Character Information
General
Canon Source: Left 4 Dead 2.
Canon Format: video game.
Character's Name: Ellis
Character's Age: 23
Abilities
Character's Canon Abilities:
Ellis is just a normal human being. He knows how to handle guns though! As well as handle auto-machinery.
Conditional: If your character has no superhuman canon abilities, what dormant ability will you give them?
Ellis' dormant ability will be what it used to be during his last stay at Siren's Port- phasing. He'll be able to pass through solid matter; doors, floors and walls- and even other human beings.
Emotions are also connected to this ability. If he's nervous, fearful, or excited, he'll tend to phase through things easier; without warning or against his will.
.
History/Personality.
Character History:
Ellis was born and raised in good old Savannah, Georgia, USA. Even with a possible trouble-making streak, the young Southerner completed high school; instead of pursuing college, the idea was ignored in favor of his passion-- cars. Him and a few friends opened an auto shop, and it was there that Ellis continued his career as a mechanic. Not only a mechanic, he's also a bass player in a band with his group of friends. If he wasn't with his buddies, Ellis was with his family.
The man enjoyed the good, carefree, everyday life of the average Georgian: sit back at the garage, share a few cold ones with the guys, fix a few cars, get his dose of adrenaline with stupid stunts, watch NASCAR races, attend Sunday mass and have dinner with Momma on the same night. Life was good. He didn't know a single soul who wouldn't want to live the same lifestyle.
This was, of course, before the zombie apocalypse struck the nation with a hard, K.O. hit to the face.
Green Flu. The name given to a virus that was the cause of a nationwide infection, infecting individuals and turning them into something similar to what you would call, a zombie. The virus is a highly mutated strain of rabies, causing the victim to lose its traces of humanity, run on animal instinct, and have the one and only desire to spread the virus. Some are unfortunate enough to get an even more mutated strain, causing their bodies to undergo unpleasant, painful, distorted changes. The "survivors", who are immune to the virus, aren't all that safe yet. Even if they are bitten, they won't get the virus-- though, the infected have no reason to bite. They are equipped with the ability to detect immunity; and if it's detected? They go straight for the intention to kill rather than to infect, as quickly as possible. The first infection was diagnosed in Pennsylvania, where it quickly spread through eastern, western, and mid-west United States. After it consumed Fairfield, Green Flu quickly spread to the south, which is where we are introduced to the new survivors, who are heading straight for the only evacuation center they have left-- New Orleans, Louisiana.
Ellis had no choice but to grab what he could, fight through infected, and leave his once perfect lifestyle behind. It didn't mean that the fun was over, no-- it was just getting started in his book. Ellis of course, meets with three other survivors, and stick with them in an attempt to survive (or perhaps show off his zombie killing skills). At the back of his mind, he tells himself that his family, his friends... they're okay, they got evacuated. All that's left is for him to be evacuated. Him, a conman gambler (Nick), a coach (... Coach), and a newscaster (Rochelle).
The four race to the top of a burning hotel, which they have heard the roof is still an evacuation center. To their luck, the rescue helicopter had just taken off, leaving them behind. Waving, yelling, and screaming for them to come back didn't do shit. Their only option was to fight through the burning zombie infested building all over again and head to an evacuation center at the local mall. They ended up risking their lives for cola, as the road to the mall was blocked-- there was no other open way around, though a gun store caretaker who had barricaded himself on the roof agreed to make them a path by blowing a few cars and trucks in the way.
If they got him his cola.
Needless to say, they had no other choice, and agreed. Making it to the mall, they learn the building is empty (not counting the infected roaming about), and evacuation wasn't going to happen. Somehow, someway, a light bulb went off in Ellis' head, and he proposed a plan that would get them out of there-- fuel up a stock car on display with gas tanks scattered throughout the mall floors, start that baby up, and haul ass all the way to New Orleans. The plan was successful, driving right through the first floor windows and back onto the roads.
Things were going rather well. The group had been driving for a few hours now. The evening grew darker, turning into night. That wasn't the problem though, and they would soon be seeing--
Traffic. Empty cars stretching throughout the highway for miles. Obviously, there was no way the stock car was able to drive over them (unless it were a monster truck), so... The survivors had no choice but to walk through the traffic to a nearby amusement park, Whispering Oaks. The lights from the park signaled that there was a possible chance for evacuation. Ellis... is suddenly excited for this.
Not because of evacuation, no. It was because of the park. The games were still running, the rides were still functional, the food, the cotton candy-- shit, Kiddy Land!! As many times as asked to ride just one or if they could stop for just one second to make cotton candy... to his dismay, it wasn't happening. Running the roller coaster track was like Christmas to Ellis, even if he didn't actually get to ride a ride.
The group spots a helicopter-- and Coach thinks of a plan to get them out of there. A band called the Midnight Riders was supposed to play at the stadium right before the infection hit hard. The music, fireworks, and working amplifiers were all left behind and still working. To capture the pilot's attention, all that was needed to do was start the concert and light show. The loud rock would attract unwanted attention as well as needed attention... but it was worth it. Being a die hard fan of the Midnight Riders, starting up their show was the greatest day of his life. The plan worked, they were able to hold off long enough for the helicopter to rescue them, and now they were off, once again, to New Orleans.
If only the helicopter pilot hadn't turned into a zombie halfway there and ended up crash landing in a swamp town. Luckily, he was shot before doing more damage, but... Survivors were now stuck in a swamp with no idea where to go-- other than follow the signs left by previous survivors that had raced through the area: go to the Plantation House. Signaling a boat and its driver, Virgil, they make out safely, and once again, head to New Orleans by going up the river.
Knowing they're luck, something was bound to happen, and it did. Halfway there, Virgil's boat starts to run low on gas. Going any further would only result in drifting off course. Virgil drops the group off in Ducatel, Mississippi, while he anchors the boat nearby. When they get off and it rides away, the gang realizes they had forgotten to bring the gun bag which contained weapons and flares to signal the boat later on. perfect.
They find a gas station (that luckily contains weapons and firearms), but it turns out to be empty, forcing them to walk 2 miles to the next gas station. To get to the gas station, they must walk through an old sugar mill. Easy task, right? Wrong. Witches are naturally attracted to the smell of sugar, making the mill home to dozens of weeping, dangerous female infected. It was a difficult task, to navigate without disturbing one.
Once they have gasoline, it starts storming and storming hard, forcing them to walk those 2 miles back to the dock in knee deep water while carrying the gas cans on their backs. When they finally reach the docks to signal Virgil, they climb to the roof of a nearby diner, "Burger Tank", and use the sign to have Virgil pick them up.
Finally, finally, the survivors reach New Orleans, Louisiana. Virgil drops them off, where they now have to walk through a city (which is being bombed as they travel through), run across a graveyard, and cross a bridge, where the military readies a rescue chopper upon contacting them. You'd think crossing a bridge would be easy too-- well, try doing it with hordes of zombies running at you. The helicopter can't wait on them forever, so the run across the bridge was to be done as quickly and efficiently as possible.
Character Personality:
Ellis has an optimistic view of things most of the time, and is rather excited about things that he shouldn't be excited about, such as the zombie apocalypse at first; seeing the whole thing as the world's biggest shooting range, and best thing to ever happen. A giant dare that was made for him to eagerly take on and impress those around him- well, at least until he started getting tired or running left to right and almost being killed everyday. Being 23 years old, he's the youngest of the survivors in his group of four-- you'd think he'd be at least a little mature, especially with his life on the line. Well! think again. The young man might as well be a five year old wielding a gun and knowledge of many many curse words. He's silly, reckless, and his own personal idea of being "indestructible" certainly gets him into more trouble than needed or wanted. He also often becomes extremely animated over very small things (such as cotton candy, amusement rides, and "Kiddy Land"), and of course
he doesn't know when to shut up.
His mouth is something like a motor, sticking the keys into the ignition and gearing up the engine at some of the most inappropriate times. Most of the time, he's rambling about his best buddy Keith, telling stories about how the guy nearly kills himself while performing stupid stunts or getting into trouble. The stories Ellis comes up with are countless, sometimes even unreal, and probably go on for who know's how long unless he's told to stop. It is speculated that "Keith" is merely an imaginary friend of Ellis'-- that or he is real, but the stories are way over exaggerated, seeing as the situations described should've killed Keith in multiple scenarios.
Even if he could be idiotic, a tiny bit stupid, childish, or have the tendency to talk way too much at times, he's actually the most well mannered out of his group, and always looks out for them (while they make sure he stays out of trouble). His lighthearted fervor allow him to charge through tough situations and take them head on, while still being able to maintain that upbeat out look. Ellis was indeed taught manners when growing up, which explains his politeness to the survivors, even when insulted sometimes. He's good-natured; Even his most aggressive lines in- game end up sounding humorous, failing to express his anger the way he had intended to.