Player Information ;
Your Nickname: Jess
OOC Journal:
draconic_scribeUnder 18? No
Email/IM: Firebenderjess-AIM Firebenderjess@aol.com-MSN dragonqueenjess-YIM
Characters Played at Singularity: None
Character Information ;
Name: Pentacles Misere (PM)
Name of Canon: Homestuck
Canon/AU/Other Game CR: AU
Reference:
Her canon self's wiki page,
The intermission, which hasn't actually happened yet for her, and
the very beginning of her ficCanon Point: After she starts plotting to kill Slick, but before she actually goes through with trying.
Setting: Ho boy. There are two distinct settings relevant to PM, each of which has different rules. The first and by far strangest is the Inciphisphere, but to understand that, one first has to know about Sgrub. Sgrub is a game, but it's also an apocalypse and an origin story. Players of the game are taken from their home planet just in time to survive its destruction by meteors and brought to a small dimension where they have the potential to create a new universe. That dimension is the Inciphisphere.
For each group of people that plays Sgrub, known to humans as Sburb, there is a separate and unique Inciphisphere. This version of PM was originally an inhabitant of the Trolls' Inciphisphere, which held the Kingdom of Light and her home planet, Prospit, the Kingdom of Darkness, Derse, and Skaia, a planet known as a 'crucible of unlimited creative potential' and the key to creating a new universe, as well as twelve smaller planets, orbiting Skaia between the nearby Prospit and the far off Derse. Each of these twelve planets corresponded to one of the players, and were inhabited by vaguely intelligent animals as well as being frequented by agents of both kingdoms.
The most important part of the Inciphisphere to PM is Prospit, her home planet. As one would expect of a place that's supposed to be the 'good guys' in the game, Prospit is a bright, colorful world ruled over by a benevolent and selfless Queen. There, PM lived as a Parcel Mistress, dedicated to making sure the mail went through, whatever the personal risk.
Throughout the (rather short, as it's only as old as its players) history of the Inciphisphere, the two kingdoms have been at war over Skaia. The Kingdom of Darkness abhorred its purpose and wanted to destroy it, while the Kingdom of Light wanted to protect it. Due to the nature of the game itself and the way the players were created, which I won't get into because it's a huge mess of stable time loops and being clones of yourself, the Kingdom of Light was doomed to lose, and see the army of Derse call down a rain of meteors to destroy Skaia, unless the players managed to defeat the Black King of Derse while Skaia defended itself by flinging the meteors through time and space to fall on the players' planet. During this time, it's also possible to 'Exile' inhabitants of the Inciphisphere, specifically Prospitians and Dersites, to the doomed planet. In PM's case, it happened by accident when she got caught on a shuttle between Prospit and Skaia when the meteors fell.
The other setting of importance is Alternia. This is the Trolls' home planet, and the new home of those Exiled from their Session. Alternia is different from Earth in more ways than it is similar, with the most noticeable difference being the sun. The Alternian sun is unbelievably harsh, to the point where only a few people can stand to go out in it and its two moons reflect enough light that even at night, it's about as bright as a cloudy day on Earth. It is also, by and large, utterly destroyed. Every single Troll is dead and most structures have crumbled, leaving only one city that's been shown, which was built by an Exile from Derse. That city is Midnight City, and is where PM currently lives.
Midnight City is a seedy and dangerous place, populated almost entirely by Dersites and ruled by criminals and gangsters. At first, she tried to make a peaceful living by establishing a postal system, but it was impossible to avoid the violence. After accidentally killing a would-be mugger, she was approached by Spades Slick, the man who had organized the city's creation and held all the real power within it. He wanted her to work for him, but she refused and he gave her a playing card that doubled as a knife in the hopes that she'd change her mind. Years later, he approached her again with the same offer, only this time the alternative was death. She accepted, and became a reluctant assassin working for the notorious Midnight Crew.
By now, she's adapted to her new situation and is a proper part of the Crew, although she is still reluctant to let this become public knowledge out of a mixture of shame and worry that people would start being afraid of her. Their main enemies now are members of a rival gang called The Felt, each of whom has a unique time based power, except for the former Queen of Derse, who can teleport and can't be killed without destroying the universe in the process.
Personality: Once upon a time, PM was innocent and pacifistic, with a strong work ethic and a tendency to get flustered when scared. That was a long time ago. Now, she retains the strong work ethic, but the pacifism has been stomped out of her by centuries in a dangerous desert and then decades in a city that would be even more dangerous if food and shade weren't plentiful and her survival instinct has developed enough for fight to overtake flight as a default reaction, occasionally even causing her to act out of self preservation before thinking about the morality of what she has to do. Intellectually, she still objects to violence as a method of problem solving, but when it comes down to actions, she's learned to put her morals aside and kill without hesitation, despite personal disgust with how easy it is now. When she's 'on the job', she outwardly seems calm and impersonal, easily coming across as cold until she gives a genuinely sorry look and apologizes.
Another thing that she's mostly retained is her preference for being polite and staying on good terms with people. Unless she absolutely can't stand you or you hit one of her triggers, her default response to people is to show as much kindness as she can in the situation and try to be helpful in whatever way she can get away with. Unless you already know what she's done, she'll try to pretend to be the person she wants to be: the kind, helpful mail lady who wouldn't hurt a soul. Her success varies depending on the situation and how she gets along with the person she's talking to. If she gets upset, she'll start showing either her guilt or her temper, depending on what set her off, and can display a rather colorful vocabulary.
On that note, there are a few things that are sure fire ways to put her in a bad mood, the biggest of which being mail. To her, mail and the postal system are sacred, the single bastion of order and trust in an essentially lawless town. The absolute worst crime she can imagine is breaching that trust or otherwise disrupting the mail system, and takes such affronts deeply personally. Attempting to tamper with or intercept someone else's mail is the quickest way to provoke her to violence, and suggesting she do so is the greatest insult she can imagine. Another easy way to put her in a sour mood is to be, or remind her of, Spades Slick. While he's technically her boss, she hates him with a passion and only works for him because she knows he would have no qualms with killing her if she stopped being an asset and because she knows he would be far more brutal if he did her job himself. When she's dealing with him or people she likens to him, she's curt and spiteful, even petty if the opportunity arises. It's a rare event that she deeply hates someone, but when she does, she doesn't hide it.
On the other end of the spectrum, congratulating her combat prowess will set off a wave of guilt. She is deeply ashamed of what she's done and what she's become, but at the same time is resigned to the fact that she can't go back to being who she was and even has some doubts that she was ever truly as good a person as she wanted to believe. As such, praising her as a good person will also depress her and she can't bring herself to accept compliments of that nature, since she believes that simply isn't true. However, she refuses to see herself as evil or an outright bad person, internally justifying the unpleasant things she does by telling herself that things would be worse otherwise or that she has no choice.
The things she prides herself on are few, but very important to her. She believes that if she can't keep her morals intact, she can at least hold on to her honor and standards and, as such, does her best to limit the pain when she kills someone and tries to reign in her temper over anything but her major triggers. If she gives her word on something, she will hold herself to it to the best of her ability and won't make promises she knows she can't keep. She makes a point of dressing cheerfully when out of Slick's color-hating view and cleanly when working in an attempt to mark herself as different from her crude boss and to look less like the thug she feels she's become. She also enjoys writing jazz music for the Crew's band, seeing it as an opportunity, however small, to bring happiness and beauty to a dreary, hopeless world.
Abilities, Weaknesses, and Power Limitation Suggestions:
Strengths:
-Innocuous doubles: Like the rest of the Midnight Crew, all of her possessions double as something small and harmless, mostly playing cards. Her entire deck doubles as a giant white mailbox, and she can carry normal objects or even people inside of it in either form.
-Agility and stealth: PM specializes in sneaking into places she doesn't belong, and as such is very agile and skilled at moving silently.
-Breaking and entering: Tying into that, she knows how to pick even quality locks and force windows, even if she has to cut out part of the glass.
-Weapon skills: She has both talent and skill with just about any kind of blade, from a dagger to a longsword, and is proficient with small firearms.
-Claws: She has claws. That's all there really is to say on the matter.
-Endurance/durability: Instead of skin and an endoskeleton, she has a tough carapace that covers her entire body. She also has a high pain tolerance and could literally bleed from a major wound for hours without even passing out, let alone dying.
-Light resistance: Because of her dark eyes, it takes an insanely bright light to even temporarily blind her and her pale carapace doesn't absorb much energy from light.
-Intelligence: While maybe not the smartest person around, PM is still very intelligent, observant and clever.
Weaknesses:
-Temper: Her most glaring weakness is her temper. If she's angry enough to want to hurt you, she will try to hurt you, regardless of whether or not it would be a smart thing to do.
-Exoskeleton: Since she has a rigid carapace, if something does manage to injure her, it will probably leave cracks that can easily expand and do significant damage. Also, the carapace gives way to skin around her joints, meaning a limb could be severed with a knife there.
-Poor night vision: The downside to her dark eyes is that she can't see very well in the darkness. Imagine trying to wear a pair of sunglasses at night.
-Nicotine addiction: She's got a moderate to severe addiction to nicotine, specifically cigarettes.
-Mail obsession: She will not ever compromise the security of the postal system, even if it directly inconveniences her.
-Guilt/denial: She carries a lot of guilt over what she's become and tends to blame other people for her temper or amoral actions. If she were ever slapped in the face with the truth that she's simply a largely amoral person with a murderous temper, she would probably have a major emotional breakdown.
Inventory:
-Deck of cards, which doubles as a large mailbox and contains (all objects double as cards, even if not specified):
*Color inverted black and white Joker/white short sword
*Jack of Spades/black dagger
*Ten of Diamonds/pack of cigarettes
*Lighter
*Yellow Joker/bowl of lemon drops
*Multiple colorful, 20's-esque outfits
*Jack of Diamonds/Backup hat
*Lockpicks
*Rope
*Old fashioned grappling hook
*Two-way radio
*Glass cutting tools
*Several bloodstained rags
*Many sheets of handwritten jazz music
*Notebook for writing music
*Fountain pen and ink
-Cigarette holder/handgun
-Letter opener/longsword
Appearance:
In MC clothing. She has a black barcode tattoo on one wrist and her torso and upper arms have multiple scars.
Age: Undetermined, but likely somewhere around 540 years/250 Alternian solar sweeps.
OC/AU Justification ;
If AU, How is Your Version Different From Canon, and How Will That Come Across?
This AU is two levels removed from the PM shown in canon-that is, it's an alternate timeline of a parallel universe that exists within canon. The PM that shows up in canon is from the humans' session of Sburb, although the Trolls almost certainly have a version who simply isn't significant enough to notice. This version exists in the Trolls' session in an alternate timeline in which she was exiled to Alternia, a much harsher environment than Earth, and lives in Midnight City.
In essence, this AU takes PM's base personality from before the events of canon and completely replaces her history beyond the basics, with all the emotional and psychological changes that come with it. In her universe, there was no package to retrieve from Jack Noir and no attack by the Hegemonic Brute. Her exile to Alternia was traumatic, but held no real feelings of failure or self betrayal. The change that altered things the most came hundreds of years after that.
Instead of meeting a friendly pair of Dersites, she met those that would become the Midnight Crew. Instead of becoming the new Queen, she remained a post mistress. Instead of killing a single person in the line of duty, she killed many in self defense and was 'recruited' into the Midnight Crew, where she killed many more on orders. Thus, this PM is much more desensitized to the idea of killing than her canon self, has a faster temper and is more willing to resort to violence, even as she retains her friendly and helpful disposition, obsession with mail and distaste of inflicting pain. She also carries a wider variety of weapons and has an inventory system of sorts.
Samples ;
Log Sample: The sun was beating harshly on Misere's carapace, but she put her discomfort firmly in the back of her mind as she worked the lock to the massive green mansion where her targets lived open. With a quiet click, no louder than turning a key, the door opened and she slid the unassuming playing card that had just a moment ago been a lockpick into her pocket with the rest of her deck and letter opener. A deft motion took her cigarette holder from between her lips and she slipped inside. The movements were natural, reflexive even. She didn't think much on what she was here to do, because there wasn't much to think about-nothing that wouldn't remind her of how much she'd changed, anyway. It was business, nothing personal. Never personal, she kept her feelings out of this part of her life and if she did murder of her own volition, it was because her temper had gotten out of hand and was an issue of impulse.
The ticking that filled the room she entered was both an annoyance and a focus, a boon and a danger. It meant that it would be harder to hear her soft footsteps, but also that she would be less likely to hear someone else sneaking up on her. Not that it really mattered, Trace could still mess with her if he caught a whiff of her Past Trail after he woke up, but the fewer Felt she had to deal with the better.
Just as she thought that, she felt a punch come out of nowhere and stumbled back, not quite managing to bite back a curse. Trace wasn't the one she was after today, but he would be eventually, and getting rid of him now would make things a lot easier later. If she could, his power was so ridiculously cheap and dealing with it always left her irritated and more worried than she cared to admit. But now wasn't the time for doubts and she drew her letter opener from her pocket, changing it into a longsword in the instant it took to stow her cigarette holder and, stepping forward to where she hoped her foe would be at the right point in the future, found herself falling.
She tumbled through piles of junk, losing her grip on her sword as she fell, and landed with a gasp of pain. She'd felt far worse, but she could have sworn she'd heard carapace cracking as she fell and, looking around, she realized she didn't recognize wherever she was, nor did she see anyone who might be responsible for dragging her off to another point in time. She did, at least, see her lost sword and, picking it up and shoving the letter opener back into her pocket, she muttered to herself, “What the hell?”
Network Sample: I hope my method of arrival is not an indication of what staying here will be like. Regardless of whether or not the injuries heal quickly, nearly cracking my carapace open falling down a hill of garbage is not my idea of a good time.
But I will put that aside for now. My name is Pentacles Misere, and if that name means anything to anyone, I would appreciate it if they contacted me. I would like to know whether or not anyone I know is here. And if the transportalizer is bringing people from different places, it may be worth asking. Are there any other Prospitians here?