John-117 (The Master Chief) (
prettycoolguy) wrote2021-11-22 11:20 pm
Wilderlands App
APPLICATION
Player Name/Handle: Zita
Plurk Handle:
zitasaurusrex
Preferred pronouns (optional): she/her preferred but they is okay
Player Status: Current Player
Other characters: Cayde-6, Kevin Ingstrom, Karkat Vantas
Invited by: IT'S ME
Character Name: John-117 (The Master Chief)
Fandom: Halo
Character Journal:
prettycoolguy
OU, AU, CRAU, Canon OC, or OC? OU
Canon point: End of Halo 3 for simplicity's sake
Age: 42
SETTING BACKGROUND
It's the 2550s, Earth has colonized other worlds and has a space navy. An alien faction called the Covenant have been trying to exterminate humanity for the last 30ish years. One of the only things slowing them down are the Spartan-II super soldiers. Originally trained from childhood for counter-insurgency against Earth's rebel colonies, the Spartans were in the right place at the right time to become a critical piece in making humanity's oncoming defeat a bit slower. They have been fighting this war for most of their lives.
Then John-117 and his AI friend Cortana fall ass over teakettle into some absolutely buckwild nonsense. Prehistoric aliens once accidentally uncovered an even older alien zombie hivemind super plague, and built super weapons to try to destroy it. The Covenant found both, and almost all life in the galaxy would have been wiped out if not for the extremely fortunate intervention of many brave people (but also these two in particular.)
...Then they got lost in space.
PERSONALITY
The Master Chief’s job is to protect humanity, and everything else is supposed to be secondary. His personal feelings don’t matter. His life is nothing but a resource to be spent in this mission, and he has accepted that it is his fate to one day die on the battlefield so that many others do not have to. He had no childhood, and has no future.
Despite this, John is still in there somewhere. He’s a calm, quiet, and steady person, which helps him mask most of his feelings, and years of fighting a losing battle against an alien juggernaut have left him emotionally exhausted anyway. He’s quick-witted and does have a sense of humor, but it comes out extremely deadpan when it does at all. He can care about others (especially his team) very deeply, he’s just not good at expressing those feelings and considers it to be a bad idea.
He prefers to keep others at arm’s length, but John’s not really a loner. There’s no reason for him to be harsh with people if they’re not trying to push their way in, it’s tough to honestly piss him off, and as long as you’re doing your job and not threatening the mission he probably has your back. Spartans are meant to work in teams (though he’s been separated from his on several dramatic occasions) and the Chief has been leading one for most of his life. As the leader, it’s his job to be the pillar of stability around which the whole thing turns. The Chief can’t afford to be anything but unshakable to the team. They have extremely important work to do, and nobody should be distracted by worrying about him. His needs are the least important, and as long as he can keep fighting and keep them fighting, nothing else matters.
As a result, the Chief bottles up his problems and doesn’t really deal with them constructively. He’s been doing this for years, and continues to function mostly because he is extremely stubborn. The competitive streak and obsession with winning he had as a child has carried through into adulthood as an unflagging determination to do what must be done at any cost. If there’s a gun pointed at the head of the universe, there is no stopping the Chief from trying to disarm it. He'll sleep when he’s dead and face the physical and emotional consequences of how hard he drives himself after everything is safe again. While he is loyal, he will not turn his back on this most sacred duty for anything, be it the chain of command or someone he might even love. The entire galaxy could be wrong and point all weapons at him and order him to stand down, and he’d keep fighting to save their lives anyway. And if his good luck holds, he might just manage it even then. Doing the impossible is his job, and he was made to be sacrificed.
Without a mission, the Chief doesn’t really know what to do with himself. He’s accustomed to being treated more like a tool or a weapon than a person, and has treated himself in the same way. He doesn’t really know how to unwind anymore, mostly because he hasn’t had that kind of free time in decades. Growing up in the Spartan project has socially stunted him and he lacks a lot of normal experiences, and though he is good at hiding this, it sometimes shows painfully that John’s life has never quite been his own. He doesn’t want anyone’s pity, he knows he can never have these things and put those regrets to bed a long time ago. (Or at least, so he is determined to believe.) He just wants to keep doing his job. It’s all John really has.
CANON POWERS
Surgical augmentation and powered armor.
The effects of the augmentations:
- Improved vision
- Ceramic-reinforced skeleton
- Increased muscle mass and bone/muscle density (heightened strength and running speed)
- Reaction time 3x faster than baseline
- Increased growth, which is why he's huge
The MJOLNIR suit:
- Environmentally sealed, shielded against EMPs and radiation
- Refractive coating helps disperse energy weapons fire
- Gel layer regulates temperature and can change density (especially in water)
- Neural interface capable of working with an AI
- Onboard computer monitors wearer's status/can do comms stuff/has a motion tracker
- Further increases to strength and reaction time
- Energy shielding, powered by a fusion pack on the wearer's back
POWER SELECTION
FREEBIE POWERS
- John retains his enhanced vision. He's just better than average at seeing, especially in low light conditions.
GAME POWERS
Canon powers, though I'm taking some liberties with setting magic to nerf his armor while keeping it something he can feasibly have.
John is freakishly fast and very strong, but can be kept within game limits. Let him be horse levels of strong/fast (at a sprint, anyway) and it works to maintain the feel. I feel like having extra strong bones doesn't take away from a sense of danger because perfectly intact bones doesn't mean you don't die.
John's armor has been heavily altered by the game setting and is more of a magical projection of the idea than his literal, technological armor: It "rests" as a gauntlet on his left hand most of the time, but can be activated to cover the rest of his body in a very anime fashion. It doesn't have its technological perks (boosting strength/speed, shielding, the miscellaneous computer functions) because lol wilderlands, but does provide protection and filter bad air.
The armor is not shielded and is not impervious to damage (and doesn't disperse energy damage), John can still get overwhelmed and be hurt (and is much more susceptible to it than he's used to), but it's on par with fantasy armor generally and can let him tank a bit.
The armor has limited up time. He can keep it going for 8 hours at a stretch before it needs a couple hours to recharge. This isn't so much about nerfing power (because it's not stronger than setting-appropriate armor), but to make it so John cannot just retreat to armor town forever because he would. Instead, he has to actually decide when he's going to use it and weigh whether it's worth possibly not having it later. (But also, he has reliable enough access to it that it's helpful and relying on it isn't a huge liability.)
I'm hoping this is okay because it's not actually a magic weapon magic weapon (or, you know, actually a weapon), I'm just trying to create a flavorful nerf that will be easier to play with in this setting.
ABILITIES
The Chief is a super soldier. He's resilient, brave, and good at creative application of resources. He's been trained to fight human insurrection and alien invasion, and has a good head for leadership. He has a lot of general purpose survival skills, and can quickly pick up unfamiliar technologies.
He's also really, really, really good at capture the flag.
SAMPLES
Chief runs across a space station because his bff is there
(The tags from 12-05 are 300+ words)
ADDITIONAL INFO
hi guys are you surprised, i'm not
Player Name/Handle: Zita
Plurk Handle:
Preferred pronouns (optional): she/her preferred but they is okay
Player Status: Current Player
Other characters: Cayde-6, Kevin Ingstrom, Karkat Vantas
Invited by: IT'S ME
Character Name: John-117 (The Master Chief)
Fandom: Halo
Character Journal:
OU, AU, CRAU, Canon OC, or OC? OU
Canon point: End of Halo 3 for simplicity's sake
Age: 42
SETTING BACKGROUND
It's the 2550s, Earth has colonized other worlds and has a space navy. An alien faction called the Covenant have been trying to exterminate humanity for the last 30ish years. One of the only things slowing them down are the Spartan-II super soldiers. Originally trained from childhood for counter-insurgency against Earth's rebel colonies, the Spartans were in the right place at the right time to become a critical piece in making humanity's oncoming defeat a bit slower. They have been fighting this war for most of their lives.
Then John-117 and his AI friend Cortana fall ass over teakettle into some absolutely buckwild nonsense. Prehistoric aliens once accidentally uncovered an even older alien zombie hivemind super plague, and built super weapons to try to destroy it. The Covenant found both, and almost all life in the galaxy would have been wiped out if not for the extremely fortunate intervention of many brave people (but also these two in particular.)
...Then they got lost in space.
PERSONALITY
The Master Chief’s job is to protect humanity, and everything else is supposed to be secondary. His personal feelings don’t matter. His life is nothing but a resource to be spent in this mission, and he has accepted that it is his fate to one day die on the battlefield so that many others do not have to. He had no childhood, and has no future.
Despite this, John is still in there somewhere. He’s a calm, quiet, and steady person, which helps him mask most of his feelings, and years of fighting a losing battle against an alien juggernaut have left him emotionally exhausted anyway. He’s quick-witted and does have a sense of humor, but it comes out extremely deadpan when it does at all. He can care about others (especially his team) very deeply, he’s just not good at expressing those feelings and considers it to be a bad idea.
He prefers to keep others at arm’s length, but John’s not really a loner. There’s no reason for him to be harsh with people if they’re not trying to push their way in, it’s tough to honestly piss him off, and as long as you’re doing your job and not threatening the mission he probably has your back. Spartans are meant to work in teams (though he’s been separated from his on several dramatic occasions) and the Chief has been leading one for most of his life. As the leader, it’s his job to be the pillar of stability around which the whole thing turns. The Chief can’t afford to be anything but unshakable to the team. They have extremely important work to do, and nobody should be distracted by worrying about him. His needs are the least important, and as long as he can keep fighting and keep them fighting, nothing else matters.
As a result, the Chief bottles up his problems and doesn’t really deal with them constructively. He’s been doing this for years, and continues to function mostly because he is extremely stubborn. The competitive streak and obsession with winning he had as a child has carried through into adulthood as an unflagging determination to do what must be done at any cost. If there’s a gun pointed at the head of the universe, there is no stopping the Chief from trying to disarm it. He'll sleep when he’s dead and face the physical and emotional consequences of how hard he drives himself after everything is safe again. While he is loyal, he will not turn his back on this most sacred duty for anything, be it the chain of command or someone he might even love. The entire galaxy could be wrong and point all weapons at him and order him to stand down, and he’d keep fighting to save their lives anyway. And if his good luck holds, he might just manage it even then. Doing the impossible is his job, and he was made to be sacrificed.
Without a mission, the Chief doesn’t really know what to do with himself. He’s accustomed to being treated more like a tool or a weapon than a person, and has treated himself in the same way. He doesn’t really know how to unwind anymore, mostly because he hasn’t had that kind of free time in decades. Growing up in the Spartan project has socially stunted him and he lacks a lot of normal experiences, and though he is good at hiding this, it sometimes shows painfully that John’s life has never quite been his own. He doesn’t want anyone’s pity, he knows he can never have these things and put those regrets to bed a long time ago. (Or at least, so he is determined to believe.) He just wants to keep doing his job. It’s all John really has.
CANON POWERS
Surgical augmentation and powered armor.
The effects of the augmentations:
- Improved vision
- Ceramic-reinforced skeleton
- Increased muscle mass and bone/muscle density (heightened strength and running speed)
- Reaction time 3x faster than baseline
- Increased growth, which is why he's huge
The MJOLNIR suit:
- Environmentally sealed, shielded against EMPs and radiation
- Refractive coating helps disperse energy weapons fire
- Gel layer regulates temperature and can change density (especially in water)
- Neural interface capable of working with an AI
- Onboard computer monitors wearer's status/can do comms stuff/has a motion tracker
- Further increases to strength and reaction time
- Energy shielding, powered by a fusion pack on the wearer's back
POWER SELECTION
FREEBIE POWERS
- John retains his enhanced vision. He's just better than average at seeing, especially in low light conditions.
GAME POWERS
Canon powers, though I'm taking some liberties with setting magic to nerf his armor while keeping it something he can feasibly have.
John is freakishly fast and very strong, but can be kept within game limits. Let him be horse levels of strong/fast (at a sprint, anyway) and it works to maintain the feel. I feel like having extra strong bones doesn't take away from a sense of danger because perfectly intact bones doesn't mean you don't die.
John's armor has been heavily altered by the game setting and is more of a magical projection of the idea than his literal, technological armor: It "rests" as a gauntlet on his left hand most of the time, but can be activated to cover the rest of his body in a very anime fashion. It doesn't have its technological perks (boosting strength/speed, shielding, the miscellaneous computer functions) because lol wilderlands, but does provide protection and filter bad air.
The armor is not shielded and is not impervious to damage (and doesn't disperse energy damage), John can still get overwhelmed and be hurt (and is much more susceptible to it than he's used to), but it's on par with fantasy armor generally and can let him tank a bit.
The armor has limited up time. He can keep it going for 8 hours at a stretch before it needs a couple hours to recharge. This isn't so much about nerfing power (because it's not stronger than setting-appropriate armor), but to make it so John cannot just retreat to armor town forever because he would. Instead, he has to actually decide when he's going to use it and weigh whether it's worth possibly not having it later. (But also, he has reliable enough access to it that it's helpful and relying on it isn't a huge liability.)
I'm hoping this is okay because it's not actually a magic weapon magic weapon (or, you know, actually a weapon), I'm just trying to create a flavorful nerf that will be easier to play with in this setting.
ABILITIES
The Chief is a super soldier. He's resilient, brave, and good at creative application of resources. He's been trained to fight human insurrection and alien invasion, and has a good head for leadership. He has a lot of general purpose survival skills, and can quickly pick up unfamiliar technologies.
He's also really, really, really good at capture the flag.
SAMPLES
Chief runs across a space station because his bff is there
(The tags from 12-05 are 300+ words)
ADDITIONAL INFO
hi guys are you surprised, i'm not
