weight: 100-110, rough headcanon estimate?
height: 5' 1", rough headcanon estimate?
canon point: Flying with WV, looking for his Dad.
previous cr: John previously resided within another city, picking up some... interesting skills. John was brought in by a young woman known as Elizabetheta Buckley, who owned a steampunk shop, selling clockwork assistants. As it was, starting as an apprentice to clean the shop, John ended up coming into it’s inheritance, learning the art himself. He’s still in-training, but would know the general structure to build a clockwork assistant if given the proper supplies. He also grew rather attached to the woman, mourning her disappearance, and holding a certain devotion to hopes of her return.
history: http://mspaintadventures.wikia.com/wiki/John_Egbert

alternate history: Non-applicable

personality: Every story has a hero - the force made to rise above all else, to prove themselves, to guide the world back into peace. It’s a role of duty and responsibility, obligations and example. John Egbert, however, is only thirteen; a thirteen-year-old, normal boy who likes pranks, bad movies, and Nicholas Cage. He plays games, talks with friends, and spends time on the computer. He is hardly an exemplary Savior of his session. What he is, though, is a generally good kid, who does the best he can.

At his age, John can often come off as naïve, having not yet truly experienced the world around him. Life is still at a childish capacity of being able to last forever. His life operates purely around his own personal interests - though this is not to say that he is selfish. Rather, this puts a very solid focus upon those whom he interacts with and treasures as being close to. Friends are the absolutely most important, making up life as he knows it. He closes out all else, placing them upon a pedestal of praise. His hope in them also shows off that inexperience, slow to realize that they do not last forever.

John does, however, view family as just as important, as well as familial relationships. Friends are essentially an extension to this. John can be very open with his feelings towards friends as a semi-default. When first meeting Rose in person he’s immediately friendly and close on a very personal level. He does quickly excuse this as ‘being nervous’, and while this excuses some social awkwardness, it still does not change the fact that reactions are of an immediate ‘business’ over the other person’s presence. Including the fact that these friends are people he’s never met, he’s still managed to make the deep attachment. He clings easily to others through friendship, which immediately brings forth a bond of trust.

This may not always before the best. John has proven that he can be almost too trusting on those that it may not be wisest too, though seems to at least have the good judgment to give that sort of chance to those who deserve it. It has, of course, led him astray on occasion - and in one case, death, when following Terezi’s directions to a doomed time line. In the reverse of that, it’s trust in another friend that saves him from that fate, and forgiving and trusting Terezi for what never happened. It’s an endearing trait that he returns full heartedly, being dependable to all of his friends. He comes second from his friend role, into that of a Leader, out for the good of his team, which he is keen to keep at. And for the good of that, he keeps his own safe mind set.

John is an optimistic boy, who has taken to his task as Leader against the Apocalypse with pumped enthusiasm. While things have become bleak, John has always kept his team facing forward. He himself seems to believe in these sorts of ideals with his every being. The way that John marches forward is with almost a sense of desperation and only more naivete. What he has been handed in the bleak situation, he has gone past, with that deep sort of belief that all might turn out for the better. These sorts of things have been numbered to the point where one would be expected to give up - and where it might even be more sensible to do so. John has died for this belief, and yet still picked up again with the same enthusiasm upon reaching God Tier.

Additional Personality: As established previously, a large, important part of John's life is friends. He treasures them, cares for them, does his best to keep positive for them. He's proven that they can change him. But, as with an thirteen year old boy, there are some things that just... cannot be changed. With that previously mentioned naivete, that interpretation of a forever, there is a lack of a consequence, always that tinge of selfishness.

John may not always be the most appreciative of what he has, at least not in the way he shows it. Friends have on occasion received the blunt of more negative traits. When speaking to Dave, John's tone takes a heavy drop, becoming almost an exasperation. He even fits in a few jabs, calling Dave on his 'nerdy raps', using general insulting terminology that goes a little lower than the 'familiar friends' belt. Yet to John, it seems all play. Not that his friends show any sign of being affected by it, which might only make it worse. It effects a manner of impatience and entitlement to how they should act, losing complete patience with, again, Dave, and straight-up ignoring him, as well as speaking ill of him to others.

That lack of patience only kicks in tenfold when it comes to outside his circle of friends. Before befriending the trolls (and even in the early stages of ‘friendship’), John from time to time has a general aggressive stance towards them, moreso, oddly enough, than even Dave’s approach. While Dave counter-trolls with ironic ‘kindness’, John isn’t afraid to straight-up insult on various accounts from Karkat’s general being, to Terezi’s blindness.

All in all - he still isn’t a bad kid. He simply has his own concerns and standards. 

abilities/powers:
God Tier: Reaching God Tier levels, John has access to a sort of immortality, able to be revived at any time post-mortem, with some exceptions: if he dies a just or heroic death.
The Windy Thing: Self explanatory. John can control winds, from a small breeze to a hurtling tornado, for purposes of offense, or flight.
Captchalogue: Being of an odd sort of 'game', John has an odd means of carrying things. Items of varying, fairly reasonable (though sometimes a little far-fetched) weight can be 'catalogued' into an inventory for John to carry around conveniently, pulling out whenever needed.
Ergaleomancy: A previous game skill. John can create clockworks, even animate them to move and interact as needed depending on their ability and build.

first person sample: [The dark skies are hard to navigate, at least while he’s still so new and disoriented, so John remains grounded. Whatever he’s doing, it’s a mixture of exploration and purpose, digging through what he finds, apparently pulling up anything shiny to look it over. Finally, he seems to give up, resting himself off to the side, and pulling up the phone. Dirt-spotted hands and face only look a little less bleak when he pulls on the bright grin to speak, though eyes betraying some fatigue and other, off emotions.]

Hey! John Egbert, calling in! Heheh... I always feel like I’m doing some kind of report with these things... you know, like some kind of captain’s logs! Maybe I should call it the Leader logs? Friendleader logs? Prankster’s logs?

[Some energetic chuckling before he gets bored of that. He clears his throat.]

So I’m just looking for some not-so-basic supplies! Um, mostly metal... some oil, fabric... I know it sounds kind of weird, but it might be useful! Anyways, if anyone sees anything, don’t be afraid to give a call!

... or... you know, just to talk! I mean, do we have any Team Sburb in here? Well, calling all trolls, just in case! Heheh! But I’m not at all opposed to some strangers that... well, just want some company!

third person sample: When it’s quiet, he listens for the wind. That in itself is part of the game, or so he can tell himself. Like a gentle practice of fingers on ivory, strokes and manipulation of a soft, invisible force, brushing his fingertips. And each session, each play makes him a little better, a little stronger, a little more confident. And confidence, in this game, is certain to save, he assures his own mind.

There is an expressions of gentle, ignorant bliss, which he’s certain to keep painted on, mindful of being watched, of being an example. And as the play of wind becomes an alighted hover, the expression only brightens. because it's only practice. It's only play. It's only a game.

Sburb is only a game, and John is only a friend. A friendleader, someone for his friends to look to for support, someone to lean on, someone to show them that what they're doing is good, that they can do this, that they will. It's only a game, and he'll play and practice at it.

The breeze alights him, the flow turns into a roar, controlled, but fierce. John's expression stays calm, stays bright, only flitting and breaking into concentration every so often, a pained look that betrays a heavier emotion below the expression of light flippancy. It's at the eye of the storm where he tries his hardest. Because even with no one watching, it's his job - it's what he needs to do.

case no: No preference.

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John Egbert

October 2012

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