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PLAYER
Player name: Dog
Contact: dogfaced @ plurk
Characters currently in-game: N/A

CHARACTER
Character Name: John Sheppard
Character Age: 37
Canon: Stargate: Atlantis
Canon Point: Season 4 originally, Mid-Season 5 after CRAU/return to home universe.
History: Sheppard @ Stargate Wiki

Personality:

Brave
John stands up not only to the enemy, but also his superiors if he feels they are making the wrong call. He takes his responsibility as a leader seriously, and is the first to put himself in the line of fire, and make sacrifices or tough calls in order to ensure the physical and mental safety of the people under his command. He would die for Atlantis or anyone on his team without a second thought. John isn't fearless, and the fact that, despite his fear, he persists in the face of death, taking more risks every day than most men will in their lifetime proves his courage.

Determined
When John sets his mind on something, nothing can stop him, not the rules, pain, punishment, or fear of death. He isn't the smartest or strongest of his team, but he is certainly the most resilient, always picking himself up when he falls down and refusing to give up, or surrender, even against impossible odds or after suffering incredible losses, always managing to scrape together the resources to survive when he's pushed to the limit. John's mental fortitude is acknowledged by ally and enemy alike, and he's shown to resist even the psychically superior minds of the Wraith queens, who are capable of bringing the galaxy's most powerful warriors to their knees with a single thought.

Loyal
John would rather die than betray Atlantis, and leaves no man behind. There is no type of torture or reward great enough to sway him, defying even his own orders to save his comrades. While in Afghanistan, he went against command in a suicidal one-man rescue attempt to save a comrade, and even after they were KIA, and he was court-martialed, never regretted the decision. John stands by his team through thick and thin, even when they're sick, accused of wrongdoing, or in trouble, and is always willing to lend a hand. When a member of his team is MIA there is nothing John will stop at to get them back, even if it means giving his own life.

weaknesses:

Cagey
The poster boy for 'conceal, don't feel,' John is constantly operating on top of and managing his emotions, presenting a very shallow, flippant facade out of self-protection. Slow to trust, John doesn't make personal connections easily, and tends not to be forthcoming with personal information or anything that makes him vulnerable. In fact, he destroyed his previous marriage due to secrets and lack of communication. John keeps his emotions very close to his chest and has deep-seated abandonment issues, leaving him unwilling to be vulnerable and taking loss extremely personally. Due to this inability to share with others, he's isolated and often feels like an outsider even among friends and family. His deep fear of failure and disappointing others manifests in his tug of war with figures of authority, craving approval, while simultaneously rebelling.

Immature
Just like your average teenage boy, John talks a lot of shit, gets competitive, engages in stupid petty arguments, places bets on things he shouldn't, and is an all-around chronic pigtail-puller, enjoying getting a rise out of the people around him. Coming from a privileged, upper class background, he also loves his toys, and occupies his time with frivolous hobbies, always surfing, golfing, racing toy cars, and getting into trouble. John messes around a lot, especially with low-commitment partners, because it's easier, and more fun without baggage. This is a life-long habit - he ran away from home to the military in order to escape his father's expectations and then became a rebel without a cause once he was there. John never wears his uniform to standard and doesn't really believe in useless protocol.

Reckless
John is an unstoppable force, and unfortunately the main reason is that he too easily throws himself in harm's way, usually to his own detriment. Idolizing Evel Knievel, he's a bit of a daredevil and likes pulling off ridiculous stunts, picking fights with people bigger than him, and takes a certain pleasure in getting his ass handed to him. He's easily bored by tasks that aren't a challenge. He can be impulsive, pushing the adventurous spirit of Atlantis to the extreme, leaping before he looks with new worlds and experiences.

Inventory: Command uniform, dog-tags, boots, tactical gear, P90 rifle, M19 side arm, survival knife.

Abilities: John is a skilled pilot who can fly just about anything (to varying degrees of success), a seasoned soldier and experienced military commander. He's worked the field for the better part of his adult life, and is accustomed to a military lifestyle. He can operate with little food, sleep, and wounded. He has a tactical mind, sharp and efficient, always working every angle to see his team through seemingly impossible odds. Weapons oriented, his marksmanship is impressive, and he knows how to utilize his rifle and side-arm with equal accuracy. While not a hand to hand expert, he's spent years training in the USAF, as well as under the tutelage of Teyla, a master martial artist and can hold his own in a fight. He's especially good with a knife.

As the most genetically 'Ancient' human, he can trigger Ancient technology with little thought, and has the potential to access higher Ancient abilities through Ascension, which has been discussed by the actor/writers and touched upon in the novelization, but wasn't addressed in the series. If we look at Daniel who was able to Ascend with a lesser amount of the Ancient genetic code than John, there's telekinetic like powers, lightning, healing, and other very powerful abilities technically available in his wheelhouse, should John need/want to go there. Very unlikely to happen in a game, but possible.

Flaws:

John Sheppard is a deeply flawed man.

He's always struggled with relationships, and has a deep fear of personal connection-- and sometimes his penchant for self-sacrifice is a lot more selfish than selfless. He would rather die than go through the pain of losing someone he cares about. He proves this multiple times through the series, as the first to raise his hand (or forcibly take) a kamikaze mission, often going against the orders and protests of the people who don't want to endure the pain of losing him. He's tried to fly into an enemy ship or the sun more than once, and most notably demanded a likely deadly anti-virus be tested on him instead of anyone else, despite his place in the chain of command and the need of the city, forcing his comrades to watch as he went into seizures.

John's fierce dedication to his team comes at a price. His people are his people, and all others are secondary. He will kill, torture, and lie for his people and their cause. He talked a man into committing suicide to save Rodney McKay's life, starved another sentient being until they complied, and approved cruel medical experiments to turn a wraith into a human, with little compassion for the resulting human, his interest lying solely in how that treatment could be utilized as a weapon and turn the tides of war. He has done ugly, terrible things in the name of the US government, Atlantis, and his own friends/family, and will continue to do whatever it takes until his dying breath, regardless of the dark path those actions may lead.

The ends justify the means, and those ends don't necessarily factor him in. No one knows how flawed John is more than he does. In John's perfect world, he'll die before he has the time to sit down and reflect on his actions. The one person he can't run away from is himself, no matter how hard he tries. To cope, he hides behind his rank and his job, often to the detriment of his mental health. John's psyche is a mess. When trapped in a dream state where people were faced with their deepest, darkest fears, John was faced with his own dark side. He was his own monster. During interrogation by an ambient alien life form, his mind was simply encouraged to provide information, which for others was an easy, pleasant experience, and for John was an hours long torture session by his greatest rival, in which he was both verbally and physically beaten with all of his past mistakes, and forced to admit to his own failure, the illusion going so far that the alien was forced to stop their mental interference and present themselves as, as John was inches away from killing himself.


CR AU
Previous Game and Time: Riverview, January 2018 to September 2018, with some end-game PSLing beyond that once the game was closed.

Preferably, I would like to take John from after about half a year from his canon after a return home from Riverview, as I've played beyond that point in PSL, and it's been a few months since the game closed and it would be a lot easier to pick up! Canon did not diverge (other than Chyler Sylva returning with him) as a result of John's return with Riverview memories, as it's not the first time he's disappeared into another universe/time canonically, and he's been far too busy to really sit with that.

If that's an issue, I can take him from the end of Riverview!

I have asked permission from his close CR from Riverview to bring him to Hadriel, Poe Dameron and Finn.

Previous Development:

John hasn't changed a whole lot. He's a stubborn man, extremely resistant and fearful of emotional change and vulnerability, and still struggles with love, loss, and finding his place in the universe. Riverview was both good and bad for him. He met people he cared about, experienced plenty of adventure exploring a new world, and fought for the cause. He also suffered through familiar faces coming and going, problems he didn't have the authority to fix, and an overall lack of control being lower on the CoC after years of command.

He formed strong connections with the rag-tag bunch who became his team, especially Chyler Silva and Finn, who he took to as both a mentor and a friend, and Jim Kirk the shuttle team captain. Carson, Rodney, and Elizabeth all appeared in Riverview for short periods of time, but eventually gated home ahead of John. He coped by throwing himself into his work, because old habits die hard.

John was most intimately involved with fellow pilot Poe Dameron, who he met on the shuttle team. They went on multiple missions together, and after a rocky start, they saw each other casually for a couple months before things got serious. John was head over heels, and fought to contain his feelings, but Poe brought out a side of himself he'd always been too afraid to explore. For a little while he was a softer, and more emotionally open, until Poe ended their relationship almost as soon as they became a publicly established couple. John was heartbroken, but as a man all too familiar with rejection he kept his hurt mostly under wraps, though struggled with drinking and sleeping around as a coping mechanism until his team brought him back around.

During this time, John experienced a flare up of the retrovirus that turned him into an Irratus-hybrid for the second time, rendering him volatile, violent, and a slave to Irratus instincts. His his team and closest friends were forced to make an expedition into the jungle to retrieve him, fight him, and treat the retrovirus, turning John back into a human with more than a few regrets.

After rescuing Poe from a group of cultists, and crash-landing during a routine shuttle mission, the two reconnected and Poe asked for another chance. Only a week or so after they agreed to give the relationship another try, Poe and Finn were given the opportunity to return home. Knowing how important it was for them to return home and save their own universe, and that he too would make the same choice, John wished them good luck and god-speed. He remained in Riverview only a little longer before he too was given the chance to return home.

Depending on mod approval, John will either go home with Chyler for a short period before winding up in Hadriel (he really has a problem with stumbling into other universes) or gating from Riverview to Hadriel directly.

SAMPLES
Action Log Sample: Prose