[community profile] lostcarnival App

Oct. 3rd, 2016 06:44 am
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PLAYER
Name: Kristine
Contact: [plurk.com profile] thoughtbubble
Other Characters: N/A

CHARACTER
Character Name: The Doctor (The 11th Doctor)
Age: Over 1200
Species: Time Lord
Canon: Doctor Who
Canon Point: Season 7 between episode 5 The Angels Take Manhattan and the minisode The Great Detective
Character Info: Wiki article on The Doctor, Wiki article on the Eleventh Doctor Specifically Contain major spoilers.

Personality:

Child-like and old, funny and sad, cruel and kind; The Doctor is all of these simultaneously.

From the moment one meets The Doctor they can tell there's something different about him. He's an odd fellow; very animated and enthusiastic, resembling a cartoon character, and always with something on his mind and something to say. He's outgoing and friendly to most but blunt. If you annoy him he'll tell you, if you impress him he'll cheer for you, if your nose is large he'll let you know. He's childlike and always curious, often asking questions, stopping to talk to strangers, and poking his nose in odd places. Having lived a life full of adventure for hundreds of years he has little interest in sitting around waiting. When one has a time machine there is no need to wait to get to the interesting part of life; The Doctor can be terribly impatient and will complain if he grows bored. "Is this how time normally passes?" He doesn't concern himself with being normal; to him there are bigger fish to fry than worrying about whether or not everyone likes him. When there are evil aliens trying to invade the Earth why focus on what others think of the hat he's wearing? In fact he has saved the world wearing a fez. When there are extraordinary phenomenon to witness throughout space and time, why stop for boring things like company policies and paperwork? Race car toys on the other hand might be worth taking a moment.

While many people know him for his nutty professor personality, many others meet The Doctor in difficult situations and see a very different side of him. The Doctor's adventures have included many hardships, carrying heavy circumstances. As enthusiastic as he is for adventure, The Doctor is an old soul weighed down by past tragedies and mistakes. Many times he has had the lives of others in his hands and had to choose who would live and who would die. In serious moments The Doctor is very stern and focused. He usually dislikes violence and prefers to outwit and trick his opponents rather than resort to force. As many times as he has been successful it does little to take away from the pain he feels over the times he has lost. Beloved family and friends have been lost right before his eyes, several in circumstances he believes he could have prevented. He has witnessed battle and genocide and played a large role in the Time War between the Time Lords and the Daleks. Long story short, Doctor used an ancient weapon to end the war, bringing about the destruction of the Daleks but also his own home planet and people in the process. He is still haunted by his actions that day, and rarely talks about the subject even to close friends. The Doctor has a lot of self-blame and self-hatred hidden inside of him and a quiet wish for redemption.

The Doctor is very protective of his loved ones and of the weak and kind. Earth is a surrogate home and the human race is breathtaking in his eyes. Threaten humanity or another peaceful planet and you will suffer The Doctor's wrath. Many enemies have been shooed away by The Doctor cleverly shutting down their plans and warning them not to return; no lives lost on either side. Enemies as ruthless as the Daleks however bring out the more extreme and harsh side of The Doctor's personality. He is dangerous when he is angry, and an enemy that taunts him over his failure to save a friend, or that reminds him of the Time War, will make him even angrier. In his worst moments, The Doctor has let his enemies die to pay for their crimes rather than show them mercy. He is also quick to self-sacrifice, either in the literal sense of throwing himself into the fire or in the mental sense of giving up his good conscious and harming another rather than letting someone else bear the weight of the decision. In moments like this it takes a friend to remind him of his better nature; that he is kind and he doesn't have to throw away his morals or play the part of a villain to succeed. The Doctor has saved countless lives and entire galaxies but he still struggles to forgive himself and see himself the way his friends do.

Abilities:

Telepathy- Time Lords have natural telepathic abilities. These were most often used for communication and sharing information. The Doctor has successfully used his telepathy to erase and change others' memories, and start or stop pain, but it’s fair to say his capabilities are less powerful and aggressive than the average telepathic superhero or supervillain character. He’s better at defending his own mind (ie kicking out the enemy trying to get into his head) than bothering others and would need the psychic support of others to “power up." (He once temporary gained telekinetic abilities this way.) His telepathy is generally more successful when he makes physical contact with the other person. OOC permissions and IC resistance will be involved of course.

Special senses- The Doctor’s senses are generally more heightened and precise than a human’s. He can identify certain materials and their age by licking items. He can predict the weather and recognize the planet he's on by the smell and feel of the atmosphere. He can pinpoint smells and tastes easily and he can hear frequencies out of human hearing range. If something is off he's usually one of the first to notice it though he doesn't always know the cause.

Time and Space Vortex Connection- Time Lords understand and sense time on another level. Other species of time travelers can remember things and sense some things that regular people can’t but Time Lords are natural experts.
He's experienced premonitions but they're extremely rare. He has also slowed down his perception of time before to help him see something that was moving very fast.
If time is somehow manipulated by people at the carnival he should be able to sense it.

Highly intelligent and experienced- His most impressive ability and the reason he’s still alive after 1200 plus years of danger. The Doctor is well versed in the sciences and arts, having learned the advanced science of the Time Lords and studying new information and skills during his travels. He has great engineering abilities, and can make new helpful tools out of household knick knacks. He has a strong, sharp mind and is a quick thinker, used to coming up with solutions and ways out of danger under pressure. Learning is his hobby, and with his inhumanly high IQ he has picked up a long list of random talents. (Speaking countless different languages including baby and horse, pick-pocketing, speed reading, playing musical instruments, cooking, painting, and bowling to name a few.)
The Doctor has just plain done many things, traveled many places, met many types of people. If the carnival comes across something unfamiliar or puzzling it wouldn't hurt to ask him if he has seen it before. Need someone to negotiate peace with the alien tribe you accidentally landed next to? Call him.

Body control and endurance- Time Lords have great control over their bodies to help ensure survival. In the past The Doctor has put himself in a coma to speed up his recovery after injury. His body can withstand cold, heat, and radiation much more than a regular human.
The Doctor has a respiratory bypass system that allows him to hold his breath longer than a human could. His body can also expel foreign objects if given enough time. (eg Overnight he expelled a surgical tube that was left inside his chest back out of his chest without making a huge mess.)
When a Time Lord body is dealt a fatal blow or becomes too withered with age, they will regenerate and gain a new body. I do not intend for an actual regeneration event to come up in the game but it's worth mentioning the power on the off chance he's seriously injured. At his canon point The Doctor actually doesn't have enough regeneration energy left for a new body so he'd need to purchase a rebirth like anyone else. If he is seriously wounded badly enough for the reaction, I'll go with it helping to save his life but not being enough to keep him alive and stable.

Special belongings:
Sonic Screwdriver- [Wiki Link] A handheld device mainly used for picking locks and scanning people, the surroundings, and things. Its ability is sound based and it makes a loud buzzing noise when used. It has other functions, such as being used as a microphone or to seal small flesh wounds. The Doctor often uses it to tinker with technology, repair, or build contraptions. It can send out powerful frequencies that can fry tech and get loud enough to hurt the ears. It is ineffective on wood and not always reliable, especially when damaged. To keep the screwdriver's lock picking feature from going to far it can easily be argued that some things are sealed with magic and I'll provide an OOC opt-out post for it. Typically I either disable some of the sonic's functions depending on the game or contact the mods for approval if it's going to be used for something other than its common use as a scanner/technological tool.

Psychic Paper- [Wiki Link] A small pad of blank paper that can take on the appearance of any document its user imagines. The Doctor has used it to get money and as fake legal documents among other things. Particularly brilliant minds such as William Shakespeare are able to see past the illusion. (In the game's case the Ringmaster can for sure.) Other characters can use it easily if it's in their possession. It can also pick up on incoming psychic messages, sometimes cries for help. Might make a nice quieter alternative to reaching him via walkie-talkie. The OOC opt-out post will also cover the psychic paper.


CARNIVAL
Soul Colour: Golden yellow but if one sits and really looks at it they'll see multicolored speckles or pops of color or light go off every few minutes. The Doctor has had a great number of personalities and faces over the years after all.
Ideal Jobs: ~~Doctor~~ Engineer, scout, or magician.

Relevant Experience:
Doctor- He doesn't just have the name for show. The Doctor has earned multiple doctorates during his many studies including at least one medical degree. While he doesn't travel the universe looking specifically for people to heal, he has accepted requests for "a doctor" or "surgeon" before.
During his adventures he and his companions run into all sorts of medical emergencies. He has programmed his sonic screwdriver to help heal small flesh wounds and take medical scans. In one episode he is forced to operate on a villain who can't move his legs after being attacked by raptors and has the fellow up and walking on prosthetics soon after. He once cured a person's concussion by tugging sharply on their ear. He mixed up a concoction of kitchen ingredients on the fly to make an antidote to save a poisoned friend. Finding cures in the game won't go as amazingly smooth as the television show, of course, but it's clear that The Doctor can diagnose and treat a wide variety of mild to serious health threats and take decisive action during emergencies.

Engineer- Wherever he goes The Doctor manages to get his hands on some type of computer or gadget, human or alien tech, modern or from the far future. To fight off evil aliens he most commonly lays technological traps, some as simple as triggering a door slam at the right moment, others as complex as a computer virus. When he fixes things he tends to end up tinkering further with them than a regular handyman since he loves to build and improve objects. Hopefully you weren't too attached to your umbrella because he's turning into a satellite to call for help with a cell phone, a toaster, and some Christmas lights. Basically, The Doctor is Alien McGyver.
If he becomes Engineer he might start getting bored fixing the same things over and over again so he'd likely end up driving other staff crazy with new inventions and "improvements" he came up with for the rides and such. Apparently his improvement ideas aren't always well thought out. On the other hand if the Ringmaster has the need for new inventions, entertainment or perhaps something to help another employee or fill a request, he's a good candidate to work on it. He'll resist requests for weapons however. (This ability can still be taken into account whether or not he's the Engineer. Why not make use of all his talents?)


Scout- This is practically what he does on his own in regular episodes. Visit a place or time, see if there's a problem, continue accordingly. Not a good choice if there are plans to go wreck things or kill a bunch of people.

Magician- The Doctor is shown putting on a little magic show in an old episode, and he knows how to hypnotize a person with a fob watch. He's no Houdini but he'll try with great enthusiasm if you let him.

UPDATED Carnival History:
The Doctor was grieving over the loss of his companions, his family Amy and Rory, at the time the carnival appeared before him. While his friends had not actually died, they had been sent to a place in space time where he could not reach them. Doctor wasn't in the mood for fun and shows when he came upon the carnival but he took notice of the powerful and unfamiliar energy and technology that kept the carnival running. He went looking for more information and found the Ringmaster.

Further conversation with her about fae powers revealed the possibility of manipulating space time with magic. The Ringmaster offered him her services to help save his two friends but he rejected the idea of strangers risking their lives, explaining that he was responsible for what happened. What he really wanted was the power to save them with his own hands or better yet to prevent it from happening ever again. He willingly signed a contract with her to begin studying fae magic so he could one day overpower the force separating him and his companions. He joined the carnival towards the end of season one three years ago just before they began performing for the Angels, a word which at first had him very upset until he got a look at what these "Angels" actually were.

Doctor was flexible about his job assignment and willing to try almost anything. He switched easily between many positions over the years as other employees came and went and a few times because he was holding up lines chatting too much with the guests. He generally got along very well with the guests, enjoyed the worlds they visited, and never asked the Ringmaster why they were bothering with any of the stranger stops or audiences.

During the carnival's stay in the robot world Doctor was placed in a scouting to fill a spot that had just opened. He was very popular among the robot citizens after helping several of the leaders with their rust problems, gaining the carnival a high reputation and attracting many visitors. The Ringleader was pleased and had him keep the scouting position.

Joker was the one that encouraged Doctor to take a job as a magician after spying him entertaining some of the bored children waiting in line for a ride. Doctor didn't bother with the suggestion at first but Joker caught him again several more times entertaining people and kept reminding him. Not long after the carnival visited the Wizard World, Doctor finally agreed to take the position.


When the carnival was attacked by vampires Doctor stepped up to help the other employees. He helped some find safety, converted a couple rides into traps for the vampires, informed security and the mercenaries of what he observed, and treated the wounded that he could reach. This was a side of The Doctor that most of the other employees had not seen much of during his stay. A bit of a glance at who The Doctor actually was, not just the strange fellow experimenting with magic and joking with guests.


Existing Contract: Common Spell Casting Study for 1st year of service
Details: Doctor needed to learn the basics of magic before starting his special studies. He started off with common fae spells, the sort of things that would help around the house, working onward towards more complex spells and the study of fae magical laws/theories.

Existing Contract: Space Time Magic Study for 2nd year of service
Details: The field of study he aimed for at the beginning. He focused particularly on building up time energy in his body, improving his ability to withstand it and hold more at once. Then from there he began practicing pouring it into a small test object as either an attack (too much energy can lead to exploding) or to age or de-age it. It's still a work in progress and has not been tested on any people. Plants will likely be the first to endure testing. (Actual use of this spell to actually DO something in game besides regular testing will be run by the mods first. He could easily go the entire game just running experiments and that's it.)

Existing Contract: Medical Magic Study for 3rd year of service
Details: This choice took many others by surprise and some suspect that The Doctor is either hooked on magic or delaying his day of departure. While he still works on his time spell and reads up on the subject on the side, The Doctor has taken up medical magic and many days spends just as much if not more time learning it. He explained to the Ringmaster that he wanted to study fae medicine to help develop his potential time spell ideas into something safe for living creatures, and to further protect his companions when he's finally reunited with them. Thanks to these studies The Doctor has learned more about fae anatomy, magical diseases, and how to properly treat them.

Since his contracts all revolve around fae magic, I'd like to learn more about how the magic typically manifests itself so I can describe it accurately. What's involved in casting a spell for example? Chanting? Gestures? etc. What are some common spells he might have learned starting out?

Current Changes:

[Common] Height change- 5 inches taller
[Common] Fae Mark- Mostly overlapping circle designs on his upper back and spreading outward over the years. Resembles clocks, cogs, or Gallifreyan writing but doesn't actually spell out anything.
[Common] Longer fingers
[Common] Long pointed ears
[Common] Darkened skin all lower half of body
[Common] Small horns on top of head
[Common] Legs, arms, and shoulders freckled with tiny crystals
[Common] Eye color intensity increased
[Uncommon] Glowing blood- Glows the same color as his soul. Lends some bio-luminescence to his body, particularly where the crystals are on his limbs. Made it difficult for him to sleep at night because it "kept the lights on". Now he sleeps with an enchanted nightmask.
[Uncommon] Angler Lure- Grew in after the blood change. Excellent reading light and for seeing his work. Goes out when he's unconscious.
[Uncommon] Expressive Aura- Like a typical glowy magic aura but this light show sometimes takes shapes or other colors to express his current emotions. Got him into trouble a few times before he got the hang of keeping a better lid on it.
[Custom Rare?] Warming or Cooling Aura- An additional quality to his aura. To The Doctor and those within a few feet of him the light can be a heat or cooling source. He's not the human torch, no burns or freezer burn involved. It's more like standing next to the vent for the AC or heater.

SAMPLES

Nice superpowers you got there Greg. (From Interstellar5555)

PSL with a dragon.
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The Doctor (11)

October 2016

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