OOC:
Name: Jen
Are you over 16?: Yes
Personal LJ:
aurajen Email: aurajen007_shinra@sbcglobal.net
Timezone: US Central
Other contact: AIM: lord o the deep
Characters already in the game:
whatsolarsystem and
eldoradont How did you find us?: Currently in-game, but initially found via
dear_mun.
IC:
Character name: John Marston
Fandom: Red Dead Redemption
Timeline: Taken directly after his death.
Age: 38
~*Magical*~ abilities and strengths:
John doesn't have any magical abilities, being a "normal" human being. However, since he hails from the era of the dying Old West, he has a skill set that is appropriate for the time period. This includes being familiar with the various types of guns of the time, including pistols, revolvers, shotguns, rifles, and repeaters. John himself possesses a deadly accuracy and quickness with any of these given weapons, more so than most of his peers in the Old West. This is perhaps his most prominent skill that stands out from the rest.
He's a skilled horseman, as just about anyone had to be at the time, being able to ride at a fast pace across uneven terrain without so much as a second thought. He also owns a lasso which he uses to round up run-away horses and people, too, if the occasion calls for it.
Other than that, he's basically the image of a tough cowboy; definitely not a delicate flower, but in possession of no supernatural or particularly outstanding qualities.
How would they use their abilities?:
John probably wouldn't feel actively compelled to use his abilities in any way on the Thor, during the course of a normal day. If he were to sign up for a mission that involved, say, ranching or herding or something Western-y like that, then he'd use them accordingly. Outside of this, his proficiency with weapons might come in handy if he ever finds himself amidst a shoot-out.
...Which probably won't happen any time too soon(?).
Appearance:
[
Here]
This image is an example of John's usual clothing, or his "work clothes". He wears a beige, collared-shirt with the sleeves rolled up halfway, with a vest of thick, denim-like material over this. (Vest in technicality, only, though; the article has torn sleeves, which suggests it might have been something else long ago.) This is adorned with a couple of pockets for practicality's sake. John also wears a bandolier which allots him extra ammo for his rifles or repeaters, which accentuates the man's heavy reliance on his weaponry. He wears dark-coloured jeans which cover the majority of his trusty leather cowboy boots. He has a belt to match, with a silver buckle, that also doubles as a secondary bandolier, since it carries a small amount of ammunition for his revolver or pistol. He wears dark leather gloves and a hat to match, which he is almost never seen without. A lasso hangs at his belt and he has all the necessary holsters for his weapons on him as well, like any good cowboy should.
Background:
Welcome to the Old West, or rather the tail-end of it. The people are rough, the wilderness is rougher, and the big government men are on the verge of moving in and making sure everything gets its required dosage of "industrialization" and growth.
John Marston was born in this setting, in the year 1873 to an illiterate Scottish immigrant and a prostitute who died giving birth to him. His father was a drinker and was thought to have died from an overindulgence in it, leaving the young John shipped off to an orphanage at the tender age of 8. He lived there until he was 17, met a girl named Abigail who would be his future wife, and the two promptly ran off together to start a life of their own.
They found themselves joining a gang led by a man named Dutch Van Der Linde. He was content with his decision in life at this point; Dutch became a good friend of his, an almost father-like figure, and taught the young John how to read and how to shoot. Everything he learned about surviving in the West he learned while in Dutch's gang, and he put these skills into practice as he ran with them. They were criminals, at the heart of everything. Bank robberies, train robberies, murder and western mayhem was an everyday occurrence for John, though he was told by Dutch that they were doing everything for the sake of the good; stole from the rich and gave to the poor, trying to change the corrupt ways of the era even though they were ironically part of the problem. It was easy enough for John and the rest of the gang to believe at the time, but John probably clung to these ideals the most, as he still tends to use it as a thinly veiled excuse for his actions further down the line.
Sometime in 1908, John and a fellow gang member named Bill Williamson attempt to hold-up a bank, but things go horribly wrong and John has the misfortune of suffering from a gunshot wound. Instead of being helped by his gang which he believed to be his family, they leave him there to die, abandoning him. This gives him doubts concerning his criminal lifestyle, and his disillusionment leads him to give up his thieving and murdering ways, with renewed determination to start a new life on the straight and narrow. He purchases a ranch with what little he has, taking his wife Abigail and his young son Jack (who had been born while John was still a member of Dutch's gang) with him.
Some time passes, and changes are still taking place on the frontier. One of the American government's initiatives is to tame the wild lands, and this includes any gangs that still run rampant across them. The US forms what it calls the Bureau of Investigation, led by a man named Edgar Ross, who makes it his goal to bring all members of Dutch's gang to justice. He believes that the easiest way to get a hold of the other members of the old gang is to find another ex-member and let him do the work for them. Naturally, John finds himself unwillingly dragged back into the past he was trying to escape, especially having no choice in the matter when the government takes his wife and son hostage until he completes his task. So John begrudgingly heads out on a mission to hunt down his old gang mates and bring them in to Edgar Ross, who promises to wipe his name clean of any misdeeds and criminal acts if he's successful.
John first finds Bill Williamson holed up in Fort Mercer, the gang's main hideout. A single man against an entire fort full of criminals probably isn't the best plan, though, and John is shot by one of Bill's men as he tries to reason with him. The leave him there for dead, at the side of a road, a second time.
The owner of a nearby ranch, Bonnie MacFarlane, finds John, picks him up, and returns him to her ranch. She tends to his wounds and once he's recovered enough, offers a few days lodging in return for him helping her around the ranch. After he pays off his debt, he heads off towards the town Armadillo, and asks US Marshall Johnson to help him catch Bill Williamson. The Marshall agrees (after John runs around a bit more, cleaning up the criminal element in the town) and John goes about rounding up a team to help them before they make their assault. He gets the help of Nigel West Dickens, a shady but silver-tongued snake oil merchant, a loud alcoholic Irish man (who coincidentally just goes by the name Irish), and a crazy treasure hunter named Seth Briars. They scavenge up a Gatling gun, put it in the back of Nigel's sales wagon, and "sneak" into Fort Mercer when Nigel approaches under the guise of hoping to sell his "miracle" products. Once in the Fort, the team attacks (and by attack I mean basically mow everyone down with the Gatling gun) and clears out the fort. Unfortunately, it's after all this that they realize that Bill Williamson had left for Mexico just the day before with Javier Escuella, another member of the gang and another name on John's list of people to "bring to justice".
John leaves for Mexico and finds that the country is on the brink of a civil war. He first meets with the region's governor Colonel Allende and his right-hand man Captain De Santa. In exchange for information on the whereabouts of Escuella and Williamson, he is forced to work with the corrupt duo. However, as he runs errands for the Mexican army, he stumbles across revolutionaries as well, notably Abraham Reyes, who wishes to overthrow Allende. Since both sides are offering information in exchange for his help, John walks a dangerous line by helping them both simultaneously.
Allende soon becomes aware of John's split loyalties and suddenly betrays John, sending his men to kill him. Before this can happen, however, Reyes and his band of revolutionaries rush in and save John before he's killed. John joins Reyes' side, and they lead an attack on Allende's villa. During the chaos, they manage to kill Allende and John finds Williamson taking refuge in the villa, having found protection in the Mexican army the entire time. John kills Williamson in self-defence, which shortens his list of gang members he needs to find. He also soon after finds Escuella and captures him (or kills him, as the player is given a choice in the matter at this point). Reyes and his rebel army take over the villa and make plans to further the revolution, but at this point it's time for John to return to Blackwater in the US. He does so, and reports back to Edgar Ross, who tells him he still needs to find Dutch Van Der Linde if he wishes to complete his part of the deal.
John works with Edgar Ross this time around to find Dutch, although each time they come close to catching him he manages to escape. It takes John, the Bureau, and the American Army to finally put an end to the remnants of Dutch's gang; they all band together and make one final attack on Dutch's hideout. John finally confronts Dutch, but instead of dying by John's hand the man commits suicide, but not without a warning first: the government won't be happy without someone or something to shoot down, and John is the only man left of the gang now.
Despite the warning, the government seems content with John's actions and allows him to return to his family at their ranch out in Beecher's Hope. Time passes, and things are quietly and peacefully mundane, as John tries to bond with his son and continue his attempts to start up their fledging ranch. John has finally been granted the "normal" life he had always wanted. Or at least temporarily.
It doesn't take long before Edgar Ross betrays him; apparently the man wouldn't be content until every single individual from Dutch's gang had been brought to justice, and this included John. He shows up with his men and springs a surprise attack on the ranch; John and his son Jack attempt to fend off the attack for as long as they can, but it's obvious from the start that they're heavily outnumbered. With no other choice in the matter, John makes a decision: he tells his wife and son to flee the ranch and to leave him behind to fend off Ross' men.
After they leave, it becomes obvious that John's true intentions lie in sacrificing his life for the sake of his family. With himself out of the picture, Ross and his men would no longer hound his family, allowing them to live a peaceful and normal life once and for all. For the sake of Abigail and Jack's future, he leaves the temporary safety and cover of the inside of the ranch to step outside and meet Ross and his men face-to-face.
In one final stand, John draws his revolver and takes out as many of Ross' men as he can. As expected, it's a futile effort, and when the remainder of the firing squad opens fire, John dies from the consequential bullet wounds. Satisfied with John's murder, they leave the ranch, leaving his body lying there.
The story from this point continues from Jack's point of view, but as John will be pulled to the Thor after his death, "revived" as it were, the remainder of the narrative doesn't necessarily affect John.
Personality:
John Marston is a man whose every actions are compelled by the need for redemption. His past as a criminal is at his heels constantly throughout the entirety of the game, and everything he does is for the sake of his family and a chance at leading a normal life. Due to all the things he's seen, he's become somewhat cynical and jaded; it's difficult to say otherwise, as this tends to be the entire tone of the game. Every stranger that John goes out of his way to help is usually met with an ironic end to their particular story. This implies that John surrounds himself with these types of situations, or at least has seen his fair share of them. He isn't very idealistic (that died when he was left for dead by his gang), and will sometimes make his own ironic or sarcastic commentary on the hypocritical nature of man in general.
Though he has little patience for the ignorance of others, John's need for redemption lends to his nature of helping others, even if these people find themselves in ridiculous situations because of their ignorance. He's always wanted to do good (even while in Dutch's gang, though that was in a highly misguided way) and it'll show, even though the man himself might appear rough around the edges at first.
He's definitely a walking image of the dying Old West; tired, rugged, but determined to see things through to the end. His entire existence is a juxtaposition of what he wants for his future and the past that's constantly at his back. There's a constant sense of lingering guilt that drives him forward, as well, hoping to do enough good to make up for any wrongs he's committed.
He isn't a man to boast, brag, or run his mouth (unless gambling is involved, but that's a given), nor is he someone who's going to willingly pick a fight with someone grating on his nerves. The weapons that he carries aren't just for show, though, and he won't hesitate to use them if the situation calls for it. He's a survivalist by nature, and in the game he does everything he can to survive for the sake of his family, even if that means killing someone before they can kill him first.
Even though he does achieve his redemption by sacrificing his life for the good of his family, he's still going to feel compelled to "do right" after appearing on the Thor. This aspect of his personality in not likely to change any time in the near future. The biggest burdens of his past might have evaporated, but this doesn't mean that they haven't left an impression on him in some form or fashion. He'll still be the same jaded cowboy, naturally, with cynical quips here and there. He'll be a bit wiser after his death, especially concerning the idea of how, no matter how hard you might try, your past will always catch up to you.
Why should that character be in this game: For OCs only.
Why do you want to continue their history here: For characters from other games only.
For applicants considering an alternate version of a character already in game, please use this as your chance to explain the key differences between your character and the one already in play:
Have you read up on how the game works?: Yep. FlamingFerret is the plug-in, money is obtained through mooching, signing up for missions, or even stealing!
1st person sample:
[When the screen flickers on, the man gazing down at his guide looks both confused and slightly perturbed by this sudden change of events. In other words, he has the look of a New Arrival.]
Is this thing even workin'? [The man looks skeptical, but begins speaking again after a moment's hesitation.]
I guess I got a question for everyone here, if anyone's got the time: This supposed to be Heaven or Hell? 'Cause I weren't sure about which way I was headin' after the US government kindly decided to fill me up with lead, and I sure as hell can't tell where I am now. It ain't nothin' like what they preach over in church on Sundays, most I can tell.
Though my natural inclinations are tellin' me that I've gone in the downward direction. All these papers? Sure reek of somethin' hellish.
3rd person sample:
Back on Earth, before the planet had become nothing more than space dust floating around in the universe, John Marston used to make camp when he was roughing it, unable to make the long ride from one town to another before nightfall. He'd keep warm by the fire, listening to the sounds of the night-time wilderness carefully. Sometimes the sounds of coyotes were a little too close for his liking, or he'd hear a rustling not too far off that reminded him of the purposeful footfalls of a cougar. Nights like these never gave John much leeway to appreciate the clear sky above him, swathed with stars.
But sometimes, rarely, nature took pity on the man and allowed him a peaceful night, times when he didn't feel like he constantly had to keep a finger on the trigger of his pistol. It was then he'd crane his neck to look up at the sky, and idly think to himself: No man's ever gonna see the stars any clearer than I do now.
He'd, of course, be wrong. (It wasn't the first time.)
Standing in some part of the Thor which resembled a long hallway, he'd look out a circular window which people around him had called "portholes". Planets and stars would whiz by, clear as day, everyday. He'd never felt more out of place; twelve-tentacled creatures would walk past him for the upteenth hundredth time, and John would still have to convince himself that he wasn't dreaming. Is this what the government (a dead government now, he figured) pushed for, back at home? Technological advancement? Trains and steamboats one day becoming an entire ship's worth of life scrounging around in space, going about their daily routines?
It was amazing and fantastic and unbelievable and he wasn't sure he liked it.
When he'd head back to his assigned room, after a day's worth of wandering around lost, he'd stretch out on his cot and look up at the ceiling above him. It was safe in here, at least. No past nipping at his heels any more, no government boys pulling his reins. But that also meant that he'd lost his family, and everything he did to make their lives worth living... all gone up in smoke.
And he'd lie there and think to himself: I reckon I'd prefer the coyotes.
Questions?: Nope
Did you put your characters name and fandom in the subject: Yep