killzones: (pic#8545600)
THOMAS (edison) ([personal profile] killzones) wrote2014-12-21 11:35 pm
Entry tags:

( application. )

Player Information
Player name: Shari
Contact: [plurk.com profile] angeolras
Are you over 18: y!!
Characters in the game already: n/a
Proof of Reserve: here!

Character Information
Character Name: Thomas
Canon: The Maze Runner
Canon Point: Post The Death Cure
Is your character Dead, Undead or Alive: Alive
History: i'll be shucked.



Personality:


The first most notable feature to Thomas is that he likes asking questions. A lot. Curious and inquisitive by nature, if something isn't completely understood or thought-out, he'll question it until he can find a solution. Gladers were chosen due to a higher level of intelligence which makes sense - Thomas strives for knowledge through all things, as both a natural problem solver and a guy who won't take "no" for an answer. He's the type of man who can't sit back and rest easy when someone is in danger.

Thomas is very stubborn, in that when he wants something done, no matter how idiotic, stupid, or unreasonable, it gets done. He does always have the best intentions at heart, and while he does consider other people's input as a good leader would, ultimately he takes matters into his own hands and makes a decision to benefit the group as a whole. He's pretty impulsive as a whole, sometimes allowing his emotions to rule over him ( as with most things related to Teresa ) without ever showing much emotion on his face. Minho once comments that Thomas never honestly smiles, and given the circumstance of their world as a whole, he only cries a very few number of times.

This is because, generally, Thomas is bad as expressing himself. Often times when trying to explain something, he'll stumble over his words, either completely blanking out or having too much to say at once. This is a rarity as Thomas usually keeps to himself, silent, quick to adapt to a situation and understanding that sometimes while he wants to ask questions, they'll only be a waste of breath. Dealing with WICKED has made Thomas rather neutral when it comes to dealing with higher powers - he's quick to understand possible solutions and outcomes, quick to know what's expected of him and what will insure either safety or freedom.

Given that, Thomas is hardly a passive character. He's not one to sit by while he watches himself and his friends being treated like lab rats. Knowing what needs to be done and what will be done are two very separate things - when put in the Trials by WICKED, Thomas is well aware that they need to listen to instruction if they have any chance of surviving. But he still plots revenge, still says that he'll "kill them all" when it comes down to it, because justice is very important to Thomas. Being that he was one of the Creators of the Maze and helped to make it, he takes responsibility for the actions of WICKED as a whole.

Which therefore makes Thomas an altogether pretty guilty character. Not only because he created the Maze, but because so many people have died because of his suggestions, or from protecting him. The list of people who have suffered because of him is impossible to pinpoint, but it's every member of the original Glade, every person he's ever killed or led to suffer for him. It's all his friends. Thomas would very easily lose the will to fight if it weren't the backbone of his friends supporting him up - he's angry on his own, of course, but that he was forced to ruin the lives of dozens and dozens or children is what really upsets him. He promises revenge for them, rather than for himself.

Because Thomas is a very good person, down to the very core of his being. He's the type of guy who can't leave a friend in danger, who can't sit by and watch others suffer. Even when in the face of danger, he frequently find his mind wandering to his other friends, hoping and wondering if they're okay -- or, more often than not, putting himself in harm's way to assure their safety. Every bone in Thomas is made up of martyr genetics. That said, he's still aware that sometimes bad things must get done for a higher purpose -- not that he's happy with killing or inflicting any amount of damage on anyone, stranger or otherwise, but he knows that sometimes there just isn't any choice.

All that said, Thomas isn't a stoic character -- of course he's introverted, inward thinking and mainly quiet, but he knows how to crack a joke when it comes down to it. Mainly, he's humorous to make someone else smile, but he does occasionally crack a joke out of good fun. Of course, the time and place of his canon has to be taken into consideration when dealing with this, since they aren't exactly living in a fun world, but Thomas is largely a bringer of peace, the guy who tries to cheer people up with things are looking down.


Items on your character at canon point:

nothing but the clothes on his back!

Abilities, Strengths and Weaknesses:

Thomas pretty much has a doctorate in being a kidnapped and forced into awful situations -- where he's from and Den itself don't differ very much at all. He's dealt with situations where no supplies are given, where he's thrown out into the wild and forced to adapt, so he has an upper hand there given the situation they're in.

Other than that, Thomas is in top physical form. He's had a healthy diet and regular exercise, and has been known to run hard for extended amounts of time. He has experience handling weapons like knives, swords, and guns, so he's relatively well-versed in combat and fighting styles. He's no master or fighting, but he can definitely hold his weight against some of the worse WICKED has thrown at him.

Far as weaknesses go, Thomas is a fairly ordinary guy -- a lot more brains than brawn. He's more strategic than just brute force, so in a situation where pure muscles are necessary, he falls a little short. He also, naturally, has some bad PTSD given what he's been through. Considering how many friends he's had to watch die, usually being his fault, it's no surprise that he's haunted by memories and shadows. He also has shown a deep dislike for confined areas -- in the Glade he was thrown into the Slammer ( their jail ) for a day which was too much in his opinion, and in his Third Trial, Thomas was locked up in a stark white room with a toilet and desk for four weeks -- regular food and water, naturally, but no human contact or contact with anything at all. After that, he's shown as getting very panic-y in confined areas or with locked doors, closely resembling claustrophobia.



Samples
Network/Action Spam Sample:

at the test drive

Prose Log Sample:

I won't say you should feel honored, but you should feel concerned.

Everything else had reeked of WICKED. Everything else had made sense to what Thomas had known. Everything else -- and yet, WICKED coming out right and telling him he should be concerned made little to no sense. Were those not the people who had talked of the righteousness of their cause, who talked about how Thomas and his Gladers would save the world? Would they not say he should feel honored?

Perhaps it's another test, Thomas considers, though he wouldn't know the purpose of it. Does he ever? Paradise had literally been in his grasp, he'd blown the WICKED facility down to smithereens, and yet.

Here he stands, a lab rat to WICKED once more.

Bitterly he thinks about how well he's been trained by WICKED, to not panic as he had in the Glade, how he sets quickly about finding out what he can of his new surroundings. There aren't any instructions he's been given other than to get comfortable, that he'll be here for awhile. Something feels off about this whole thing ( how could WICKED survive, how could they still be around to force tests and Variables and Trials and -- ) but it's not like it matters one way or the next. If, by some strange turn of events, this isn't WICKED's doing, he's still been kidnapped, still forced to take place in more games for the strive of knowledge. Patterns? Something like that. Though he can't imagine who else it could be behind this, he figures the more he thinks about it, the more confused he'll make himself. No sense in that.

As always, the first step is to find out where he is. Adapt, ask questions, make a safe house.

Spinning on his heels, and before panic has its proper chance to set in, Thomas takes off running down the nearest path, keeping a wary eye open for the first sound, taste, smell of danger. Desperately, he clutches a broken tree branch in his arms, hoping it'll be sharp enough or study enough to -- he doesn't know, do something. He's made due off of a lot less before, and he'll make due now.