hardwearing: by <user name="beticons" site="insanejournal"> (pic#10988339)
Washington ([personal profile] hardwearing) wrote2033-03-21 03:22 am

[ DATABURST ] application

PLAYER INFORMATION

PLAYER NAME: Ana
OVER 18?: Y
PREFERRED CONTACT(S): [plurk.com profile] cuddlebug / koutavi#1461
OTHER CHARACTERS: n/a

CHARACTER INFORMATION

CHARACTER NAME: Washington
CANON: Red vs Blue
TIMELINE: start of s15, "retirement" + CRAU
AGE: ~30ish

REFERENCE: a very thorough wiki!

PERSONALITY: Back at the start of Project Freelancer, Agent Washington was the “rookie.” He had a youthful naivety and was both gullible and comically reactive, often leading others to tease and trick him. When everyone is a super soldier, someone still has to be the joke. Wash never seemed to mind it too much, though, seeing the other Freelancer agents not just as his teammates but his friends. Generally cheerful and good natured back then, Wash genuinely cared for his comrades, and was loyal and protective. He held grudges, but little did anyone know just what he was actually capable of.

After being declared insane and contained for years in Freelancer facilities after Epsilon’s suicide in his head, Wash was reassigned as a Recovery Agent and sent to retrieve the equipment of his dead teammates. Though he claimed to be perfectly sane, that he got better, it’s hard to imagine sharing a consciousness with a being created out of mental instability not having a long-lasting effect. The person that Wash is after Epsilon is different. He’s angry, cold, calculating, and more than a little cynical. He’s closed himself off, though when he encounters his old teammate South he’s still got echoes of loyalty to her — a mistake he’ll never forget. She shoots him in the back and with that shot goes the rest of his good will towards anything from his old life. He doesn’t hesitate to shoot her in the face the next time they meet, showing just how much he’s changed.

During this time, Wash was harboring a deep and burning desire for vengeance against the Director. He also didn't care about killing Alpha in the process of carrying out his ultimate plan, or hosting Alpha at the very end, because he didn't intend to survive the encounter at all. Wash was expecting to die there, to finally find some peace. But he didn't. Freelancer didn't kill him, they just imprisoned him once again, and he had to deal with being still alive when he was really only living out of spite in the first place. His frustration he's alive and increased anger at his imprisonment turn him into a villain. He's not great overall at being a villain — his own hostages tell him he's too polite and should be giving orders rather than making requests, and he has the Meta do most of the violence. It's not until the Meta betrays him as well that Wash abandons his plan, and once again Wash is on his own.

As a result of all this betrayal, Wash is deeply paranoid. It takes him years to trust again, and at that it’s only a shadow of his former self’s capacity. The Reds and Blues’ willingness to accept him and protect him after his own betrayal goes a long way to help him heal, and we watch Wash bond with them. It’s like he doesn’t know how to interact with others at first besides giving orders but slowly he opens back up to considering people his friends. The concept is frightening for him, but he’s trying and that has to count for something. Over the course of several seasons we get to see Wash learn how to be a person again, and become a good teacher. Though he still tends to keep people at arm’s length when something is wrong, he actually talks to his teammates now besides just giving orders and is able to joke with them. His protectiveness starts to reappear and he becomes someone that can be relied on again. Even if he’s a bit stiff and awkward, and slips into leader mode to regain control over situations. He's not an actual control freak, since when someone calls him out he immediately steps back and re-evaluates his approach -- ultimately Wash is trying to be helpful and do what he thinks is best for his friends, but it is something of a protective mechanism.

Ending up on Chorus and helping end their war has done a great deal. After doing so much wrong it’s time for him to do some right, and as he tells Tucker, you have to learn from your mistakes rather than dwelling on them. This is about the time when he starts letting go of some of his baggage over things that have been done to him, as well. He can’t hold on to his anger forever. Grudges have only ever harmed him and everyone around him. Wash is determined to become someone better through his current actions and is instrumental in helping the armies of Chorus defeat Charon, but afterwards he and his friends decide together that this will be their last battle. The team won’t kill anymore unless they have to. Wash doesn’t know how to live a peaceful life, but he’s willing to give it a try. As long as he can be with his friends.

ABILITIES: Wash gained several abilities in his previous game, but they were still fairly low level. 1) applied regeneration - Wash can regenerate himself, others, and objects on a very small scale, like healing bruises and cuts or closing up a tear in fabric. 2) electromagnetism - Wash can create small bursts of electricity and magnetic pulses that disrupt biorhythms and machinery. 3) empathy bond - by default everyone in Meadowlark is physically modified with a "chest object" that gives them their powers (and their chest glows blue when they use them), but it also allows them to feel one another's emotions and share memories through touch. This ability would possibly only work with other Meadowlark CRAUs? Please advise.
PERSONAL EFFECTS: n/a, he'd probably arrive with just the clothes on his back.
PRIZED POSSESSION: His power armor from canon! He had it at his canon point but it was taken from him when he arrived in Meadowlark.

CRAU PREMISE: Meadowlark was a cyberpunk game set on a far future earth where player characters are known as the Displaced. They find themselves physically modified with a new neural implant and a god's essence inside their chest which grants them a "blue" power unique to them. The Displaced live in a tight knit community and face with the challenges of the Meadowlark world with their special advantages. Events lean towards traumatic and dramatic, from being forced into computer simulations of war to city invasions by monsters to full on memory re-writes.

Wash, initially, just wanted to get back home. This world wasn't his problem and he'd paid his dues, he was retired. He's also never been anything but a soldier, and New Amsterdam required him to get a regular job to survive and integrate with the native population. This was more of a challenge than if he was asked to fight a war and he struggled for a time. Luckily, the Displaced help one another out. Wash was able to get a job, and after his canon mates arrived, an apartment. One of them is dead in their world, and that in itself was an incentive to stay in this place to figure out how to save him. Slowly, once his focus shifted from getting out and back to his people as soon as possible, Wash began to integrate. He came to see the people of the city (both Displaced and not) as his to protect, and in return they were largely kind to him. His closest connections were still his cast, but he had friends in New Amsterdam and was invested in making sure they survived everything this world put them through.

The most notable events Wash went through in Meadowlark I already mentioned briefly. There was the computer simulation of the vengeful AI Judas, which threw the city inhabitants into the end of the human-AI war in 2100. Inside they faced treacherous conditions: food rations, dangerous supply runs, human experimentation, and death awaited. Wash was better suited for these conditions than most, certainly more so than the NPCs, but he has existing AI trauma so knowing they were trapped by one and fighting the memory of others was a strain for him and he struggled in the aftermath with knowing that Judas was capable of hacking into their implants so completely. Not too long after, the whole world suffered earthquakes and strange prophetic dreams followed by the cities being besieged by monsters with glowing gold eyes. Wash fought to reclaim New Amsterdam alongside his fellow Displaced, but was at one point possessed by a brain slug. That wasn't fun for him, as once again it was something taking over his mind. He recovered, and for a long time things were quiet. The last notable event was known as the Aerie -- a full AU event where characters' memories were overwritten and they found themselves in a Hunger Games-esque world, made to fight in a monthly Quarry. Wash's AU persona was a past Quarry survivor turned designer, one of the few jobs available to him, who was plotting to overthrow the government that orchestrated the barbaric events. He had to watch everyone he cared for die either during the Quarry or during the Kestrel (rebel) attack on the city to end them, before going mad with grief and getting himself killed as well while going up against a far more powerful noble. The man controlled his body with his powers, which stomped on his trauma buttons pretty thoroughly. Worse, it was someone he knew back in the real world, and they had to deal with the outcome of their fight once they were returned to reality. The only upside of the Aerie was that after this last event Wash was also granted a "gold" power, a spark from a different freed god. Use of it causes their eyes to glow gold, like the chest fragment causes their chests to glow blue.

Ultimately, it was his connections with others that carried Wash through his time in Meadowlark. His canon mates of course, but also all those who were kind to him along the way. The woman who set him up with an apartment before he could afford it on his own because he hated the Safehouse, the man who gave him a job when he had no experience whatsoever, everyone who reached out or listened or helped him train his power or taught him a new skill. Being able to connect with a wide range of personalities made him feel less damaged every time an event challenged him. I chose to CRAU him to keep that development, him getting past his paranoia to find an increased interest in getting to know strangers when normally he'd just be focused on getting by until he could escape.

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