Profile

dwitch: (Default)
Dwight Fairfield

March 2022

S M T W T F S
  12345
6789101112
13141516171819
20212223 242526
2728293031  

Custom Text

Aug. 1st, 2021

APPLICATION

Player Name/Handle: Roach
Plurk Handle: [plurk.com profile] skittering_roach
Preferred pronouns: They/Them
Player Status: New Player
Other characters: N/A
Invited by: Korel

Character Name: Dwight Fairfield
Fandom: Dead by Daylight
Character Journal: [personal profile] dwitch
OU, AU, CRAU, Canon OC, or OC? OU
Canon point: After Chapter 23
Age: No canon age stated beyond "millennial", going with 31.
PB: N/A

SETTING BACKGROUND

Dead by Daylight is a horror game that takes place in the realm of the Entity. The Entity is something like an Eldrich God. Spider-like in what little we see of her, and capable of reaching into multiple universes and points in time, and pulling people into her own realm, where she either feeds off of their emotions and the repeated sacrifice of their lives, or she corrupts them; turning them into followers who hunt down the rest and sacrifice them in her name. Dwight was from a world exactly like ours, and a nervous hapless nobody. As the first taken in this newest batch of victims, he was put through her trials alone. When others came he fell into the position of leader since he knew how the realm worked. Now, he's determined to survive and find a way to get everyone back home. If that's even possible.

PERSONALITY

Survivor - Dwight doesn't fit the usual horror protagonist role or your usual leader role. In your typical horror media, he would probably be the bumbling comedy relief, or the first poor random shlub to get killed off. Which to some extent he's still both those things. There was nothing ever particularity special about him. He was a nobody, and very aware of it. Anxiety-ridden, prone to cowering or ducking his head down at every sign of conflict, and just barely scraping by in life. But despite outward appearances, Dwight is a lot more resilient than he first seems.

When he was first taken, Dwight was put through The Entity's trials alone. Hunted by killers, sacrificed, resurrected, and forced to do it all again, and again, and again, until the day he would eventually be too emotionally broken to feed off of. His only reprieve; an abandoned campsite with a bonfire that never went out. So long as he was in the light of the fire, he was safe. And, despite everything, he didn't break. Determined to survive he adapted the best he could; he stayed hidden, stayed quiet, kept his head down like he always has, and learned to work with and fix the generators that would get him out of the killer pens he was placed in during trials. When the others showed up he poured himself into helping them and learning from them, to better the chances that one day they could all get out.

Leader - Due to being the first survivor brought in, Dwight found himself falling into the role of the group's nervous leader. Not an enviable position in their bleak situation, but he took to it. Even as more survivors were dragged into the Entity's game, he stayed one of the people the others looked to. Hopeful, altruistic, decisive, quick thinking, and flexible enough to come up with plans on the spot, capable of making the hard decision to leave someone when there's no chance to save them, but willing to sacrifice himself to get everyone else to safety.

Non-Confrontational - Dwight has that customer service de-escalation skill down to a T. When that fails he skates by on a disarming disposition and self-deprecating humor. He's terrible with conflict that he can't just de-escalate, generally flinching, shutting down, or panicking. When he does get angry, that anger tends to run cold, usually coming in the form of nagging, fretting, malicious compliance, cold avoidance, or dry snarking. That's not to say he's incapable of standing firm or snapping back at someone, but it's rare when he can gather the backbone to do it. The only real exception is when someone's actions are going to be a threat to the group, or already have been.

At his worst, Dwight is capable of being surprisingly conniving and spiteful. When Dwight's abusive boss spent over a year making his friend Rose miserable, only to fire her and frame her for his own disastrous mistake, Dwight lashed out by drugging his coffee before a big meeting, in the hopes the man would make a fool of himself. It was a move that ended disastrously. The man hallucinated and choked one of his investors, nearly killing him. Dwight feels nothing but guilt over it now, but all the same, it's something he found himself capable of doing at the time.

Selfish - In his own opinion anyway. Through all Rose's abuse, Dwight never found the courage to get between her and their boss. Dwight acted as a friend to vent to, recorded conversations with their boss to help her build a legal case against him, but never stood up for her and feels like he ultimately let her down. When he finally did strike back at the man, it was thoughtless and more for his own gratification.

While he tries to do better by his fellow survivors, in the end, he wants to keep them all alive to better the chances of getting out himself. While he's known to put their safety above his own in trials, the consequences of dying in them won't stick, and that makes it a lot easier to be self-sacrificing for the sake of keeping their trust.

Easily Manipulated - Dwight is...not the brightest bulb. He can be overly trusting, gullible, his emotions are easy to toy with, and he wants to give people the benefit of the doubt, even if they haven't earned that. While the trials have tempered this somewhat, in life it got him killed. The drug he used on his boss was given to him by an ex-employee who Dwight had been hired to replace. He fed Dwight the idea of drugging him for a prank and assured him it was harmless. It would just make him laugh at every little sound. Make him look like the fool he was. Instead, it made the man hallucinate and someone almost died.

Afterward, when his boss invited him out on what was likely to be the company's last team-building exercise/retreat, held out in the woods, he went, assuming that because his other co-workers were there, he would be fine. Even when his boss broke out his "family recipe moonshine", he didn't think twice about drinking the cup handed to him. He passed out after one sip, waking up late the next morning, deep in the woods, alone. He never found his way out.

CANON POWERS

Bond: Can see the auras of his fellow group mates for up to 36 meters (118.11 feet). A "gift" given to him by the Entity to help him with trials in the Entity's realm, allowing him to keep track of his teammates. He won't know everyone's exact positions or the path to take to get to them if they're in a building, but knows what direction they're in, and has a rough idea of how far away they are. Also doesn't innately know what aura belongs to who, in most cases. The aura's just look like yellow silhouettes in the vague shape of the person, changing red when they're badly injured.

POWER SELECTION

POWER TYPE
Magic

FREEBIE POWERS

Bond: But it only gives him a sense of direction and distance to where allies are and doesn't show up as a visual aura/health check.

GAME POWERS

Magic: MONK [But if it's permissible, I was hoping it could have a sort of Necromancer tilt, due to influence by the Entity; whether she shaped these powers, inspired them, infected them, or they draw off of her. All his magic will fall in line with a Monk's casting abilities, but anyone who can sense that sort of thing will feel there's something innately wrong with his magic and possibly with him. He'll also have similar consequences to a Necromancer's magic the more powerful he gets. I think the only side effects that wouldn't apply to him would be killing off plants and small animals and being easily possessed by anything other than the Entity herself.]

I - Tool Kit: Can repair one small item (something small enough to easily hold in your hands), so long as he has all the pieces. It can not replace missing material, though if there is appropriate replacement material it can use that for a substitute, but some work would have to go into making the material fit properly first.

It can only fix material components it can not fix broken magic. For example; say the squad finds a magical item that needs fixing, while he can fix the item's physical components he can't repair the magic, unless the physical break was the only reason the magic wasn't working.

The more complex the item or the break, the more time it will take to fix it; anywhere between a few seconds for a very simple issue like a scrape, break, or fissure in a dagger or simple tool, to an hour or two for something like a watch that's been shattered. The time can be cut down by doing some of the physical labor to fix it.

It can also lend some magical assistance to a repair job of a larger scale (like a broken wagon wheel or machinery) but only works as long as he's actively working to fix it himself, and in this case really just makes fixing something easier rather than doing the brunt of the repair.

II - Safety in the Light: With a fire going, Dwight can cast a spell that can turn the space within the light into a sort of pliable safe zone. Group members can easily pass in and out of it, but enemies and NPC's can not. They might be able to reach into it and try and grab something/someone at the edges but the brighter the light/the closer to the light source, the denser the barrier and the harder to push into it.

Dwight won't be able to control it enough to keep individual people out or let them in (for example he won't be able to keep certain player characters out, or let friendly NPC's in), only player characters would be able to pass in and out at will, everyone else is kept out.

The spell dies out when the fire goes out, and the fire can be put out as easily as any normal one. While an enemy can't get in, its powers or any items they throw or shoot can. Dwight also has to be within the fire's light for the spell to continue working.

It also has to be a natural fire. It won't work with a fire made from magic unless the spells are weaved together by an Alchemist.

III - Flash Bang: Can create a simple ball of soft orange light that can illuminate a room with dull light or up to about 20 feet of space. After being summoned the ball of light will stay lit for up to 2 hours and can freely float near him. He's also capable of making the ball give off a flash of blinding bright light, but it would affect anyone (including himself) within ten feet that doesn't shield themselves. It will also go out immediately after this and he won't be able to re-summon the light spell for at least 10 minutes afterward.


ABILITIES

Leadership Skills - Not something that came to him naturally in the real world. He's not particularly smart, confident, articulate, or assertive, and he's riddled with anxiety, but he is decisive, quick thinking, compassionate, disarming, braver than he first appears, and willing to take risks to get the rest of the team out safe.

He's not likely to push to be a leader in any other situation, especially if there are other people there that are clearly more qualified. To be honest it would be nice to not have to be the one making life or death choices for a while. But if it ever fell to him again he's not half bad at it, and if he sees the need he would step up.

Scavenging - He and the rest of the survivors in the Entity's realm are used to roughing it and scavenging what few supplies they can find. Probably picked up a few pointers from Claudette on what plants can be useful for eating or healing (though he's never had a great memory, so he's nowhere near as reliable or knowledgeable on the subject as her and is liable to get things mixed up). He's also picked up lock picking, though he's not as skilled at it as a professional would be.

Evasive - Is fast, sneaky and has gotten very used to evading enemies. He's skilled at hiding his tracks, making false or misleading trails, spotting and avoiding traps, and estimating what path an enemy might take to get to him. He's still on the clumsy side and can be easily driven into a panic when he's cornered and alone, but things like mentally mapping out the best escape routes and hiding places, staying alert for danger, and moving quietly, all come second nature to him now.

Pain Tolerance - Has developed a very high threshold for pain. Even if the potential for it still scares the shit out of him he can push past the sensation. Not always a good thing since he's used to pushing himself past his body's limits without much care for potential long-term damage, and probably isn't a good judge of what would be considered pushing himself too far now. If he dies or gets crippled in a trial, the Entity just heals or resurrects him, and while he'd be aware that's probably not the case here, he might not remember that when he's scared or under pressure.

First Aid - He and his fellow survivors are all very well versed in first aid by this point. They're constantly having to patch each other up with whatever piddly supplies they can manage to gather together.

Knows Korean -And by "knows Korean" I mean he can speak basic tourist phrases and some curse words. And he can kinda sorta read some of it, but not very reliably.

Repairing - Good at repairing things, though mostly just generators. Can fix most gennys like it's nobody's business. He's kind of a novice with everything else; though he's also likely retained some of the knowledge he picked up from when he worked at an auto shop/scrap yard for a brief time, but with fixing gens, in particular, he had to learn that on the fly. So if given time with other machines he might be able to do the same with them, figure them out enough to work on them. Not on a professional level, but enough to keep them running.


SAMPLES
You only have to do 1 sample and it's your choice whether it's log or network, prose or actionspam.

Prose Sample

Sample

ADDITIONAL INFO
Dwight has terrible eyesight, without his glasses he's practically blind, and the glasses he has now are in not great shape.

Page Summary

Expand Cut Tags

No cut tags

Style Credit