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Samuel Beechworth ([personal profile] notmyplacetosay) wrote2020-05-04 10:44 pm
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[MOM] Application/Info Post

〈 CHARACTER INFO 〉
CHARACTER NAME: Samuel Beechworth
CHARACTER AGE: 65
SERIES: Dishonored
CHRONOLOGY: After Dishonored 1, Low Chaos
CLASS: Hero
HOUSING: I'd like to opt into the Housing Lottery, though Sam is unlikely to stay where he's assigned. I'd also like to request housing in Maurtia Falls.

BACKGROUND: https://dishonored.fandom.com/wiki/Samuel_Beechworth

PERSONALITY:
Samuel's a down to earth sort, very practical. He knows the river like the back of his hand, maybe even better, and the advice he gives you before missions usually proves to be completely accurate. He notices when and where the Watch is picking up, gangs who operate in the area, and people of interest who tend to lurk around. He's got a strong distaste for nobles and their luxuries, reacting with disgust at the idea of even attending Lady Boyle's last party. Nobles are snakes in the grass, only worse because it's not like the snake's got a choice in the matter. Samuel's clear-eyed about the problems plaguing Dunwall, especially how much of them come straight from the top. The Overseers and Watch acting no better than the gangs of Bottle Street, the Golden Cat's clientele using and abusing the staff, and how some folks can just hide away in a mansion while the city dies of the plague, Samuel sees it all.

Thing is, he knows how much his word is worth to most folks: nothing at all. Whenever he finds himself talking too much about society's ills, he often cuts himself off or downplays how much you ought to be listening to an old sailor like him. Samuel's certain that he'll never see Corvo and Emily again once all this plague business is over: Lord Protectors and Empresses don't hang out with the man driving the boat. Still, Samuel's content with the little he has, and almost never reaches out for more. He's offered a room at the Hound Pits Pub, but he sleeps in a hovel by the boats saying that he's no good at being on land. He ends up with an audiograph player, but only on account of fixing up one that Havelock tossed out a window.

Patient and good-hearted, he's always waiting for Corvo when the messy business' done. He never considers himself an important player here, but he never loses sight of what matters, and that's the people. He often forgets himself around Corvo and Emily, like how he calls Emily 'girl' before catching himself and referring to her by title, and often comments about how poor a hand the both of them have been dealt. He'll express sympathy and a bit of relief if Corvo spares the Weepers creeping around the Pub, and seems disturbed by how far the Overseers are willing to go to root out heresy.

He's no killer, and he's not too fond of folks with too much bloodthirst in them. That includes Corvo, by the way. While on low chaos, he'll send him off to the final battle with a speech reaffirming how much he considers him a friend, that ship's long since sailed if Corvo's spent his days tormenting the people of Dunwall. Samuel considers himself responsible for his part in the Loyalists' plot, even if he's not doing the dirty work himself. If Corvo's been a good man, Samuel takes pride in his part ferrying him to and fro, but if Corvo's abused his power, Samuel speaks morosely about the death and pain his boat brings. Outside the protagonist, he becomes disillusioned with Havelock long before the admiral reveals his true colors on account of the joy he takes from killing.

Above all else, Samuel cares about doing the right thing. Even if Corvo's been indulging in his revenge, Samuel still refuses to kill him with poison when he's set up by the Loyalists. He's not sure why himself, save that Corvo's the only chance to free Emily. Samuel never loses sight of what matters, even when there's nothing left to lose. If Corvo's been at his worst, Samuel even alerts the guards at the lighthouse, unwilling to play a part in the brutality. Even then, Samuel's brave enough to betray the man to his face, something no one else in the game can claim credit to.

On the other hand, if Corvo resists the impulse to abuse his newfound powers, Samuel demonstrates complete faith in him. He saves Corvo by giving him a half-dose because he knows Corvo'll pull through it, awaits a signal for him to return, and believes that Dunwall's best days are ahead, not behind. Maybe they'll even grab a pint when all this is over.

In MOMiverse, he's likely to be unsettled, as he wouldn't consider himself a real hero, even if he's been given superpowers. He wouldn't be much help in a big climactic fight scene, but he'd be a lot of help when it comes to day to day stuff, pitching in whenever he feels like someone might have need for a boat. I don't expect him to change much when it comes to who he is as a person, just like how in canon, he doesn't change so much as Dunwall changes around him. So, there'll be a learning curve as he gets used to the setting, and he might pick up some new habits or odd sympathies, but the core of him'd be about the same.

POWER: He has no canon abilities whatsoever.

I'd like to give him water GPS powers. As long as he's in water, whether on a boat, swimming, or otherwise, he has the ability to know a. where he is and b. how to get where he's going. He will be able to see waypoints along the waterways, including a line showing the path to his destination, akin to how GPS appears in a car's dashboard. This ability does not work on land in any way whatsoever. Also, exactly like real GPS, there's a chance that the waypoints will lead to dead ends or to the wrong location, and the GPS can't take things like traffic or danger into account, so Samuel will have more success if he becomes familiar with the routes himself. Samuel will have no ability to control this power at first, but over time, it will be possible for him to learn how to turn the waypoints on and off.