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Jul. 7th, 2030

TLV: App

User Name/Nick: Maniette
User DW: [personal profile] maniette
E-mail/Plurk/Discord/PM to a character journal/alternate method of contact: [plurk.com profile] maniette or PM here!
Other Characters Currently In-Game: Arthur Lester, Doug Eiffel, Richter Belmont, Stolas (Hunter has just been dropped)

Character Name: Jesse Faden
Series: Control
Age: 28
From When?: Post-game, all DLC completed

Warden Justification: Jesse has a level head in crisis situations, a way with people in being an everywoman herself, and has seen enough horrifying shit from a young age to know how life-destroying it is to have no proof or confirmation of it. Also has dealt with Admiral-scale beings before, so on some level gets where he is coming from.

Item: A director-level clearance card, that shows her Inmate and their current location.

Abilities/Powers: While Jesse was a normal human child, when she was 11 she travelled through other dimensions by means of an Altered Item, the Slide Projector, and through this was able to meet a being in a universe of complete silence. She and her brother befriended this being, and Jesse named it Polaris: it has either granted or unlocked supernatural potential in Jesse (and Dylan), and grants her some psychic protections.
  • Jesse cannot be possessed or corrupted by any malevolent entity, though attempts can certainly hurt; Polaris essentially "silences" them to prevent them taking hold.
  • She can extend this protection to others, both by actively forcing out other entities from an afflicted party, and by being a passive battery to the HRA units that protect other FBC agents from the Hiss.
  • The ability to connect to and travel through the Astral Plane unharmed, and by extension connect to multiple objects with extradimensional powers at no personal risk.
  • An implicit sense of where she is supposed to be going; less foresight or prophetic senses as much as a general vibe or particularly accurate gut instinct, as Polaris is shown to be guiding her to some degree.
  • These items are known ICly as OoPs (Objects of Power). Currently Jesse is bound to:
  • The Service Weapon: a gun that ordains her by the BOARD to be the Director of the FBC. While its default form (Grip) is a basic handgun, it can also change shape to function as a shotgun (Shatter), a semi-automatic (Spin), an armor-piercing charged gun (Pierce), explosive charged rounds (Charge), and a sticky grenade launcher (Surge), though it will always be handgun sized. Rather than traditional bullets, it fires chunks of itself, and thus recharges over time. Canonically able to be used as other weapons and implied to be Excalibur.
    CW Suicide warningHowever, if anyone were to try and steal or even handle the Gun, they would be subject to the BOARD and be perceived as either a hostile takeover or someone applying for the role of Director; the character would be forced to point the gun at their own temple, and after a psychic astral space wedgie, be forced to fire and kill themselves.
    Vetted by mods: Anyone who tries to steal the Weapon will not be able to fire it - you need to be bound to it for that, and it is bound singularly to Jesse.
  • Hotline: a Bakelite telephone that allows her to speak clearly with extradimensional entities, or the dead. (Barge Limitation: Largely non-functional due to game death mechanics, but can be used to receive psychic contact from other characters where Polaris would otherwise defend her.)
  • Merry-Go-Round Horse: Grants Evade, which allows her to move in quick bursts of movement to dodge attacks.
  • Floppy disk: Grants Launch, which allows her to telekinetically hoist up to three large items, including people, and throw them around. Essentially amplifying her already-present telekinetic ability.
  • Home Safe: Grants the Shield ability, which lets her grab random items or debris around her to shield herself, and also fire them at offenders. (Barge Limitation: Unable to use Launch or Shield to physically dismantle the permanent structure of the Barge)
  • X-Ray Light Box: This allows her to Seize people, forcibly possessing individuals for brief periods but killing them from the psychic trauma afterwards. (Barge Limitation: Unable to kill other passengers in any way by using it; possessed characters will be knocked out, and awaken with killer migraines.) Vetted by mods: fully powered as per normal 8'D
  • Benicoff TV: Allows Jesse to Levitate, reaching a height of around 10 yards and allowing her to fall at a safe speed.
  • (The Gun is the only item she physically has on her person; the rest are connected to her through the Astral Plane.)

    All of these abilities can be used in conjunction with one another, making her an aggressive and competent combatant, but not one particularly used to working with allies.

    Aside from these, she's had spurts of odd jobs in the past, largely menial or unskilled labor, but she has fond memories of working as a janitor.

    Wardening Strategies and Philosophies: Jesse will treat being a Warden similarly to being the Director, in that she sees herself as directly responsible for the care of others and will go above and beyond to assist in whatever way she can. That being said, she only got the role as Director from an impromptu field promotion, and while it wasn't traumatising, it was definitely a responsibility she wasn't prepared for, and was essentially advised by the BOARD that she has to "choose to be the chosen one", and so she will be extremely empathetic to people in similar situations, who have had responsibility and power thrust upon them from entities or sources they don't fully understand.

    She's aware of what it's like to be a victim of the system, and to struggle to get by, but it's still in a very modern context so she might be less well suited to a character from less modern cultures. On the other hand, though, she's a very everyman character who has had weirdness thrust upon her from an extremely young age, so she knows what it's like to have your life wholly disrupted from a young age and being aware of your weirdness.

    She lost her parents to eldritch weirdness and her brother to a government agency devoted to it, but despite this she doesn't let it hamper her judgement, and acknowledges individuals rather than systems. The people who took her brother aren't the entirety of the company she's now director of, and she operates under a rule of transparency, with an edge of 'need to know basis' only until she feels like she'll get a fair response from her conversation partner regarding it.

    She might pair best with people who fight corrupt systems, as she is doing herself (and desperately wants some advice on), or outside of them. She'll struggle with megalomaniacs only because she won't be kind in entertaining notions of grandeur, and will be bitingly sarcastic in her treatment of anyone who tries to outwit her. She's not stupid, or sheltered, she's just human. Well, human-plus.

    The Barge itself and the Admiral won't phase her in the slightest, which might actually be disarming for everyone else. She knows, objectively, that it's kind of insane to be so okay with the situation, but she's also aware she might be a little insane for enjoying her role as Director (specifically in that, to her, it gives her the ability to help, it confirms that her experiences as a child were real - and maybe she likes being the protagonist of her own life for once) so she can't really comment.

    Deal: To completely remove the Hiss and everyone it's currently corrupting from her reality.

    History: On her wiki page!

    Sample Network Entry/RP: TDM containing both!

    Special Notes: Permissions page regarding her powers! Also noting here for the record that anyone who tries to steal her gun will be compelled to shoot themselves, due to it being a conduit for an Admiral-scale power known as the BOARD, who only let their assigned Directors handle the weapon.
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    Jul. 11th, 2024

    TLV: Hotline



    In Control, the Hotline is a red Bakelite phone, that allows the Director to be able to "communicate" with entities from the Astral Plane, namely The Board, as well as entities from other planes of existence. The Hotline rings like a conventional telephone when such an event occurs.

    In TLV, because everyone is dead and we love playing Calvinball with superpowers, this means that anyone with telepathic capabilities, when they try and contact Jesse for the first time, will not be able to contact her directly. Rather, they will leave a message for her through the Hotline, which she will be able to perceive as a semi-abstract representation of the person or being trying to contact her.

    (As Jesse's familiarity and experience with the Hotline increases, she will be able to begin answering calls as she receives them to hold a conversation; but she will never be able to call someone else using the Hotline, as it doesn't have a rotary dial or dialpad.)
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    Jul. 9th, 2024

    TLV: IC Inbox



    "Hey, it's Jesse. I'll be right back."

    Text | Voice | Video | Action
    | Hotline |
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    Jul. 7th, 2024

    Permissions: OOPs! All Powers!

    Objects of Power, or OoPs, are objects with thematic, extradimensional powers that grant Jesse the ability to use them when she is bound to them. As of post-game, she has access to the following OoPs:

  • The Service Weapon: a gun that ordains her by the BOARD to be the Director of the FBC. While its default form (Grip) is a basic handgun, it can also change shape to function as a shotgun (Shatter), a semi-automatic (Spin), an armor-piercing charged gun (Pierce), explosive charged rounds (Charge), and a sticky grenade launcher (Surge), though it will always be handgun sized. Rather than traditional bullets, it fires chunks of itself, and thus recharges over time. Canonically able to be used as other weapons and implied to be Excalibur.
    Anyone who tries to steal the Weapon will not be able to fire it - you need to be bound to it for that, and it is bound singularly to Jesse.
  • Hotline: a Bakelite telephone that allows her to speak clearly with extradimensional entities, or the dead.
    This means that rather than being able to directly contact Jesse, any initial attempts made by a character to contact her psychically will instead come through as a psychic overlay to Jesse, with no clear indication she has received the message from the sending character until/unless she directly contacts them in return.
  • Merry-Go-Round Horse: Grants Evade, which allows her to move in quick bursts of movement to dodge attacks.
  • Floppy disk: Grants Launch, which allows her to telekinetically hoist up to three large items, including people, and throw them around. Essentially amplifying her already-present telekinetic ability.
  • Home Safe: Grants the Shield ability, which lets her grab random items or debris around her to shield herself, and also fire them at offenders.
  • X-Ray Light Box: This allows her to Seize people, forcibly possessing individuals for brief periods but killing them from the psychic trauma afterwards.
  • Benicoff TV: Allows Jesse to Levitate, reaching a height of around 10 yards and allowing her to fall at a safe speed.


  • There's also the matter of Polaris herself: regardless of whether she's an alternate dimensional being attached to Jesse, or an innate part of Jesse manifested by Polaris or Hedron's general existence, the end result is the same - Jesse is the most powerful parautilitarian in the history of the FBC, and primed to be the next Director due to the massive amount of connections she can make to OoPs. As well, Polaris grants her some other abilities.

  • Jesse cannot be possessed or corrupted by any malevolent entity; Polaris essentially "silences" them to prevent them taking hold.
  • She can extend this protection to others, both by actively forcing out other entities, and by being a passive battery to the HRA units that protect other FBC agents from the Hiss.
  • The ability to connect to and travel through the Astral Plane unharmed, and by extension connect to multiple objects with extradimensional powers at no personal risk.
  • An implicit sense of where she is supposed to be going; less foresight or prophetic senses as much as a general vibe or particularly accurate gut instinct, as Polaris is shown to be guiding her to some degree.


  • Because some of these could of course be affecting other characters without their IC permission, here are some OOC permissions!

    TLV: Permissions

    OOC PREFERENCES:
    CONTACT METHOD: [plurk.com profile] Maniette or PM here!
    THREAD-JACKING: Feel free on network logs, but please ask for log threads!
    FOURTH WALLING / CANON PUNCTURE: Remedyverse has done weird shit with levels of meta/reality so let's talk!
    BACKTAGGING: Backtags are great, just let me know!
    AVOIDED TOPICS: Nothing in particular, but I'll give a heads up if any topic starts getting too intense!
    PREFERRED GENDER PRONOUN: She/they but I truly don't mind.

    IC CHARACTERISTICS:
    CURRENT CANON POINT: Post-canon, all DLC/sidequests/upgrades completed.
    PHYSICAL DESCRIPTION: Average human woman; 5'8", physically fit and average weight. Naturally red hair kept in a ponytail, blue eyes. Typically found in a leather jacket, singlet, jeans and comfortable boots.

    DEMEANOR: More sarcastic in her mind than she lets on out loud; will do harm while taking no shit. Stoic when she's being professional, but generally a bit of a dipshit dork, and always has the best intentions in mind, even when the situation calls for harsh responses.

    ABILITIES:
    As per her app:
  • Jesse cannot be possessed or corrupted by any malevolent entity, though attempts can certainly hurt; Polaris essentially "silences" them to prevent them taking hold.
  • She can extend this protection to others, both by actively forcing out other entities from an afflicted party, and by being a passive battery to the HRA units that protect other FBC agents from the Hiss.
  • The ability to connect to and travel through the Astral Plane unharmed, and by extension connect to multiple objects with extradimensional powers at no personal risk.
  • An implicit sense of where she is supposed to be going; less foresight or prophetic senses as much as a general vibe or particularly accurate gut instinct, as Polaris is shown to be guiding her to some degree.
  • These items are known ICly as OoPs (Objects of Power). Currently Jesse is bound to:
  • The Service Weapon: a gun that ordains her by the BOARD to be the Director of the FBC. While its default form (Grip) is a basic handgun, it can also change shape to function as a shotgun (Shatter), a semi-automatic (Spin), an armor-piercing charged gun (Pierce), explosive charged rounds (Charge), and a sticky grenade launcher (Surge), though it will always be handgun sized. Rather than traditional bullets, it fires chunks of itself, and thus recharges over time. Canonically able to be used as other weapons and implied to be Excalibur. Not able to be used by anyone else besides her; anyone who tries won't even be able to pull the trigger.
  • Hotline: a Bakelite telephone that allows her to speak clearly with extradimensional entities, or the dead. (Barge Limitation: Largely non-functional due to game death mechanics.)
  • Merry-Go-Round Horse: Grants Evade, which allows her to move in quick bursts of movement to dodge attacks.
  • Floppy disk: Grants Launch, which allows her to telekinetically hoist up to three large items, including people, and throw them around. Essentially amplifying her already-present telekinetic ability.
  • Home Safe: Grants the Shield ability, which lets her grab random items or debris around her to shield herself, and also fire them at offenders. (Barge Limitation: Unable to use Launch or Shield to physically dismantle the permanent structure of the Barge)
  • X-Ray Light Box: This allows her to Seize people, forcibly possessing individuals for brief periods but killing them from the psychic trauma afterwards. (Barge Limitation: Unable to kill other passengers in any way by using it; possessed characters will be knocked out, and awaken with killer migraines.)
  • Benicoff TV: Allows Jesse to Levitate, reaching a height of around 10 yards and allowing her to fall at a safe speed.
  • (The Gun is the only item she physically has on her person; the rest are connected to her through the Astral Plane.)

    MEDICAL INFORMATION: Average human woman!

    CABIN INFORMATION: Deck 6, room 14. A plain motel door with a white inverted triangle painted on. The main room is a large, bureaucratic office, with an open doorway leading to the main, rather generic apartment with an open plan lounge/kitchen and separate bedroom and bathroom. Overall, not particularly neat.

    OFFENSIVE SUBJECTS: Child abuse/death, being gaslit by authority figures. Ethical misconduct in scientific settings.

    IC PERMISSIONS:
    MENTAL: Not possible due to Polaris's influence, but she will feel and notice the attempt, if that's something you'd like to play with! She'll be extremely offended.
    MIMICRY: Possible but difficult, due to the fact she carries a gun no-one else can touch, lmao.
    VIOLENCE: Yep!
    MAGIC: Absolutely: see above re: mental influence but everything else is fair game!
    DEBATE: Sure! She's willing to hear you out.
    OTHER / NOTES: A permissions/questions form + more info about her powers!

    INFO | Control, The FBC and the Remedyverse

    In-universe Basics


    Jesse and Dylan FadenJesse Faden and her brother Dylan are two of the only survivors from a supernatural event - an AWE - in their hometown of Ordinary, Maine, that ultimately left them both with psychic abilities. While Dylan was "kidnapped"/apprehended by the FBC, Jesse escaped and was put into the foster system. For the 17 years since that event Jesse has drifted between jobs and residences, trying to seek out the FBC and find what happened to her brother; during this same period, Dylan was subject to batteries of tests, trying to mold him into the perfect replacement for the then-current Director, and ultimately developed into a sociopathic, traumatised young man who he says allowed himself to be corrupted by the Hiss to further their plans and destroy Polaris, who he believes abandoned him after giving him his powers.
    PolarisPolaris (designated she/her by Jesse) is either an extradimensional being, or a psychic manifestation/personification of Jesse's own latent psychic powers: she is somehow associated with the resonance-based life form Hedron, which hails from a universe in which no sound exists. It is unclear what Polaris's own motives and ultimate goals are, if she even has any, but we are shown that Jesse cares deeply for her, sees her as a protector and companion, and is the direct source of Jesse's (and possibly Dylan's) parautilitarian abilities.
    The FBCThe Federal Bureau of Control is an official but deliberately obscured government agency, dealing exclusively with extradimensional or paranormal events and entities. They are located in the Oldest House, anchored to this reality within a brutalist skyscraper, while internally completely nonconforming to the dimensions of its exterior facade.

    (Think SCP Foundation with a slightly better ethical code of conduct, set in the actual House Of Leaves.)
    BOARDThe entities that make up the BOARD are unknown and unknowable; what is known is that they are, to at least some extent, benevolent in terms of their presence consistently being of help to the FBC. Through the Service Weapon they select the Director of the FBC, and can connect with them through the Astral Plane to deliver cryptic messages; these sound like radio noise, but are understandable to the Director in messages of mixed meaning; some words or phrases are simultaneously translated multiple times, and are stated to be because "hyperreal concepts" are difficult to communicate clearly. However, they are shown to refer to the Director as much as a person as to a video game player character, or a tool to be used by them in their cosmic hyperreal chess against greater forces, such as the Hiss.
    The HissThe Hiss, like Polaris, is some manner of resonance-based being; however, it is the major antagonistic force in the game, corrupting both people and inanimate objects, killing and converting anyone it infects to its side and showing clear levels of hivemind activity in the way it can utilise training and knowledge from its victims. Its infectious presence in otherwise benign Altered Items and OoPs causes them to be incredibly dangerous; an indestructible fridge, for instance, once infected, would kill anyone who broke eye contact with it.

    Polaris/Hedron is able to prevent infection from them, which is how Jesse is able to fight them, to cleanse infected objects and destroy persons corrupted by the Hiss's presence.
    The Oldest HouseA non-euclidean Threshold, contained entirely within its exterior skyscraper building. It's outright stated to be anchored in this reality by the BOARD through their Nail, with strong implication that if it weren't, it would continue to bounce between realities unpredictably. Even anchored to known human reality as it is, the building continues to change erratically, often restructuring rooms or entire sections at random.
    Important Characters
  • Dr Emily Pope: New Head of Research under Jesse, former assistant to Darling. Status: Alive and currently Jesse's crush.
  • Dr Casper Darling: Former Head of Research, primary caretaker/scientist looking after Dylan's custody. Status: ??? Possibly ascended to a higher plane of existence.
  • Zachariah Trench: Former Director. Was a forceful and competent director, until he was accidentally infected by Hiss and had his title revoked by BOARD. Status: Deceased.
  • Helen Marshall: Former head of Operations. A terrifying, no-nonsense woman, forthright and pragmatic. Status: Deceased.
  • Quick GlossaryParautilitarians: Psychics. That's basically the long and short of it.
    AWE: Altered World Event. Something fucky is happening in Oz, usually catastrophic. Alternately caused by or create altered items.
    Altered Items: Supernatural items. Archetypal items that have powers related to their cultural relevance - eg: a Japanese chochin lantern that makes its related location supernaturally alluring; a traffic light that translocates people a random distance away if they move while the red light is shining on them.
    OoP: Object of Power. An altered item that grants the bonded person parautilitarian abilities, again related to the item in question - eg: a merry-go-round horse that grants the user temporary boosts of speed, a household safe that grants a shield.
    Threshold: An alternate dimension, and all that that entails.
    HRA: Hedron Resonance Amplifier; an armor-like chest strap, referred to as "psychic life preservers" that grants protection against mind-altering powers, such as the Hiss. Formerly linked to Hedron, now powered by Jesse's powers.

    Meta information


    RemedyverseThe Remedyverse is shorthand for all the games by Sam Lake set in the singular expanded universe. This list includes
    Control: The GameControl follows the story of Jesse Faden, who is looking to rescue her brother from the clutches of the FBC, and along the way is forcibly assigned Director of the Bureau and slowly discovers that her brother's place - and even her own - in the Bureau are not as straightforward as they both seem.
    Alan Wake?
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