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P L A Y E R;
NAME: Terry
AGE: 41
PLAYER JOURNAL: inkblotted
TIMEZONE: PST
CONTACT: Plurk is inkblotted
OTHER CHARACTERS PLAYED: Colonel Tick-Tock, Rorschach

C H A R A C T E R;
NAME: Jesse McCree
CANON: Overwatch
POINT IN CANON: Shortly after recall to Overwatch
AGE: 37
APPEARANCE: Concept art from the game.
CANON HISTORY: Wiki is here.
CANON PERSONALITY: Jesse McCree's personality is a strange combination of romantic idealism and hardened practicality. He grew up rough and wild, and at a very young age joined a gang, which educated him very quickly with the harsh lessons of a world in which might made right, and violence was the tool used to enforce that might. He did fairly well in that world, as a natural born scrapper with an innate, almost instinctive understanding of firearms. Even after he was arrested, that skill earned him a place in Blackwatch, as a covert operative, someone who did the dirty work that an upstanding organization like Overwatch couldn't be associated with. But in both cases, he had to earn his place through hard work and a willingness to get his hands dirty. His time in Blackwatch only cemented that practicality, that ability to do what has to be done, no matter how distasteful to the average person. McCree is someone who is willing to both work his ass off to get things done, but also to use dirty tricks or cheating as needed. It all depends on his goal.

On the flip side of this is his romantic idealism. He loves old cowboy movies, especially spaghetti Westerns, and dresses like a character from the genre, despite living in the 2070s. Despite his criminal and violent past, he truly believes that he can atone for his misdeeds, and in fact did even more terrible things for Blackwatch, including assassination, with the overall goal of making the world a better place and leading a better life. Once Blackwatch was compromised, and he left, he continued to try and do good for others as a vigilante. As he got older, he learned to look back on what he did for Blackwatch with a more critical eye, and at the point he is being taken from, he is not so willing to commit the same kind of acts, though he is still dedicated to helping others. Despite his history, he's never really been a cynic.

Jesse is also something of a clown. He presents himself as larger than life, with his red serape and huge belt buckle, and he often jokes or makes light-hearted comments, even in the middle of comment. He is actually a person who shares his true thoughts and feelings very rarely, and uses his relaxed and apparently easy-going persona to cover up some of the emotional damage he's taken from his lifestyle of violence. He cares deeply, but often won't say so, and is used to being a loner. Even in gang life and among Blackwatch agents, he was a man with many friendly acquaintances, but very few friends. He tends to spend holidays alone in bars, getting drunk. But just because he uses humor to hide behind, this does not mean he hasn't actually got a pretty good sense of humor.

POINT OF DEPARTURE: N/A
VETERAN?: No
ABILITIES: Jesse is an amazing shot - in the real world, he would not be capable of the feats he does, and they are still considered very impressive in the larger-than-life world of Overwatch. With his revolver, he can spend the time to concentrate and then shoot six enemies almost simultaneous with one flurry of bullets, and ability known at Deadeye. He can also fire his revolver very rapidly, and reload even in the middle of a combat roll. He is also an accomplished hand to hand fighter, and has been trained in many skills that would be needed by covert black ops agents: subterfuge, lock picking, knowledge of security systems, strategy, and assassination skills (though he prefer to shoot people). He is fluent in both English and Spanish. His left arm is cybernetic, and therefore much tougher, harder, and stronger than a normal human hand, though it also requires maintenance if damaged.
INVENTORY: His clothes, chest armor plate, Peacekeeper (his revolver) and ammo, flashbang grenades, a flask of bourbon, set of lockpicks, a couple of protein bars, cigars, lighter
ANYTHING ELSE WE SHOULD KNOW? Nope.

M A R K S;
JUSTIFICATION:
Chariot: I think this one fits McCree best. He has great self confidence and conviction, but also anxiety. He can be impulsive and brave, but he's also shown discipline in his life through Blackwatch.
Judgment: This would be another good choice for Jesse, I feel, as has definitely had more than his fair share of re-births, from his life as a criminal, and later from his life as a covert operative. He is working hard on forgiving himself, though this is a struggle at times.
Moon: This would represent his more negative aspects, his internal conflicts over wanting to do good, but living an inherently violent life.
VETO:
Empress: Jesse is very, very far from feminine or mothering. This just wouldn't work well with him.
Emperor: Jesse is the opposite of inflexible and stable - he has changed many times in his life, and is a great adapter.

S A M P L E S;
ACTIONSPAM SAMPLE:
"Well, howdy, ma'am," McCree greets the pale woman at the bar as he walks up to order himself a bourbon. "You must not be gettin' out much to enjoy this fine weather, I reckon."

The vampire (for that is what the woman is), gives the bearded man a disdainful look.

"American?" she inquires snidely.

"Now however did you guess that?" McCree asks, an easy grin on his face. "Guess it must be my good looks and charm."

"Or your ignorance," the vampire sniffs.

"Hey, now, don't judge a fella so quick. I'm just passin' the time," McCree protests, though not terribly vehemently. He puts down some money on the bar, nodding to the bartender as his bourbon is delivered. "You don't want to talk, that's fine by me."

"I don't."

He watches her retreating back, then glances over at the bartender.

"Vampires," he complains with an exaggerated, put-upon sigh. "So damn touchy."

PROSE SAMPLE:
McCree is not sure what to make of this place. Everything seems topsy-turvy, upside down, and worse, it seems to shift with every step he takes. The cowboy doesn't even know what some of these animals drifting by him are supposed to be - cotton candy, maybe? He's cautious about believing what some of the inhabitants here have told him - that this is some made-up world that incredibly powerful beings created to keep their captives from many worlds and realities in. It sounds like a movie, and a bad one, at that - the kind of B-grade shit show that spent its whole budget on computer effects from back at the turn of the last century.

On the other hand, how does one explain what he's seeing right now? Drugs, maybe. Or he's finally gone off his rocker - that's always a distinct possibility. But if either of those are true, well, what harm does it do to play along, then? It's gotta be more interesting than staring at the walls in a rubber room somewhere. Or a toilet bowl. In the bathroom, puking his guts out, was always where he ended up after trying whatever new drugs the Deadlock gang had gotten their hands on. As an adult, he's always stuck to alcohol. Nice, predictable, safe alcohol. He pats the flask at his side with his cybernetic hand, his fingers tinging off the metal comfortingly.

That decided, McCree throws his serape over one shoulder and ambles along the shifting pathway, determined to get some more answers out of whoever he comes across next. With charm, if he can, but with a little creative interrogation if he needs to. He doesn't take too kindly to being held against his will, after all.

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