yourattention: we've been way too out of touch (Default)
Connor Murphy ([personal profile] yourattention) wrote2021-04-09 02:07 pm
Entry tags:

[noctium] app

« PLAYER INFORMATION »

    Name: r(eili von wildcat)
    Are you over 18?: yes
    Contact: [plurk.com profile] flyingthesky+#0332 for discord
    Other characters, if any: Jaskier, The Witcher (Netflix) and Jordan (Hennessey), The Dreamer Trilogy
« CHARACTER INFORMATION »

    Character: Connor Murphy
    Canon: Dear Evan Hansen
    Canon point: About 3 months after Lifeaftr's ending.
    OU or AU?: CRAU (Lifeaftr)
    Age: That's a complicated question! Physically he didn't age any in Lifeaftr but he celebrated 3 birthdays so he considers himself 21. He was 18 when he died, though.
    Species: Human


AU Clarification:
Connor came into Lifeaftr freshly dead and full of resentment toward his family, which only got worse as time went on and he had several conversations with Evan Hansen himself and learned what happened in canon after he died.

A solid set of survival skills learned from the boy scouts, as well as his accidentally excellent diplomacy checks, made Connor an invaluable person on the islands. He frequently explored and held a lot of metaplot clues he didn't, uh, necesscarily share with the rest of the class.

The events that had the most impact on Connor were the sun dying and the island of Umui. The sun dying happened shortly after he first arrived, and it was the first "intense" event that he went through. During the event, he nailed a diplomacy check with the NPC race, the Jormun. This became incredibly important as the game went on, because Connor became the default go-between for the Jormun and the player characters. More importantly, it cemented Connor's strengths in the setting: he was resourceful, always willing to help, and had significant general knowledge. He wasn't on the front lines, but he was always present.

The ruined island of Umui, on the other hand, unlocked Lifeaftr's metaplot and Connor spent a lot of his time searching it and uncovering its mysteries. When Overgrowth disease came into play, Connor was the one who put together most of the pieces and figured out the cure: truly expressing your feelings.

Even knowing this, Connor still chose to stay closed off. He died in his own house, despite his CR's efforts. When the Overgrowth appeared again, Connor again deliberately chose not to cure it. Multiple people tried to talk him out of it and he entertained them with small truths but still refused to express personal details. Still, Connor is far more open to trusting others and befriending them than he used to be and has come pretty far. His mental health is still somewhat hit or miss, but removing himself from his toxic family environment and unlearning the unhealthy thinking they drilled into him have done a lot to make him no longer actively suicidal. Now he's still dealing with depression and suicidal thoughts, but they're not completely all-consuming. Also he's been self-medicating with weed.

In endgame, the world of Lifeaftr began dying. The player characters won a fight against the Historian, forging a path where the Storyteller created a new world. Connor comes to Noctium after several months in this new world, and has learned DND-style magic because he spent all his time wanting to be "cooler" like other characters and once the power restrictions were lifted in the new world he immediately asked to be taught magic by the TAZ cast.

Noctium definitely won't be Connor's first experience with gods. He's not religious, but he spoke with every god that appeared in Lifeaftr and formed relationships with many of them. Although neutral-negative on the subject of gods, Connor never trusted the Storyteller as other characters and chose Water as his patron god out of that wariness and his own feelings about water as a concept so at least he'll feel like his patron god is still keeping him safe.

« RECORD »

    Disposition:
    • Hella Mentally Ill: Connor suffers from canonical depression and suicidal tendencies in addition to panic attacks/social anxiety. He's dealing with his various mental illnesses better after being removed from his toxic family environment and gaining a support system, but still regularly self-medicates with weed. His moods aren't quite as volatile as they were in canon, but he's still pretty emotionally unstable when stressed. Connor's paranoia served him well living on an island where everything was trying to kill him, but it's probably going to be a hinderance now. Fortunately, Connor at least no longer actively wants to die the way he did in canon. He still views death as a means to an end or a tool rather than something to be feared, though, which gets interesting when he's faced with certain situations.

    • Extremely Private: The crux of DEH's plot hinges on the fact that nobody knows the "real" Connor and therefore Evan can lie about having known him, which doesn't directly contradict anything the Murphys know about Connor. Connor's extremely private nature fuels that deception. He doesn't talk about himself, he doesn't have very many friends, and he holds almost everyone at arm's length as a self-defense mechanism. In Lifeaftr he did gain a support system, but he still generally behaved as an island cryptid where characters who had known him for over two years didn't even know basic information about him like his birthday or his favorite color. In Connor's experience, opening up about things only gets you hurt so he spends all his time being "conceal, don't feel" about everything to most people aside from a select circle of CR. Connor's refusal to be emotionally vulnerable killed him once in Lifeaftr so the idea of intimacy with anyone? Absolutely the fuck not, even though he craves human connection.

    • Blunt and Sarcastic: Connor's default mode of interacting with people. The sarcasm is a defense mechanism. It keeps him from getting too vulnerable and letting people get too close if he just makes jokes about things. He also tends to be pretty deadpan, speaking in a flat monotone that doesn't betray much of what he's thinking and makes it hard to tell whether or not he's joking. Some of that has lessened as Connor has let down some of his guardedness, but it still makes itself known when he's in unomfortable (for him) situations. The bluntness is just because Connor doesn't see the purpose in sugarcoating things. He's very straightforward and while he'll redirect a conversation to avoid talking about himself, he rarely ever avoids just saying what he's thinking. If he dislikes someone, they'll know.

    • Morbid: Where some people would probably keep quiet about the fact that they've died multiple times, it's usually one of the only pieces of personal information Connor offers up. He doesn't place it in the same category as other information about himself, because the fact that he loves dying and being dead is the fact he based his whole personality prior to Lifeaftr on. He was, like, the Hot Topic, listens to punk-rock and My Chemical Romance, alternative kid. Anyway, Connor kept his own (flowery) corpse in his house for like a year as a piece of decoration and didn't see anything weird about that until three people were like "what the FUCK, Connor." Even then, he didn't actually get rid of it? The only reason he got rid of it was because his pet dragon set it on fire and he couldn't put it out in time. Basically Connor frequently forgets that other people aren't completely at ease with death and just says dark, morbid shit without thinking.

    • Kind-hearted: The glimpses we get of Connor's childhood speak to a very different Connor, one who saved kittens from under the porch and told jokes to his mother. Even later, we can see that he tries to be kind in his own sort of way. He signs Evan's cast and apologizes even though most people assume he wouldn't. Basically, Connor's private and guarded nature is a learned thing and underneath that is someone whose instinct gravitate toward kindness. That's also how he got a pet dragon in Lifeaftr: he freed them from a fallen tree and fed them beef jerky, then they simply decided Connor was family.

    Suitability: On the one hand, this isn't Connor's first rodeo with gods that want things from him! He's actually pretty good at nagivating new situations and even though some aspect of Nova are unfamiliar to him, he gets technology and he's lived in a large city before. He has a little experience with the body horror of transformations and he knows how to chat up NPCs for information. He even has some experience with having powers!

    On the other hand, Connor is pretty naturally paranoid and not particularly prone to emotional intimacy. Because of the circumstances of the game, Connor's probably going try and work around the need for opening up to perform Synchrony as much as possible. Ironically, he's fine with making out and sex but extremely cagey about emotional vulnerability.

    Condition upon arrival: Physically healthy. However, this isn't his first rodeo with gods and he'll be extremely upset with the fact that he's been AGAA (assigned gem at arrival). Connor is, generally, not a huge fan of gods so while Connor normally doesn't show much emotion, he will be actively angry at the Gem Scientists upon arrival.

    Abilities:
    • Survivalist: After living on a tropical island for a little over two years, Connor has become extremely competent at survival and resourceful. He has a lot of seemingly random for a Gen Z kid skills, from sailing to basic woodworking. Does he know the ins and outs of agriculture? Yeah, actually. Can he navigate on the open ocean? Also yes. Throwing hatchets? Obviously!

    • Background Music: Because he's from a musical, Connor has the ability to hear background music relating to his emotional state. It used to be specific to him, but unfortunately he learned magic as a bard-cleric and the background music is how he casts spells so it's now audible to anyone with the ability to sense magic. It is, in effect, his magic. Or at least it's how he interprets magic.

    • Musical Numbers: Similarly to the background music, Connor can temporarily gain control of the background music and initiate a musical number. These weren't usually diegetic in Lifeaftr, as he primarily used this power for storytelling, but he did use it outside of that on a couple of occasions. It doesn't affect anyone else unless he uses it in conjunction with Unearthly Chorus (see below), but he can manifest his subconscious as another person much like Evan does in the musical. This used to be involuntary, but now it's intentional because it's a variant on Minor Illusion.

    • DND Magic: He's not very good at it, but Connor learned DND Magic from the TAZ cast, post-game. His two cantrips are Minor Illusion (create a sound or image), and Firebolt (it's a firebolt). His four level 1 spells are: Unearthly Chorus (basically his musical numbers power but he can beguile people with it), Burning Hands (AOE fire attack), Cure Wounds (low level healing), and Magic Missile (independently controlled magic darts).

    • Bardic Inspiration: Because of the busted way Connor casts magic like a musical theatre character rather than a DnD bard, his bardic inspiration works slightly differently than it traditionally would. Basically his variant is whenever he performs a musical number, it has a chance of emotionally affecting whoever's listening. It's more like garbage empathy than DnD inspiration.

    • World Hopping: This is obviously 100% nerfed, but Connor's been granted the ability to travel between worlds by the Storyteller. There's a sigil tattooed on the palm of his left hand that activates when he touches a reflective surface like a mirror or water.
    Inventory:
    • Water's Trident: A trident gifted to Connor by the Water. It's an offensive weapon that either sprays a continuous stream of water or a flurry of water pellets within a range of 15 feet. Placing it in water recharges it.
    • Crimson Helm: It's a red helmet that protects the wearer against heat. Useful for when you have a pet dragon.
    • Jormun's Gift: A small charm necklace that allows the wearer to breathe underwater for up to two hours. It must be recharged at a mana pool.
    • Bag: A beat-up army bag that can be converted into a backpack or a messenger bag.
    • Hatchet: A sharpened hatchet that's been clipped to the strap of Connor's bag.
    • Nail Polish: Five bottles of nail polish in blue, black, purple, pink, and a different blue.
    • Other Bag Contents: Pen, notebook, iPod, iPhone, a copy of The Little Prince, sewing kit, lighter, a baggie of weed, 3m of rope, and a copy of Magic For Dummies.
    Gembond: Sapphire
    Gem Location: In his left earlobe, similar to a gauge.

« MISCELLANEOUS »

Post a comment in response:

If you don't have an account you can create one now.
HTML doesn't work in the subject.
More info about formatting