farewelldrifter: (Default)
2037-06-01 11:29 pm

(no subject)

DEACON ST. JOHN

Do You Know Why We Keep Going? Because What The Hell Else
Are We Gonna Do?

CODING
farewelldrifter: (Default)
2025-04-29 01:53 pm

singillatim app

PLAYER INFO


Player Name: Ghost
• Player Contact: PM journal or plurk at kralkattorik
• Player Age: 30+
• Permissions: Here

CHARACTER INFO


• Character Name: Deacon St John
• Character Age: Mid to late 30s
• Character Canon: Days Gone
• Canon Point: At the very end of I Kept My Name/the very start of Should Have Seen It Coming

• Character History: Here

• Character Personality:
— Positive Trait: Resourceful In a conversation with Ada Tucker while Deacon is doing runs for various survivor camps, she mentions that the only people who are able to survive in the world as its become were people who were tough enough before it fell. While Tucker's reading is that logically follows that there are no more good or "soft" people left, what it seems to convey is those with the will to survive will do whatever is necessary. Deacon, as a Drifter, is someone who will do whatever is necessary, even if he doesn't want to, in order to survive. This means he is incredibly adaptive in different situations, reacts quickly, and makes use of whatever is around him to survive. When he cuts up a deer for meat, he will sometimes say to himself "use everything" which is a good summary of his approach to life in a world that's fallen - he will make weapons out of anything from broken table legs to bombs out of tin cans and clock mechanisms; he'll gather wild grown plants and fruits to make salves; he'll collect metal scrap to repair damage to his bike.

— Positive Trait: Loyal Deacon's loyalty is hard to win but pretty unbreakable once its earned. When the Freaker virus broke out, he put his wife on a NERO chopper, but stayed behind to help get his wounded best friend and fellow motorcycle club member, Boozer, through the worst of the chaos and has stayed by his side through everything since the world fell apart. Deacon's loyalty before the world fell apart is signaled in two key ways, first during his time in the army where he was the sole survivor of an attack on his squad, but Deacon made sure to bring the bodies of all seven squad members and bring them to shore. When he returned to America and settled down again in Farewell, OR, Deacon joined the Mongrels MC and has tacitly remained a member as he continues to wear his MC kutte at the end of the modern world. His loyalty also extends to his wife, Sarah, who Deacon still carries a photo of and holds out hope of finding alive somewhere in the world, yet he also routinely speaks with her at a makeshift memorial site he created at the site of the overrun refugee camp Deacon believed Sarah was taken to. Throughout the game, Deacon's loyalty also grows with various survivor camps where he takes on greater and greater personal risk to further the well-being and security of the camps and those seeking safety within them, and through that process Deacon expresses that he has a few lines he refuses to cross, and outright betrayal and stabbing someone he considers a friend is one such line.

— Positive Trait: Curious Deacon shows he is a very curious person when he's not restricted by a survivalist's need for caution. One game collection mechanic has Deacon going around and looking at historical markers, tourism items, micro recorders, and listening to radio broadcasts. While Deacon routinely makes remarks of some kind to show his interest or annoyance known aloud, his engagement is very always evident. When he does engage in personal discussion with others Deacon is focused and interested by asking questions and listening with care that tends to go against his appearance of a gruff biker Drifter. When Deacon and Sarah met, he listened and asked follow-up questions regarding her work as a plant researcher and took on her guidance and skills for collecting samples with care. It also leads Deacon to follow leads as far as he's able to, learning skills and gathering information along the way--when he starts doing runs for O'Brian, a NERO researcher, Deacon learns a lot more about the behaviour and mutations of Freakers in ways others around him don't know, leading some to call Deacon a "Freaker expert," both disparagingly and positively. Deacon's general curiosity in life makes him quite egalitarian too, expressing a general acceptance for people as they are in terms of sexuality and ethnicity, and a general lack of patience at people who show intolerance toward how people like to peacefully live their lives.

— Negative Trait: Mistrustful The world of Days Gone is as rough as it comes with groups of marauders and drifter moving through the area and the chance of being ambushed at any given moment. As a result, Deacon is hard to befriend because his survival, and the survivals of those he does care about, always trumps a desire to be friendly or risk being stabbed in the back. The rule of "trust no one" is the one that has yields the highest chance of survival overall and is the one that Deacon adheres to most and its a hard habit to break when the stakes are life and death. It has given Deacon the reputation of someone who is only out for himself and unwilling to help unless it benefits him directly. Deacon will also lie, with ease, both for his own sake and others if he wants to throw someone off a particular scent.

— Negative Trait: Anti-authority Deacon struggles tremendously with those in positions of authority. He argues, disputes and contradicts those in position of leadership, self-imposed or otherwise, and is very headstrong when he believes he's being pointed in a poor direction. Deacon speaks of his time in the army as one he hated every moment of, in no small part due to being told what to do, and this issue with people in positions of authority telling Deacon what to do extends into the end of days. Iron Mike, on a ride back to camp with Deacon, says that Deacon reminds him of himself when he was younger - not giving a shit about being told what to do by anyone. Despite seeing parts of himself in Deacon, Mike is often on the receiving end of Deacon butting heads with him about decisions that effect the entire Lost Lake Camp as Deacon believes Iron Mike's methods are too soft and trusting of other camps in the area, which Deacon feels will ultimately lead to Lost Lake's downfall, something which he tells Mike often and loudly before taking matters into his own hands.

— Negative Trait: Deathwish The other side of the coin of curiosity for Deacon is a particular disregard for his personal wellbeing. The belief that his wife Sarah is dead leads Deacon to display routine tendencies toward hoping for, and arguably seeking out, high-risk situations that increase the likelihood of his own death and sometimes makes decisions that are more dangerous than necessary. Early in the game, Deacon opts to burn out some Freaker nests as he and Boozer are traveling back to their camp on a mountain, where Boozer remarks that Deacon is acting like he hopes that plenty of Freakers will come spilling from the nest. This is followed by Deacon needing a part to repair his bike and traveling through a motel site overrun by Freakers at night when they could have waited until the morning when there would be fewer Freakers due to hibernation. These deathwish tendencies shift in intensity when Deacon is considering going to visit his wife's makeshift headstone as it reminds him of what he has lost and his general ambivalence about living in a world without Sarah in it.

• Character Skills:
• Survivalist (foraging, game hunter, first-aid, trap and weapon crafting, etc.)
• Mechanic
• Army training/combat
• Marksmanship (pistols, crossbow, rifles, other firearms)

• Character Inventory:
— ITEM ONE: Drifter bike, non-functioning
— ITEM TWO: Sniper rifle
— ITEM THREE: Deacon's Mongrel ring

• Important Notes: (Possible spoilers) Throughout the game, you're encouraged to find and use NERO injectors as the mechanic to level up Deacon's health bar, stamina pool, or focus. There's a theory this could mean that Deacon is infected with the Freaker virus and these injectors are the reason of some NERO's research that have isolated aspects of the virus that give Freakers their enhanced strength and stamina without the physical mutations. From the game FAQ, this means the enhancements Deacon has gained over time will be nullified.

• Writing Samples:
— SAMPLE ONE: Here
— SAMPLE TWO: Here
farewelldrifter: (Default)
2025-04-26 03:15 pm

info. (wip)

ABOUT
NAME
Deacon St John
NICKNAMES
Deek, Drifter, Biker Man
GENDER
Cis male
AGE
Mid-late 30s
HOMETOWN
FAREWELL, OREGON
MC ROLES
ENFORCER, NOMAD
FIRST IMPRESSIONS
American Pacific Northwestern accent, guff, standoffish, generally unshaven, obvious biker from the kutte he wears featuring the Mongrels Biker Club logo, and the visible tattoos on his neck, arms and hands, with more under his shirt. Deacon comes across as untrusting, suspicious, ready to reach for a weapon if threatened or believes there's reason for him to be cautious. Sometimes curt, sarcastic, and seemingly uncaring about other people's problems. Most of this is a front.
PERSONALITY
RESOURCEFUL
In a conversation with Ada Tucker while Deacon is doing runs for various survivor camps, she mentions that the only people who are able to survive in the world as its become were people who were tough enough before it fell. While Tucker's reading is that logically follows that there are no more good or "soft" people left, what it seems to convey is those with the will to survive will do whatever is necessary. Deacon, as a Drifter, is someone who will do whatever is necessary, even if he doesn't want to, in order to survive. This means he is incredibly adaptive in different situations, reacts quickly, and makes use of whatever is around him to survive. When he cuts up a deer for meat, he will sometimes say to himself "use everything" which is a good summary of his approach to life in a world that's fallen - he will make weapons out of anything from broken table legs to bombs out of tin cans and clock mechanisms; he'll gather wild grown plants and fruits to make salves; he'll collect metal scrap to repair damage to his bike.
LOYAL
Deacon's loyalty is hard to win but pretty unbreakable once its earned. When the Freaker virus broke out, he put his wife on a NERO chopper, but stayed behind to help get his wounded best friend and fellow motorcycle club member, Boozer, through the worst of the chaos and has stayed by his side through everything since the world fell apart. Deacon's loyalty before the world fell apart is signaled in two key ways, first during his time in the army where he was the sole survivor of an attack on his squad, but Deacon made sure to bring the bodies of all seven squad members and bring them to shore. When he returned to America and settled down again in Farewell, OR, Deacon joined the Mongrels MC and has tacitly remained a member as he continues to wear his MC kutte at the end of the modern world. His loyalty also extends to his wife, Sarah, who Deacon still carries a photo of and holds out hope of finding alive somewhere in the world, yet he also routinely speaks with her at a makeshift memorial site he created at the site of the overrun refugee camp Deacon believed Sarah was taken to. Throughout the game, Deacon's loyalty also grows with various survivor camps where he takes on greater and greater personal risk to further the well-being and security of the camps and those seeking safety within them, and through that process Deacon expresses that he has a few lines he refuses to cross, and outright betrayal and stabbing someone he considers a friend is one such line.
CURIOUS
Deacon shows he is a very curious person when he's not restricted by a survivalist's need for caution. One game collection mechanic has Deacon going around and looking at historical markers, tourism items, micro recorders, and listening to radio broadcasts. While Deacon routinely makes remarks of some kind to show his interest or annoyance known aloud, his engagement is very always evident. When he does engage in personal discussion with others Deacon is focused and interested by asking questions and listening with care that tends to go against his appearance of a gruff biker Drifter. When Deacon and Sarah met, he listened and asked follow-up questions regarding her work as a plant researcher and took on her guidance and skills for collecting samples with care. It also leads Deacon to follow leads as far as he's able to, learning skills and gathering information along the way--when he starts doing runs for O'Brian, a NERO researcher, Deacon learns a lot more about the behaviour and mutations of Freakers in ways others around him don't know, leading some to call Deacon a "Freaker expert," both disparagingly and positively. Deacon's general curiosity in life makes him quite egalitarian too, expressing a general acceptance for people as they are in terms of sexuality and ethnicity, and a general lack of patience at people who show intolerance toward how people like to peacefully live their lives.
MISTRUSTFUL
The world of Days Gone is as rough as it comes with groups of marauders and drifter moving through the area and the chance of being ambushed at any given moment. As a result, Deacon is hard to befriend because his survival, and the survivals of those he does care about, always trumps a desire to be friendly or risk being stabbed in the back. The rule of "trust no one" is the one that has yields the highest chance of survival overall and is the one that Deacon adheres to most and its a hard habit to break when the stakes are life and death. It has given Deacon the reputation of someone who is only out for himself and unwilling to help unless it benefits him directly. Deacon will also lie, with ease, both for his own sake and others if he wants to throw someone off a particular scent.
ANTI-AUTHORITY
Deacon struggles tremendously with those in positions of authority. He argues, disputes and contradicts those in position of leadership, self-imposed or otherwise, and is very headstrong when he believes he's being pointed in a poor direction. Deacon speaks of his time in the army as one he hated every moment of, in no small part due to being told what to do, and this issue with people in positions of authority telling Deacon what to do extends into the end of days. Iron Mike, on a ride back to camp with Deacon, says that Deacon reminds him of himself when he was younger - not giving a shit about being told what to do by anyone. Despite seeing parts of himself in Deacon, Mike is often on the receiving end of Deacon butting heads with him about decisions that effect the entire Lost Lake Camp as Deacon believes Iron Mike's methods are too soft and trusting of other camps in the area, which Deacon feels will ultimately lead to Lost Lake's downfall, something which he tells Mike often and loudly before taking matters into his own hands.
DEATHWISH
The other side of the coin of curiosity for Deacon is a particular disregard for his personal wellbeing. The belief that his wife Sarah is dead leads Deacon to display routine tendencies toward hoping for, and arguably seeking out, high-risk situations that increase the likelihood of his own death and sometimes makes decisions that are more dangerous than necessary. Early in the game, Deacon opts to burn out some Freaker nests as he and Boozer are traveling back to their camp on a mountain, where Boozer remarks that Deacon is acting like he hopes that plenty of Freakers will come spilling from the nest. This is followed by Deacon needing a part to repair his bike and traveling through a motel site overrun by Freakers at night when they could have waited until the morning when there would be fewer Freakers due to hibernation. These deathwish tendencies shift in intensity when Deacon is considering going to visit his wife's makeshift headstone as it reminds him of what he has lost and his general ambivalence about living in a world without Sarah in it.
ABILITIES
ABILITY
ABILITY_INFO
INK
farewelldrifter: (Default)
2024-10-11 11:14 pm

(no subject)

PERMISSIONS.
OUT OF CHARACTER
Backtagging: Yes, this is generally my default in most cases due to timezones.
Prose, brackets, text:
I default to present tense prose, but I can do brackets no worries. I don't do texting or phone threads with Deacon because he ICly hates cell phones even before the world went to shit.
Fourthwalling: No thank you.
Player Limits: Prefer to avoid graphic teeth trauma and pregnancy to the tune of "Deacon as dad" but otherwise I'm not easily put off by much.
Timezone: gmt
Contact: DMs first please.
IN CHARACTER
Physical Violence: Yes! Deacon's from a post-apocalyptic canon and I'm always down to clown on fight scenes and violence.
Physical Affection: With build-up, but generally Deacon's a bit cagey.
Shipping: Yes, with age appropriate (25+) characters considering Deacon's in his mid to late 30s. Since Deacon's been very devoted and dedicated to his wife, anything shipping-wise will necessarily fall into the slow burn category but him approaching something in the area of moving on (or not) is something I'm really interested in exploring. I'm generally more interested in m/m by and large and I'm not really interested in playing expressly shipping with canonmates overall, so generally I'm most interested in crosscanon.
Canon Point: Generally prefer to play Deacon no later than I'm Good With That, but any earlier point in his timeline is fine.
AU/Canon Mash-up?: Happy to mush together any ol' post-apocalyptic canons together in whatever combination. I'm familiar with TLOU games, Resident Evil, TWD main story and Daryl's spinoff so far (I'll catch up on the rest someday...), 28 Days Later, Reign of Fire, and so forth, but I'm also down for other genre-mushing.
SUMMARY & CONTENT WARNINGS.
Summary & Content Warnings: Born in the town of Farewell, Orgeon, Deacon is a survivor from a post-apocalyptic world now filled with infected, mutated humans and animals called Freakers, so he comes with all your standard zombie-type world warning including but not limited tos:
Virus outbreak and mass infection
Extreme violence and gore (including torture, self-harm, scarification, third degree/full-thickness burns, self-immolation etc.)
Child infection, zombification/transformation (Newts), subsequent violence toward children, child death, and experimentation
Animal infection (wolves, bears, crows, etc.), animal death for hunting purposes (deer, wolves, crows, etc.), animal cruelty by antagonists (dog), animal mercy killing (dog)
Amputation without anesthetic
Religious fanatical cults (pseudo-Christian cult, end of the world cult, etc.)
Truther/conspiracy theorist rhetoric
Slavery/work camps
Death camps/mass graves
References to sexual assault (presumably committed by antagonist drifters/marauders - no instances of sexual assault directly featured in the game itself)
References to gang violence and drug crime American military references (Afghanistan and Taliban)
CODE BY TESSISAMESS
farewelldrifter: (Default)
2024-05-31 11:31 am

History [WIP]


HE'S MY BROTHER
Taking care of Boozer and making sure he stays alive after the injury sustained on his right arm from Rippers.

SURVIVING AIN'T LIVING
Boozer's going to survive the injury, but he need a reason to live again.

YOU'RE SAFE NOW
Lisa is a vulnerable teenager who reminds Deacon of Sarah's little sister and he wants to keep safe.

I REMEMBER
Grappling with the loss of Deacon's wife, Sarah.

FINDING NERO
What is NERO, the National Emergency Response Organization, researching out in the shit?

WORLD'S END
Tracking down as much NERO intel as is available to learn about what happened to the world.

SOMEONE THAT I USED TO KNOW
Regaining Rikki's trust in Lost Lake camp.

IT'S ALL WE'VE GOT
Helping Addy out in Lost Lake--she's the only doctor around.

WE'VE ALL DONE THINGS
Getting back in good with Iron Mike in Lost Lake.

KEEP YOUR FRIENDS CLOSE
Keeping an eye on Skizzo in Lost Lake.

EARNING OUR KEEP
Doing some work for Lost Lake keeps Boozer safe and lets him recover.

KEEP THEM SAFE
Doing whatever is needed to keep Lost Lake and its people safe.

PROTECTING THE WEAK
If you prey on the weak and helpless it's getting served right back to you.

INFESTATION EXTERMINATOR
Clearing out Freaker nests to make the roads safer to ride.

HORDE KILLER
Hordes are huge swarms of Freakers--taking them out needs strategy, stamina, and a hell of a lot of luck.

AMBUSH CAMP HUNTER
Track down and annihilate marauder ambushers in the area who sent up camp and terrorize the locals and drifters.

BOUNTY HUNTER
Murders, rapists and thieves better watch their back.

RIPPED APART
Discovering what's up with the Rest in Peace cult and its members, the Rippers.

 

coding credit: [community profile] proverbially