Player Information
Name: Reg
Age: 24
AIM SN: regasssa
email: regasssa@hotmail.com
Have you played in an LJ based game before? Yes
Bonus: How did you hear about Siren's Pull? I play here!
Character Information
General
Canon Source: Star Trek: The Original Series
Canon Format: TV/Film
Character's Name: Spock
Character's Age: 40
What form will your character's NV take?
An advanced version of this old school communicator, with a projected screen. Spock also carries this tricorder. Abilities
Character's Canon Abilities: Having been brought up on Vulcan, under greater gravitational pressures, Spock bears a significantly greater strength when alongside most humans. His Vulcan heritage on his father's side lends to most of his natural abilities.
Most notable of these is Vulcan mastery of the mind. Not only does this permit great control over emotions, but also mastery of science and language and concepts that most humans might have difficulty grasping. Beyond that, Vulcans have some remarkable psionic ability. Capable of controlling the functions of the body at their own will, therefore even capable of accelerated healing under a trance.
Mind meld; capable of both projecting and reading thoughts, from something as simple as touching to draw on emotions - anything living, and some things which only have some intelligence, such as advanced machines - to full blown memories of lifetimes. Within the mind meld, a user can share or dominate a mind, plant suggestions such as "Forget", or draw on the emotional strength of others. Confessions can be made, illusions can be crafted, and the ramblings of the mentally addled or insane can be picked out, though the Mind Meld itself can be incredibly dangerous. Multiple minds can be linked together, though Spock is not yet aware of the viability of the technique.
This mental capacity also lends itself to an ambidextrous nature, wherein Spock is easily capable of doing several very different things at once. Vulcans are capable of using one half of the mind to do everything a human requires both halves for, with them working independently. This also allows them to keep a perfect internal chronometer.
Growing up on a hot, desert planet, provides many small physical advantages: an inner eyelid, providing protection from bright light, an ability to go without water for long periods of time, and the capability of handling greater levels of radiation. Vulcans do not perspire, instead the moisture contained within helps to cool the body through other methods. Their copper based blood requires less oxygen, important in the low oxygen environment of Vulcan.
Conditional: If your character has no superhuman canon abilities, what dormant ability will you give them? That counts as enough abilities right? He's an alien who can read minds. Seems fine to me.
Weapons: His hands. No, really. Though I suppose a phaser wouldn't go amiss if it's okay to bring one in? It has low to high settings, variations being stun, knock unconscious, kill and totally dematerialise.
History/Personality/Plans/etc.
Character History:
Please to not be making me write it out?Point in Canon: I'm taking him from 2269, at the end of the 5 year mission and before the films, though this may be subject to change after a canon review. Maybe. I kind of like him all young and fresh full of all that Enterprise emotion.
Character Personality: Many would be quick to suggest that Spock has no personality, but the truth is something quite different. To answer the question, it's important to understand that Spock is the culmination of focused conditioning. His obvious - and some have commented even robotic, at times - nature is a facsimile of the Vulcan teachings and heritage that he has absorbed over time. To this end, Spock immitates the Vulcan ideal; absolute control of his very strong emotions, dedication to logic and knowledge. He is loyal, dedicated, sometimes quite merciless in his chill, and extremely polite.
Beneath this, though, lays the real Spock. He has a cutting sense of humour; a dry wit, that expresses itself in the quirk of an eyebrow and the hint of a smile. His loyalty must be earned, and it is strong enough to allow him to go against orders if doing so is the logical course of action. He is often swayed by hints of emotion that he is often mocked for and rarely acknowledges. He is adaptable, a fierce friend, and though his modesty about his own superiority to the humans around him is sometimes questionable, it is all delivered with charm that speaks more of the human within him than simply his Vulcan half.
Spock is gentle and mostly patient, especially with children, the childlike and animals. When he is impatient, it will be in times when people demonstrate excess emotion, or fail to obey orders in a timely manner. He uses language in a proper manner, and often clips his expressions to answer in as few words as possible, though in doing so he only manages to make himself sound mechanical.
As a Vulcan, he has a fondness for music, mathematics, physics, logic and art. Superhumanly intelligent, if not in the understanding of many pursuits that humans take for granted - such as pursuing sport for fun - he is dedicated to the passion of learning. In his curiosity, he echoes both his Human and Vulcan side, though he has been consumed by his need to find the proverbial answer; something distinctly unVulcan. He is a responsible officer, questions orders only when necessary, and offers his own opinion when asked. Unlikely to respond to emotional stimulus - such as flirtation - Spock's physiology and emotional control has often protected him from - or delayed the effects of - things that have otherwise effected the rest of the crew. He is capable of keeping a clear head even under considerable pressure, or threatened with the loss of a friend or colleague.
Consequently, as a Vulcan, he shares the same ancestral roots as the warrior-like Romulans. This has expressed itself often enough during extreme psychological conditions, stripped of his own defences; demonstrating itself in sometimes rocky experiences of intense emotion, often violent. These tendancies are all suppressed, by both his own childhood learning and long-developed Vulcan physiology.
Character Plans: Spock will turn his attention to SERO. In an attempt to get close to the Core and work out a way back with all his knowledge of time travel, and his sheer curiosity of big sciencey things, this seems like the most appropriate action. He's an excellent double agent, as he later infiltrates the Romulans in such a way as he's genuinely believed to be a traitor, and sadly because of the universe he's come from, such things as slavery and experimentation don't phase him. It's not logical, but very few things that humans do are.
Appearance/PB:
here Writing Samples
First Person Sample
[After a long and very careful study of the changes made to his communicator, Spock has come to one conclusion: whoever has brought him here is technologically gifted. On the other hand, he is unsure how to approach the network. A simple introduction will suffice for now. And of course, in an attempt not to interfere with pre-warp culture or time itself, he'll be vague.]
This is Spock.
I have become separated from my companions.
Logically, as my "greeter" implied, there are others who have been brought here as I have. At the current time, I would most appreciate a map of this area, if there is one available, though information as to the nature of my being here would also be of the most significance.
Awaiting further instruction.
Spock out.
Third Person Sample
The freighter back to Vulcan was, if anything, a disappointment after the long trip aboard the Enterprise. In many ways, certainly, Spock was aware that he had grown attached to the ship in some small way, and of course this comprehension was a part of his reason for returning home in the first place. Home; not in uniform beside Pike or Kirk, surrounded by humans who could not understand him. Vulcan, where the air was thin and the company infinitely more predictable.
Even the feel of the engine was different. In his five years aboard the starship, he had long been able to feel when there was something not quite right. It was the same here -- the high pitch in the sound of the engines indicated overworked crystals; perhaps used to too much capacity, or certainly near the point where they needed to be replaced. It would have never have been permitted on a Federation ship, for the power to be run so close to breaking point. If this wasn't a merchant vessel, it would be a breach of protocol, but--
Spock moved one of the mah'jong pieces, considering them quietly, and then raised his eyes to the window, looking out into the darkness of space.
It mawed before him, opening wide to consume him -- and then, there, that sickly feeling of interdimension travel, of time breaking. He recognised it distinctly. The feeling of being dragged out of himself and perhaps being unconscious with his eyes open; seeing without seeing. Stars, high above, and this was the wrong star system, the wrong view, and there was no engine underneath him.
A baseball field.
So familiar with Earth culture by now, and yet this was illogical. To travel across time but also across space would require a power beyond-- No, not beyond everything they had experienced before.
Quietly, Spock collected himself. Raising to his feet in the still darkness, collecting his tricorder from where it had fallen to the ground beside him, and his communicator from a little beyond that. Something moved in the darkness, and naturally, Spock moved to investigate. Always prepared, and always - it seemed - working.