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ZOOSMELL POOPLORD ([personal profile] fullofgusto) wrote in [personal profile] subnauticmods 2017-01-30 05:38 am (UTC)

John Egbert | Homestuck | Unreserved

IC INFORMATION
NAME: John Egbert
AGE: 20
CANON: HOMESTUCK
CANON POINT: Act 7
CANON INFORMATION: http://mspaintadventures.wikia.com/wiki/John_Egbert

PERSONALITY: First impressions of John go a long way and those that meet him might not expect much from the calm, joke cracking and card slinging, disguise wearing goofball. It turns out that time spanning and world ending conflicts are more than enough to turn a goof into something vaguely resembling a hero.

Luckily for the fate of his kind and all others, it is not these qualities that make him a leader to his friends, though they do make him much more than that. John is unbelievably kind, forgiving most people for arguably shitty things they've done, like how Terezi caused a John in a different timeline to die by accelerating him to his denizen before he was ready to deal with him.

More so than most of his friends, John has a bad tendency to do what he's told with few complaints or objections. This was rather distinct in the past when he was naive, and while not largely a problem anymore, John still has a tendency to believe in the good of people first, and worry about betrayal when it comes later. He acts oblivious, and at times, can be near-sighted when it comes to the intentions of others in a more genuine sense, but when he observes enough of someone's behaviour, he will not forget it. His denying Vriska the ring in response to seeing what she was capable of is a prime example of such.

And as shown later, John is very quick to forgive. After saving an alternate Vriska from her fate, he returned to friendlier terms with her. Not that he was even angry at her to begin with, but he certainly didn't trust her as much. By extension of his ability to mostly learn from past mistakes (Mostly), John can be quite serious and very capable when he puts his mind to an action. Mastering his wind powers by drilling a hole in Skaia, mastering the powers granted to him by 'the treasure' and spreading the oil that would have drowned him, across the galaxy.

John's friendly demeanour allows him to make friends very easily despite all the circumstances presented to the contrary. John will by default, believe in the best in people he meets. So when perhaps a normal person might ignore Terezi, or Karkat, or Vriska out of caution for their antics, he persists to be friendly with them. It does not always pay off, but it does inevitably end with him being on friendly terms with all of them. It also helped him better understand what sort of culture they came from where these sorts of things made a lot more sense.

A problem, and this has shown itself a few times in the shape of a few melt-downs, is that John hasn't found a healthy way to deal with negative emotions. Sadness, anger and despair are repressed until they finally hit a breaking point resulting in a spasm of emotions, usually some manner of frantic outburst depending on the exact scenario. He always seems to bounce back eventually, but has not yet learned how to deal with these things in a much healthier way beyond pretending that they don't exist.

ABILITIES:
Wind Control: John possesses the ability to manipulate air/wind in a variety of ways. The most profound use of his powers was manipulating the wind into a force powerful enough to drill its way into the core of a planet. The extent of his control of wind seems only limited by his imagination, as he can seemingly mask his presence with the wind and create a force of it powerful enough to levitate objects otherwise incapable of flight, like a car.
The Treasure Power: After coming into contact with an item known as "The Treasure", John was given a new ability that seemingly gave him the power to teleport from place to place and also at different points in time. It's a power that he had no control of at first, and it seemed to merely teleport him at random to different time frames. After meeting his denizen and nearly dying from drowning, John was forced to gain control over it quickly lest be succumb to his fate. Apparently, he can also teleport other things alongside just himself.
God-Tier: John is God-Tier which means he has the natural gift of flying in addition to a couple of other benefits that are best outlined here

INVENTORY:
Hammer of Zillyhoo
Honestly, I cannot for the life of me recall as there is no immediate recollection of it, but I assume John has some gag items and maybe a few other knick-knacks. Likely nothing crucial.

MEMORY ALTERATION: It occurred immediately after opening the door to end their session. John found himself waking up in Iniidae rather than in their galaxy.

SAMPLE:
http://fishesoutofwater.dreamwidth.org/5473.html?thread=2020961#cmt2020961

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