ooc; rubi application
May. 17th, 2023 12:08 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
PLAYER
Player Name: Robin
Pronouns: He/him or they/them
Are you over 18? Yus
Contact:
laetificat or laetificat#7520 on Discord
Current Characters: N/A
Triggers: I would like CWs provided for suffocation, graphic description of suicide, intense choking.
Pronouns: He/him or they/them
Are you over 18? Yus
Contact:
Current Characters: N/A
Triggers: I would like CWs provided for suffocation, graphic description of suicide, intense choking.
STATISTICS
Character Name: Dr. Gregory House, M.D.
Character Canon: House, M.D.
Character Age: 50
Canon Point: Late season 5.
Link to History: Link
Skills:
Abilities: None, he's a boring mortal.
Curse Mark: Niez; curse mark will appear on his left upper chest, just under his collarbone.
Character Canon: House, M.D.
Character Age: 50
Canon Point: Late season 5.
Link to History: Link
Skills:
- Doctor: House is a Board Certified Diagnostician with a double specialty of Infectious Disease and Nephrology. He has been practicing medicine ever since, for over 2 decades. He has supervised and/or participated in many different medical procedures, from complex surgeries to (grudgingly) routine patient testing.
- Diagnostician/Detective: House is a genius-level diagnostician (and won't shut up about it). On more than one occasion he's proved capable of diagnosing a patient's condition from a single glance or a few details -- usually, but not always, accurately. His intellect often takes the form of being able to think around a complex problem very quickly, taking leaps of natural intuition to solve it.
Abilities: None, he's a boring mortal.
Curse Mark: Niez; curse mark will appear on his left upper chest, just under his collarbone.
CHARACTERIZATION
FORMATIVE EXPERIENCES:
PHILOSOPHY: Despite his vocation, House doesn't really care about most people -- at least, not in a conventional sense. He refuses to put his faith or trust in anyone who hasn't proven worthy of it, which means very few people. His injury, pain and his lifestyle have distanced him from many of his peers, a fact that he refuses to let bother him. While his charisma and enigmatic attitude draw people to him, House does his best to push them away again, using sarcasm and outright insults to maintain his self-isolation. He doesn't allow himself to be drawn into social institutions, claiming that religion is worthless and not caring about politics. Instead, he loves problems and having the ability to solve them, using them to prop up his ego and affirm his existence.
DESIRES: Fundamentally, House is an addict. He's not only a functional and literal addict thanks to the medication he takes to manage his pain, but is also addicted to his work and the measures he takes to remain both distant from and vital to the people around him, as well as distracting himself from everything he doesn't want to spend too much time thinking about. He's driven to feed his addictions by his need to prove himself against his poor self-image (deeply hidden by layers of ego and id), as well as the momentum the addiction itself builds up, a system of increasingly fragile dependencies which will send everything else crashing down if too many of them fail. Ultimately, he desires two things: to be right, and to find the next problem. If he can't have one, he'll have the other, but ideally he'll have both.
FEARS: House fears the loss of his gift of insight and his intellect, which would mean he could no longer work, which would deprive him of his reason to keep going. His drive to keep working is so strong that he continues to do so even through chronic pain and trauma. To lose that would mean losing everything he's built up, as well as the fundamental meaning to his life and to his sense of self. He doesn't have anything except his work, so taking that away from him would deprive him of everything he takes to measure himself as a person.
- FIRST EVENT: - House had a tough childhood. As a military brat with his father in active service, he moved around with his family to different countries. This meant he has had exposure to many different cultures and learned multiple languages, including Mandarin Chinese, Spanish, French, Japanese and Hindi. He was a bright child, but was isolated from other people and cultivated his mental skills rather than his interpersonal ones. His father was also incredibly demanding, emotionally cold and, at times, physically abusive. This caused House to withdraw from him and lead to an even rockier time as he grew up and decided to try and rebel.
- SECOND EVENT: - In his early teens, House and his family were in Japan when a friend of House's had a climbing accident and was badly wounded. The doctor who treated him was a janitor in the hospital and a great diagnostic mind, but was also a "buraku", an "untouchable" in the Japanese caste system. The man refused to let his personal life interfere with his work and remained on call to help cases due to his remarkable intellect and understanding of human nature. This made a profound impact on a young House, who was inspired to live his life in a similar way.
- THIRD EVENT: - Years later, while playing golf, House suffered a infarction in his leg. This caused leg pain and, eventually, muscle death. The recommendation was amputation but House wanted to try a procedure to bypass circulation in the damaged tissue. However, this caused intense pain which lead to cardiac arrest and House was put into a medically induced coma. While in the coma, House's then girlfriend Stacy made the decision to have House's damaged thigh muscle surgically removed, which went against House's own desires. This saved his life but the muscle loss and nerve damage meant his leg would be incredibly painful for the rest of his life. This lead to him becoming addicted to Vicodin, drug that allows him to function but has also caused a lifetime dependence, as well as mood and emotional issues.
PHILOSOPHY: Despite his vocation, House doesn't really care about most people -- at least, not in a conventional sense. He refuses to put his faith or trust in anyone who hasn't proven worthy of it, which means very few people. His injury, pain and his lifestyle have distanced him from many of his peers, a fact that he refuses to let bother him. While his charisma and enigmatic attitude draw people to him, House does his best to push them away again, using sarcasm and outright insults to maintain his self-isolation. He doesn't allow himself to be drawn into social institutions, claiming that religion is worthless and not caring about politics. Instead, he loves problems and having the ability to solve them, using them to prop up his ego and affirm his existence.
DESIRES: Fundamentally, House is an addict. He's not only a functional and literal addict thanks to the medication he takes to manage his pain, but is also addicted to his work and the measures he takes to remain both distant from and vital to the people around him, as well as distracting himself from everything he doesn't want to spend too much time thinking about. He's driven to feed his addictions by his need to prove himself against his poor self-image (deeply hidden by layers of ego and id), as well as the momentum the addiction itself builds up, a system of increasingly fragile dependencies which will send everything else crashing down if too many of them fail. Ultimately, he desires two things: to be right, and to find the next problem. If he can't have one, he'll have the other, but ideally he'll have both.
FEARS: House fears the loss of his gift of insight and his intellect, which would mean he could no longer work, which would deprive him of his reason to keep going. His drive to keep working is so strong that he continues to do so even through chronic pain and trauma. To lose that would mean losing everything he's built up, as well as the fundamental meaning to his life and to his sense of self. He doesn't have anything except his work, so taking that away from him would deprive him of everything he takes to measure himself as a person.
GAMEPLAY
SUITABILITY: I'm always interested in throwing characters from mundane canons at weird and creepy situations and House is a great example of this. He knows a lot but he doesn't know how to deal with things like this, so it's going to be interesting to play out the way he adapts to it. I'm also interested in having House confront his own (excessively) negative traits through the monster mechanic in a way that will make them not only overt to him, but also to everyone else. It's also going to be really interesting to see how he'll work in a setting where he doesn't have access to all of his usual crutches -- not only the drugs he uses, but also things like music, city life, his work at the hospital, television, and so on.
SAMPLE: TDM top level -- CW: drug use, ableist language
MONSTER:
APPEARANCE:
POWERS:
BEHAVIOR:
SAMPLE: TDM top level -- CW: drug use, ableist language
MONSTER:
APPEARANCE:
When fully transformed, House becomes a shadowy creature which closely resembles a 17th century plague doctor. Standing 8 feet tall with long and spindly limbs shrouded in darkness, he looms over his victims. Instead of a mask, his head is a monstrous bird skull (ref, ref). At times the shadows gathered around him resemble a long black coat and hood (ref); at other times, it appears to be a skull floating in pitch blackness. Occasionally he appears to walk with a heavy limp, using an ornate cane with a bird skull topper (ref), though he can also float above the ground and drift along on insubstantial feet. When he attacks his victims, he may use a pair of bone white hands with fingers curved into razor sharp talons (ref), or alternatively he may seem to split apart at the seams and unleash a flurry of shadows that form into grasping claws (ref, ref). The shadows themselves may, on different occasions, seem to be made up of black feathers (ref), ink, oil, or a thick tarry substance (ref). This also forms his genitals when he decides to fuck someone. The air around the plague doctor will feel icy cold, as in a morgue, and smell of rotting herbs, old blood and metal. The only sounds he makes are rattling breaths sucked in through the holes of the skull.
POWERS:
TELEPORTATION: The plague doctor can move from one set of shadows to another as if stepping through a doorway. In this way he transports his victims across the city, carrying them in his arms or over his shoulder. If attacked in a dark area or at night, he will seemingly disappear without a trace.
SHADOW CONTROL: He can control the shadows of his form and use them as extra limbs, to evade or distract, or as huge vulture-like wings (though he can't actually fly).
BEHAVIOR:
The doctor is obsessed with "curing" his victims by ridding them of their mortal body. He does this by "investigating" their illness by dismembering and disembowelling them, taking them apart piece by piece, slowly enough to measure their responses. He "tests" his findings by leaving parts of his victims scattered around, or by stringing up their entrails to form strange patterns. He often takes time to observe any potential victims by watching them for some amount of time, then waiting until they're alone to perform his physician's duties.