PLAYER INFORMATION
Your Name:Mouse
OOC Journal: n/a
Under 18? If yes, what is your age?: No
Email + IM: Up.in.flame@gmail.com + Whatuhflamer
Characters Played at Ataraxion: None
CHARACTER INFORMATION
Name: John “Kable” Tillman
Canon: Gamer
Original or Alternate Universe: n/a
Canon Point:
Mid-fight with Hackman in Society. Right before the elevator scene.
Number:002-030
Setting: http://en.wikipedia.org/wiki/Gamer_%28film%29
The setting of Gamer is our Earth, set an indeterminate time in the future. The driving force of the movie (and much of the ~civilized~) population are two video game phenomenons created by a charming, brilliant man by the name of Ken Castle. The reason these games are so striking, is that the avatars being played are real living human beings. Thanks to a bit of technology Castle invented, a single nano-cell planted in a volunteer's brain replicates repeatedly until the motor cortex of the brain can be controlled remotely. That's right. Buy the game and you have your own remote controlled person to act out whatever you want.
The first game released was Society, a social networking type game complete with night clubs, hotels, cars, dogs. Players get to dress their avatars up in whatever they want and are free to roam around the playable area, chatting with other players (through their avatar's mouths), screwing, and generally doing all the things they're too afraid to do in real life. That which society frowns upon, Society thrives upon.
The second game was released a year after Society's success rocketed Castle into fame and fortune. The concept behind the new game, Slayers was far more dark than its predecessor. It was Castle's proposed solution for the strained budget of the prison system. Endorsed by, and in full cooperation of, the United States government, Slayers allowed gamers to control their very own convict, called “I-Cons” in a brutal first person shooter. Any convict able to survive thirty matches would be granted a full pardon. There was no shortage of volunteers despite the dismal odds.
Between the ping, inexperienced gamers, real life threats that normal games don't account for (building collapses, injuries that don't miraculously heal after a few seconds, the lack of respawn, etc) a convict's chance of surviving one round was unlikely. Surviving thirty was believed to be impossible. Still, Castle pulled in yet more riches as people paid to see the matches, each rooting for their favored convict.
History:
Kable, born John Tillman of Albany, New York was little more than an average career soldier before Ken Castle turned his life upside down. Tillman was happily married to a woman named Angie, with a young daughter, Delia, and a fairly normal life, but he volunteered to be a subject for an experiment that promised the people of the world a better future. The idea was to replace the brain, cell by cell with self-replicating nano-cells. The new tissue would never break down and never deteriorate. It was to be a huge advancement in modern medicine.
Corporal Travis Scotch and John Tillman were the first volunteers. Nine weeks into the trials, Tillman shot Scotch in the head and was sentenced to life in prison for it. The experiment was publicly discarded and considered a failure.
The truth of the matter, however, was that the initial goal of the experiment had been to see if nano machines injected into the brain could be used to override a living person's motor functions to create remote controlled humans. When Tillman shot Scotch, it was not he who pulled the trigger, but Ken Castle, the proprietor of the experiment. The fact that he could force a man to, not just murder on command, but shoot his best friend in the head, pleased Castle greatly. To him, the experiment was a success and he set the technology aside as the heat from the murder cooled.
Tillman spent two years in jail before being offered a position to become an I-Con. He was unaware of the magnitude of it-- just how many people were watching, who was behind it-- but the chance to be pardoned and released was not something he could pass up. He was innocent, wrongly accused, all because he had volunteered for what seemed like a beneficial experiment and then been forced to shoot his best friend in the face.
Lucky for him, he got paired with Simon Silverton, a seventeen year old rich kid with nothing better to do than be the very best like no one ever was when it came to video games. Between Simon's gaming experience and Tillman's killer instincts, the duo managed to survive twenty-six rounds together, stirring a media sensation. Everyone that watched Slayers was rooting for Kable to make it out alive, to get his pardon, and to return home.
By round twenty-nine, he could practically taste his freedom. He believed that he was going to get out fair and square. Unexpectedly, his player started speaking to him with an illegal walkie-talkie mod. He took this information in stride up until another con tried to kill him in a restricted area, seemingly without a handler. Realizing that someone was attempting to keep him from his goal, he requested that Simon find a way to set him free.
Round thirty, he got his wish. He used his new freedom to.. well... acquire freedom. He escaped the confines of the game and went searching for his wife. This is when he got picked up by the Humanz, a cyber-terrorist group attempting to bring down Castle's empire, and the very same group that had helped Simon aid in his escape.
All Tillman wanted was to get back to his family. Unfortunately, there were quite a few hurdles in the way to get to that point. He had to rescue his wife from Society and have the Humanz sever the nantex link. Then he had to square off with Castle himself in order to retrieve his daughter from the madman's clutches.
Tl;dr Tillman was a normal dude who ended up tangled in some serious shit and saving the world was a side effect of him getting his family back.
Personality:
In canon, Tillman is described as such: “They said you name's was Tillmans... Just sitting, always sitting, just looking... A dude inevitably starts to break up, start to crack and break up every day, never know if you gonna die today... but not you... Kable, Kable, Kable, he just sitting, looking, like he got a plan, he already somewhere else, he on a mission, nothin' get in his way, never break, never snap, never say shit, just take care of his business... You spooky.”
The strange, rambling monologue actually does a pretty good job of describing him. Tillman is a quiet, reserved kind of guy who, outside of the heat of battle, keeps his words and his thoughts to himself. The other inmates tend to avoid him (with the exception of Freak, to whom that monologue belongs) and he is content to sit on his own and reflect and plan, and think about his family. His main weakness, and his ultimate strength,is his family They are his goal, and what they are what drives him, what fuels him, and what also leads him to make mistakes, like going to Castle’s manor in search of his daughter.
Being controlled by Simon, and being played in the game Slayers, is just a means to an end, for him. Without the opportunity, he would have been on deathrow, or prison, likely for life, but with Slayers, there is that chance, that glimmer of hope that he could get out. All he would have to do is survive.
Tillman is a career soldier and as such, he’s been no stranger to violence even before his time in prison or Slayers. Surprisingly, none of that has managed to desensitize him entirely. He hates to see allies or civilians hurt in any capacity. At one point, he gets extremely worked up (see: becomes a shaky mess in an alley) when he is forced to relive the death of his friend and fellow test-subject, Corporal Scotch. When Simon callously refers to a recently exploded Freak as ‘giblets, kibbles and bits. Chunks. Pieces.' he responds with a disgusted, 'those are real humans, fucker.' He can understand that it's kill or be killed in the game and he has no problem pulling the trigger to keep himself alive, but that doesn't mean he enjoys it.
Despite the fact that he essentially saves the world, Tillman is not the hero type. The Humanz offer him the chance to save the world directly and to get revenge on the man that had him imprisoned, but he doesn't seem interested. In fact, he's already on his way out the door. The only reason he helps is because they utter the words 'We know where she is’ in reference to his wife, who works in Society. After that, Tillman doesn't even ask questions. He just gets a gun and suits up.
When he first learns that Angie lost Delia to the state, his response is not one of anger or indignation. There is no accusing “you lost her?” There is only a renewal of that quiet, steadfast determination. He silences his wife's apologies with gentle touches and mentally prepares himself for a face-off with Castle that he knows he has little chance of winning. At this point, he's home free. He's out of jail and he has his wife, but he goes right back into the lion's den to retrieve his daughter.
When Castle has him under complete control, he is given a knife and instructed to stab Delia to death. Tillman fights hard and thanks to his strong conviction and a bit of help from Simon, he manages to override Castle's will and turn the tides.
In short, Tillman is a compassionate man that loves his family but who has been pushed to such twisted extremes that he can snap a stranger's spine without batting an eye and whose emotional state only falters for the briefest of moments when an ally is blown up in front of him. Anyone and anything that is not his wife or child is anyone and anything that is not worth sticking his neck out for.
Abilities, Weaknesses and Power Limitations:
Strengths:
+Tillman is skilled in hand to hand combat. In one scene, he is able to dispatch eight opponents in a row using efficient lethal force.
+He knows his way around many different kinds of guns. On top of everything he used as a solider, any time Simon purchased a new weapon for him, he got to take it out to the range before the next match. Futuristic rocket launchers? No problem.
+The nano cells in his body assist the healing process. It isn't Wolverine fast, but something that might take a normal person a week to heal might only take him four days. Something that might normally take a month might take a few weeks.
+Tillman is hell bent on returning to his family. It is his singular goal. He won't go down until he is back with them.
+Desensitized to violence. It's just a means to an end. Mental fortitude, thy name is Tillman.
Weaknesses:
He's only human. Take away that body armor and he's as squishy and vulnerable as the next guy.
Nantex link: This remote link allows a player to control his body. The Nantex link provides him with a unique IP address which would theoretically be hackable for anyone with the skill. If hacked, there would nothing he could do to remedy the situation.
His family applies to both fields, really. They are his strength, his driving force, and he will stop at nothing to be with them again. As such, if someone were to claim they had his wife or child captive, they would not have to hack his brain to make him dance to their tune. Even if he doubts that his family is in danger, he would rather comply than run the risk of being wrong. If they got hurt because of his actions-- or inaction-- it would completely destroy him.
Inventory:
Clothing: Combat boots, worn out cargo pants, a brown t-shirt, and a bulletproof vest.
Weapons: A combat knife, a sub-machine gun, a pistol. A reasonable amount of ammo.
Other: A crumpled picture of his wife and child, worn and folded, but as cared for as a man fighting for survival can manage.
Appearance:
Tillman is a Caucasian male, six foot two, with a sturdy build. His hair is brown, his eyes are blue, and his face is generally filthy and ill-shaven. Between his military service, prison, and his time in Slayers, it stands to reason that he has a pretty healthy collection of scars under his clothes. There is a tattoo on his right forearm that reads 'I am right here with you'. He was played by Gerard Butler in the movie and the PB will remain as such.
Age:
38
AU Clarification:
Previous AX CR!
Tillman was on the ship for about 6 months. He'll remember familiar faces and know the general lay of the ship! I'm not sure how much more specific to be here.
SAMPLES
Log Sample:
“Good luck, Kable,” the guard at the door murmured, his voice low and quiet. The guards weren't supposed to say much of anything to the prisoners, but it had been happening with increasing frequency since the quiet convict with the focused blue eyes had won his third consecutive match. My name is Tillman, he thought as he stepped into the sunlit arena. It was a bright, clear day and he knew it wouldn't be long until he was drenched in sweat and grime and blood.
There came a brief spark, a painful tingling, that started with the top of his head and spread throughout every muscle like venom. His gait faltered as an influence that was not his own slipped into his body. He stopped moving and brought his arms up, his fingers stretched into 'the horns' as he gave a rock star's salute to the ring. He did not breathe throughout the humiliation but his muscles shook with the force of him fighting the foreign hand manipulating him like a marionette. The pose, on top of being ridiculous, was dangerous and impractical. The seconds felt like an eternity as he stood there with no cover, his arms raised to expose that sweet spot near his armpit that his body armor did not protect. One bullet there and he would go down with a sucking chest wound that he had no hope of surviving long enough for the medical sweep at the end of the match to save him.
As his arms relaxed, he forced himself to take a breath. There was always a strong desire to fight, to wrest control from the player, to regain his autonomy, but after three matches he knew that fighting would do nothing more than strain his muscles and slow him down. Neither result was beneficial for the battlefield. Surrendering control went against every instinct he had, but as images of Angie and Delia flitted through the forefront of his mind like a promise, his body relaxed. For them, he could give up everything. Twenty-seven matches to go and he could see them again.
Until then, all he could do was cooperate with the invisible hand and lend each movement the force of his convictions. He had to stop acting as Tillman and once again surrender to Kable. That was the only way to survive. That was the only way to win.
When the siren sounded at the end of the round, his only thought was twenty-six.
Comms Sample: Video;
Looks like I'm back. Been a while. [He sighs resignedly. He doesn't want to be here again, but maybe seeing familiar faces will make it more bearable? Small consolations.]
Last time I was here there was a fight club. That still going on? [Sparring sounds pretty soothing at the moment.
Your Name:Mouse
OOC Journal: n/a
Under 18? If yes, what is your age?: No
Email + IM: Up.in.flame@gmail.com + Whatuhflamer
Characters Played at Ataraxion: None
CHARACTER INFORMATION
Name: John “Kable” Tillman
Canon: Gamer
Original or Alternate Universe: n/a
Canon Point:
Mid-fight with Hackman in Society. Right before the elevator scene.
Number:002-030
Setting: http://en.wikipedia.org/wiki/Gamer_%28film%29
The setting of Gamer is our Earth, set an indeterminate time in the future. The driving force of the movie (and much of the ~civilized~) population are two video game phenomenons created by a charming, brilliant man by the name of Ken Castle. The reason these games are so striking, is that the avatars being played are real living human beings. Thanks to a bit of technology Castle invented, a single nano-cell planted in a volunteer's brain replicates repeatedly until the motor cortex of the brain can be controlled remotely. That's right. Buy the game and you have your own remote controlled person to act out whatever you want.
The first game released was Society, a social networking type game complete with night clubs, hotels, cars, dogs. Players get to dress their avatars up in whatever they want and are free to roam around the playable area, chatting with other players (through their avatar's mouths), screwing, and generally doing all the things they're too afraid to do in real life. That which society frowns upon, Society thrives upon.
The second game was released a year after Society's success rocketed Castle into fame and fortune. The concept behind the new game, Slayers was far more dark than its predecessor. It was Castle's proposed solution for the strained budget of the prison system. Endorsed by, and in full cooperation of, the United States government, Slayers allowed gamers to control their very own convict, called “I-Cons” in a brutal first person shooter. Any convict able to survive thirty matches would be granted a full pardon. There was no shortage of volunteers despite the dismal odds.
Between the ping, inexperienced gamers, real life threats that normal games don't account for (building collapses, injuries that don't miraculously heal after a few seconds, the lack of respawn, etc) a convict's chance of surviving one round was unlikely. Surviving thirty was believed to be impossible. Still, Castle pulled in yet more riches as people paid to see the matches, each rooting for their favored convict.
History:
Kable, born John Tillman of Albany, New York was little more than an average career soldier before Ken Castle turned his life upside down. Tillman was happily married to a woman named Angie, with a young daughter, Delia, and a fairly normal life, but he volunteered to be a subject for an experiment that promised the people of the world a better future. The idea was to replace the brain, cell by cell with self-replicating nano-cells. The new tissue would never break down and never deteriorate. It was to be a huge advancement in modern medicine.
Corporal Travis Scotch and John Tillman were the first volunteers. Nine weeks into the trials, Tillman shot Scotch in the head and was sentenced to life in prison for it. The experiment was publicly discarded and considered a failure.
The truth of the matter, however, was that the initial goal of the experiment had been to see if nano machines injected into the brain could be used to override a living person's motor functions to create remote controlled humans. When Tillman shot Scotch, it was not he who pulled the trigger, but Ken Castle, the proprietor of the experiment. The fact that he could force a man to, not just murder on command, but shoot his best friend in the head, pleased Castle greatly. To him, the experiment was a success and he set the technology aside as the heat from the murder cooled.
Tillman spent two years in jail before being offered a position to become an I-Con. He was unaware of the magnitude of it-- just how many people were watching, who was behind it-- but the chance to be pardoned and released was not something he could pass up. He was innocent, wrongly accused, all because he had volunteered for what seemed like a beneficial experiment and then been forced to shoot his best friend in the face.
Lucky for him, he got paired with Simon Silverton, a seventeen year old rich kid with nothing better to do than be the very best like no one ever was when it came to video games. Between Simon's gaming experience and Tillman's killer instincts, the duo managed to survive twenty-six rounds together, stirring a media sensation. Everyone that watched Slayers was rooting for Kable to make it out alive, to get his pardon, and to return home.
By round twenty-nine, he could practically taste his freedom. He believed that he was going to get out fair and square. Unexpectedly, his player started speaking to him with an illegal walkie-talkie mod. He took this information in stride up until another con tried to kill him in a restricted area, seemingly without a handler. Realizing that someone was attempting to keep him from his goal, he requested that Simon find a way to set him free.
Round thirty, he got his wish. He used his new freedom to.. well... acquire freedom. He escaped the confines of the game and went searching for his wife. This is when he got picked up by the Humanz, a cyber-terrorist group attempting to bring down Castle's empire, and the very same group that had helped Simon aid in his escape.
All Tillman wanted was to get back to his family. Unfortunately, there were quite a few hurdles in the way to get to that point. He had to rescue his wife from Society and have the Humanz sever the nantex link. Then he had to square off with Castle himself in order to retrieve his daughter from the madman's clutches.
Tl;dr Tillman was a normal dude who ended up tangled in some serious shit and saving the world was a side effect of him getting his family back.
Personality:
In canon, Tillman is described as such: “They said you name's was Tillmans... Just sitting, always sitting, just looking... A dude inevitably starts to break up, start to crack and break up every day, never know if you gonna die today... but not you... Kable, Kable, Kable, he just sitting, looking, like he got a plan, he already somewhere else, he on a mission, nothin' get in his way, never break, never snap, never say shit, just take care of his business... You spooky.”
The strange, rambling monologue actually does a pretty good job of describing him. Tillman is a quiet, reserved kind of guy who, outside of the heat of battle, keeps his words and his thoughts to himself. The other inmates tend to avoid him (with the exception of Freak, to whom that monologue belongs) and he is content to sit on his own and reflect and plan, and think about his family. His main weakness, and his ultimate strength,is his family They are his goal, and what they are what drives him, what fuels him, and what also leads him to make mistakes, like going to Castle’s manor in search of his daughter.
Being controlled by Simon, and being played in the game Slayers, is just a means to an end, for him. Without the opportunity, he would have been on deathrow, or prison, likely for life, but with Slayers, there is that chance, that glimmer of hope that he could get out. All he would have to do is survive.
Tillman is a career soldier and as such, he’s been no stranger to violence even before his time in prison or Slayers. Surprisingly, none of that has managed to desensitize him entirely. He hates to see allies or civilians hurt in any capacity. At one point, he gets extremely worked up (see: becomes a shaky mess in an alley) when he is forced to relive the death of his friend and fellow test-subject, Corporal Scotch. When Simon callously refers to a recently exploded Freak as ‘giblets, kibbles and bits. Chunks. Pieces.' he responds with a disgusted, 'those are real humans, fucker.' He can understand that it's kill or be killed in the game and he has no problem pulling the trigger to keep himself alive, but that doesn't mean he enjoys it.
Despite the fact that he essentially saves the world, Tillman is not the hero type. The Humanz offer him the chance to save the world directly and to get revenge on the man that had him imprisoned, but he doesn't seem interested. In fact, he's already on his way out the door. The only reason he helps is because they utter the words 'We know where she is’ in reference to his wife, who works in Society. After that, Tillman doesn't even ask questions. He just gets a gun and suits up.
When he first learns that Angie lost Delia to the state, his response is not one of anger or indignation. There is no accusing “you lost her?” There is only a renewal of that quiet, steadfast determination. He silences his wife's apologies with gentle touches and mentally prepares himself for a face-off with Castle that he knows he has little chance of winning. At this point, he's home free. He's out of jail and he has his wife, but he goes right back into the lion's den to retrieve his daughter.
When Castle has him under complete control, he is given a knife and instructed to stab Delia to death. Tillman fights hard and thanks to his strong conviction and a bit of help from Simon, he manages to override Castle's will and turn the tides.
In short, Tillman is a compassionate man that loves his family but who has been pushed to such twisted extremes that he can snap a stranger's spine without batting an eye and whose emotional state only falters for the briefest of moments when an ally is blown up in front of him. Anyone and anything that is not his wife or child is anyone and anything that is not worth sticking his neck out for.
Abilities, Weaknesses and Power Limitations:
Strengths:
+Tillman is skilled in hand to hand combat. In one scene, he is able to dispatch eight opponents in a row using efficient lethal force.
+He knows his way around many different kinds of guns. On top of everything he used as a solider, any time Simon purchased a new weapon for him, he got to take it out to the range before the next match. Futuristic rocket launchers? No problem.
+The nano cells in his body assist the healing process. It isn't Wolverine fast, but something that might take a normal person a week to heal might only take him four days. Something that might normally take a month might take a few weeks.
+Tillman is hell bent on returning to his family. It is his singular goal. He won't go down until he is back with them.
+Desensitized to violence. It's just a means to an end. Mental fortitude, thy name is Tillman.
Weaknesses:
He's only human. Take away that body armor and he's as squishy and vulnerable as the next guy.
Nantex link: This remote link allows a player to control his body. The Nantex link provides him with a unique IP address which would theoretically be hackable for anyone with the skill. If hacked, there would nothing he could do to remedy the situation.
His family applies to both fields, really. They are his strength, his driving force, and he will stop at nothing to be with them again. As such, if someone were to claim they had his wife or child captive, they would not have to hack his brain to make him dance to their tune. Even if he doubts that his family is in danger, he would rather comply than run the risk of being wrong. If they got hurt because of his actions-- or inaction-- it would completely destroy him.
Inventory:
Clothing: Combat boots, worn out cargo pants, a brown t-shirt, and a bulletproof vest.
Weapons: A combat knife, a sub-machine gun, a pistol. A reasonable amount of ammo.
Other: A crumpled picture of his wife and child, worn and folded, but as cared for as a man fighting for survival can manage.
Appearance:
Tillman is a Caucasian male, six foot two, with a sturdy build. His hair is brown, his eyes are blue, and his face is generally filthy and ill-shaven. Between his military service, prison, and his time in Slayers, it stands to reason that he has a pretty healthy collection of scars under his clothes. There is a tattoo on his right forearm that reads 'I am right here with you'. He was played by Gerard Butler in the movie and the PB will remain as such.
Age:
38
AU Clarification:
Previous AX CR!
Tillman was on the ship for about 6 months. He'll remember familiar faces and know the general lay of the ship! I'm not sure how much more specific to be here.
SAMPLES
Log Sample:
“Good luck, Kable,” the guard at the door murmured, his voice low and quiet. The guards weren't supposed to say much of anything to the prisoners, but it had been happening with increasing frequency since the quiet convict with the focused blue eyes had won his third consecutive match. My name is Tillman, he thought as he stepped into the sunlit arena. It was a bright, clear day and he knew it wouldn't be long until he was drenched in sweat and grime and blood.
There came a brief spark, a painful tingling, that started with the top of his head and spread throughout every muscle like venom. His gait faltered as an influence that was not his own slipped into his body. He stopped moving and brought his arms up, his fingers stretched into 'the horns' as he gave a rock star's salute to the ring. He did not breathe throughout the humiliation but his muscles shook with the force of him fighting the foreign hand manipulating him like a marionette. The pose, on top of being ridiculous, was dangerous and impractical. The seconds felt like an eternity as he stood there with no cover, his arms raised to expose that sweet spot near his armpit that his body armor did not protect. One bullet there and he would go down with a sucking chest wound that he had no hope of surviving long enough for the medical sweep at the end of the match to save him.
As his arms relaxed, he forced himself to take a breath. There was always a strong desire to fight, to wrest control from the player, to regain his autonomy, but after three matches he knew that fighting would do nothing more than strain his muscles and slow him down. Neither result was beneficial for the battlefield. Surrendering control went against every instinct he had, but as images of Angie and Delia flitted through the forefront of his mind like a promise, his body relaxed. For them, he could give up everything. Twenty-seven matches to go and he could see them again.
Until then, all he could do was cooperate with the invisible hand and lend each movement the force of his convictions. He had to stop acting as Tillman and once again surrender to Kable. That was the only way to survive. That was the only way to win.
When the siren sounded at the end of the round, his only thought was twenty-six.
Comms Sample: Video;
Looks like I'm back. Been a while. [He sighs resignedly. He doesn't want to be here again, but maybe seeing familiar faces will make it more bearable? Small consolations.]
Last time I was here there was a fight club. That still going on? [Sparring sounds pretty soothing at the moment.