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information for
eachdraidh
JOHN GRIMM
AGE Mid-thirties.
SPECIES Genetically enhanced humanoid & Aspect of Death. COURT Shardless, formerly Seelie TITLE Shuck's Son ADDITIONAL TITLES Staff Sergeant, Reaper, Elf-Friend, Aransadorien, Knight of the Golden Cadre, Champion of Redgate, Shield of Cothromach, Hammerhand, Commander of the Red Hand CANON POINT Post-movie. HEIGHT 6'1" WEIGHT 190 lbs INVENTORY
CLOTHING 1 pair combat boots, black; 1 pair fingerless gloves, black; 1 pair RRTS uniform pants, black; 1 RRTS uniform shirt, long-sleeved, black; 1 utility belt, black; 2 thigh holsters, black; 1 combat vest, black; 4 sets padding, 2 elbows & 2 knees, black; various pairs of socks & underwear; five classic rock band t-shirts purchased at the Station; 1 Yule-red cloak; 1 bandersnatch fur cloak that will never wear out or thin from Muscovy; 1 charmed cloak from Hermione; various setting appropriate clothing. [ ✖ ]
ANIMALS 1 bay mare from Redgate, currently unnamed. 1 saber-fanged cave lion, female, named Buttercup. 1 saber-fanged cave lion, male, named Hellebore. 1 cat who was once a girl named Wenda. Multiple strays. [ ✖ ] WEAPONS 1 Heckler & Koch G36 (modified) + ammo; 1 Heckler & Koch USP + ammo; 1 warhammer in Seelie colors, enchanted such that each blow it strikes on his foes shall heal the hurts of his brothers-in-arms (whoever fights closest alongside him); 1 modern compound bow + arrows; 1 basic hunting knife; 1 set of flat throwing knives & sheathes from Mako; 1 knife from Sif; 1 set of brass knuckles; Needle from Arya Stark; 1 dark tower shield with no symbol from Cullen Rutherford. [ ✖ ] ACCESSORIES 1 silver chain + dog tags, charmed by Hermione to also function as a communications device; 1 ring of red iron that allows John to control earth and stone; 1 red ring from Redgate from Alyosha that allows him to teleport up to 5 other beings with him; 1 polar bear thumb ring made of bone from Korra; 1 woven tassel from Korra; 1 belt and leather pouch (third from left) from Sif; 1 vial of potion with chain from Hermione; 1 bag of holding from Hermione; 1 enchanted compass from Rin Tohsaka, commissioned by Alyosha; 1 Red Hang ring for communication; 2 saddlebags of holding from Hermione; several collars enchanted with protective charms from Hermione; 1 magic clock from Hermione; 1 large cat brush from Cullen Rutherford; 1 slab of metal with blood magic runes of protection from Hermione. [ ✖ ] OTHER 1 chunk of Reynard the Fox's hair; 1 palm-sized tin soldier armed with a great sword, enchanted to re-form to life size if broken to defend John for an hour or two, from Linnaea; a selection of books on shardbearer battles of note, the Jabberwock, and the sundered courts; 1 picture of his sister, Samantha; 1 picture of High Queen Solais in a gilded frame; 1 portrait of John's Drabwurld family from Hermione; ink handprints of Shamash and Ishtar from Alyosha; 1 enchanted razor from Hermione; 1 set of keys to Alyosha's villa (outer gates, stables, his room, Aly's office); 1 letter from Alyosha; 1 letter and drawing from Alyosha; 1 letter from Hermione; 1 key to Hermione's home in Nimh Gleanne. [ ✖ ] |
John Grimm is a man who is hiding from himself and hiding himself from the world. On the outside, he’s all military. He doesn’t look forward to leave, he looks forward to the next mission. When he has downtime, he spends it dissembling and reassembling his weapons, wanting to do it better and faster. He follows orders and he gives orders, and he’s earned the nickname his unit has given him – “Reaper”. He’s a hardass with no patience for bullshit who does what he has to in order to get the job done and get out alive. Reaper doesn’t talk about his family, doesn’t have close friends, doesn’t let himself get too attached. It’s all about the job. On the inside, though, it’s not all about the job at all. On the inside is a man who cares for his teammates, even the ones he doesn’t exactly like. Will he threaten them? Yes. Would he actually have blown holes in the Kid if he took more drugs? Probably not. Inwardly there’s a man who looks at things and sees how they work, his love for science that existed as a child still there, just hidden to make things easier. John does a lot of hiding, really. He hides the way he truly feels when he comes out of his memory therapy, saying he feels okay instead of that he wants to kill the therapists and everyone else in the room. He hides the way he feels about his sister, making Sarge think Reaper will back him up over Sam. He hides his past, making Sarge and Sam the only people who knew about what happened on Olduvai when he was a child until Duke asked and the only people who knew Reaper even had a sister. For Reaper, it’s easier to hide things. He pushes his emotions and thoughts about things that aren’t the mission aside because if he doesn’t, he’ll be consumed with guilt. He’s done bad things, he tells Sam; he’s not a good person. Sam, though, is the one who sees right through his masks because she knows him – she’s his sister and he’s her brother. She believes in him, and as it turns out, she’s right; beneath his tough outside, John Grimm is still the sensitive and empathetic person he once was. He’s still a good man, a man who seeks justice when the Kid is killed in cold blood, a man who refuses to kill innocents if there’s another way. He’s a protector, not just a fighter. He’s unselfish and reasonable instead of selfish and hungry, and it’s why C24 doesn’t turn him into a monster and makes him superhuman instead. A marine, Reaper is protective and loyal to members of his unit, people he trusts to have his back even if he doesn’t necessarily like them. It is only when they step over Reaper’s personal lines that he takes action against them. Sarge was willing to give data that created monsters to the UAC, which was tense, but it was only after he killed the Kid that Reaper actually acted -- and even then, it was after he and Sarge worked together in order to survive. John’s protective instincts also extend to his sister and other perceived innocents – it wasn’t their fault that the research team did human studies and it wasn’t their fault that they were at the wrong place at the wrong time. While Reaper isn’t exactly warmer to any of them than he is to his teammates, he does go out of his way to give Sam a means to communicate with him and, later, to defend herself. It’s more than the others do for anyone, their concerns being over keeping the threat contained. Reaper and the Kid are the only ones who disobey orders for unselfish, moral reasons; Portman disobeys orders, but it’s because he doesn’t want to die. Reaper and the Kid do it knowing that they might die but also knowing it’s what’s right. There are two major emotions in John Grimm’s life. John feels tremendous amounts of guilt about what happened to his parents, even though it wasn’t his fault, and his actions afterward toward his sister. He doesn’t know how to make up for ten years of next to no contact, so he tries to push his emotions toward his sister aside to focus on the job, only for Sam to bring them out again. He doesn’t know how to reconcile with the fact that he should have been a better leader, should have refused to use untested weapons, should have known the setup in the jungle that killed Jumper was a trap. In the Ark, his mind feeds on this, the guilt nearly devouring him to the point that Reaper despairs and nearly kills himself because it might make things right. The things he’s seen and done haunt him, Post-Traumatic Stress Disorder a part of his life that he has to deal with – and he deals with it by going to therapy he doesn’t want and by avoiding thinking or feeling too much when he can. His PTSD is part of why he’s so angry, why he reacts so loudly to things that could kill them all. Portman’s trash-talking negatively effects morale and the thought processes of the others on the team, so John steps in to defend the Kid, saying that he’ll kill Portman and no one will miss him. Likewise, the Kid being high in the middle of the mission is giving away their position and making the Kid’s nerves rattle, making him a hazard, so John threatens to shoot him if he takes any more. When he can’t revive Goat, he blames himself; he should have moved faster, should have gotten there, should have done something to keep his teammate alive. But he didn’t, so he kicks something. Above all, John is angriest at himself for his perceived failures. When the anger and the guilt aren’t present, having been pushed aside, Reaper tends to be pretty unphased by most things. Goat pulls out a hunting knife and carves a cross into his skin for taking the Lord’s name in vain? Reaper just stands there and waits for him to finish with a slight roll of his eyes. A crazed, half-transformed scientist bites off the head of a rat and then slurps it up? Reaper just says “ookay” and waits for him to swallow it. He doesn’t leap into action unless he has to, unless there’s a threat or a reason for him to do it. He doesn’t let fear take hold of him because he’s better than that. There’s survival, there’s looking at the weird and moving on unless it tries to harm him, and John Grimm is excellent at both. John also has his own, somewhat dark, sense of humor. He’s very sarcastic, dryly stating that his molecular genetics is a little rusty when Sam shows him Lucy’s chromosome profile. He explains some things using dry humor too, such as when explaining to the Kid that Pinky went to one galaxy and his ass went to another. He’s not going to tell you knock-knock jokes and make you laugh hysterically, but once in a while, he might make you grin. ABILITIES
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( codes by whambam ) |