application
Jun. 6th, 2018 01:35 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Applicant Info
Name: Christy
Contact: yeezus @ plurk
Current Character(s): N/A
Reserve: Here
Character Info
Character's Name: Elizabeth
Character's Canon: Bioshock Infinite
Character's Age:19
Canon Point: In Finktown, jus after she agrees to be partners with Booker
Background/History: Here
Strengths:
CURIOUS:
Having grown up isolated in a tower, Elizabeth is very curious about, well, everything. She's encountered very few people in her life (and pretty much limited to in game interactions, so they're not positive...), and as such, she's very interested in what normal people do. She wants to experience everything that life outside her Tower can offer, and she wants to see the things that she's read about for her whole life.
Everything ends up being new and novel to her, and especially before things start going badly in the game for her, she's filled with energy and passion to experience everything she can. She's not shy in talking to people, and she doesn't hesitate to try new things at all. Even if it's something she has no knowledge of, she's not likely to shy away from it. Instead, she'll ask questions, explore, and try and discern what the new thing is to the point of being well-versed in it herself.
ADAPTABLE: Despite being thrown into a stressful and strange situation, Elizabeth manages to adapt to it fairly well. While life outside of her tower shocks her frequently, especially with its extreme circumstances, she's still able to power through it and do what's necessary. She's able to take her experience from books and apply it quite well, since she wants to be helpful and useful. Even with extreme circumstances, Elizabeth rarely freezes up, and she's able to act decisively.
After she leaves the Tower, Elizabeth is thrown into a chaotic situation (to put it lightly), but she only really panics the first time she sees Booker kill people. Though she runs away, she still realizes that he's her only practical way to her own desires, and this is true closer to her current canon point as well. After facing Booker's betrayal of her trust, she similarly tries to leave, but realizes he's her best best. Even when faced with someone she dislikes and distrusts, she's practical enough to realize what he can do for her, and instead takes the stance that he can be of use to her.
INTELLIGENT: Even if she's been kept away from the rest of the world, Elizabeth is extremely smart. Books were her only friend, but this is something she made a strength more than a weakness. She's a voracious reader that's interested in a wide variety of subjects from the arts to sciences, and is able to recall what she learns quite well, and then apply it, even if she's never had the opportunity to before. This ties into her resourcefulness, since despite being limited in her application of her intelligence, she's able to adapt quite quickly and be indispensable resource for the more worldly Booker.
Weaknesses:
NAIVE/SHELTERED: As you might expect from a girl that grew up isolated in a tower, Elizabeth is trusting to a fault. Early in the game, her trust is unconditional, and she puts all of her faith in the first person that manages to get her out of her gilded cage. She absolutely trusts Booker to do as he says, and it doesn't seem like the idea that he would be lying to her or manipulating her crosses her mind at all. She assumes the best of people, and in a sense, the breakdown of that trait is the theme of Bioshock Infinite as she becomes more jaded and untrusting.
At her current canonpoint, she's not cold and offputting to people (yet). As she's just experienced her first tastes of how people aren't what they seem and how they can do evil, manipulative things, she's a little more wise to the world. She's not likely to take someone's intentions at face value, but at this point, it still wouldn't take much to convince her of sincerity, even when it's false. Booker and Comstock's actions aren't exactly subtle, so her first betrayal are the most obvious and jarring. A more experienced manipulator would be able to easily mislead her with kindness, since she still tends to assume that people are inherently good.
SPITEFUL: ...But that said, she has a bitter streak. Considering the injustices she's suffered, Elizabeth isn't the kind of person to accept what has been done to her. She's not at the point yet of thinking that she has to kill Comstock, since she would much rather run away and never see any sign of Columbia again, but her bitterness is really starting to fester at her current canonpoint. She's unlikely to forgive people that wrong her or betray her trust (where Booker is a notable exception out of their circumstances), and hates people that do so, even if it's not to her directly.
Injustice also bothers her greatly, though the grey areas of justice do cause her conflict. She prefers to see things in a logical black or white, and she can make judgments that lean strongly to one way or the other if it's a topic she feels especially bitter about. At that point, it's harder for her to come to a more moderate middle.
TUNNEL-VISIONED: In line with her spiteful nature, Elizabeth also tends to get very, very focused on things. This can range from the simpler such as a task at hand, where it can be a positive, to a wider thing, such as her desire to get to Paris, which I believe ends up being a negative. Once Elizabeth has her mind set on some goal, it's very difficult to change her mind on it. She'll pursue it with all her time and energy to its end, which also ends up being another ultimate theme of Infinite. Though she's able to let her goals shift, they're still something she can be extremely stubborn about. Once Elizabeth has her mind set on something, she's not very flexible with it.
Powers/Abilities:
Elizabeth is able to produce phenomenon called Tears. What these are is complicated (and has some spoilers for the game), but in short, these are distortions in space and time that appear around Elizabeth. She describes them as windows to another world, and while most of the time the differences are quite mundane (a red journal is instead green), sometimes they can show her phenomena like a theater in 1980s France showing Revenge of the Jedi. These are fairly rare, since they're mostly going to show variations of wherever she currently is, but they do happen on occasion. Other people can see these distortions as a (fittingly) grayscale image, but Elizabeth is the only one able to "open" them and essentially bring whatever is on the other side into reality. Once Elizabeth opens a tear, anyone can interact with whatever is on the other side. Technically, these Tears can also be entered and passed through, but this is a one way trip, and the original timeline/reality cannot be returned to.
This was also something I asked about on the FAQ, so more about them (as well as the in-game translation) can be found here.
Other Noteworthy Traits:
- LOCKPICKING/CODEBREAKING: The example here is an excellent one, since yes, Elizabeth can pick locks! One of Elizabeth's hobbies including lockpicking and codebreaking. She's able to use hairpins to pick manual locks, and she's able to do so efficiently. This only applies to old-fashioned (aka non-digital) locks, but she's quite proficient. Similarly, she's very good at cryptography, codebreaking, and general puzzles. She's not a genius with these skills, but she enjoys them and is willing to put the time and effort into solving them, and is educated enough to pick up common patterns quickly.
- BOOK SMARTS: Growing up in an isolated tower, Elizabeth mostly grew up reading books and picking up skills from them. We see that she has talent with painting, singing, medicine, and science (like complex physics), but it's also clear that these come from books and books alone. As such, she has little practical experience in anything that's not a skill that was allowed for her in her Tower. She can rattle off facts and numbers easily, but may struggle in practically applying what she knows. A notable exception is medicine, since she knows enough to revive Booker from the edge of death. This is definitely just a death mechanic in game, but hey, she knows enough to be competent there.
Weapons & Other Special Inventory:
Current Inventory:
- Her Clothing, including a brooch with a golden cage on it
- A skyhook
- EXTRA: The Principles of Quantum Mechanics by Rosalind Lutece
Color: Blue — It's a thematic color for Elizabeth (up to the DLC, at least), and also tends to go well with the idea of Columbia as a city in the sky.
Sample:
Here
[ OPTIONAL ] World Aspect:
Considering her powers section, I think the most logical option for her World Aspect is the Tears! Just to not repeat myself, I won't resummarize them, but for a more cliffnotes version: Tears are a strange distortion in space and time that looks like a literal tear in the air. Surrounded by white light, these Tears show a grayscale version of another world, though it's most often the Town itself.
Name: Christy
Contact: yeezus @ plurk
Current Character(s): N/A
Reserve: Here
Character Info
Character's Name: Elizabeth
Character's Canon: Bioshock Infinite
Character's Age:19
Canon Point: In Finktown, jus after she agrees to be partners with Booker
Background/History: Here
Strengths:
CURIOUS:
Having grown up isolated in a tower, Elizabeth is very curious about, well, everything. She's encountered very few people in her life (and pretty much limited to in game interactions, so they're not positive...), and as such, she's very interested in what normal people do. She wants to experience everything that life outside her Tower can offer, and she wants to see the things that she's read about for her whole life.
Everything ends up being new and novel to her, and especially before things start going badly in the game for her, she's filled with energy and passion to experience everything she can. She's not shy in talking to people, and she doesn't hesitate to try new things at all. Even if it's something she has no knowledge of, she's not likely to shy away from it. Instead, she'll ask questions, explore, and try and discern what the new thing is to the point of being well-versed in it herself.
ADAPTABLE: Despite being thrown into a stressful and strange situation, Elizabeth manages to adapt to it fairly well. While life outside of her tower shocks her frequently, especially with its extreme circumstances, she's still able to power through it and do what's necessary. She's able to take her experience from books and apply it quite well, since she wants to be helpful and useful. Even with extreme circumstances, Elizabeth rarely freezes up, and she's able to act decisively.
After she leaves the Tower, Elizabeth is thrown into a chaotic situation (to put it lightly), but she only really panics the first time she sees Booker kill people. Though she runs away, she still realizes that he's her only practical way to her own desires, and this is true closer to her current canon point as well. After facing Booker's betrayal of her trust, she similarly tries to leave, but realizes he's her best best. Even when faced with someone she dislikes and distrusts, she's practical enough to realize what he can do for her, and instead takes the stance that he can be of use to her.
INTELLIGENT: Even if she's been kept away from the rest of the world, Elizabeth is extremely smart. Books were her only friend, but this is something she made a strength more than a weakness. She's a voracious reader that's interested in a wide variety of subjects from the arts to sciences, and is able to recall what she learns quite well, and then apply it, even if she's never had the opportunity to before. This ties into her resourcefulness, since despite being limited in her application of her intelligence, she's able to adapt quite quickly and be indispensable resource for the more worldly Booker.
Weaknesses:
NAIVE/SHELTERED: As you might expect from a girl that grew up isolated in a tower, Elizabeth is trusting to a fault. Early in the game, her trust is unconditional, and she puts all of her faith in the first person that manages to get her out of her gilded cage. She absolutely trusts Booker to do as he says, and it doesn't seem like the idea that he would be lying to her or manipulating her crosses her mind at all. She assumes the best of people, and in a sense, the breakdown of that trait is the theme of Bioshock Infinite as she becomes more jaded and untrusting.
At her current canonpoint, she's not cold and offputting to people (yet). As she's just experienced her first tastes of how people aren't what they seem and how they can do evil, manipulative things, she's a little more wise to the world. She's not likely to take someone's intentions at face value, but at this point, it still wouldn't take much to convince her of sincerity, even when it's false. Booker and Comstock's actions aren't exactly subtle, so her first betrayal are the most obvious and jarring. A more experienced manipulator would be able to easily mislead her with kindness, since she still tends to assume that people are inherently good.
SPITEFUL: ...But that said, she has a bitter streak. Considering the injustices she's suffered, Elizabeth isn't the kind of person to accept what has been done to her. She's not at the point yet of thinking that she has to kill Comstock, since she would much rather run away and never see any sign of Columbia again, but her bitterness is really starting to fester at her current canonpoint. She's unlikely to forgive people that wrong her or betray her trust (where Booker is a notable exception out of their circumstances), and hates people that do so, even if it's not to her directly.
Injustice also bothers her greatly, though the grey areas of justice do cause her conflict. She prefers to see things in a logical black or white, and she can make judgments that lean strongly to one way or the other if it's a topic she feels especially bitter about. At that point, it's harder for her to come to a more moderate middle.
TUNNEL-VISIONED: In line with her spiteful nature, Elizabeth also tends to get very, very focused on things. This can range from the simpler such as a task at hand, where it can be a positive, to a wider thing, such as her desire to get to Paris, which I believe ends up being a negative. Once Elizabeth has her mind set on some goal, it's very difficult to change her mind on it. She'll pursue it with all her time and energy to its end, which also ends up being another ultimate theme of Infinite. Though she's able to let her goals shift, they're still something she can be extremely stubborn about. Once Elizabeth has her mind set on something, she's not very flexible with it.
Powers/Abilities:
Elizabeth is able to produce phenomenon called Tears. What these are is complicated (and has some spoilers for the game), but in short, these are distortions in space and time that appear around Elizabeth. She describes them as windows to another world, and while most of the time the differences are quite mundane (a red journal is instead green), sometimes they can show her phenomena like a theater in 1980s France showing Revenge of the Jedi. These are fairly rare, since they're mostly going to show variations of wherever she currently is, but they do happen on occasion. Other people can see these distortions as a (fittingly) grayscale image, but Elizabeth is the only one able to "open" them and essentially bring whatever is on the other side into reality. Once Elizabeth opens a tear, anyone can interact with whatever is on the other side. Technically, these Tears can also be entered and passed through, but this is a one way trip, and the original timeline/reality cannot be returned to.
This was also something I asked about on the FAQ, so more about them (as well as the in-game translation) can be found here.
Other Noteworthy Traits:
- LOCKPICKING/CODEBREAKING: The example here is an excellent one, since yes, Elizabeth can pick locks! One of Elizabeth's hobbies including lockpicking and codebreaking. She's able to use hairpins to pick manual locks, and she's able to do so efficiently. This only applies to old-fashioned (aka non-digital) locks, but she's quite proficient. Similarly, she's very good at cryptography, codebreaking, and general puzzles. She's not a genius with these skills, but she enjoys them and is willing to put the time and effort into solving them, and is educated enough to pick up common patterns quickly.
- BOOK SMARTS: Growing up in an isolated tower, Elizabeth mostly grew up reading books and picking up skills from them. We see that she has talent with painting, singing, medicine, and science (like complex physics), but it's also clear that these come from books and books alone. As such, she has little practical experience in anything that's not a skill that was allowed for her in her Tower. She can rattle off facts and numbers easily, but may struggle in practically applying what she knows. A notable exception is medicine, since she knows enough to revive Booker from the edge of death. This is definitely just a death mechanic in game, but hey, she knows enough to be competent there.
Weapons & Other Special Inventory:
Current Inventory:
- Her Clothing, including a brooch with a golden cage on it
- A skyhook
- EXTRA: The Principles of Quantum Mechanics by Rosalind Lutece
Color: Blue — It's a thematic color for Elizabeth (up to the DLC, at least), and also tends to go well with the idea of Columbia as a city in the sky.
Sample:
Here
[ OPTIONAL ] World Aspect:
Considering her powers section, I think the most logical option for her World Aspect is the Tears! Just to not repeat myself, I won't resummarize them, but for a more cliffnotes version: Tears are a strange distortion in space and time that looks like a literal tear in the air. Surrounded by white light, these Tears show a grayscale version of another world, though it's most often the Town itself.