Ok! Here is my second character @Lugubrious. Let me know if there's anything I should change or add.
Name: Jesse Faden
Game Origin: CONTROL
Appearance:
A very red haired woman in her mid twenties. Wears an all black outfit. A leather jacket over a t-shirt for tops, jeans tucked into boots for bottoms. She has fair, almost pale skin, and blue eyes. Calloused hands. She has a strong jaw and striking facial features.
Personality: An awkward and weird young woman who's often caught up in her own head. Being a mostly humorless introvert Jesse is perfectly comfortable in her "own" company. Even though she is never truly alone: Her best friend in the world is an entity in her head that can't even talk. Conventional social interaction isn't exactly her strong suit. Jesse is a woman of action, not words. When she is talking to people, it's usually in the form of questions pertinent to the situation. She's someone who has to pretend to be normal. She's polite, humble, reliable, and steadfast. Doesn't have friends, but she has had very likable co-workers.
Abnormal is Jesse's element. She is relentlessly curious. She constantly asks herself if she wants to know, but the answer is always yes. Or rather, she finds out anyway. Jesse is not driven to explain things, but rather experience them. To know about them and overcome them. Bizarre circumstances are where she feels most at home. It feels sane. Or, the right kind of insane.
Jesse is a practical person accustomed to violence, gore, and otherwordly monsters. While she used to be an insecure person, recent self-actualization has bolstered her with confidence. Though she is still no less awkward or somewhat unnerving to be around. Expressing herself isn't something she does often. Especially since she is thoroughly unperturbed by most things.
Beneath it all, Jesse has a good heart and decent head on her shoulders. She wants to protect those who cannot protect themselves. She is a utilitarian. Both of the moral and parantural kind. In the face of the irrational it is important to act rationally. While she's not necessarily good with people she is a team player. She can rely on others and expect them to rely on her. She can trust people, in a professional sense, and she can grow to like people, too. Honesty is something she admires, as well as being...interesting. People with quirks, like her, and who won't judge her for being so unusual.
Because of traumatic events in her past, Jesse hates being gaslit. When people accuse her of lying or say she didn't see what she thought she saw it really gets under her skin. This and Polaris being attacked are the two things that can get a rise of out of the level-headed Director.
Background:
Jesse Faden first encountered the Parantural with her brother, Dylan, as a child. A mysterious Slide Projector allowed the two of them to open up portals to other dimensions. Due to the misuse of this power, and the discovery of it by other, crueler children, the situation spiralled out of control. In a few days the entire adult population of Ordinary, their home town, had vanished. The only reason Jesse and Dylan survived was due to the intervention of a benevolent being Jesse calls Polaris.
A mysterious organization arrived and covered up the entire thing. Jesse abandoned her brother and fled whilst he was captured. She spent the rest of her life on the run, scraping by an existence under the guidance of Polaris. Nobody believed what Jesse said, her mental health very often falling into question. It was all she could think about, paranoia and guilt gripping her entire existence.
Eventually Polaris found and led Jesse to her brother. He was in the Oldest House, a reality bending place that was the HQ of the Federal Bureau of Control. It was under attack from an inter-dimensional mind virus, or Resonance, known as the Hiss. Jesse found herself inheriting the Service Weapon, a powerful item that marked her as Director of the FBC.
After finding her brother and defeating the Hiss, Jesse embraced her role as Director. Now she has reclaimed control over her life and is fully immersed in that world society tried to convinced her hadn't existed. She wouldn't have it any other way.
A year into being Director, the Dimensional Research deparment picked up the largest anomaly in Bureau history. A Threshold the likes of which had never been seen before. The entirety of the Oldest House was shifted into an unfamiliar place, and the memory of the entire staff of this event, including Jesse's, was wiped. But being prepared for the unexpected, the Bureau could tell something was amiss, concluding their own cognitive functions to have been damaged some how.
Due to incredibly hostile conditions outside the Oldest House, progress and research for the first month was slow. They picked up communications from actual civilization from other communities. That was how the Director first heard about the Seekers. Polaris began to indicate that she should travel south, far south, to meet them. It seemed like whatever bizarre stasis the world had been pulled into, the Seekers were the only things making waves. Being uniquely equipped to deal with the enemy outside, the Director ordered the Bureau to maintain lockdown. Then, she made her escape. She travelled a great distance, first by foot, then by car. The rest of the trip was made easier when she hitched a ride on a helicopter afte reaching a populated city. Now she's searching the Sandswept Sky, hoping to find the answers she's looking for. Wouldn't be the first time she did something like this, and she doubted it would be the last.
Specialty: Generalist
Level: 1
Experience: 0/10
Powers:
Strengths:
Weaknesses:
Energy: Jesse's powers are somewhat limited by her own Energy. If she expends all of her energy, she has to wait five to ten seconds for it to recharge again. It is not linked to her stamina: Using powers will not exhaust Jesse physically or mentally. Nonetheless Jesse's damage comes in bursts. If she mistimes a use of her power she can be susceptible to reprisal.
Basic Physiology: Beneath her thin layer of Resonance armoring Jesse is a human as fragile as any other person. If the enemy can focus down on her or prevent her mobility and damage from coming through, she is quite vulnerable to damage.
Ranged Only: Besides knowing how to throw a punch, Jesse has no martial arts skill. She wants to keep her enemies out of arms reach.
Spirits: None yet.
Kindred Spirits: None
Inventory:
THE SERVICE WEAPON: Every Director's pride and joy. A handgun psychically linked to Jesse. It will improve in power as she re-establishes her bond with it. It's borderline sentient, reacting to Jesse's presence. Only the Director can wield it. If anyone attempts to use this weapon other than Jesse Faden, they will experience severe pyschic damage until they put the gun to their own head and pull the trigger.
The Service Weapon is a long barreled, sleek black hand gun. It is made of smooth black pieces of an unknown mineral. It twitches and shifts, made of many disparate pieces, held together by it's own power. It has infinite ammo, only needing to be recharged if fired too often.
Right now it has been reduced to it's basic form, Grip, a versatile and powerful semi-automatic form. It has high accuracy, good range, and good damage. Able to drop an average human in two-three shots, or a single headshot. It fires as fast as Jesse can pull the trigger, which is actually pretty fast. In Grip, it "holds" 15 rounds. As Jesse levels up, more specialized and unique forms will become available to her once again.
When not being used, the weapon vanishes and exists only in the Astral Plane. She can summon and unsummon it at will.
For who among us has touched the foundations of this world and deemed them solid?
Name: Jesse Faden
Game Origin: CONTROL
Appearance:
A very red haired woman in her mid twenties. Wears an all black outfit. A leather jacket over a t-shirt for tops, jeans tucked into boots for bottoms. She has fair, almost pale skin, and blue eyes. Calloused hands. She has a strong jaw and striking facial features.
Personality: An awkward and weird young woman who's often caught up in her own head. Being a mostly humorless introvert Jesse is perfectly comfortable in her "own" company. Even though she is never truly alone: Her best friend in the world is an entity in her head that can't even talk. Conventional social interaction isn't exactly her strong suit. Jesse is a woman of action, not words. When she is talking to people, it's usually in the form of questions pertinent to the situation. She's someone who has to pretend to be normal. She's polite, humble, reliable, and steadfast. Doesn't have friends, but she has had very likable co-workers.
Abnormal is Jesse's element. She is relentlessly curious. She constantly asks herself if she wants to know, but the answer is always yes. Or rather, she finds out anyway. Jesse is not driven to explain things, but rather experience them. To know about them and overcome them. Bizarre circumstances are where she feels most at home. It feels sane. Or, the right kind of insane.
Jesse is a practical person accustomed to violence, gore, and otherwordly monsters. While she used to be an insecure person, recent self-actualization has bolstered her with confidence. Though she is still no less awkward or somewhat unnerving to be around. Expressing herself isn't something she does often. Especially since she is thoroughly unperturbed by most things.
Beneath it all, Jesse has a good heart and decent head on her shoulders. She wants to protect those who cannot protect themselves. She is a utilitarian. Both of the moral and parantural kind. In the face of the irrational it is important to act rationally. While she's not necessarily good with people she is a team player. She can rely on others and expect them to rely on her. She can trust people, in a professional sense, and she can grow to like people, too. Honesty is something she admires, as well as being...interesting. People with quirks, like her, and who won't judge her for being so unusual.
Because of traumatic events in her past, Jesse hates being gaslit. When people accuse her of lying or say she didn't see what she thought she saw it really gets under her skin. This and Polaris being attacked are the two things that can get a rise of out of the level-headed Director.
Background:
Jesse Faden first encountered the Parantural with her brother, Dylan, as a child. A mysterious Slide Projector allowed the two of them to open up portals to other dimensions. Due to the misuse of this power, and the discovery of it by other, crueler children, the situation spiralled out of control. In a few days the entire adult population of Ordinary, their home town, had vanished. The only reason Jesse and Dylan survived was due to the intervention of a benevolent being Jesse calls Polaris.
A mysterious organization arrived and covered up the entire thing. Jesse abandoned her brother and fled whilst he was captured. She spent the rest of her life on the run, scraping by an existence under the guidance of Polaris. Nobody believed what Jesse said, her mental health very often falling into question. It was all she could think about, paranoia and guilt gripping her entire existence.
Eventually Polaris found and led Jesse to her brother. He was in the Oldest House, a reality bending place that was the HQ of the Federal Bureau of Control. It was under attack from an inter-dimensional mind virus, or Resonance, known as the Hiss. Jesse found herself inheriting the Service Weapon, a powerful item that marked her as Director of the FBC.
After finding her brother and defeating the Hiss, Jesse embraced her role as Director. Now she has reclaimed control over her life and is fully immersed in that world society tried to convinced her hadn't existed. She wouldn't have it any other way.
A year into being Director, the Dimensional Research deparment picked up the largest anomaly in Bureau history. A Threshold the likes of which had never been seen before. The entirety of the Oldest House was shifted into an unfamiliar place, and the memory of the entire staff of this event, including Jesse's, was wiped. But being prepared for the unexpected, the Bureau could tell something was amiss, concluding their own cognitive functions to have been damaged some how.
Due to incredibly hostile conditions outside the Oldest House, progress and research for the first month was slow. They picked up communications from actual civilization from other communities. That was how the Director first heard about the Seekers. Polaris began to indicate that she should travel south, far south, to meet them. It seemed like whatever bizarre stasis the world had been pulled into, the Seekers were the only things making waves. Being uniquely equipped to deal with the enemy outside, the Director ordered the Bureau to maintain lockdown. Then, she made her escape. She travelled a great distance, first by foot, then by car. The rest of the trip was made easier when she hitched a ride on a helicopter afte reaching a populated city. Now she's searching the Sandswept Sky, hoping to find the answers she's looking for. Wouldn't be the first time she did something like this, and she doubted it would be the last.
Specialty: Generalist
Level: 1
Experience: 0/10
Powers:
- Health Elements: A protective force shields Jesse from harm. Damage still hurts but it allows her to withold much more than a regular person. When she damages enemies, they drop blue crystals that only Jesse can see. If she picks them up, her health bar is restored.
Strengths:
- GUIDING LIGHT: Jesse is linked with a benevolent, otherwordly entity she called Polaris. Polaris cannot communicate with Jesse verbally, however their bond is very close. Polaris can silently indicate things Jesse can see. Polaris posseses great knowledge of space, and often helps Jesse find where she needs to go, no matter the distance. She also can point out safe places or objects of interest for Jesse.
- CHOOSE TO BE CHOSEN: Jesse is qualified to be the Director of the Federal Bureau of Control. This implies a certain level of strength and potential. She is immune to most attacks on her psyche and mind, including mind control, hypnosis, fear, etc. A stillness of mind that cannot be broken.
This also means she is a Parautilitarian. Objects of Power can be bent to her will, their abilities transferred onto her. This process is facilitated by the Board, a group of beings living in the Astral Plane. - PRETTY DECENT SHOT: Not as fancy as her other Strengths but just as important in her line of work.
Weaknesses:
Energy: Jesse's powers are somewhat limited by her own Energy. If she expends all of her energy, she has to wait five to ten seconds for it to recharge again. It is not linked to her stamina: Using powers will not exhaust Jesse physically or mentally. Nonetheless Jesse's damage comes in bursts. If she mistimes a use of her power she can be susceptible to reprisal.
Basic Physiology: Beneath her thin layer of Resonance armoring Jesse is a human as fragile as any other person. If the enemy can focus down on her or prevent her mobility and damage from coming through, she is quite vulnerable to damage.
Ranged Only: Besides knowing how to throw a punch, Jesse has no martial arts skill. She wants to keep her enemies out of arms reach.
Spirits: None yet.
Kindred Spirits: None
Inventory:
THE SERVICE WEAPON: Every Director's pride and joy. A handgun psychically linked to Jesse. It will improve in power as she re-establishes her bond with it. It's borderline sentient, reacting to Jesse's presence. Only the Director can wield it. If anyone attempts to use this weapon other than Jesse Faden, they will experience severe pyschic damage until they put the gun to their own head and pull the trigger.
The Service Weapon is a long barreled, sleek black hand gun. It is made of smooth black pieces of an unknown mineral. It twitches and shifts, made of many disparate pieces, held together by it's own power. It has infinite ammo, only needing to be recharged if fired too often.
Right now it has been reduced to it's basic form, Grip, a versatile and powerful semi-automatic form. It has high accuracy, good range, and good damage. Able to drop an average human in two-three shots, or a single headshot. It fires as fast as Jesse can pull the trigger, which is actually pretty fast. In Grip, it "holds" 15 rounds. As Jesse levels up, more specialized and unique forms will become available to her once again.
When not being used, the weapon vanishes and exists only in the Astral Plane. She can summon and unsummon it at will.