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synodiporia
Apr. 20th, 2015 06:35 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
P L A Y E R;
NAME: Birdie
AGE: 26
PLAYER JOURNAL: N/A
TIMEZONE: Eastern
CONTACT:
magpietellme, or PM Steph's journal
OTHER CHARACTERS PLAYED: N/A
C H A R A C T E R;
NAME: Stephanie Brown
CANON: DC comics
POINT IN CANON: At the end of Batgirl v3
AGE: 19
APPEARANCE: Beautiful cinnamon roll too good for this world, too pure
CANON HISTORY: Wiki
CANON PERSONALITY:
ABILITIES:
INVENTORY;
ANYTHING ELSE WE SHOULD KNOW? Soooo she's got a serious case of PTSD related to the Black Mask torture thing, because how could she not? She's had over a year to learn to deal with it, it doesn't come up often and she's mostly okay, but if she ends up in a situation that reminds her too strongly of what happened then, she's going to lose it in a big way. JUST A HEADS UP.
S A M P L E S;
ACTIONSPAM SAMPLE: Here
PROSE SAMPLE:
NAME: Birdie
AGE: 26
PLAYER JOURNAL: N/A
TIMEZONE: Eastern
CONTACT:
OTHER CHARACTERS PLAYED: N/A
C H A R A C T E R;
NAME: Stephanie Brown
CANON: DC comics
POINT IN CANON: At the end of Batgirl v3
AGE: 19
APPEARANCE: Beautiful cinnamon roll too good for this world, too pure
CANON HISTORY: Wiki
CANON PERSONALITY:
Stephanie's a rare thing among Gotham's crime fighting set: an optimist, a bright and cheerful person who truly enjoys what she does and has fun with it. She's courageous, diving into danger with hardly a second thought, and incredibly stubborn when it comes to achieving her goals - she'd have to be, to put together a costume and gear without any help (or much money, for that matter), and teach herself to fight crime while being opposed by every hero she ran into. She may not be reliable about following orders or sticking to a plan, but she's clever and resourceful, excellent at thinking on her feet and finding a way to make things work. Steph does not give up, no matter how bad things go; there's always something else she can try, another angle to attack the problem from. Steph's a ray of sunshine in a city of darkness, and resilient as hell to stay that way with all she's been through.
There are, however, some valid reasons that Batman and his allies disapproved of her working as a vigilante. She's impulsive, prone to acting before she's entirely thought out the consequences. She relies much more on her heart and her gut than her head, and it's led her into some nasty situations before. She's never been able to disengage her feelings from anything, good or bad - when she cares about someone, she'd throw herself in front of a bullet to protect them whether they needed it or not, and when she's angry, she tends to lash out whether it's a good idea or not. She doesn't have the good sense to walk away from a fight, even when she knows perfectly well she's out of her depth, because she'd rather die trying to do some good than stand by and do nothing.
When Steph started working as a vigilante, she was driven by anger at her criminal father, the desire to prove that she's nothing like him and never will be. She has very little sympathy for criminals, especially those willing to hurt people to get what they want; she knows all the reasons and excuses they have for what they do, because she heard them all growing up, and she doesn't buy them. She's far more interested in the people they damage, in building a world better than the one she grew up in, where little girls don't have to be scared of their fathers.
Later, as she started associating more with Batman and his people, her desire for approval and affection became more of a motivating factor. Steph comes from a neglectful, if not abusive (probably abusive) family, and she never got much positive attention when she was younger - over the years, all she wanted was for Batman or Robin or Batgirl or Oracle or someone to tell her she's doing a good job, that she's done the right thing, that she's good enough. She'd do anything to prove herself to someone who mattered to her, and the more she's rejected, the harder she seems to try.
All of that is still part of her - there's still a deep undercurrent of anger in her, something that flares up from time to time when something hits her the wrong way, but it's not as close to the surface these days; she still wants approval from the people she looks up to, but she won't go to the same lengths looking for it. These days, since her near-death and her year spent away from Gotham, she's more sure of who she is and what she wants; she knows she can do good in this city, she believes she can make up for some of the damage she did before, and she's not going to let anyone take that from her. It would be easy for her to have turned bitter and angry, in reaction to everything that's happened to her, to decide that no one was willing to give her a fair shot and so she doesn't owe them anything... but she's made a conscious decision to move in the other direction, to reach out to people because she can, to be kind and allow herself to care, to have fun and make dumb jokes and not take herself too seriously even if she takes the job seriously. She's not driven anymore by anger or vengeance or a need to prove herself, she does it because she believes she can make Gotham a better place, and she can do it without losing the part of her that makes her Steph - she lives in hope.
ABILITIES:
Steph's an ordinary teenage girl, but she's been fighting crime for years, and she was trained by Batman and his associates - she's not the best of the Batfam, not by a longshot, but she's able to hold her own against most of what Gotham can throw at her. She's skilled in gymnastics, martial arts and parkour, as well as thrown projectiles. (Okay... batarangs. She's good at batarangs.) Has some training in detective work, forensics, and first aid.
INVENTORY;
- Batsuit, cape and cowl; batsuit is armored and insulated against electricity, heat and cold, and monitors her vitals; cowl has a comm device in it (connected directly to Oracle/Proxy, can presumably be rewired for other connections)
- Utility belt and thigh pouches, containing various batarangs, grapple gun, laser torch, small explosives, gas and smoke pellets, basic emergency first aid supplies, etc. Also a cellphone and a small amount of cash.
- Collapsible bo staff
ANYTHING ELSE WE SHOULD KNOW? Soooo she's got a serious case of PTSD related to the Black Mask torture thing, because how could she not? She's had over a year to learn to deal with it, it doesn't come up often and she's mostly okay, but if she ends up in a situation that reminds her too strongly of what happened then, she's going to lose it in a big way. JUST A HEADS UP.
S A M P L E S;
ACTIONSPAM SAMPLE: Here
PROSE SAMPLE:
It's like dreaming, the sudden transition between one location and another - one second she's above the city, all but weightless as she falls from one rooftop to the next, and then... She doesn't stumble, doesn't feel the shift in her gut like she's just been teleported or something; to her, it just feels like she's been there. Like the process of getting from the rooftop to wherever she is just wasn't important enough to remember.
Or to dream...
"Maaaybe the Black Mercy's not all out of my system after all," Steph mutters, slowly turning to take in her surroundings. She reaches out and taps a nearby microphone thoughtfully. It feels real enough under her fingertips... not that that means much. "Is this thing on?"
She didn't expect an answer, really, but she's still a little put out when she doesn't get one. Rude, mysterious forces responsible for this. You could at least show up to banter with her in a timely fashion. She's feeling more and more certain this isn't her dream - the tangled wires and walls of screens make her uneasy more than they call her to stay. She could see this coming out of Oracle's brain, maybe... but not hers. Which leaves the question of where the hell she is.
Lips pursed, she makes her way to the nearest bank of screens. Maybe she'll recognize something on the displays. Or maybe some villain will appear on them to give her a monologue. Either way, it'll give her some kind of clues to go on...
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