incoming tf2 references
i guess i'll have to revoke that 'no WIPs' rule because i'm dying of anticipation
and to see how many more people will join
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incoming tf2 references
i guess i'll have to revoke that 'no WIPs' rule because i'm dying of anticipation
and to see how many more people will join
I'd just like to post my government-hired character now, before someone else does something similar.
Let me know if anything is in need of change.
I included some of my character's bio in his "Personality" section--but I'd rather do that than allow his personality to spill into his bio.
Long live the Bat.
Name: Daniel Finch, Psy.D.
Appearance: Looking at him, one would hardly think that Daniel Finch once made a living as a family therapist. Colorless, fleshless, sexless, and merciless, the doctor's face lacks any trace of sympathy or charity. Grayish-blue eyes scrutinize everything from a distance, behind the sheen of frameless eyeglasses. His thin lips are often the only part of his face that shows expression, occasionally curling up in a sardonic, condescending smile.
Meticulously groomed and shaved, Finch almost seems too . . . pristine, too artificial. His short, pale blond hair is simply brushed forward, yet somehow manages to keep in place. Nothing about his person is anything less than perfection—but instead of making him appear handsome, it only makes his angular features look harder and colder.
As far as attire is concerned, Dr. Finch prefers clothes that are conservative in style, but high in quality. Rarely is he seen wearing a button-up shirt that isn't some sort of cold pastel color: Light blues, grays, and the occasional lavender comprise his color pallete. His tailored suit is usually solid gray, although he owns several in different shades. Finch generally forgoes a tie, but that doesn't completely exclude them from his wardrobe*.
Abilities and Skills: Dr. Finch's resume is enough to dispel any doubts about his ability as a psychologist. Within the brief span of a few years, he ascended the ranks to be among the top one-hundred highest-paid government employees in the nation. He never quite stops analyzing people—something that others find both unsettling and annoying. The depth of Finch's perception, however, lends itself more to the former than the latter.
Role: Supervisor: Borrowed from his normal role as a high-profile criminal scientist, Dr. Finch was hired to observe the new Batman during all stages of his formation. He is to accompany the extraction team during every phase of the operation—and intervene according to his judgment. As one would imagine, Finch is perfectly fine with this arrangement.
Personality: Dr. Daniel Finch honestly isn't such an indecent person—at least, he wasn't so initially. During his time as a family therapist, he would spare no expense to ensure that his clients' well-being was placed first. He would always take the time to listen—and he would always wear a concerned, yet caring expression while doing so. Finch went above and beyond all of the proper therapy protocol; he would even subtract from his personal time to check on a few troubled teenagers.
Then, after several years of doing this, he suddenly realized that he no longer cared about any of them—or perhaps he never truly cared to begin with. It wasn't an abrupt change, but a gradual process; Finch only recognized it when his practice began declining. Apparently, patients weren't enthralled by a psychologist who picked apart their lives and decisions, without first taking their feelings into consideration.
At his current job, Finch no longer needs to worry about filtering his thoughts—simply because he wields too much authority to be questioned. Nobody cares about how criminal feel; one needn't be gentle with them—or even be present at all. Finch does and says simply whatever he can get away with, though he'll often keep silent until he deems the occasion worthy of speech. In the meantime, he studies every possible tick and idiosyncrasy he can see, mentally reducing people to figures inside his head. There is nothing he won't criticize--people, places, governments, religions, etc.
Ultimately, Dr. Finch is a great deal like anyone else; the trait that distinguishes him from so many alienated doctors is that he fully owns all of his nasty, resentful thoughts. The average person locks their ugly thoughts away, but Finch think that it's foolish to deny them. One is ultimately much happier for it.
Biography: Young and idealistic, Daniel Finch returned from the university full of optimism, eager to lend his talents to the world. He began work as a private family therapist and quickly earned a reputation as one of the best—because he was just such a considerate young man. Finch would always take pains never to offend, and to make allowances for his clients' personal needs and difficulties. He did this for about five years before noticing that his number of clients was beginning to dwindle.
The psychologist had become a little more ragged himself, and occasionally found himself under strain to keep his temper in check. His job had gradually declined into mindless drudgery, a sharp contrast to the happy altruism of a few years prior. Finch simply could not muster the willpower to care about patients anymore—and as a result, it was putting an enormous dent in his finances. Eventually Finch closed his private practice and began searching for a job elsewhere...
After some rigorous job-hunting, Daniel Finch found work with the government, first as a local criminal psychologist. However, all of the effort that had once been applied to seeing to his clients' comfort was now being applied to cold, hard analysis. Finch became very noted for his skill, rose through the ranks, and was eventually hired by the CIA to help analyze and interrogate “persons of importance”.
Knowing that only a psychologist could truly know if whether the extraction team was doing as instructed, the government assigned Finch to the project. If the extraction team wishes to retain the government's approval, they must first ensure that they have the approval of Dr. Finch—and Finch is not easy to please.
Example Post:Spoiler: Example Post
Other: Character Theme, Character Voice (9:00)
*As a joke, a coworker gave Finch a bright yellow smiley-face tie. He hasn't yet worn it, but it remains in his drawer at home.
Finch's totem is a lighter that, due to a modified valve (imperceptibly different from a regular lighters), emits its flame at an angle, pointed away from holder. There is no indication in the visible portion of the lighter that its flame would do such an impractical thing. Furthermore (as a double-precaution), the lighter is unusually weighted at its top, and will topple over when placed upright on a flat surface.
Alright guys, as much as I like (love) these made up Roles, we still need at least one Architect and one Forger
Where are all of these quality RPers coming from
I mean, I can't even spell words longer than 3 syllabuls
I'll have a Forger as soon as my computer stops being dumb.
Tell Me Something
Who's the loneliest of all?
Tried to finish up my Forger Template in Advanced and Google DerpChrome crashed so I lost all happiness inside.
I'll probably just play a fiddle and start over in a sort of adaptive manner.
Well to be fair, whoever posts up a completed template first can have the role.
Though I can see the uses for more than one...
A query: Need we mention our character's totems?
Long Live the Bat, indeed.
Spoiler: Shoop Da Whoop
At a somewhat above average height of five-foot-eight, Charlotte tends to blend in with the background; a light-haired brunette whose figure screams ‘mother’, she has a fair complexion that is kept up by many creams, moisturizers, and the occasional trip to the spa on her lucky days. Her big eyes are naturally a hazel-brown, but she wears contacts to make her blink more due to her medical condition. Her face is somewhat heart shaped with a slender nose and full, somewhat swollen-looking lips. Her figure is curved from having a child, and supports a modestly-endowed bust. Her most noticable feature is a small beauty mark near her left eye.
Her apparel consists mostly of blouses and pencil skirts, though the occasional work pants and dresses pop up once in a while. She tends to dress very proffesionally--even when out of the workplace. She tends to take pride in her appearance and makes sure every hair is in place and each article of clothing has the accessories to match--including her many pumps, heels, stilletos, and wedges.
Her favorite outfit tends to be one consisting of a white, man-tailored shirt that tends to fit a little loose. The shirt is usually long sleeved, though she has a habit of rolling up the sleeves all the way to her elbows. It is also opened and tucked into her black pencil skirt, which falls just above the knee. She completes the ensemble by wearing her hair is waves and letting it loose around her shoulders, a simple, silver necklace adorning a single pearl, and a pair of red pumps. She also wears red lipstick with this, though sometimes she forgets to wear it. She does substitute the skirt for slacks when the situation calls for it.
Abilities and Skills:
Charlotte has congenital insensitivity to pain (CIP), though in layman terms it means she doesn’t feel or really know what pain is. While one might say it’s a good thing rather than something bad, should she get wounded she may or may not realize how badly hurt she is. Sure, she feels things normally (warmth, coldness, the touch of someone’s hand) but her body never realizes the danger it could be in.
Being a former clinical psychologist has taught her many things about the human mind and body (specifically when she studied in college). To her, each person is a book with a title stamped on their forehead--the title is their appearance, their mannerisms and gestures being the front cover, and their words being the many pages.
A track star in her glory days and a runner in her own right, Charlotte is also very good at, well obviously, running. This is also how she keeps fit. Not too much of a fighter, but she isn't afraid to pick up whatever's closest to her (a gun, a bat, a lamp, a telephone...) and swing it at whoever's threatening her.
Charlotte is a curious person. Her thirst for knowing never seems to be filled--and neither does her wallet, sadly. When it comes to matters outside her own she tends to not give as much effort. Polite to a tee, though not exactly 'nice' so much as 'just being friendly'. She can come off as cold, doesn't like to meddle with anyone's business, and keeps to herself, simply blowing bubbles from her gum when she doesn't feel like talking.
That's if she isn't busy trying to read or probe your mind or anything of the sort.
When you do catch her curiousity, she won't shut up; it's one question after another, and she tends to get too close for comfort (completely forgetting 'personal space'). Until she is satisfied, she will stick to you like flies to honey. She is also much nicer, though even then it's questionable.
Regardless of either situation, she tends to get bored very easily, and will often want to find something more interesting to do. She enjoys things that take up her time. She dislikes those that are overprotective or get too much into her business (funny, eh?). She also doesn't like selfish or ignorant people, finding them 'a bore' or 'annoying'. She is also always chewing gum, loving the strawberry or original bubble flavor.
Born and raised in New Orleans, Lousiana, Charlotte had a knack for getting into trouble--as a child, she believed that she was superhuman as she could not feel pain, being able to go through what most couldn't. However, that was because of something she had inherited from her father--Congenital insensitivity to pain. Because of this she had to be extra careful, and her parents would often discourage her from playing without adult supervision--in case she got hurt and didn't know.
As she grew older she ended up being on the track team, as it was the only thing she could do without getting hurt (which, by the way, isn't completely true--but for the sake of the story we'll pretend it doesn't). She was a good runner, and seeing how it was her only option for a long time she took it up with pride.
Once the topic of picking a career came 'round, she ended up taking psychology for her own curiousity. She wanted to know why people did what they did and how their minds worked, as a mind is the most curious thing known to man. Well, that's what she thought anyway. So she went to school, yadda yadda, and once she graduated she went onto Gotham, as 'all the nut jobs were there'.
Charlotte worked for years, though her own curiousity was never quenched. She knew there had to be another way to work around the mind, to purge its secrets. She ended up quitting her job and looking elsewhere, though where exactly was a mystery. It was almost like an obsession--almost. Yes, she dedicated her time to quench that thirst, but she never for a moment let it get to her.
Though she practically squealed in delight at the thought of 'dream technology'.
This was (finally) what she really wanted--the very idea of being able to enter and probe around people's dreams (which she believed to be the very same as reading their minds) was deliciously enticing, and an offer she couldn't refuse.
Spoiler: Post Ftw
Her voice will remind you of another Charlotte.
Never married. Engaged once, but they called it off due to the death of their stillborn child, Jayden.
Favorite color is purple.
Is also good at copying other's handwriting (ironic, eh?)
Is always chewing gum--original flavor of course.
If you'd like to get on her good side, offer her a Bahama Mama.
Her totem is a golden monopoly piece shaped like the Pot of Gold, its test is rather simple, so simple that most who have seen it always over look it; in the dream world, she merely places it on a flat surface, and it stays just that. In the real world, however, the pot's flat bottom has a small nick that makes it fall over.
Last edited by rpgangel; September 11, 2011 at 07:17 PM.
Tell Me Something
Who's the loneliest of all?
Long Live the Bat
Name(s)/Alias(es)/Title(s): Ray Sutton
Age: 26 years old
Appearance: Ray carries an air of sophistication about him. One good look at him and you wouldn't imagine that he indulges himself in the art of mind theft. He seems to have a curve at the corner of his lips, giving him an almost permanent smile of sorts. Most of society would see this as a sign of a friendly fellow but to those who know him, such a smile on his face is just eerie. He is a man that stands tall at 6'0'' with a muscular build. He holds deep blue eyes filled with curiosity and ambition. Short light brown hair worn in a messy/relaxed fashion.
Ray's line of clothing is casual but still keeps true to his sophisiticated appearance. Usually seen wearing a button up shirt, not compelely buttoned, along with a blazer. The blazer's usually black or a dark shade of brown.
Everything about Ray screams 'friendly' in a non friendly way. Many find it hard to explain.
Abilities and Skills: Ray has a very adaptive mind. Able to pick up complicated concepts and methods in record time, soaking up information like a sponge. For example, he is horrible at math, but if one were to explain a method of solving a certain type of complicated problem to him once, he'd solve such problems with ease for years to come. His ability to adapt is nearly superhuman as he's honed it to work in his favor. Most notably his 'hobby' for solving vaults, safes, and 'puzzles' of that nature.
Role: Within extraction Ray puts his safecracking mind to good use. Being an excellent adapter he remains calm and in control in most situations during extraction, trying to avoid detection by the subjects projections. His skill for solving vaults and puzzles have seeped into his subconscious so heavily he views all missions of extraction as giant vaults ready to be pried into. Every person has that fatal flaw in their architecture that makes breaking into their secrets easier than it should. He's a capable Architect but has been recently functioning as a point man. Ray is imaginative to his approach of extraction and is also quite the sharpshooter.
Personality: Ray is a very intriguging person in the sense that he doesn't show who he is on the surface. He's spent a majority of his young adult life cracking safes and vaults for sport (as well as pay) and here he is making himself into a safe waiting to be cracked. On the surface he is outspoken, polite, and a rather warm person, but on the inside he is constantly pointing out flaws in people as if they were mistakes in the person's design. He knows this is a warped and dysfunctional way of seeing the people around him, but he's come to accept that's what he does because to think otherwise would be lying to himself.
Despite that negative aspect Ray does show genuine concern for the world, if that makes sense. Knowing full well there are dangerous forces and people out there that need to be snuffed out. Although he believes this, he knows a perfect world full of perfect people would be a boring dream. So he accepts that the world does need its ugly to appreciate the beauty in it...meaning he is willing to do what is necessary to keep such forces alive if the occassion arrises.
He is not fond of stumbling upon a 'vault' he cannot crack. Whether it be an actual safe or a person who makes extraction nearly impossible, he finds them infuriating as well as a challenge.
Biography: For most of his life, beginning more so around his high school years, Ray had been called 'gifted.' He didn't have outstanding grades to draw attention to himself, but the teachers that did pay attention would tell him 'he could go places'. Whatever the hell that meant. Having always taken an interest in solving puzzles and creating puzzles, most notablely mazes, Ray decided it would be interesting if he became an architect. Getting the necessary grades in high school and making the right connections, Ray was admitted into several institutes around the world ranging from places in France and Germany to Egypt and Australia.
While in school he came up with many vault designs for banks and museums and a few have been bought off of him, earning him some money. His most favorite professor honed Ray's design skills and even began to teach him how to crack even the most esteemed vaults, for sport at first. Nothing illegal. It wasn't till around Ray's last few days of university that he was approached to show his skill. His professor had put out a 'letter of recommendation' to those out there who'd find Ray's skills useful. He cracked a few vaults, designed a few mazes that were nearly impossible to solve and others quite simple to solve, under specified amounts of time. Once he passed every task he was asked to do, he participated in his first 'extraction.' Which fascinated him greatly. The entire concept of exploring the minds of others, roaming the subconscious of others as though it were reality. It was like the world's most ultimate maze. Reality's most complicated vault. The mind. And there were billions of people out there. Billions of vaults. His early days of extraction had him as the architect but in more recent days he's been more of a 'Point Man.' Gathering information on the subjects, and making sure all the details were taken care of before the actual mission was executed.
Example post:Spoiler: Example Post
Other: Ray Sutton's Theme
Totem: A gold pocket watch Ray's had for years that he's rigged. He's added several pieces of metal into the back to give it a certain weight only he knows, as well as stopped the rotation of the seconds hand for good measure. If the weight is off or the seconds hand is functional, he will know it is not reality.
I apologize if it's too lengthy :/
Last edited by Relix; October 3, 2011 at 09:47 PM.
Relix, Evangeline, accepted.
On the topic of totems:
I've been debating with myself back and forth but I've decided:A Totem is an object that is used to test if oneself is in one's own reality (dream or non-dream) and not in another person's dream. A Totem has a specially modified weight, balance, or feel in the real world but in a dream of someone who does not know it well, the characteristics of the totem will very likely be off. In order to protect its integrity, only the totem's owner should ever handle it. That way, the owner is able to tell whether or not they are in someone else's dream. In the owner's own dream world, the totem will feel correct. Any ordinary object which has been in some way modified to affect its balance, weight, or feel will work as a totem.
PLEASE INCLUDE YOUR TOTEM IN THE "OTHER" SECTION
I didn't know fictional characters could break the 4th wall and read other fictional character's templates, Jubs.