windeity: (GRIN ♫ windy things)
king of the clouds ([personal profile] windeity) wrote in [personal profile] awashmods 2018-03-08 02:04 am (UTC)

John Egbert | Homestuck | Reserved

Applicant Info

Name: Ty
Contact: [plurk.com profile] alternatively or a PM.
Current Character(s): N/A
Reserve: Link!

Character Info

Character's Name: John Egbert
Character's Canon: Homestuck
Character's Age: 16
Canon Point: Act 6, Intermission 4, Pg 8957
Background/History: Sweet, another link.

Strengths:

-An optimistic leader. John tends to be the one who keeps his team together by looking on the bright side of things, driving people forward and refusing to let his teammates fall behind. Throughout his journey, John finds himself doing things that others may deem as silly or flighty, and at one point one of his friends even calls him a fickle idiot. But the thing about that is even if his actions seem irrational or goofy John seems to know what he's doing about half the time. John isn't afraid to experiment and he isn't afraid to explore new environments even if he doesn't always quite grasp the situation at hand. Though "smart" isn't necessarily a word one would automatically associate with him, John is what one could describe as clever. He's quick to think on his feet and capable of making plans when he really puts his mind to it.

-Easygoing nature. John's also incredibly easy to get along with and some may even say that he's prone to being passive in a lot of cases especially around his friends. The core of who John is as a person resides in being able to support his friends in action and help them get to where they need to go. John has a tendency to see most people as an equal and he's not one to turn his back on someone in need whether it's a friend he's had for several years or it's someone he's just met that day. He's the type of guy who's thoughtful and generous, and though sometimes he puts his foot in his mouth he's quick to correct himself and think of people's feelings. It's in his nature to forgive people and even those who have manipulated him tend to be forgiven. He has a tendency to want everyone to get along and even in other timelines it's hard for anyone to say anything bad about John Egbert.

-Determination. John's not great at giving up! John actually sucks at giving up! Even when he's faced with the end of the world John does his best to try and find a way to fix things and no matter how frustrated or downtrodden he is, he's quick to bring himself around and not wallow for too long. John recognizes the value of teamwork and making sure people aren't left behind. He tends to usually be the calming force. Unlike some of the other kids, John has the ability to stay grounded even in crisis and doesn't let things knock him back that easily. He doesn't let very much bother him overall and his motivation very rarely wavers. It's a certain kind of bravery that comes from someone who knows what he has to do and refuses to let things fall to the wayside for long. Though sometimes John can find situations hard to believe and even grow a bit frustrated, he tries to see the positive and neutral grounds in all situations.

Weaknesses:
-Anger. John can get easily frustrated and a lot of John's anger that manifests tends to come from preying on his interpersonal relationships with people. When there's a threat to his friends/ family John springs into action without second thought. On the other hand, there's anger and there's frustration, and with his frustration comes John's self-doubt. Though he is the leader John does have a sufficient amount of self-doubt especially later in his journey. Wanting to be reassured his friends will still be his friends in the end, and later feeling like a failure for being unable to stop the events of Game Over, give us an inside look to how he really views his flaws. Though he doesn't let negative thinking impact him for too long, it's something that shapes a lot of his drive. If he were a less optimistic person John could easily resign to his own feelings of doubt and uncertainty.

-Impulsive naivety. John's fairly easy to influence and often times doesn't really question when people tell him to do things. This is seen especially early on when Terezi tricks him into seeing his Denizen and he gets himself killed in an alternate timeline, forcing Dave to go back in time and stop him. This is also seen when John follows Vriska's advice and seeks out his quest bed, not knowing that Vriska had rigged things so that John would die and ascend to his godtier status. Along with being easy to influence, John has really poor impulse control and he tends to act and then figure things out later. There are several instances in canon where this, along with some of his absent-minded traits, end up putting him out of touch with the others in his session. A running gag in canon is John's inability to hold onto a phone or computer for very long as he has a tendency to either leave them somewhere without thinking, or in one case throwing it into an ocean of oil simply because he was annoyed and only later asking "why did I do that." John usually can bail himself out of tough situations, but it can be said that if he put a little more thought into things he wouldn't get in those situations in the first place.

-Stubbornness. Like any teenager, John likes to think he's right and he knows what he's doing even though that's not always the case. John can be awkward and fumble on serious subjects, often times turning things into a joke to make things more light-hearted when he refuses to back down. In some cases he can be blunt or sarcastic to the point that he's outright rude to people, seeing how John isn't exactly someone who hides his true feelings very often if at all. In addition, when he really sets his mind on something it takes a large force to interfere and derail him, and even then that doesn't always work. There are just some opinions he won't change.

Powers/Abilities:
-John is capable of using an item called a sylladex! This is essentially a magical inventory system that he can shove Captchalogue cards with items on them to carry at his leisure. This also allows him to house a strife deck (see below.) Each sylladex comes with a Fetch Modus that the kids use to obtain items. Over the course of the Homestuck canon, John obtains three different moduses.

The first is the Stack modus which is just about as stupid as you'd expect. The Stack modus allows players to pull items out of their sylladex one at a time based on what is at the top of their stack. While they can combine items should the items be able to fuse (hammer + nails for example), if the sylladex is too full while using this modus the item at the bottom of the stack will drop out. This is the most inconvenient modus ever.

The second is the Queue modus which is also pretty useless. With Queue, only the card on the bottom of the stack may be used as this is essentially the reverse of the Stack modus.

The third is the Array modus which allows John to draw any card from his sylladex at will! What a useful and simple modus to use, this must be the perfect modus for John Egbert!

...but no. This ties right back into John being "inventive" and "creative", as he finds the Array modus to be fairly useless to him. With the ability to combine his moduses, this leads to his final modus.

The Queuestack Array modus is a combination of the three above and divides all of the cards in John's sylladex into four stacks of six cards each. This allows John to take either the first or the last card from one of these four stacks. Why he decided to do this is still a mystery to literally everyone, but he sure does have that ability.

-All of the kids also have access to something called a strife specibus, i.e. their specific form of fighting. Of note, John actually has two.

The first and his main strife specibus that John uses is known as Hammerkind. Hammerkind is exactly what it sounds like in which John can utilize any kind of hammer of his creation to attack his enemies. Examples of hammers John's used over the course of his adventure include a regular hammer (claw hammer), the Wrinklefucker (a hammer alchemized with two irons), the Warhammer Zillyhoo, and the Pop-a-Matic Vrillyhoo.

His second strife specibus is known as Bunnykind. This is essentially useless, though it does make a specific stuffed bunny (Liv Tyler) loyal to John so I guess there's that.

So now. Godtier! In the Homestuck canon, godtier status means a whole lot of things and essentially means that the kids have become gods and have tapped into their aspects and classes. John's class is that of the Heir and his aspect is Breath.

-As an Heir of Breath, John is capable of manipulating the wind around him! Basically this means he's just a whimsical asshole who can change the direction of the breeze to suit him. Examples of this include being able to change the direction of the breeze, create tornados, fly, use the breeze to mask his scent/cover his tracks (as seen while hopping timelines to hide from Grimbark Jade), and even playing the breeze with such immense power to clear out the clutter on his planet and fulfill part of his personal quest. There's also the fact that he can turn himself into the wind and disappear whenever he feels like it. Thanks, John.

-As just John Egbert, Heir of Breath, John has also gained the ability to travel back and forth to different points in a timeline to help manipulate/change events in history. Thanks to sticking his hand through a powerful magic item, he has the ability to concentrate on certain points in time and appear there in order to observe and change events subtly to change the overall timeline. This is best seen through Terezi's quest for him.

-Being godtier also comes with its own perks such as the ability to fly and being immortal! Mostly. However, this doesn't mean that John can't be killed. John can definitely be killed, but the only time he will actually stay dead is if his death is considered heroic or just. Being godtier also means he gets to rock a cool set of threads in his favorite color that are eternally clean and comfortable. ...no seriously, they're self-cleaning and seem to grow with the kids? Who knows how they work.

I understand some of his powers may need to be capped for the game (particularly his conditional immortality) but please let me know!

I'm really sorry for Homestuck specifically.


Other Noteworthy Traits:
-John's a talented musician when it comes to the piano, capable of playing complicated pieces and he has been playing since he was at least a toddler.
-He knows some computer coding! He's bad at it, but he knows it! (Save him.) Additionally he knows how to utilize technology enough to work his way around computers and PDAs.
-John's other "talents" include beginner's stage magic, pranking, and proooobably some second-hand baking skills as much as he doesn't want them.
-In a whole other vein, John is very clever at alchemizing items/inventive when it comes to alchemy. He's the first of the kids to figure out how to take ghost captures of items to put onto cards, not to mention combining two punched cards to create new items. (This is probably not relevant without an alchemiter, but he's generally a creative person who tends to find loopholes in things.)

Weapons & Other Special Inventory:
On his person

Everything in his sylladex, technically, which includes:
-His hammers (though most likely due to alchemizing he only has Vrillyhoo on his person. It's an incredibly strong hammer and it's also equip with a roll mechanic that means when John delivers a final blow, the dice at the top will roll and produce a random pre-programmed outcome.)
-Whatever other random crap he carries in there so nothing super detailed. Think like maybe some candy, snacks, random rocks he's picked up, playing cards, a laptop, his phone, (both of which will not work), etc.
-His godtier outfit, which is this stupid thing.

Additional item:
Ideally I would like a piano but obviously this may be too large to be considered reasonable. If so, is it possible to have something he lost earlier in canon? Specifically this stuffed rabbit from the movie Con Air.

Color: #0715cd, which is a blue. This color was chosen solely because it's the exact hex color of the font he uses in his canon texts/chats with the other characters + it also matches his exact eye color (a trait all of the Homestuck kids share.)

Sample: TDM top-level!

[ OPTIONAL ] World Aspect: In the Homestuck canon there are these friendly (usually) and helpful (sometimes) little guys called Sprites which serve to be as Sburb players' guide through the game! Initially they're just floaty little energy balls, but once prototyped (i.e. you throw inanimate stuff into them, they take on those forms) and even further customized prototyped, they can help with quests by providing information and intel and generally being chatty friends. All of the information is on the page which is a lot but for game purposes I thought perhaps the following could be a thing:

-Characters can obtain Kernelsprites (the little balls) and prototype them with anything they find/anything they have on them/etc.
-These Sprites can then accompany characters on quests for the Town and serve as a guide while the characters do the work on these given quests.
-Unlike in Homestuck, these would be downgraded so they cannot fight for characters (i.e. they don't shoot lasers, etc.) and they cannot use powers to create things that do not already exist.

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