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Katar ([personal profile] robokatar) wrote in [personal profile] thalassino 2012-09-22 04:07 am (UTC)

John Egbert | Homestuck | Reserved (1/2)

☆ Player - - -


( Player Name ) : Katar
( Personal DW ) : [personal profile] robokatar
( Age ) : 22
( Timezone ) : US Central (GMT +6)
( Other Characters ) : None

☆ Character - - -


( Character's Name ) : John Egbert
( Character's Age ) : 13
( Series ) : Homestuck
( Canon Point ) : Act 6 Intermission 1, right after lobbing the bucket
( Playability ) : n/a

( History ) :
Homestuck on the MSPAwiki.

( Personality ) :
Like any number of teenaged protagonists in tales of fun and friendship, John Egbert is a quirky, fun-loving boy with a heart of gold. He has a fondness for pranks, magic tricks, terrible movies, and paranormal lore, though a rather intense dislike of baked goods. Specifically those bearing the Red Spoon of the Batterwitch (Betty Crocker) on their boxes. Overall, he tends to walk the path of the "nice guy" and can be described as easy going, agreeable, and more than just a little bit goofy. While at times he can say insensitive things, this is more due to his shortcomings in the concept of "thinking before you speak" than pure nastiness. In addition, like any normal person, if you push him enough he will drop the nice guy demeanor. Mostly this involves a bit of snark and blocking you on pesterchum.

Perhaps two of his most defining and best traits are his stalwart and nigh unbreakable optimism and his emotional fortitude. John is constantly looking for the silver lining in even the most hopeless of situations and he won't give up until he finds it. Even if he has to go through a hundred stupid ideas first, eventually he will figure something out. He is a seemingly endless fount of good cheer and positivity for those around him (save for the people who piss him off, like the trolls initially). Though he is an emotionally open character, John tries not to let his emotions get the better of him or let them interfere with what needs to be done. The best example of this is when he is faced with the deaths of his sister/best friend Jade’s dreamself and his father. Though he was clearly upset by both losses, he was able to put his grief on hold for the greater good. Admittedly this is truer of his father’s death than of Jade’s dreamself, as he DID have a private moment of grief over Jade. He was just interrupted in the middle of it by a madman who wanted to kill him. After that same madman killed his father and another of his best friends (Rose), John had more important things to do (kissing Rose back to life, starting the scratch, escaping his doomed session, you know...just trying to keep existing, same old same old.) than to sit down and cry about it. This isn’t to say that he is an emotionally hardened badass, incapable of feeling anything; it’s just that after spending some time playing SBURB, John has a relatively good handle on his emotions, especially for a thirteen year old and especially in comparison to some of the his friends.

While John is not the most intelligent character in the series (but by no means stupid), he is undoubtedly one of the most inventive and resourceful. After reading about a magic trick involving marking cards with a hole-punch, he realized that the trick could be adapted and used with SBURB’s punch card-based alchemy system. From there, he is able to mostly crack the binary cipher behind the system and fully utilize it to create a variety of items to help him on his journey. He even figured out how to do simple item subtractions (he managed to "subtract" clown doodles from a movie poster, but was unable to remove a flower pot, violin, and cinderblock from a jetpack). When he creates a hammer to large and heavy for him to pick up, let alone wield, he creates a Remote Control Ghost Gauntlet which allows him to use it. Immediately after making said gauntlet, he realizes that if he combines it with a mirror, he can make one for the other hand too. Because why the hell not? Later on, John is tasked with retrieving a bomb out of the core of a planet; however he does not have nearly enough time to find the entrance leading to said core. His solution is to drill through the planet with a giant tornado, which he creates with his control of the wind.

In addition to being incredibly positive and inventive, John is also a very friendly individual. He places great importance on friendship and even goes as far to remind his teammates that he is not their leader, but rather their friend. And there is a HUGE difference between the two. He is a very good listener and despite being an oblivious goof, has the uncanny ability to see through the fronts his friends sometimes put up and tell or give them exactly what they need. As stated previously, John has his moments where he can be pretty unkind and nasty, but it takes quite a bit to push him to that point. The trolls provide the best example of this. When we first see John talk to a Karkat, he is far from kind to the grey-texted alien. But when we consider the fact that all four of the trolls antagonized John AND his best friends for months before the game even began (meaning the four kids had no clue as to why they were being tormented in the first place) it is not all that hard to see why he was less than happy to hear from them again. Especially considering the fact that John thought he had ditched them by switching his messaging handle. But under normal circumstances, he is very warm and accepting of people (though he will throw in the occasional sarcastic quip or teasing jab). He trusts and accepts a person until given a reason not to and even then he sometimes continues to trust and accept anyway, evidence to the contrary be damned.

And this leads us to of John’s biggest shortcomings: he is trusting to a fault and too naïve for his own good. Following advice from dubious sources has gotten him killed on two separate occasions to date. For example, when Terezi tells him to go face his denizen after only being in the game for a few hours, John goes right along with it despite the fact that this is clearly not only a bad idea, but a downright stupid one. John is not at all new to video games and should have known that fighting a creature that was, at the very least, a miniboss (if not a final boss) at his meager level could only end in failure, even if the creature in question was supposedly asleep (spoilers: he wasn’t). Despite the fact that both this death and the second one at the hands of Vriska ended up being beneficial (to either the timeline in general or John himself), the fact still remains that listening to internet trolls is never a good idea. Especially when the trolls in question have either threatened to kill you or flat-out told you they were going to kill you months before actually going through with it.

In this same vein, John can also be quite passive, though not in the pathetic, backbone-less sense. It’s more that he has the tendency to do things (or at the very least, consider doing them) simply because someone tells him to, despite how little sense the command may make, how dangerous it is, or how dubious the source. In addition to this passivity, John is also not the patient type. Whenever he ends up having to wait for something to arrive or happen, John has the tendency to get somewhat upset and rather irate. This also holds true for when information is being withheld from him, as evident by his conversations with Nannasprite (his ghostly spirit guide through the Medium made from a harlequin doll and his grandmother’s ashes). Tied closely to this is John’s laziness. This is especially evident early on in canon, when John would rather have Rose throw refrigerators at enemies than get up and fight them himself.

John's tendency not to think things through before acting on them is an unfortunate aspect of his that often causes people to consider him unintelligent despite evidence to the contrary. Predictably, this can get him into lots of trouble, such as the aforementioned example with Terezi. Another example of this occurs when Karkat informs John that in order to defeat Jack Noir, either Dave or Rose is going to have to die. John’s immediate reaction is to suggest that he go on the suicide mission instead because he is "apparently immortal, because of this god tier business, so the bomb probably would not kill [him]!" However, as Karkat is quick to point out, John’s immortality is only conditional and maybe, just maybe, a suicide mission to save the entire world would count as heroic (one of only two ways in which to kill a God Tier character like John). Obviously, Karkat prevents him from actually going through with it, but if he (or someone else) hadn’t pointed out how dumb it was, John likely would have gone through with it in order to save Dave and/or Rose.

Last but not least, John has a stubborn streak a mile wide though this isn’t always necessarily a bad thing. In fact, it’s more like a double edged sword. On the one hand, if he were not a stubborn individual, he would not so doggedly pursue the best possible outcome in every situation. Stubbornness and nigh unbreakable optimism go hand-in-hand, after all. But on the other, once he gets an idea into his head, he will just as doggedly pursue it even if it's a bad one. Even if presented with evidence to the contrary, John will still attempt to go through with a potentially bad idea. The best example of this is when Dave and Future Dave try to tell him not to listen to Terezi’s advice and blast off into space and get himself killed like a doofus. It wasn’t until he remembered Dave’s birthday letter (mere feet away from the final gate that would lead him to his denizen and his death) that he changed his mind and listened to his friend, saving both himself and the alpha timeline in the process.

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