entartungmods: (Default)
entartungmods ([personal profile] entartungmods) wrote2018-04-27 09:28 am

Sample app: Jim Hopper (Stranger Things)

PLAYER:
Name: Marti
Method of contact: [plurk.com profile] texelations
Age: Over 18
Characters Played: n/a

CHARACTER:
Name: Jim Hopper
Canon: Stranger Things
Canon Point: As Eleven attempts to close the gate between the two dimensions.
Age: 42-ish
Original Universe or Alternate Universe?: Original
Background: Wiki link

RECORD:

Disposition:
  • Charisma: Hopper is attuned to what makes people tick, and can win them over by being genial, charming, and a good listener. During a conversation he knows how to ask the right questions and get his conversational partner talking about themselves and their own interests, leaving them with a good impression without his needing to put in too much work. That's not to say he doesn't know how to hold his own end of a conversation when needs be. But generally, Hopper keeps the focus of the conversation on the other person, making them feel good that he cares about what they want to talk about.

  • Loyalty: Hopper is fiercely protective of the people in his community, especially people he has a previous connection to. He sees himself as better able to handle certain situations than the people around him, especially when dealing with younsters, and will put himself in a position to investigate and intercede in the situation to avoid putting other people in danger.

  • Problem-solving: Hopper is able to quickly assess when the details of a situation are not adding up, and work on a solution for investigating further. He uses the skills learned in his position as a law-enforcement officer to determine when someone is lying about a situation and to help him decide how to take further action. Even when this means going up against people who work in federal government, he's willing to take risks in order to work out the real truth.

  • Temper: Hopper is quick to show irritation when something unexpectedly disrupts his intended course of action. This sometimes leads to him having an outburst when someone says something to him that's particularly cutting or which could be taken too personally. He's particularly sensitive about remarks about his daughter, who is deceased. If he doesn't choose to react in these situations, he may temporarily remove himself from the situation to calm down.

  • Substance abuse: Hopper turns to chemical comforts when life gets stressful, and is seen drinking, taking pills, and smoking to excess. Even after circumstances lead to him choosing to clean up his act with the drinking and druh abuse, he continues to smoke constantly. He even turns to food as a comfort once he has lessened his drinking.

  • Rashness: When Hopper comes up with a plan, he tends to act on it immediately without telling anyone else what his hunches are, even when it means he’ll end up speaking with his fists as the first resort. Even if he attempts to bluff with a lie first, a punch to the jaw may not be far behind.


First impression: Hopper has recently come out of an experience with a seemingly supernatural being—a monster from another dimension that has terrorized his town and killed its residents. For this reason Hopper will not be overly surprised to learn he's been brought to another world. He is liable to react to the news of his arrival and his implantation with the SYNC chip with anger and violence, and may attempt to hold the priestess of the temple hostage until he learns she has no hand in what has happened to him. Once he realizes his circumstances can't be changed, he'll begin doing his best to settle in.

Under pressure: Hopper is most likely to become an advocate for those who might be inclined to break the laws after his arrival in Entartung. He is a member of law enforcement at home, but as far as Hopper will be concerned, the laws in Centre make little sense and are enforced too arbitrarily. He's unlikely to campaign publicly for change though—his method will be to be more subversive than that. He prefers to interact with the leadership and work out what they're hiding and what could be done to effect change in a more underhanded, secret way.

Hopper will likely be incredibly sensitive to the lack of day-night cycle in this place, and will turn to his old friend alcohol to help him get through things. He will not persist with this for too long, but will find it helps calm him as he suffers irritability and sensitivity to the sleep disturbances this situation will bring.

In regard to his relationships with other characters, Hopper is likely to find himself making connections with the children of the city, if any arrive, to protect them and guide them in their new home. Having lost his own daughter, the way the events in his town impacted the children who encountered the monster there has left him with a protective need to see them be safe and happy. His protective nature won't be limited only to interactions with children, however. He doesn't like seeing anyone in distress.

Powers, abilities, & companions:
  • Firearms: Hopper has been in the armed forces and worked afterward exclusively in law enforcement, meaning he has been using firearms extensively for his entire adult life.

  • Radio: Another legacy of his time in the armed forces, Hopper knows Morse code and is able to teach Eleven to use the radio to signal him in case of emergency.

  • CPR: Hopper is trained in life-saving techniques and can remain calm under pressure if he needs to guide someone else through helping him administer it.


Notes: n/a

Inventory: Hopper will have his uniform and service weapon on his person, as well as a hair band originally worn by his daughter before her death. He'll also have a pack of cigarettes and a lighter.

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