(no subject)
Jul. 24th, 2013 10:35 pmOOC Information:
Name: Mon or Monathin
Are you over 15? Absolutely.
Contact: ReplisMonathin on AIM or
Monathin!
IC Information:
Name: Makani ‘Mac’ Kapule [Formerly: John Egbert]
Canon:. MS Paint Adventures’ Homestuck
Age: 20 Years Old [Formerly: 16]
Preincarnation Appearance: Egbert Classic...
Any differences: ...AND ‘FROM DERP TO DOUCHE: THE REINCARNATION YEARS’ (note, he doesn't have the blue eyes yet, he'll have naturally black/brown eyes on entry, but will likely get the eyes back in a later echo.)
Preincarnated History: So I wrote up a really long history in the initial draft, of LET ME TELL YOU ABOUT HOMESTUCK proportions, and then realized that holy shit, that’s a lot of words that would stretch this app out to a ridiculous degree and no one really wants to read that much about this crazy thing. So I’m going to casually dump the wiki’s main page for Homestuck, as well as John Egbert’s main page on the wiki. Consider these in-depth reading material so that your eyes don’t roll back into your skull and you don’t start babbling in incomprehensible dialogue when attempting to read this app (like I did the first time!)
In a nutshell, Homestuck is about four kids who play a game akin to The Sims, which allows them to manipulate each other’s environments. Unbeknownst to them, with the arrival of this game comes the destruction of the Earth, and the four intrepid kids have to move quickly to make sure they get off the planet and into a weird pocket-universe used specifically to play the game. The goal of the game is to create a new universe, but thanks to a myriad of complex, insane reasons that loop around back in on each other - both through the kids’ own actions and the actions of a grey-skinned alien race called the “trolls” - the four kids’ session is doomed from the start. This necessitates the need to perform a ‘Scratch’, a hard-reset of the game and all its variables (which, naturally includes the players themselves) which they then have to escape, by traveling through a Fourth Wall to the reset session... and then it gets a little weirdly complex and caught up in meta-narrative and no one really knows what the fuck is going on at this point so it’s best not to dwell on it too terribly much.
As our initial protagonist, John is the first one to enter the Sburb game-world, and, alongside his friend and technically-sister Jade, the last one to leave it. John spends an inordinate amount of time looking for his father, who is brought into the game-world when their house is transported to the pocket universe. While content to explore and play the game as it’s meant to be played, his friends quickly point out the fact that the game is rapidly deteriorating over the course of 24 hours. Aided and abetted by the ‘Trolls’, a warrior race of grey-skinned, orange-horned human-like creatures whose own Sburb session (‘Sgrub’, to them) created the universe in which Earth resides, John starts to try to do what he can to save the game session - including being the one to make himself, his 3 friends, and their three guardians in a lab in the middle of space, sending them back in time. He also ends up dying in order to receive incredible power as a “God Tier”, along with conditional immortality. And then he dies a few more times. He then is tasked with initiating the game-wide reset known as the Scratch. Which he accomplishes with very little fanfare. What follows is a 3-year waiting period as he and his sister move to the next session, in which John gets up to a handful of hijinks and most gets the worst case of cabin fever imaginable.
After that there is a lot of meta-narrative bullshit involving plot trinkets being actual plot holes and the game (read: comic/narrative) being glitched all to hell, and we’re not sure what all of that is about quite yet. Homestuck is still a work in progress!
Reincarnated History:
Makani Kapule was born a native on the Hawaiian Islands - specifically, Maui. Born to a loving mother and father, Makani’s early life was relatively carefree and mostly cheerful, spending his days on the beach and living life to the fullest..He had a doting father, a caring mother, and everything was as clear as the bright blue sky. Well, until the fire, that is. A few weeks after Makani’s 6th birthday. To this day, no one is really sure how it happened. Makani himself has come up with all sorts of theories he’s discarded. Did he tip over anything flammable? Did he plug too much into one socket? No, he didn’t think so. Did they anger the wrong people? Did Dad leave the stove on? In the end, it didn’t really matter, but his mother died trying to get him out of the house in time, shoving him out of the way of a chunk of the collapsing roof.
Well, that wasn’t the best way to start being 6 years old. Makani, who was initially a decently social kid, started to withdraw a bit. They were shacking up with friends and extended family for months at a time, trying to get a new place up and running. But it never felt the same without his mother there. Eventually, the burden they were placing on friends and family - and the grief of the death - weighed enough on them that within the next year, Makani and his father decided to move to mainland America, to put some distance between them and the family they had lost.
Residing in Locke City, his father took up a desk job for one of the larger offices within the city, providing for Makani as best he could and becoming perhaps a little more doting in the process, but Makani, still hurting from his mothers death, continued to not quite click. Not fitting in with the local kids, his dad tried to get him to pursue some hobbies to take his mind off the lingering thoughts of his mother’s death. (See: ‘First Echo’ below.) After that unfortunate incident, Makani retreated even further into his shell, being poked and prodded for his seeming oddness - a melody and a string of numbers, and well, he started to poke and prod back. And then poking and prodding turned to insults and barbed threats.
He grew up quick, and he grew up mean. Carrying the nickname ‘Mac’ into Middle School, Junior High, and High School, he became a themed delinquent, modeling his attitude (and some of his everyday appearance) after that of the 1950s greaser. He ran afoul of the law - nothing too serious, but just enough that he could feel like he was acting out, trapped in full hot-headed rebellion phase. His father eventually opened a 1950s-style bakery after quitting his desk job, trying to empathize with his son over a bygone era. (An interest that they both actually enjoyed separately before this) While appreciative of his father’s efforts, the damage had been done, and ‘Mac’ Kapule had become a bitter, jaded teen, who had retreated to the wondrous land of the internet where he could throw jabs with impunity and learn all he wanted in peace. It was at this point he figured he was pretty good at writing bits of code (read as: script kiddie tricks) that made him want to go into Computer Science. He spent his days coding and his nights causing and getting into trouble. Surprisingly, he actually made it out of high school, ad starter his first year of college, which didn’t exactly go the way he was hoping, with his attitude the way it is, but now he’s been absorbed in the uptick of activity, and a number, thought long ago forgotten, has once again surfaced...
First Echo: At the tender age of 8 years old, in a gamble to try and keep his son from dwelling too much on the move and his mother’s death, Makani’s father takes him to his first piano lesson. This would prove to be a mistake. The minute Makani first touched the keys, a melody came to his mind, flowing from his fingertips. Though his father and his tutor were impressed, with the melody came a string of numbers Makani tried hard to bury.... until they recently got brought back up.
Wonderful.
Preincarnation Personality: “John is adorable because he is honest and heroic and nerdy and a good friend.”
So goes Andrew Hussie’s one-word summary of John as a character, though it might not suffice for a personality section, it offers a good place to start. John starts as a rather optimistic, cheery, happy-go-lucky 13 year old boy. Who, while he has moments of ribbing his friends and cracking jokes at their expense, is relatively kind-hearted. He gives everyone a chance to prove he can trust them - though admittedly, his trust is easily earned. He’s shown to be very playful with his friends, and a prankster at heart - even when meeting Rose in person for the first time, his first instinct is to leave a prank waiting for her, a playful gesture indicative of John’s comfortability with his friends.
And yet, there’s certainly a darker side to him. While not officially confirmed, it’s implied that John has issues of self-worth, as implied by the subconscious writing on his wsall by his own hand, calling him a “lame kid” and a “loser”. John is shown to be able to internalize things well, but as a result can hold onto things for a long, long time. When initially finding his Dad, John managed to internalize and compartmentalize how he felt, only bringing his rage to the forefront in a fight with his father’s murderer. Still waters run deep, and John’s ever-present and occasionally relentless optimism betrays far-reaching emotions that are often pushed as far under the surface as John can manage, while remaining cheerful. When and if they surface, it’s usually wise to steer clear.
While he certainly doesn’t think it, John is a natural-born leader, able to take charge in situations, as long as he doesn’t necessarily think he’s being a true leader. His often rebuttal to being called a leader is that he is people’s friend, and there is a big difference. This both brings out John’s inherent modesty and his value of friendship - seeing his friends as equals to him. Another thing commonly underestimated about John is his intelligence. While plagued by fits of spazzy cluelessness, for certain, John can be quite quick-witted when the situation demands. Of the initial four kids, John is the one to figure out the punch-card code-based alchemy process the quickest, and manages to retain the most efficient items in terms both of resources produced and their general effectiveness. He is also more perceptive than others give him credit for, being able to, in birthday letters pertaining to his friends Rose and Dave, easily identify their issues - one could say almost completely by accident. However, he does have a mean streak to him, as well. His pranking occasionally goes too far, into jabs that can seem a bit mean-spirited, and when dealing with people who harass him, he can both pointlessly trick them to infuriate them, able to lay out casual burns and goad people through his own antagonistic efforts, and it’s shown that the two years sitting around have made him show a little more of his bitter, passive-aggressive type of anger.
As a whole, John is a kid who is certainly heroic, honest, nerdy, and a good friend, but under that is hints of anger, grief, resentment, and hidden depths of leadership, wit, and understanding. He’s both simpler and more complex than given credit for.
Any differences: While John is occasionally a jerk, there are only rarely a few times where he could be considered an out and out asshole. The forefront of Makani’s personality is primarily the sardonic, insult-slinging, bad attitude of John as occasionally seen, let to simmer and mature into a fine blend of prime delinquency and bad attitude, and then kicked up to eleven for good measure.
Makani is not a nice guy. In fact, he exemplifies an attitude best characterized by greasers of the 1950s - smug, sarcastic, wise-cracking, and uncaring about others. Well, that’s what he projects, at any rate. In many ways, Makani never grew past his that young kid who lost his mother, and was forced to make new friends far from home. While he has certainly matured into a smarmy troublemaker, one could make a good argument that it’s to hide the disposition that he had before everything went wrong. He’s very cagey sort, not quick to trust others - mostly because he says wouldn’t trust himself in the same scenario. He can and is often a cruel jokester, one who makes a concerted effort to not lose his cool under pressure. However, he’s not really good at that, which leads to bitter, passive-aggressive jabs at others. And if you get on his bad side, he won’t hesitate to antagonize the living hell out of you... and his bad side is not exactly hard to get on.
Despite all this, there are a few glimmers of not-an-asshole that peek through the facade that Mac puts up. Despite his aloof jerkishness, he often seeks people out, out of a sort of twisted desire for companionship. He often tries to be at least slightly sociable... when he’s not telling you to his face that he thinks you’re an idiot, that is. And there is maybe, just maybe, a touch of selflessness in him. A desire to help others, though downplayed and buried. A desire to be a true friend. It’s worth noting that Mac is a very persistent a sort, a twisted way of showing his loyalty to those that can, in some strange way, put up with him.
He’s still a nerd, but those hobbies are downplayed. He’ll watch Dan Aykroyd movies when he’s sure no one is around, and he continues to dabble in hobbies that could be considered positive qualities, even artistic. As despite the initial event, he still holds a decent fancy for piano-playing, and thanks to his Dad’s running of an in-town bakery, he’s begrudgingly picked up on some cooking of his own. Don’t ask him to make any pre-made stuff, though, that shit’s just gross.
Overall, Mac is... complicated. There’s clearly a sweet guy buried deep, deep underneath, if you can get past his attempts to push others away insults and a barbed tongue. He’ll readily deny your companionship, but if you manage to stick around long enough, you’ll find there’s no better supporter - albeit one none the more sour.
Abilities:
Each player who enters Sburb is destined to have a Title, composed of an Aspect (one of twelve canon-established powersets) and a Class(one of twelve canon-established ways for that power to manifest). John’s Sburb Title is the Heir of Breath. Breath, rather simplistically, has associations with wind and, while not confirmed, is presumed to have associations with spirit or drive, due to mythological connections. John’s Heir powers have manifested as large scale control and manipulation of the wind, as well as being able to escape and move around by turning himself into wisps of wind. It is theorized that Heirs, befitting the Class they are given, are meant to ‘embody’ their aspect, so John’s powers would further manifest as the personal embodiment of the wind.
Due to the gracious manipulations of one Vriska Serket, John becomes what’s referred to as a God Tier. God Tiers have a power at least an order of magnitude larger in scale than they would have normally - complete with fully realized powers. In addition, they have a conditional immortality. While a God Tier can be killed, the kill is only temporary, unless the God Tier’s death was in the process of a noble act of self-sacrificing courage (Referred to as ‘Heroic’) or was deserving of it due to notoriety and unscrupulousness (referred to as ‘Just’). Any other death will result in the God Tier reviving some minutes later, wounds regenerated, no worse for the wear either on a mental or physical level.
Sburbian powerset aside, John was quite the powerhouse for a 13-year-old kid. His father expected him to lift a small safe and, by the time the kids scratch, not 24 hours later, it’s implied he might have been able to do that, considering his father(technically genetic half-brothe, it’s complicated)’s prowess and strength.
He’s also quite skilled with hammers, having allocated them as his Strife Specibi, and while he had no real martial training to speak of, he could certainly take a punch and deal some damage in the game, taking down ogres several times his size without the wind powers.
He also had a Sylladex, a hammerspace-like inventory that most people in Homestuck possess, allowing to carry items at least slightly larger than himself.
Roleplay Sample – Third Person: Who likes test drives? I like test drives!
Roleplay Sample - Network:
[The text comes in small chunks, rapid-fire, as if being communicated through some sort of chat or IM client, like IRC, or AIM.]
okay so
what the fuck is this, seriously
i mean the number is obviously some sort of weird coded gibberish
(who the fuck heard of an address starting with '413' i mean really)
is that dumb piano piece i remembered from who knows where some sort of signal or something who the fuck knows
seems like it
what the hell am i even typing there's probably no one even here
just me
typing into the infinite idiot void
wondering if i get something better than the dumb bullshit i usually put up with
yaaaaay
this is really dumb, self.
Any Questions? Nah.
Name: Mon or Monathin
Are you over 15? Absolutely.
Contact: ReplisMonathin on AIM or
IC Information:
Name: Makani ‘Mac’ Kapule [Formerly: John Egbert]
Canon:. MS Paint Adventures’ Homestuck
Age: 20 Years Old [Formerly: 16]
Preincarnation Appearance: Egbert Classic...
Any differences: ...AND ‘FROM DERP TO DOUCHE: THE REINCARNATION YEARS’ (note, he doesn't have the blue eyes yet, he'll have naturally black/brown eyes on entry, but will likely get the eyes back in a later echo.)
Preincarnated History: So I wrote up a really long history in the initial draft, of LET ME TELL YOU ABOUT HOMESTUCK proportions, and then realized that holy shit, that’s a lot of words that would stretch this app out to a ridiculous degree and no one really wants to read that much about this crazy thing. So I’m going to casually dump the wiki’s main page for Homestuck, as well as John Egbert’s main page on the wiki. Consider these in-depth reading material so that your eyes don’t roll back into your skull and you don’t start babbling in incomprehensible dialogue when attempting to read this app (like I did the first time!)
In a nutshell, Homestuck is about four kids who play a game akin to The Sims, which allows them to manipulate each other’s environments. Unbeknownst to them, with the arrival of this game comes the destruction of the Earth, and the four intrepid kids have to move quickly to make sure they get off the planet and into a weird pocket-universe used specifically to play the game. The goal of the game is to create a new universe, but thanks to a myriad of complex, insane reasons that loop around back in on each other - both through the kids’ own actions and the actions of a grey-skinned alien race called the “trolls” - the four kids’ session is doomed from the start. This necessitates the need to perform a ‘Scratch’, a hard-reset of the game and all its variables (which, naturally includes the players themselves) which they then have to escape, by traveling through a Fourth Wall to the reset session... and then it gets a little weirdly complex and caught up in meta-narrative and no one really knows what the fuck is going on at this point so it’s best not to dwell on it too terribly much.
As our initial protagonist, John is the first one to enter the Sburb game-world, and, alongside his friend and technically-sister Jade, the last one to leave it. John spends an inordinate amount of time looking for his father, who is brought into the game-world when their house is transported to the pocket universe. While content to explore and play the game as it’s meant to be played, his friends quickly point out the fact that the game is rapidly deteriorating over the course of 24 hours. Aided and abetted by the ‘Trolls’, a warrior race of grey-skinned, orange-horned human-like creatures whose own Sburb session (‘Sgrub’, to them) created the universe in which Earth resides, John starts to try to do what he can to save the game session - including being the one to make himself, his 3 friends, and their three guardians in a lab in the middle of space, sending them back in time. He also ends up dying in order to receive incredible power as a “God Tier”, along with conditional immortality. And then he dies a few more times. He then is tasked with initiating the game-wide reset known as the Scratch. Which he accomplishes with very little fanfare. What follows is a 3-year waiting period as he and his sister move to the next session, in which John gets up to a handful of hijinks and most gets the worst case of cabin fever imaginable.
After that there is a lot of meta-narrative bullshit involving plot trinkets being actual plot holes and the game (read: comic/narrative) being glitched all to hell, and we’re not sure what all of that is about quite yet. Homestuck is still a work in progress!
Reincarnated History:
Makani Kapule was born a native on the Hawaiian Islands - specifically, Maui. Born to a loving mother and father, Makani’s early life was relatively carefree and mostly cheerful, spending his days on the beach and living life to the fullest..He had a doting father, a caring mother, and everything was as clear as the bright blue sky. Well, until the fire, that is. A few weeks after Makani’s 6th birthday. To this day, no one is really sure how it happened. Makani himself has come up with all sorts of theories he’s discarded. Did he tip over anything flammable? Did he plug too much into one socket? No, he didn’t think so. Did they anger the wrong people? Did Dad leave the stove on? In the end, it didn’t really matter, but his mother died trying to get him out of the house in time, shoving him out of the way of a chunk of the collapsing roof.
Well, that wasn’t the best way to start being 6 years old. Makani, who was initially a decently social kid, started to withdraw a bit. They were shacking up with friends and extended family for months at a time, trying to get a new place up and running. But it never felt the same without his mother there. Eventually, the burden they were placing on friends and family - and the grief of the death - weighed enough on them that within the next year, Makani and his father decided to move to mainland America, to put some distance between them and the family they had lost.
Residing in Locke City, his father took up a desk job for one of the larger offices within the city, providing for Makani as best he could and becoming perhaps a little more doting in the process, but Makani, still hurting from his mothers death, continued to not quite click. Not fitting in with the local kids, his dad tried to get him to pursue some hobbies to take his mind off the lingering thoughts of his mother’s death. (See: ‘First Echo’ below.) After that unfortunate incident, Makani retreated even further into his shell, being poked and prodded for his seeming oddness - a melody and a string of numbers, and well, he started to poke and prod back. And then poking and prodding turned to insults and barbed threats.
He grew up quick, and he grew up mean. Carrying the nickname ‘Mac’ into Middle School, Junior High, and High School, he became a themed delinquent, modeling his attitude (and some of his everyday appearance) after that of the 1950s greaser. He ran afoul of the law - nothing too serious, but just enough that he could feel like he was acting out, trapped in full hot-headed rebellion phase. His father eventually opened a 1950s-style bakery after quitting his desk job, trying to empathize with his son over a bygone era. (An interest that they both actually enjoyed separately before this) While appreciative of his father’s efforts, the damage had been done, and ‘Mac’ Kapule had become a bitter, jaded teen, who had retreated to the wondrous land of the internet where he could throw jabs with impunity and learn all he wanted in peace. It was at this point he figured he was pretty good at writing bits of code (read as: script kiddie tricks) that made him want to go into Computer Science. He spent his days coding and his nights causing and getting into trouble. Surprisingly, he actually made it out of high school, ad starter his first year of college, which didn’t exactly go the way he was hoping, with his attitude the way it is, but now he’s been absorbed in the uptick of activity, and a number, thought long ago forgotten, has once again surfaced...
First Echo: At the tender age of 8 years old, in a gamble to try and keep his son from dwelling too much on the move and his mother’s death, Makani’s father takes him to his first piano lesson. This would prove to be a mistake. The minute Makani first touched the keys, a melody came to his mind, flowing from his fingertips. Though his father and his tutor were impressed, with the melody came a string of numbers Makani tried hard to bury.... until they recently got brought back up.
Wonderful.
Preincarnation Personality: “John is adorable because he is honest and heroic and nerdy and a good friend.”
So goes Andrew Hussie’s one-word summary of John as a character, though it might not suffice for a personality section, it offers a good place to start. John starts as a rather optimistic, cheery, happy-go-lucky 13 year old boy. Who, while he has moments of ribbing his friends and cracking jokes at their expense, is relatively kind-hearted. He gives everyone a chance to prove he can trust them - though admittedly, his trust is easily earned. He’s shown to be very playful with his friends, and a prankster at heart - even when meeting Rose in person for the first time, his first instinct is to leave a prank waiting for her, a playful gesture indicative of John’s comfortability with his friends.
And yet, there’s certainly a darker side to him. While not officially confirmed, it’s implied that John has issues of self-worth, as implied by the subconscious writing on his wsall by his own hand, calling him a “lame kid” and a “loser”. John is shown to be able to internalize things well, but as a result can hold onto things for a long, long time. When initially finding his Dad, John managed to internalize and compartmentalize how he felt, only bringing his rage to the forefront in a fight with his father’s murderer. Still waters run deep, and John’s ever-present and occasionally relentless optimism betrays far-reaching emotions that are often pushed as far under the surface as John can manage, while remaining cheerful. When and if they surface, it’s usually wise to steer clear.
While he certainly doesn’t think it, John is a natural-born leader, able to take charge in situations, as long as he doesn’t necessarily think he’s being a true leader. His often rebuttal to being called a leader is that he is people’s friend, and there is a big difference. This both brings out John’s inherent modesty and his value of friendship - seeing his friends as equals to him. Another thing commonly underestimated about John is his intelligence. While plagued by fits of spazzy cluelessness, for certain, John can be quite quick-witted when the situation demands. Of the initial four kids, John is the one to figure out the punch-card code-based alchemy process the quickest, and manages to retain the most efficient items in terms both of resources produced and their general effectiveness. He is also more perceptive than others give him credit for, being able to, in birthday letters pertaining to his friends Rose and Dave, easily identify their issues - one could say almost completely by accident. However, he does have a mean streak to him, as well. His pranking occasionally goes too far, into jabs that can seem a bit mean-spirited, and when dealing with people who harass him, he can both pointlessly trick them to infuriate them, able to lay out casual burns and goad people through his own antagonistic efforts, and it’s shown that the two years sitting around have made him show a little more of his bitter, passive-aggressive type of anger.
As a whole, John is a kid who is certainly heroic, honest, nerdy, and a good friend, but under that is hints of anger, grief, resentment, and hidden depths of leadership, wit, and understanding. He’s both simpler and more complex than given credit for.
Any differences: While John is occasionally a jerk, there are only rarely a few times where he could be considered an out and out asshole. The forefront of Makani’s personality is primarily the sardonic, insult-slinging, bad attitude of John as occasionally seen, let to simmer and mature into a fine blend of prime delinquency and bad attitude, and then kicked up to eleven for good measure.
Makani is not a nice guy. In fact, he exemplifies an attitude best characterized by greasers of the 1950s - smug, sarcastic, wise-cracking, and uncaring about others. Well, that’s what he projects, at any rate. In many ways, Makani never grew past his that young kid who lost his mother, and was forced to make new friends far from home. While he has certainly matured into a smarmy troublemaker, one could make a good argument that it’s to hide the disposition that he had before everything went wrong. He’s very cagey sort, not quick to trust others - mostly because he says wouldn’t trust himself in the same scenario. He can and is often a cruel jokester, one who makes a concerted effort to not lose his cool under pressure. However, he’s not really good at that, which leads to bitter, passive-aggressive jabs at others. And if you get on his bad side, he won’t hesitate to antagonize the living hell out of you... and his bad side is not exactly hard to get on.
Despite all this, there are a few glimmers of not-an-asshole that peek through the facade that Mac puts up. Despite his aloof jerkishness, he often seeks people out, out of a sort of twisted desire for companionship. He often tries to be at least slightly sociable... when he’s not telling you to his face that he thinks you’re an idiot, that is. And there is maybe, just maybe, a touch of selflessness in him. A desire to help others, though downplayed and buried. A desire to be a true friend. It’s worth noting that Mac is a very persistent a sort, a twisted way of showing his loyalty to those that can, in some strange way, put up with him.
He’s still a nerd, but those hobbies are downplayed. He’ll watch Dan Aykroyd movies when he’s sure no one is around, and he continues to dabble in hobbies that could be considered positive qualities, even artistic. As despite the initial event, he still holds a decent fancy for piano-playing, and thanks to his Dad’s running of an in-town bakery, he’s begrudgingly picked up on some cooking of his own. Don’t ask him to make any pre-made stuff, though, that shit’s just gross.
Overall, Mac is... complicated. There’s clearly a sweet guy buried deep, deep underneath, if you can get past his attempts to push others away insults and a barbed tongue. He’ll readily deny your companionship, but if you manage to stick around long enough, you’ll find there’s no better supporter - albeit one none the more sour.
Abilities:
Each player who enters Sburb is destined to have a Title, composed of an Aspect (one of twelve canon-established powersets) and a Class(one of twelve canon-established ways for that power to manifest). John’s Sburb Title is the Heir of Breath. Breath, rather simplistically, has associations with wind and, while not confirmed, is presumed to have associations with spirit or drive, due to mythological connections. John’s Heir powers have manifested as large scale control and manipulation of the wind, as well as being able to escape and move around by turning himself into wisps of wind. It is theorized that Heirs, befitting the Class they are given, are meant to ‘embody’ their aspect, so John’s powers would further manifest as the personal embodiment of the wind.
Due to the gracious manipulations of one Vriska Serket, John becomes what’s referred to as a God Tier. God Tiers have a power at least an order of magnitude larger in scale than they would have normally - complete with fully realized powers. In addition, they have a conditional immortality. While a God Tier can be killed, the kill is only temporary, unless the God Tier’s death was in the process of a noble act of self-sacrificing courage (Referred to as ‘Heroic’) or was deserving of it due to notoriety and unscrupulousness (referred to as ‘Just’). Any other death will result in the God Tier reviving some minutes later, wounds regenerated, no worse for the wear either on a mental or physical level.
Sburbian powerset aside, John was quite the powerhouse for a 13-year-old kid. His father expected him to lift a small safe and, by the time the kids scratch, not 24 hours later, it’s implied he might have been able to do that, considering his father(technically genetic half-brothe, it’s complicated)’s prowess and strength.
He’s also quite skilled with hammers, having allocated them as his Strife Specibi, and while he had no real martial training to speak of, he could certainly take a punch and deal some damage in the game, taking down ogres several times his size without the wind powers.
He also had a Sylladex, a hammerspace-like inventory that most people in Homestuck possess, allowing to carry items at least slightly larger than himself.
Roleplay Sample – Third Person: Who likes test drives? I like test drives!
Roleplay Sample - Network:
[The text comes in small chunks, rapid-fire, as if being communicated through some sort of chat or IM client, like IRC, or AIM.]
okay so
what the fuck is this, seriously
i mean the number is obviously some sort of weird coded gibberish
(who the fuck heard of an address starting with '413' i mean really)
is that dumb piano piece i remembered from who knows where some sort of signal or something who the fuck knows
seems like it
what the hell am i even typing there's probably no one even here
just me
typing into the infinite idiot void
wondering if i get something better than the dumb bullshit i usually put up with
yaaaaay
this is really dumb, self.
Any Questions? Nah.