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Jesse Faden ([personal profile] primedirector) wrote2030-07-07 12:40 am
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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.