assistant_janitor: (Default)
Jesse Faden ([personal profile] assistant_janitor) wrote2023-12-07 10:35 pm
Entry tags:

TLV App

User Name/Nick: Danii
User DW: yarnzipan
E-mail/Plurk/Discord/PM to a character journal/alternate method of contact: yarnzipan @ plurk
Other Characters Currently In-Game:

Character Name: Jesse Faden / Prime Candidate 7
Series: Control / Remedyverse
Age: 29
From When?: the end of the last DLC (Foundation)

Warden Justification: Jesse has had a rough (and weird) life and yet, through it all, she's always tried to do the right thing and she's always held onto hope. She may seem distant at times, but that distance is to protect a very caring heart and when the opportunity to help is given to her, she'll take it every time. She doesn't see any challenge as too big or insurmountable, taking it piece by piece with a willingness always to try: to find her brother, to take on an enemy she doesn't even understand, to help people she barely knows grieve. She's inquisitive and willing to roll with all kinds of punches, no matter how odd or extraordinary, and above all else, she takes responsibility for her mistakes and for those who choose to put their trust in her. She's brave as hell and when push comes to shove, she fights for her people with everything she's got, inside and out.

Item: her Service Weapon

Abilities/Powers: Jesse has two sources of her power: for one, she is a parautilitarian, someone who can use paranatural powers. Of those seen, Jesse is exponentially more powerful than previously recorded; a previous director could move a bowling ball six feet and it was a Big Deal where Jesse is flinging around multiple huge heavy rocks and objects left right and all over the place for football field lengths. This is primarily due to her contact with an Affected Item (the Slide Projector) as a child and her continued contact with an entity she refers to as Polaris. Polaris is an extradimensional resonance-based entity, essentially a type of sentient frequency, originating from a different dimension. At this point, Jesse is the originator of her 'signal'; the two have kind of merged. Polaris has given her resistances to other entities, unnatural resilience, the ability to teleport (fast travel), and to cleanse other people or places or things of interference from other entities. Polaris can also help guide her to items or places she might need to go; Polaris is not an appable character in and of herself and seems to mostly be a shimmer that only Jesse can see, a voice we never really hear, and a feminine presence.

The other source of her power is her position as the Director of the FBC, which gives her a connection to a set of Entities known as the Board (as well as one entity that was formerly with the Board and is no longer named Former) that exists on the Astral Plane, the ability to travel in the Astral plane without outer protections, and the ability to 'bind' objects of power for her use. Her collection includes everything here with the powers resulting from those bindings including:
  • Service Weapon - a bound weapon to her that can turn into a variety of forms, including a bunch of different guns and even theorized to allow for melee weapons
  • Hotline - a connection to the previous directors and their wisdom, as well as the Board which downloads into her head and senses; can also be used to receive messages from the dead. In game, this will not be functional except to listen to messages she's already received again.
  • Merry-Go-Round Horse - which lets her do a quickdash evasion where she telekinetically pushes her body around super-fast
  • Floppy Disk - which gives her much stronger telekinetic powers. She can lift very heavy items, fling them with extreme speed, do the same with people, catch things in mid air, etc.
  • Home Safe - lets her pull up a bunch of rocks into a shield around her to block all damage
  • X-Ray Light Box - the ability to overwhelm the will of enemies who are heavily damaged and make them fight for her. In game, this will only ever work against NPC enemies.
  • Benicoff TV - the ability to float/fly. Can be used with the Merry-Go-Round Horse. Can also be used to do a ground slam.
Please note that she doesn't have to be in the same space with them; they are bound to her through an astral connection.

Wardening Strategies and Philosophies: Jesse is going to have the very strange experience of feeling as if the Barge is actually too normal given her other job and the kind of oddities that she deals with on the daily. She's going to be a little confused at how seemingly mundane and comprehensible people from other worlds actually are on Barge, and when weird shit happens, she'll 100% be in her element. Also, given Ahti (the Janitor of the Oldest House she works in) and the Board... the Admiral will be refreshingly direct and she's 100% very aware that power otherworldly things and their motives are always a little wobbly. And how to handle that.

When it comes to her position as warden, she's going to take the whole thing very seriously even if she comes off casual; in canon, she insists on people calling her by her first name and not 'director' but she very much sees any position of power as being one of responsibility and not being above anyone. She believes in earning someone's trust and esteem and nothing less. Given her own bizarre childhood and some of the horrors in her past, she's going to be pretty patient with how much information someone might provide her or how much they're going to work with her. She's also not going to patronize ANYONE no matter how outlandish the shit they tell her is; guess who spent a lot of her life being gaslit by psychologists?

Her main tactic is going to be to try and understand what's important to her inmate and help them with it. She's very well aware of how hard it is to be your best self when you feel like you're under a gun or don't have what you need so it's going to be a priority for her, no matter how awkward that request might be. Anyone with problems around family or losing people are going to be especially touching to her and while she doesn't tend to follow peoples interests herself overly well, she's more than happy to sit there while they babble.

Strength-wise, she's going to be very accepting of whatever an inmate has going on, given some of the dark shit in her own past. Despite her current situation, she's worked a lot of humble jobs and she grew up in the system after the loss of her parents so she'll have a decent amount of spread for people she can relate/work with. While she doesn't stand on ceremony, she's good at meeting people where they are and while she's not a pushover, she is not the sort of person to balk at setbacks or additional work for what she needs to do. She's pretty fearless and she's got the typical video game bleeding heart where she's willing to help anyone who asks it of her. She can also very much think on her feet and work her way through things even when provided very minimal direction. She's spent a lot of her life having her viewpoint and her thoughts invalidated, given the years of psychologists gaslighting her and her ability to see past some AWEs (she likes the poet Thomas Zane, who wrote himself out of existence in another part of canon, and quotes his work) so she'll be very firm on supporting her inmates and how they see things and try not to invalidate their feelings no matter how crazy they might seem.

Weakness-wise, that dark shit does leave her with quite a lot of guilt, both about 'abandoning' her brother and about what she thinks is her fault in old hometown of Ordinary. She can be too willing to help or face something and she doesn't tend to question people in trouble as much as she perhaps should; she kind of goes for it and figures she'll figure it out when she gets there without bothering nearly as much as she ought to for information. She's a little too willing to leap without looking; not so much stupid as too caring without thinking. She's also not particularly good at working with people: she went from some rando to director, never working her way up, so while she cares about other people, she tends to do what she does on her own for them. The same experiences that make her open-minded will make her both paradoxically open to doubts and staunchly defend her position; the doubts internal and the defensiveness external. She's also not the most diplomatic person in the world, often blurting out what's crossing her mind or phrasing things without much preamble or softening even when they're kinda horrifying. Last but not least, she can sometimes take too much responsibility, expecting too much of herself and beating herself up if she makes a mistake.

Deal: Jesse wants to rid all of the FBC of the Hiss and send it back where it came from. She'd love to get her brother out of his coma, but her people come first.

History: History is Here.

Sample Network Entry: 5-10 sentences of spoken/written monologue, not including narration. This sample should reflect the character's day-to-day behavior and a distinctive voice, and must be Barge setting specific. You are permitted to link a thread from the Test Drive Meme, as long as it's recent (within 3 months of application date) and in network style.

Sample RP: BOOP

Special Notes: Anything else not covered here that you'd like us to know!