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Jan. 3rd, 2019 02:04 pmIN CHARACTER
Character Name: The Doctor (the thirteenth one)
Canon: Doctor Who
Canon Point: Post-It Takes You Away (s11e09)
In-Game Tattoo Placement: Behind her ear
Current Health/Status: Alive and healthy!
Age: "Over 2000"
Species: Time Lord (Gallifreyan)
History:
For the Doctor in general
The Thirteen Doctor specifically
Personality:
Before regenerating, the twelfth incarnation of the Doctor left a list of instructions of a sort to his successor: "Never be cruel, never be cowardly. [...] Remember, hate is always foolish. and love is always wise. Always try to be nice, and never fail to be kind. [...] Laugh hard. Run fast. Be kind." This go 'round, perhaps more so than ever before, the Doctor has strove to become the embodiment of those ideals. She's an unwavering champion of hope - and love, selflessness, altruism, biscuits, optimism, and generally all the stuff one could associate with "being kind." From the word go, she puts herself in the line of fire for the sake of complete strangers. Shortly after her regeneration, so discombobulated by the process that she couldn't even remember her own name, she declares one thing with a striking conviction: "When people need help, I never refuse." There may be nothing more fundamental to her than this maxim.
(The twelfth Doctor also instructed her to never eat pears, because they're gross, and she's held herself to that promise thus far as well.)
She's the Doctor with the happy privilege of being furthest removed from the trauma of the Time War [short version: the universe's greatest and most terrible war, which the Doctor fought, and ended, lifetimes ago.] For centuries, the Doctor was the fabled Last of the Time Lords: the blood-soaked sole survivor of the War, a near godlike figure revered and feared by friend and foe alike, who had destroyed his own species to save the universe. With that genocide retroactively undone (it's complicated) and thus no longer tortured by survivor's guilt, the thirteenth incarnation has fully embraced the opportunity to reinvent herself. She's not the Last of anything any longer, and she has no desire to be regarded as a conqueror or war hero or mythic figure. If pressed, she'll tell you she's just a traveler.
...Alright, she might be a wee bit famous, but it's no biggie, really.
She would like to be regarded as a friend, teacher, and guide. The Doctor's greatest asset has always been their intelligence, and the thirteenth is no different. She's sharp, inventive, and totally manic. Fizzing with energy and reveling in her newfound joie de vivre, the Doctor approaches near everything with an open heart(s) and mind. While it should never be mistaken for naiveté or innocence, her childlike sense of wonder is genuine; she's delighted by simple pleasures and the grand splendor of the cosmos in equal measure, and more than happy to expound upon both. This is why she travels: to take in as much of the universe as she possibly can. And meet the people, of course! If she likes you, you could achieve friend status within minutes. Besties, shortly thereafter. Fam? Just join her on an adventure or two. As a leader, she favors a "flat team structure", delegating tasks among her trusted pals rather than barking orders. Charmingly socially inept as she is clever, she's rarely intentionally rude, but prone to absurd tangents and unfiltered frankness and just plain ol' weirdness. Easy to excuse, seeing as how she is an alien. But all her shiny newness comes brushed with a fresh coat of insecurity, as well. Still figuring herself out and aware of her shortcomings, she occasionally checks in with her friends to ensure she's striking the appropriate tone - too weird, too bombastic, too rude? Do they approve of who she is? Kindness requires constant work, which she's determined to put in. And she'll apologize when she slips up. Her emotions are worn on her double-layered sleeves, able to admit when she's troubled or scared or otherwise not-alright. And she readily offers emotional support to others in turn, whether it's her quiet presence during times of mourning, or giving sincere encouragement to someone struggling with self-doubt.
Despite her typically sunny attitude, she suffers from one very old pain in particular - a deep and abiding loneliness, stretching back to her early childhood. She wastes no time surrounding herself with new friends, because she cannot bear to be left alone again. And after dropping her new pals Ryan, Graham, and Yaz back off at their homes for the first time and facing the prospect of returning to the universe in an empty TARDIS, her distress is palpable. She instantly jumps at the chance to spend even a few more hours in their company. But there's a truth she can't escape: she's the one who inevitably endangers those closest to her. Taking her friends on a tour of the stars means exposing them to countless perils, and this knowledge wars with her need for companionship. It's just that the latter always wins out. When her friends return and ask to come see the universe with her, she stresses that she can't guarantee their safety, but more than gladly accepts them on board once she's certain they understand what they're signing up for. They're the closest thing she has to a family anymore, and she can't let them down.
Conversely, anyone she disapproves of, whether they're simply a jerk or the vilest bottom-feeding scum alive, is met with chilly disregard. And when a particularly serious opponent presents itself, rather than turning to anger, her joy instead begins distorting into something that looks a little (suspiciously, worryingly...) gleefully cruel. She's grinning as she goads a mass-murderer into choking her, just to mock him when he fails, and cheerfully rubs another genocidal maniac's several thousand years of suffering into his face. She sneers like a pugnacious schoolyard bully when she thinks she's found herself in a fight against two of the "deadliest assassins in the known universe," more than up for the challenge. Like it's fun. It's the reckless, cocky arrogance of a being who's survived the absolute the worst the universe has had to offer and always bounces back ready for another round. Yet, she knows fully well what she's capable of, and seeks to hold herself accountable. Lock your enemies up, cast them out, use their own plots against them, but killing can only be an absolute last resort. In the presence of her friends, she turns to them for assurance that she’s displaying the appropriate amount of mercy before taking violent action. After the War, the Doctor's hands were among the bloodiest in their universe - while it was (nearly) always done in the name of the greater good, their morality's... consistently inconsistent, to put it lightly. The Doctor's always been something of a hypocritical intergalactic disaster tourist, championing nonviolence yet themselves frequently carelessly destructive in the process of do-gooding. But the thirteenth Doctor in particular makes a conscientious effort to keep her hands clean, as well as those of her friends', for better or worse. Anxious that she remain kind, and that others see her as such. The tenth Doctor once proclaimed that he never gave second chances. The thirteenth is glad to offer them, even to her very worst enemies, although monsters rarely accept.
And then, well, if they leave her no choice but to destroy them, at least she tried. You saw that she tried, right?
As open and vulnerable as she can be emotionally, there are many truths about herself she prefers to omit. She's been accused to hiding her inner darkness behind the title of "the Doctor", a charge that clearly hit a nerve but which she didn't (couldn't) refute. The Doctor's an ancient being with an impossibly complicated legacy that she cannot disentangle herself from. But she's made no mention to her new friends of the Time War or her role in it, her people or her home, or the fate of her previous companions. While she may have found an inner peace, confident of her place within the universe, she's content that others see her as nothing but their brilliant, boisterous, barmy alien mate. As for the rest... that's all in the past, isn't it?
Abilities/Powers/Weaknesses & Warping:
ABILITIES:
Time Lords are much hardier than humans in general: they can live for eons, sustain more damage, and survive in hostile conditions for much longer. The Doctor has, for instance, weathered extreme temperatures on both ends of the scale, shrugged off massive doses of radiation, and walked through the vacuum of space without a helmet on for several minutes. She can go longer (though not indefinitely) without eating and requires much less sleep than a human. Especially notably, she has a "respiratory bypass system", which allows her to survive without air for potentially several hours. She's exhibited nearly complete conscious control over her body's physical processes, right down to her metabolism (which means she can choose if she wants to get drunk or not.) The amount of anesthesia required to knock her out would kill a human. She recovers from damage slightly faster than a human and can drop into a healing coma if severely injured in order to recover much more quickly. She also has two hearts, which is really only a power insofar as she has backup if something goes horribly wrong with one of them.
She also has a number of mental abilities. The Doctor is a touch-telepath who can create psychic links, manipulate people's memories, and hypnotize with physical contact (think Vulcan mind meld) and occasionally send a simple mental message from a distance... though she's historically used these powers infrequently because she's really not that great at it. She's canonically sensitive to psychic broadcasts that a non-telepath couldn't pick up. All Time Lords have a supergenius-level intellect and the ability to comprehend mathematical concepts that're beyond the realm of human understanding, along with incredibly long-term eidetic memories. All of her senses are enhanced to some (unspecified) degree, the most extreme example probably being taste — she can perform a full chemical analysis with her tongue. Time Lords, true to their name, also come with an entire sensorium devoted to "time": the ability to instinctively sense temporal anomalies, and discern between "fixed points" in history that can't be altered and moments in flux, which can. It's primarily relevant when time travel is involved.
Although Time Lords are harder to kill, she's definitely by no means invulnerable, and is just as easy to stab or shoot or otherwise wound, as a human.
WARPING:
If she tries to use her telepathy to access someone's thoughts or memories, they may be able to peer right back into hers. This was already a risk in canon, it'll just be easier now.
The most notable Time Lord power, regeneration (the ability to cheat death by creating a whole new body and persona), will be totally nerfed in-game. Death will be actually fatal.
Inventory:
+ her outfit (boots, socks, culottes, suspenders, two shirts, coat)
+ the sonic screwdriver - an insanely technologically advanced tool that's able to do whatever the plot requires, but I'm warping it so it's prone to malfunction or breakage in-game
+ a bum bag filled with custard cream biscuits
+ a small glass model of the TARDIS (it spins!)
+ a marker with disappearing ink
+ her welding mask
Writing Samples:
TDM
another TDM
OUT OF CHARACTER
Player Name: Pol
Player Age: 28
Player Contact: plurk: @bechamel
Other Characters In Game: n/a
In-Game Tag If Accepted: The Doctor: Pol (or The Thirteenth Doctor: Pol, if you guys prefer?? however you wanna organize it.)
Permissions for Character: here
Are you comfortable with prominent elements of fourth-walling?: Yup
What themes of horror/psychological thrillers do you enjoy the most?: Suspense, mystery, survival, bodyhorror, and who doesn’t love a good monster? Mostly a good monster.
Is there anything in particular you absolutely need specific content warnings for?: Nope!
Additional Information: n/a