spaceparanoids: (Default)
2019-01-11 06:11 pm

!open rp post

// you know what to do //
spaceparanoids: (Default)
2018-07-01 06:00 pm

!open rp post



leave a starter, an image, or a prompt
spaceparanoids: (> The Sun)
2018-04-30 12:55 am
Entry tags:

!ic inbox – fasti – house vulcan



letters ☙ notes ☙ action
spaceparanoids: (Default)
2018-04-25 06:10 pm
Entry tags:

Fasti App

PLAYER INFORMATION


Player Name: Beck
Are you 18+?: Yep
Preferred Contact: [plurk.com profile] backagain
Current Characters: N/A

CHARACTER INFORMATION


Character Name: Kevin Flynn
Canon: Tron
Canonpoint: He'll be coming in from 1987, two years after the death of his wife and one year prior to the arrival of the ISOs on the Grid.
Character Age: 37

Background/History: Wiki - Please note: the events of Tron 2.0 and Ghost in the Machine are no longer canon.

Strengths:

Innovative: Flynn's greatest strength is his creativity and knack for innovation. Described as "one of the greatest programmers ENCOM ever saw", by a dude who (at the time) really wasn't a big fan of his love you too, Alan, Flynn's creative genius has earned him more than a few accolades and admirers in his time. Let's look at the slew of video games he designed and created from scratch. Not impressed? How about scaling down and rebuilding the digitizing laser that portals you into a digital world, building that digital world in a basement server, and also building damn near everything in that world?

As Flynn notes to Sam in Legacy, his own System Administrator can only repurpose what Flynn himself has created in the Grid. Tron City and beyond, from cornerstone to cornice, the Programs inhabiting it, the vehicles they use, their discs, weaponry, armor, etc etc all bears his mark, in their very core code. You like Daft Punk? He made Daft Punk. That creative drive carries into his personality, making him a pretty damn good problem-solver, possessed of a quick mind and solid intuition when he feels a situation calls for it. Part of building the Grid itself entailed a hell of a lot of detailed work, understanding what skills his Program teams needed both to function and what tools they needed to get the job done.

Adaptive: Look, Flynn's been tossed ass over teakettle into Strange New Worlds before. He's really good at landing on his feet. Thrown into the ENCOM Grid, the first human to ever do so that orange doesn't count okay, Flynn definitely had a bit of an inner freak-out, but kept that shit on lock. Acceptance came next, then plans. Alright, he still had a job to do, and did so. He managed so well in the "standard substandard training" new conscripts were put through that any further training was curtailed, out of fear from Sark that he'd wreck shit. Flynn proceeded to ally himself with sympathetic Programs, rolled with the strange User powers he had been given, and even figured out one or two abilities unheard of by Program standards. You mean you're not supposed to be able to steal a Recognizer or divert energy with your bare hands? Ok.

When it comes to real life and the arcade Grid, Flynn is really no different. While he does make long-term plans and structure goals to that end, he's equally accustomed to flying by the seat of his pants, fixing issues as they arise and working creatively to find a solution. Give him a mission and he'll get right to it however he can, using whatever tools are at his disposal- or making his own as the situation requires.

Generous: Flynn is incredibly generous with everything life has afforded to him: with his time, his money, and his inexhaustible energy. Known to keep the arcade open late for kids desperate not to lose a high score (and their quarters), his rise to the top of ENCOM didn't diminish the kind streak in him. He makes friends fast, and the friendships he makes are lasting, with Flynn ride or die 100%. He shared with Clu about User culture and history, and where his own knowledge was lacking, he'd digitize books to continue teaching his admin. While his wife was alive, she practically had to push him out the door during her pregnancy, so puppyish was his enthusiasm to be there for her.

That generosity continues into his personal and work life, dovetailing with his first steps into Buddhism, which he'll later cling to following the coup, with particular focus on selflessness, and as Flynn repeatedly gives away software for free, no strings attached. You need something? He'll make it happen. By the time Evolution rolls around in '89, we see Flynn after the coup providing Anon with new equipment, upgraded combat discs, you name it. He's a more than capable Quartermaster in a pinch, with the right focus and opportunity given to thrive- and let's be real, Flynn will make his own opportunity, through sheer force of personality alone if he has to.

Weaknesses:

Pride: Dillinger really dinged him here when he stole Flynn's games and ousted him from ENCOM. There's a lingering resentment, even after vindicating himself, that has stuck with Flynn for years, and is definitely part of his issues with pride. Jordan's death also left him with a need to prove to everyone what he can do. He is smart enough, wise enough, everything the light touches is totally in his capable hands and he has got this all by himself so don't worry, you guys.

Cocky: It's all just a cover for (mild) insecurity, really. Don't let 'em see you cry, especially in a crisis. Flynn is usually pretty even-keeled with recognizing his own flaws, but there are definite moments where he believes his own hype. He's the best, he's the brightest, he's got what it takes, and he's even defensive when others don't see eye to eye with his vision. What do you mean, it's a perfectly great idea because Flynn thinks it's so! Why can't you see that??

Withdrawn: Since the death of his wife, Flynn has a much larger tendency to detach himself, and withdraw from others. Lacking any real pillar of stability to cling to (and assuring himself he's got a handle on it), his natural extroversion will turn itself inside out, prompting him to seek solitude instead of his usual full, frantic schedule. It's rare he gets a moment alone though, and as he's not one to really lash out in moments like that, Flynn will swallow his hurt, and paste a smile on.

Because everything is fine, see?

Fatal Flaw: Flynn will weigh himself down with responsibility until he can't move. Is overcommitment a fatal flaw? That's him in a nutshell, whether ego-driven by his pride ("I will be the one to figure this out") or an inability to say no to anyone he loves, be it his friends, his family, or his programs. He'll forgo sleep, self-care, and burn the candle at both ends until he's beyond exhausted– and usually still going past that point. That's not to say he's terrible when it comes to teamwork! Flynn is actually excellent at task delegation, and is a valuable addition to any team. He just...he can absolutely juggle Sam, his duties to the Grid, and a Fortune 500 company all by himself, yep. Totally. No insecurity here at all, no help needed, he's got this! (He does not, in fact, have this)

Driving Force: Love is a big motivating factor for him, love for his son, his friends, his family. Love, too, for learning, for creating. Clu's presence will see him taking the admin under his wing (and anyone else, really), sharing what he knows and, hopefully, protecting who he can through his efforts and generous nature.

Patron: Vulcan would dig Flynn's hard working nature, his creative drive, his detailed focus and his generous heart. Even his touches of insecurity, his tendency to withdraw, his defensiveness would resonate with the god; these are aspects that make up Flynn's whole, as familiar to Vulcan as iron ore, and ready to face the crucible of war.

GAME INFORMATION


Setting Suitability: Flynn is a grown-ass man with a ready understanding of the consequences of war. He'll find ways to contribute to the war effort, with sights turned to victory. No slouches here.



Sample: TDM
spaceparanoids: (Default)
2018-04-13 10:47 am
Entry tags:

!HMD

you know the drill. tell me if anything seems off, please!