grivences: (Nancy's room 08)
Robin Buckley ([personal profile] grivences) wrote2022-08-20 12:39 am

Metaheroes app

Player —
Player Name: Chris
Pronouns: she/they
Are you over 18? yes
Contact: [plurk.com profile] millennialfalcon + ©hris#1234
Current Characters: Angela ([personal profile] hevenly) + Harry Osborn ([personal profile] nepotis)
Who Invited You?: I'm already here, but originally I was invited by Saint
Character —
Character Name: Robin Buckley
Character Canon: Stranger Things
Character Age: 18
Canon Point: S4E9, as they climb the stairs in the Creel house
Link to History: character wiki + history specifically
Inventory:
  • combat-ready outfit: camouflage cargo pants and cargo vest, red beret
  • large army surplus backpack filled with weapons and supplies, including flashlight and multiple molotov cocktails
Powers —

Skills:
  • Fluent in English, French, Spanish, and Italian. And Pig Latin. Can also pick up other languages easily enough to translate recorded audio provided she has a dictionary on hand. An example of this is Russian.
  • Plays trumpet in marching band. Can also play french horn.
  • Knowledgeable about movies.
  • Skilled researcher and multitasker.
  • Knows how to make improvised weapons such as molotov cocktails.
  • Very persuasive when she wants to be.
Superpowers:
  1. Backing Track — When someone is attempting to take an action, i.e. a feat of strength, stamina, speed, intellect, etc., Robin can assist by playing music behind them, either via an instrument or by singing. Robin's music will give them a "do-over," and make them more likely to succeed. Robin can grant this assistance to up to 6 people of her choosing.
  2. It's Zorbin' Time — Robin can conjure a human sized inflatable hamster ball, aka a zorb, around herself or one person or creature of her choice. The ball is impenetrable, from the outside or the inside, it always has enough air, and it is neither too hot or too cold. The ball also floats on water, and can be used either as a protective bubble, or as a large, rolling battering ram.

Limitations:
  1. Backing Track — In order for Robin's music to assist an ally, they must be able to hear her. The assistance will last until Robin stops playing, either by choice or by force, up to a maximum of ten minutes. The action they are trying to accomplish must be something they are capable of doing without assistance, i.e. she could not help a nonpowered pre-teen lift a car, but she could help an athletic basketball player to make a three point shot. Robin can use this ability twice per day.
  2. It's Zorbin' Time — Only one zorb ball can be active at a time. If one zorb is active and she tries to create another one, the first one will disappear. In order to place a target in the zorb, Robin must be able to touch them. The zorb lasts until Robin decides to dismiss it, or until she is incapacitated somehow, up to a maximum of one hour. Robin can use this ability twice per day.


Personality —
Please EITHER (1) Summarize your character's personality — including motivations, behaviors, and psychology — in 300-600 words OR (2) Respond to the questions below.

  • What were your character's most formative experiences?:
    1. In Robin's sophomore year, her favorite teacher was targeted with threatening phone calls (more about that below), and he confessed to Robin that the male "friend" he was seeing Terms of Endearment with at 10pm on a school night was actually more than just a friend. This was the first gay person that Robin had ever met, and the experience helped her realize that she herself was gay.
    2. The summer before her senior year, Robin worked at Scoops Ahoy at the new Starcourt Mall alongside Steve Harrington, who she initially resented and teased for being the popular guy who held her crush's attention. But once she found out that Steve and his younger friend Dustin Henderson had intercepted a secret Russian radio message, she decided to stick her nose into other people's business again and get herself involved. This wouldn't be the first time her nosiness got her caught up in something unusual, but it was a lot more dangerous and a lot more world-saving than her usual fare. After that experience, she and Steve became best friends, and she tagged along with the gang of mystery-solvers the next time something weird went down in Hawkins.


  • What values, morals, and/or philosophies does your character live by, and how are those beliefs demonstrated? What happens when they have to compromise what they believe in?
    As a sophomore, Robin lived by the philosophy of "you have to do what you need to do to survive within the system, with a healthy dose of "don't bait the monster." (The monster, in this case, being Hawkins' repressed and judgmental society.) All she wanted to do was live life as unremarkably as possible, to fly under the radar until she could escape Hawkins and travel to some faraway place (Paris) and be the person she always wanted to be— the free-spirited rebel that her former-hippie parents once were. Except, when the Hawkins monster targeted her favorite teacher, Mr. Hauser, and she learned that it was because he was gay, she acted against her own philosophy, and stepped up to protect him, framing the student who was sending him threatening phone calls for pulling the fire alarm, which would have gotten him two weeks suspension and ruined his perfect attendance record. She threatened him that if he ever attempted to go after Mr. Hauser again, she would weaponize the Hawkins rumor mill against him.

    After this incident, Robin learned a lot more about herself (including that her interest in Tammy Thompson was because she had a crush on her, because guess what, she actually like girls the way she's supposed to like boys), and became more willing to stick her head out for people.


  • What is your character afraid of? How does avoiding or preventing these fears influence their actions and decisions?
    On a surface level, Robin's biggest fears are rabies and earthquakes. These fears make her act rashly, clumsily, taking a back seat and letting other, braver people take the lead whenever possible. But on a deeper level, Robin is afraid of stagnating in her life in Hawkins, rotting away on the inside as she's forced to grow up into some semblance of the stereotypical 1980s housewife. She dreams of escaping, of graduating from Hawkins High and fleeing to Europe, somewhere where she can break free from the bounds placed on her by the rigid and conservative society of her upbringing.


  • What goals does your character have right now? What do they want, and how do they go about getting it?
    Robin's current goal, in her own world, is to fight alongside her friends, kill Vecna, clear Eddie's name, save Max, save Hawkins, and get out alive. That last part is important. Now, here, in a world outside her own, Robin's goals are to learn more about the multiversal rifts that brought her and her friends here, and find a way to return to her own world, bringing everyone from Hawkins home with her, safe and alive. Again, everyone being alive is the important part. Given that three fifths of the Hawkins people in game are supposed to be dead back home, helping Steve find some way to bring Chrissy, Eddie, and Billy back alive is the number one priority.

  • Gameplay —
    Areas of Interest / Brainstorming: I'm interested in getting Robin caught up with modern day life and technology, including the great strides that have been made in the LGBTQIA+ community since the 1980s. Bringing her in for Arc 2 of the game will be interesting, given her canon experience with alternate realities and dimensions. For the most part, she works well as a support character, so she's not likely to spearhead any player plots without collaboration, but she is great at teamups and she's actually likely to join up with a guild willingly, as opposed to my other two characters.
    Samples: TDM thread w/ the Hawkins gang + 4th Wall thread w/ Otto