portes app

Apr. 7th, 2012 03:08 pm
heirial: (of a place so beautiful)
[personal profile] heirial
Character: John Egbert
Canon: Homestuck
Version: n/a
Canon Point: Shortly after Act 6 Intermission 1
Age: 13
Gender: Male

History:
I started to write one but this app is tl;dr enough as is.

Personality:
John is a dork. This is the most immediately noticeable aspect of his personality. As far as he’s concerned, pranks, magic tricks, and terrible movies are pretty much the Best Things Ever. And while this is in and of itself a significant facet of his personality, what really makes it noticeable is his utter lack of shame where his dorkiness is concerned. He’s an unapologetic goofball who is quite happy to talk your ear off about the merits of his favorite movies, and if you dare to (justifiably) question his taste, he’ll tell you no, his movies are awesome, and also you’re dumb. And given half an excuse, he will reenact scenes from said movies, even if people are watching and think he’s stupid for doing it.

And even if there are more important things for him to be doing at the moment. John is incredibly easily distracted. Which isn’t to say that he doesn’t get shit done when it really counts, but he’s still the type of person to waste time by doing things like using his newly-acquired wind powers to fly around in a car just because he can or to stare at an image in a cloud of two squirming cephalopods locked in a mating ritual a guy kissing another guy’s corpse for minutes or possibly even hours. (Seriously.) He’s also more than a little scatterbrained, tending to do things like lose his computers or other communication devices due to his own negligence, rendering himself incommunicado.

These aren’t the only traits of John’s that can get him in trouble, though. John’s more than a little gullible, tending to do things he’s told to just because someone told him to…unless, paradoxically, it’s something for the sake of his own welfare. He is also at best a questionable judge of character; while it’s tended to work out for the best for the most part, he’s the type of person to make friends with (or at least follow advice from) people who have threatened to kill him and displayed other worrying behaviors, get killed by said people, and continue to talk to, take advice from, and even remain friends with such people. Yes, this actually happened. Twice.

That said, John is an excellent friend. He’s a good listener, observant enough to pick up on his friends’ hidden flaws and love them anyway, in general pretty much unconditionally supportive, and he values his friends and family above everything and trusts them that no matter what happens, as long as they’re together, they can do anything. All of this isn’t to say he’s always a goody-goody kid who’s nice to everyone; John is honestly kind of a dick sometimes. But there never seems to be any real malice behind it. Part of it is unintentional rudeness borne out of social awkwardness, part is just intended as non-serious assholery between friends (which is reciprocated), and part is just typical thirteen-year-old behavior.

John is relentlessly optimistic, and very little seems to faze him. And for the most part, even when things do faze him, he seems to rebound quickly and easily, going back to his usual goofy self. This was true even when his father died. However, it’s not entirely clear whether his personality is just like that or if he continues to act goofy basically as a coping mechanism. The things that really do get to him tend to be strange and comparatively minor, such as learning that his dad was a normal businessman instead of a street performer like he’d always assumed or finding out that Betty Crocker made Gushers, but even with those he bounced back before long.

Because of his optimism, faith in his friends, and the fact that he’s a good friend himself, he kind of ended up naturally in a leader-ish position in the game. However, when he’s referred to as a leader, he’s the type of person to brush it off and point out that he’s their friend, not their leader. And in general, John is more the type of person to talk about his friends’ capabilities rather than his own. On the surface, this looks like simple humility, but the graffiti he subconsciously scrawled on his prized movie posters calling himself a fool and a lame kid tell a different story. Beneath all of the goofiness and optimism, John seems to have deep-seated insecurity issues that even he isn’t fully aware of.

Overall, John is a good kid. He’s shamelessly nerdy, caring toward his friends, naïve, and a little scatterbrained. He’s been through a lot, but he’s still pretty stable, at least on the surface. And as long as he has his friends, everything will be all right in the end.

Fears:
Hopelessness: John’s relentless optimism is one of his primary coping mechanisms. That no matter how bad everything gets, no matter how inevitable something seems to be, there’s always still hope. He’s the type of character to not only unironically say things like “also, there is always hope for someone who has good friends to count on!” but to mean them with all of his heart.

So of course pretty much the easiest way to scare him shitless would be to slowly crush that optimism.

Harm to the people closest to him: To a degree, coming from a game as harsh as Sburb, John’s a little desensitized to this, or at least pretty resilient about it. Still, he’s the type to prioritize the wellbeing of his friends over even his own wellbeing, to the point of suggesting multiple reckless plans to take advantage of his conditional immortality to protect his friends from putting themselves at risk, without thinking through the fact that the recklessness of those plans would put him at a very good risk of dying permanently in spite of said conditional immortality. In particular, killing his friends off permanently or making it look like they’ve been killed off permanently would be a good way of getting to him.

Helplessness: John’s scrawled insults toward himself speak of subconscious self-esteem issues. Putting John in a situation where he feels like he should be doing something but can’t do anything would reinforce those self-esteem issues. And since, as noted, his friends are more important to John than anything else, putting him in a situation where his friends are being harmed and there is nothing he can do about it would be even worse.

Weaknesses:
Gullibility: John trusts in people easily and tends to give them the benefit of the doubt, whether they deserve it or not and whether it’s good for John’s wellbeing or not. This has gotten him killed twice: once because he followed Terezi’s advice in a doomed timeline and went to fight his Denizen when he was still way too weak to have a chance of winning, causing the Dave from that timeline to go back in time, stop him from doing it, and become Davesprite, and once when he allowed Vriska to put him asleep on his Quest Bed, resulting in him getting stabbed in his sleep. Both times, however, the outcome was beneficial in the long run…so of course John didn’t learn anything from it.

Stubbornness/skepticism: On the surface, this seems to contradict the above weakness, but in reality they work in tandem. When John has his mind made up about something, it can be extremely hard to convince him otherwise. This was shown when Dave(sprite) tried to warn John that if he followed Terezi’s advice and went to fight his denizen, he would die, and it was a thing that already happened in Dave(sprite)’s timeline. John eventually listened, but he very nearly went through with it.

Questionable character judgment: …I was going to go into more detail, but honestly…it would take too long, so just. His friendship with Vriska. Full stop. John tends to give people the benefit of the doubt, whether it’s a good thing or not, and even when they do things that harm him, he’s usually quick to forgive them, whether they deserve it or not.

Distractibility: Pretty straightforward. John’s attention span isn’t the best.

Deadly peanut allergy: Yup.

Glasses: Most mundane weakness ever. John wears glasses. It’s not clear how good or bad his vision is, and I don’t have any really solid headcanon about it at this point, but unless it’s proven otherwise I’ll be going under the assumption it’s pretty bad.

His age: John is thirteen. He’s also the character most prone to acting thirteen. He may still be relatively emotionally stable considering what he’s been through, but he still has the mental and emotional maturity of a thirteen year old.

Mundane Strengths/Abilities:
Mangrit: Physical strength. John’s definitely stronger than your average thirteen year old, partly because of Sburb and partly because it just seems to run in the family.

Pranking ability: While he’s not yet a master prankster to the same degree as his dad or nanna, he’s definitely getting there, and you kind of have to give credit to the sophistication of pranking via time shenanigans.

Cleverness: Okay, John’s not the smartest character in Homestuck, but he’s related to some really smart people and it does show. See the aforementioned pranking, and he also managed to figure out how the methods of combining items work when it came to the game’s alchemy system.

Being a good friend: John’s supportive, a good listener, and good at spotting his friend’s flaws even when they might not be able to, without judging them for it.

Sensitivity/Magical Ability:
John doesn’t have any abnormal level of spiritual sensitivity or anything. However, he definitely has some unusual abilities:

Conditional immortality: Because John ascended to the god tiers, if he dies in canon, he will come back to life shortly afterward with no wounds provided two conditions aren’t met. If the death is deemed just or heroic (heroic being the far more likely option given John’s personality), he would remain dead for good. Otherwise, though, he is functionally immortal…for all the good it’ll do here, but it’s worth noting anyway.

The windy thing: As the Heir of Breath, John has control over wind. He can use this to fly, make other things (like cars) fly, make tornadoes, etc.

Supply List:
*A sylladex.
*An awesome hammer with a silly name.
*A clever disguise (because Canadians told me to.)
*A stack of terrible movies.
*The dorkiest computer that ever existed.

Game Transfers: n/a

Sample RP post:
So it’s only been a few hours since John arrived, and the novelty of being in a cool haunted house is already kind of starting to wear off. He supposes he has been lucky so far since he hasn’t seen any of the monsters he’s been warned about, and okay, he still doesn’t have any proof they even exist, but after thinking about it for a few hours, he has to admit that yeah, it’s not that farfetched after all the shit that he has already been through today. Even so, he’s not really scared about running into monsters, not exactly, but…it’s more like he’s developing a slow-growing sense of unease. There’s just…something wrong here. It’s not like he has any sixth sense or anything like that out – even though that would be awesome, like he was a character in a movie or something – but it just feels really creepy somehow. In a way he can’t place, which kind of makes it even worse than it should be…if that’s even a thing that makes sense.

But that’s not even the worst part about this house. The worst part is…being trapped here. He hasn’t had his wind powers for very long, but they are already becoming second nature to him, and for all of the sucky and dangerous things about that game, being able to fly freely through the Medium was so sweet. Freeing. And even before the game began, before he got his new badass wind powers, he could still leave the house to go outside for fresh air basically whenever he wanted, even if it meant risking an assault of fatherly affection. Being trapped in this creepy house with its shitty low ceilings and musty air that feels wrong is…claustrophobic. He’s already starting to feel stir-crazy, but hey, there has to be somewhere in this place where the ceilings are high enough that he can fly around a little, right? So he’s wandering from room to creepy room, trying to find one that’s a little more open.

It sure would suck if one of those monsters was in one of these rooms. But what are the odds of that?

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john egbert

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