Eleven (
savingthrows) wrote2020-10-29 10:28 am
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deerington
IN CHARACTER
Character Name: Eleven
Canon: Stranger Things
Canon Point: S3E06: "E Pluribus Unum", while confronting Billy in her mind
In-Game Tattoo Placement: Right palm
Current Health/Status: Presumed dead via CRAU, canonically alive
Age: 14
Species: Human
Content Warnings: Emotional and Physical Child Abuse, Human Experiments, PTSD, Claustrophobia
History: Eleven @ the Stranger Things Wiki
CRAU History and Impact:
Eleven has been in the game "In The Night" from October 2019 until mid-April 2020. The game soft closed on April 13, 2020, underwent some setting adjustments, was passed into the hands of a different mod team and underwent a soft reboot on April 19, 2020. The transition coincided with a planned flood event designed to permanently damage structures, and was then turned into a flood sweeping through the setting, resulting in the loss of locations, NPCs, and PCs who were dropped. This flood also claims Eleven for the purposes of her arrival in Deerington.
Characters in In The Night were presumed dead through being apped in from a canon death, or a made up moment of peril/death. Eleven assumes herself death, unaware that this is not canon. Her life force has been fused with a storm lantern she has to keep on her person at all times, as being too far away from it or letting it go out will kill her.
Notable physical changes: Eleven has five scars on her neck, as if something long-fingered grabbed her by the neck and dug its claws in to draw blood. They're healed, but very visible.
In "In The Night", Eleven has had notable CR with Bruce Wayne (Gotham), Aziraphale (Good Omens), Bucky Barnes (MCU, she only knows him as Soldat), Riku (Kingdom Hearts), Peter Parker (Spider-Man), Elena (The Vampire Diaries), Dean Winchester & Sam Winchester (Supernatural).
Through them she's learned the following important life lessons:
- "We help each other here, because no one else will." (Elena)
- "No one can carry the load alone, so you should share the load." (Bruce)
- "Sometimes it's important to hide your darkness so others don't hurt for it. Sometimes, people who hide their own darkness need others to see it so they can stop hurting, too." (Riku/Bruce)
- Sometimes you steal make up not to feel pretty, but to hide your bruises. (Bruce)
- How important it is to be kind, and to uplift people she cares about who can't uplift themselves, and to sign all her text messages with 'tallest regards' because it's polite. (Aziraphale, whose name she can't pronounce and who has thus been dubbed 'Mr. Fell')
- That flannel is the uniform of hunters, and that hunters are people who sacrifice themselves for others. (Sam and Dean)
- How to make little paper cranes from paper and candy wrappers. (Bucky)
The setting of In The Night was perpetually pitch-black and dark, with few sources of light that also warded off hostile entities to a degree. This has only increased Eleven's fear of lightless darkness and enclosed spaces (see later in the ep).
Eleven knows that sometimes, not everything she hears or sees is real through a variety of hallucinatory events, and she knows that she's stronger than most adults, and has to protect those who cannot protect themselves as well as she can, as during a coordinated spirit attack on Beacon during which half the town fell into a deep sleep, Eleven was among the defenders, and expended her power to a point of near death. For two months she learned to hide her loss of powers from others so as not to burden them, until her powers recovered. Eleven will need to relearn to trust others when something is wrong with her, as she's veered away from that in In The Night as a result of copying the less healthy coping mechanisms of the very much depressed and broken adults she was surrounded with - which certainly can only get better in Deerington... right?
Through her existence in Beacon, Eleven knows that her power of Portal Manipulation (the opening and closing or manipulation of portals to the Upside Down and potentially other places) does not work in worlds like Beacon and Deerington.
Eleven's also accrued an increase in her fear of abandonment, as towards the end of her time in the game, much of her initial close CR had dropped.
And finally, the nature of In The Night means she carries with her a strange sort of not-survivor's guilt - the Mindflayer threatened to take over her body, and kill all of her friends, and then everyone else in the world. As of now, Eleven herself does not fully know this hasn't canonically happened, though Mike reassures her of that via the TDM. Nevertheless, this is an ongoing doubt and fear of hers - that back home, her mind was lost, and her body used by the Mindflayer to inflict harm upon her loves ones. Surely not a fear that will ever come to pass in different way in Deerington... right?
Personality:
Protectiveness
Having been raised in captivity and social isolation, we're introduced to Eleven as timid, withdrawn and wary of others. While she has grown from that state, she's still seen to be suspicious and wary of strangers, particularly adults -- adults in general, and very strongly so with military-style authority figures.
On the other hand, Eleven is more easily drawn to people who take their time with her, who are patient but not condescending, who share new experiences with her and encourage her - even if she somtimes needs to learn when encouraging blurs into enabling. She's drawn to people who will show her and others kindness and compassion.
While her trust may not be the easiest to win, once gained she's fiercely protective of the people in her circle of friends and family. Even when she doesn't trust someone, she doesn't tend to be openly hostile unless she has good reason - though she has been known to use her powers in petulant ways to mess with others.
Naivete & Mirroring
Due to having been raised in social isolation, Eleven can be very naive due to her stunted emotional and social growth, and consequently lacks a certain sense of social awareness. She's prone to misunderstanding or just plain not grasping words, idioms, and social cues. Because of this, she can lean on parroting others, and taking what they teach her at face value to an extent. This seems to mostly be the case for those she loves and trusts though, as she's seen to do so heavily with Mike, Kali (before rejecting Kali's path in life, Eleven follows her "sister's" lead quite readily), and Max. She takes the values taught to her by others to heart, but sometimes interprets them too literally. This also means she can be prone to take on ways of thinking because others tell her they're right, and she might not always think to question this, opening her up to being manipulated, whether intentionally or not.
Emotional Growth (and lack thereof)
She is only 14, and has, thanks to her friendship/relationship with Mike Wheeler and parenting through Jim Hopper, only just gained an understanding of the concepts of friendship and compassion in the last three years. Her interactions with others are still shaping who she is as a person now that she can finally catch up on the emotional growth her years in captivity stunted. Because of this, Eleven appreciates when people show trust in her ability to make choice, and is very easily antagonized when others make choices for her that she doesn't understand - particularly when it comes to application of her power and involvement in dangerous situations. She doesn't appreciate being condescended or talked down to. Additionally, she can be quite somber when thinking things through on her own terms. She's only just learning to be a child, and had to fight for that much every step of the way, meaning she can have a quiet, observant side to her. But at the end of the day, she is a 14 year old girl who has very little real life experience, and therefore very little in the way of coping mechanisms. She can be jealous of others, and react to things she doesn't understand with emotional outbursts.
Values
The values taught to her so far have seen her lean towards being polite and instilled a tendency towards friendliness in her, even affection with certain particularly close people, and she values honesty greatly.
Volatile Emotions
Never having had to learn how to cope with certain emotions, Eleven's more volatile emotions (jealousy and anger in particular) can lead to her using her powers in petulant but more or less harmless ways, though the level of that can escalate if she gets properly angry and/or frightened, to the point where she can temporarily lose control over her powers. It should be noted that much of her emotional volatility stems from the trauma she's suffered at Hawkins Lab and the methods with which Dr. Brenner raised her, who encouraged those volatile outbursts when they were not directed at him.
Adults and their Rules
She will be more prone to being riled by older characters attempting to exert authority over her, or sideline her despite her capabilities. Eleven doesn't take well to being cut out of helping others based on a situation being deemed too dangerous for her. This can very well make her actively rebel against 'orders' she's been given. If rules are laid out to her in a sensible manner and she's given the chance to understand the necessity for them and isn't the only one subjected to them, she might question those rules, but is generally good about sticking with them - and expects others to as well.
However, it can be just as easy for characters she trusts to sway her into breaking rules she'd not think to break on her own, as she can easily latch on to them and adopt their ways of thinking, or at least parrot their opinions and try them on for size.
Self-Defense & Mercy
She's averse to killing and badly hurting people unless there is a level of self-defense or defense of her loved ones involved. In meeting Kali and becoming temporarily roped into her spiritual sister's quest for revenge, Eleven eventually learns that she would rather protect the people she cares about than focus purely on seeking revenge and embracing her anger and hate towards her former abusers. When confronted with the possibility to kill one of the scientists involved in the project in which Eleven was abused, she chooses mercy and compassion, seeing as he has a family and a chance to turn his life around, rather than giving in to her justified anger and desire for vengeance.
Stifled Growth
Eleven is not book smart and lacks plenty of life experiences someone of her age might normally have, which means she relies on the aid of others - this often affects interactions with other people, but can be extended to encompass any other life skills one might develop. She's never been to school like other children her age, for instance, though she has at the very least a basic grasp of reading/writing. While her vocabulary has expanded greatly over the course of two years / three seasons, there are still plenty of words in the English language she doesn't know, which can be a hurdle in understanding others or explaining herself. Given that Eleven can at times display a lack of patience, quickly rising frustration can in turn lead to her acting on her temper.
Interests & Hobbies
Eleven hasn't had the chance to develop much in the sense of her own interests or hobbies, but she easily grows fond of anything she connects to shared experiences with others - from waffles to comic books to clothes. Recently, her friend Max has encouraged her to seek interests outside of Mike, though even this still sees Eleven taking a lot of cues from Max herself.
Loss
While she hasn't hit that canon point yet, we see in Season 3 that Hopper's assumed death leaves Eleven emotionally devastated, showing that the loss of loved ones has great emotional impact on her. In a smaller way, we've seen this in Season 2, wheras Eleven learns of her mother's existence, and is heartbroken over the woman's fate, as she loses her nearly as quickly as she finds her.
Trauma/PTSD/Claustrophobia
She has a lot of past trauma related to her physically and emotionally abusive upbringing and the experiments done on her. Of particular note is her severe claustrophobia - during her upbringing in Hawkins Lab, she would be locked up in a cramped room if she was defiant or failed a task demanded of her. Reminders of this can still send her into fits of fright and panic, which can be detrimental on her control over her powers. Additionally, Eleven experiences a certain level of PTSD, manifesting in the form of flashbacks when in situations that remind her of her experiences while held at the lab.
People of Importance and how they've shaped Eleven
Mike Wheeler: The boy who taught her about friendship and compassion, who became her boyfriend and whom she is very much in love with. They are currently broken up because Mike lied to Eleven, but she has overheard him telling another character that he loves her - and in canon, she later confirms that she loves him as well. As her first friend, Eleven is rather intensely fixated upon him - to the point where she will often call out his name when she's afraid/lost. Mike's relationship with her has informed a lot of Eleven's character - he taught her what friendship means and that friends don't lie.
Jim Hopper: Adoptive father, who has struggled to keep Eleven safe and whom she very much loves as a father. Their relationship was strained while he was forced to hide her away from everyone else, to the point that she ran away. They have since reconciled and grown closer, though like normal people they run into the occasional strain of single father vs teenage daughter.
Terry Ives: Eleven's biological mother, whose identity she only learned a year ago. Eleven defied Hopper's rules to seek out her mother, and was heartbroken to find the woman catatonic after all that the people at Hawkins Lab inflicted upon her. Saddened and horrified by Terry's fate, Eleven still loves her mother from a distance.
Dr. Martin Brenner: The scientist who defined Eleven's childhood, as he experimented on her mother, and taking the baby after birth to be raised at Hawkins Lab. He was apparently Eleven's only source of human contact, making her depend on him. Like a text book abuser, he softened her harsh and severe abuse with moments of tenderness as incentive for her cooperation. Eleven - as well as other test subjects - called him "Papa", as he positioned himself as a father figure to them. It's only after she's escaped Hawkins Lab and learns about friendship, compassion and love from Mike and his friends, that Eleven is able to see Dr. Brenner for the abuser she is, enabling her to reject his offer to come "home".
The Party: Eleven is friends with all members of Mike's friend group - the Party, as they sometimes refer to themselves as, due to boy's shared love of Dungeons & Dragons. The group consists of Will Byers, Lucas Sinclair, Dustin Henderson and Mike, with the later addition of Max Mayfield, who encourages Eleven to have interests outside of Mike.
Kali Prasad: Also known as Eight, Kali is the only other subject of the experiments at Hawkins Lab Eleven has been able to reconnect with. Eleven considers Kali a sister. Kali encouraged Eleven to reclaim her name "Jane", and focus only on her pain and anger in order to perform greater feats with her powers. Kali is very focused on revenge, and is eager to bring Eleven along for this path, bringing the then 13 year old along for a robbery, as well as using Eleven's abilities to find a former employee of Hawkins Lab with the intent to kill him. It's here that Eleven chooses mercy over vengeance. Kali tries to get Eleven to stay with her by unleashing an illusion of Dr. Brenner in her mind, which reduces Eleven to tears. Kali argued that her friends back in Hawkins could never save her, leading to a character defining moment in which Eleven agreed with the sentiment, yet chose to leave anyway because "I can save them."
Others: While not as close with them as with Mike, Hopper and the Party, Eleven is also on friendly terms with Joyce and Jonathan Byers (Will's mother and brother respectively), Nancy Wheeler (Mike's older sister) and Steve Harrington (Nancy's ex, and accidental mother hen to the children). Consequently, she is also protective of them.
Abilities/Powers/Weaknesses & Warping:
Telekinesis
The physical manipulation of other beings and objects. Affected to some degree by her emotions (she learns to tap into her anger to exert more control). She can use this in small ways (opening/shutting doors, making soda cans burst), but if pressed is able to lift/blast away very heavy objects (like a semi, or a train car). To an extent she can also manipulate people's organs with this power (from crushing bones to bursting brains). She's been shown to use this power for levitation of objects or people as well.
Related: Limited levitation, as Eleven can use her telekinesis to levitate objects and people, and has been shown to start levitating herself when expending a large amount of her powers. This side affect appears to be involuntary, and doesn't allow her to fly, just makes her hover a little bit above the ground through the sheer force of power expended.
Related: Biokinesis, as Eleven's telekinetic powers allow her to manipulate the bodies of other living creatures to an extent. Canonically, we've seen her squeeze a bully's bladder to make him pee himself, liquify a whole squad of goons' brains in their skull, and disintegrate the demogorgon. The greater the manipulation, the more power she expends - disintegrating the demogorgon expends so much of her power that she accidentally gets sucked into the Upside Down.
Warp: As per the page on Power-Warping in Deerington, Eleven's telekinesis will function as usual unless it would be setting/event-breaking. She canonically runs on a bit of an internal battery the depletes when she over-uses her powers, and recovers over time. I will lean into this more heavily in accordance with the setting, making especially the biokinesis aspect of her powers much more costly and therefore less consistently encounter-breaking. Any physical manipulation of other PCs will happen with permission from the player, and naturally she will not be able to just disintegrate event monsters - I will handwave the cost of using this particular ability as too great to be done in game, as the strain on her powers would be too great.
Extrasensory Perception
Eleven has some capability of gaining information through the mind rather than just physical senses,and can glean some surface information about other people by touching/interacting with objects associated with them, in some cases even just photographs of them.
Warp: The power will fluctatuate and work much less reliably IC. OOC, this will be because this power is something I will offer players to fully opt out of, and will also generally only ever use after it's been OOC plotted for with the other involved parties. This has been clarified on her Permissions Page. Should consent not exist, she might either not think to try, or else try and fail. Should it be something she attempts in relation to events and NPCs, I will submit it to the mods, and I'm fully prepared for it to either not work or even backfire on her.
Telepathy/Memory Reading
By inducing a state of sensory deprivation (often blindfolding herself and exposing herself to static noise or electrical humming), Eleven can enter the Void, a completely black and nearly empty mindspace.
Through this, she can locate other people and even creatures across vast distances and even across dimensions (as she's been able to locate people in the same town, across different continents as well as in the Upside Down). It appears she can do this fairly easily with people she's familiar with, while she needs to use a focus of some sort for people she doesn't know, to connect with them through her Extrasensory Perception.
She can use the Void to simply spy on people and gain a limited idea of their surroundings, attempt to tap into their memories, or make her presence known by engaging and directly communicating with them. Usually the people she merely spies on aren't aware of her presence, however this can be circumvented by creatures/people with mental/psychic abilities of their own, and can therefore also be detrimental to Eleven (as in the canon case, for example, of the Mind Flayer trapping her in an illusion of reality, and using her attempt to spy on Billy to locate her in return before she's able to sever the connection).
Warp: In accordance with the page on Power-Warping in Deerington, Eleven will not be able to use the Void to spy on worlds/dimensions outside of Deerington, but feel the existence of her canon world. Furthermore, just like her Extrasensory Perception, the telepathy/memory reading power will work less reliably ICly. While it of course always requires for her to be able to to enter a state of sufficient sensory deprivation and calm to begin with, thus limiting when she can attempt it, OOCly I will only ever use this power on other PCs with the player's express permission and consent. For the purposes of this, her Permissions Page states this clearly, and a full Opt Out is offered. Should she ever attempt this on NPCs or otherwise in the framework of events, I will submit her to the mercy of the mods, with the full expectation that it can/might/will fail, and/or backfire horrifically. Furthermore, in accordance with the Power-Warping page, Eleven will occasionally hear a soft voice murmuring incoherently when she enters the Void. With the mod's permission, as the Void canonically is a way to touch other dimensions, I'd love to add the feeling of being watched from the Dreaming Ability Warp section, as it feels appropriately related.
Technopathy
She can broadcast things she hears or senses while in the Void through radios, speakers, televisions, computer screens or other sound- and image-generating devices.
Warp: This is only briefly shown on the show, and seems to have varying degrees of success to begin with. It will cost her a lot in terms of her internal battery to consistently transmit like this, meaning the power will be much more likely to fail, or only work partially.
Limitations and Dangers
All use of her powers comes with physical and mental strain for Eleven. The bigger the feats she accomplishes, the more exhausted she will be afterwards, as indicated by her nose bleeding. This tends to be just a small trickle of blood for smaller applications of power, and can turn into blood freely streaming down her face when she has to really exert herself.
In order to enter the Void and make use of her ability to find people, Eleven may canonically no longer need complete sensory deprivation as she once did, but she does need a certain level of quiet and focus. In the show, she often has to hush people who talk with one another while she makes such attempts, and in one instance even has to abort the attempt when her concentration is broken. Having entered the Void, though, she can communicate verbally with people in her own physical surroundings to report her discoveries back.
Eleven's powers have been shown to fail in the past after great strain, like a drained battery that needs to recharge. Her powers are not without limit; on the contrary they seem to be a pool of energy she can tap into at will as long as she lets herself 'recharge'. At the end of Season 3, after the canon point of her death for this game, she has to exert tremendous amounts of power to keep fighting Russian military as well as the Mind Flayer again and again, and rip a piece of it out from under her own skin.
Regular Survival Skills
Morse Code as taught to her by Jim Hopper, a few general survival skills like hunting and making fire (aided by her powers, gained from living in the woods for a few months).
The Lantern
Due to her CRAU time in Beacon, Eleven's life force is tied to a pecular looking storm lantern. This acts as a regular lantern would, except if events or other effects would strip characters of light sources (see: the November 2020 TDM prompts). In such cases, the lantern would remain lit, but not illuminate the surroundings, therefore not serving as an actual light source. Otherwise, Eleven must keep the lantern on her person. If she gets too far away from it, she will weaken and die. The lantern requires no oil or other fuel to remain lit, however, it can go out if it's submerged in water or broken. If the lantern goes out, Eleven dies.
Warp: If the lantern is on her person when it breaks or she otherwise dies, it can be treated like part of her body in that it would disintegrate into pretty flakes, and return fixed alongside her, as well. If it's not on her person, it has to be found/recovered before Eleven can revive.
Inventory:
- Lantern holding her life force as a light source, worn on the belt with a carabiner clip
- Clothes, including the blue hair tie, as passed from daughter to father to daughter
- Beak-shaped half-plague doctor mask filled with herbs blessed by Aziraphale to smell like pine needles, woodsmoke and forest to remind her of Hopper's cabin
- a set of glitter pens
- A set of two walkie talkies
- A stuffed alpaca which has been adorned with a flower crown made of fabric
Writing Samples: TDM | ITN Network
OUT OF CHARACTER
Player Name: Inky
Player Age: 33
Player Contact:
Other Characters In Game: Castiel (AU) |
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In-Game Tag If Accepted: Eleven: Inky
Permissions for Character: Here
Are you comfortable with prominent elements of fourth-walling?: Yes
What themes of horror/psychological thrillers do you enjoy the most?: Challenging characters' physical and mental limits, challenging their weaknesses, confronting them with their fears and guilt, forcing characters to rely on each other or fail, forcing characters to make difficult choices and sacrifices.
Is there anything in particular you absolutely need specific content warnings for?: pregnancy related body horror, "on screen" sexual/domestic violence
Additional Information:
