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INFOMODDING/HACKERY/FOURTHWALLING
Claudia is a world-class hacker and loves sticking her nose into places it doesn't belong. But to avoid infomodding, here's a permissions post to let me know if it is or isn't okay for her to get her grubby little hacker hands all over your stuff. Also, Claudia is a total sci-fi and pop culture nerd, so fourthwalling may come up.

Can Claudia break your character's encrypted transmissions?
Can Claudia interject and respond to broken encrypted transmissions?
Can Claudia track your character's location?
Can Claudia remotely mess with your character's wearable?
Can Claudia post with your character's network ID?
If your character has advanced/sci-fi technology, can Claudia tinker around with it?
Can Claudia fourthwall your character (only applicable to characters from sci-fi or major pop culture media; Marvel and DC characters are counted in this)?
If there are any other things she is or isn't allowed to do with your character that aren't covered by the above, please list them!

REVERSE PERMISSIONS
Backtagging: yes
Threadjacking: ask first
Fourthwalling: ask first
Offensive subjects: yes
Hugging this character: yes
Kissing this character: yes (ask first)
Flirting with this character: yes
Fighting with this character: yes
Injuring this character (include limits and severity): yes (but ask first)
Killing this character: ask first
Using telepathy/mind reading abilities on this character: ask first
suckitmagneto: (casually waggles eyebrows)
 Player Information

Your Nickname: oliver/madi

OOC Journal: runawayballista

Under 18? nope!

Email/IM: runawayballista@gmail.com
runawayballista

Characters Played at Singularity: Harry Lockhart, Agent York (AU)

Character Information

Name: Claudia Donovan

Name of Canon: Warehouse 13

Canon/AU/Other Game CR: canon

Reference: http://warehouse13.wikia.com/wiki/Claudia_Donovan

Canon Point: S3E7, after they bring home Trailer the dog and discover Sally Stukowski has been working against them

Setting: Warehouse 13 takes place in another version of present-day Earth. However, in this world, there exist such objects known as artifacts that regularly threaten and endanger the world and people in it. These artifacts are usually mundane objects that have been imbued with some kind of supernatural or powerful property, although some artifacts are merely fantastic inventions that seem to defy the current bounds of science in some way. Artifacts are frequently belongings or inventions of historical figures or various religious mythos, and though their abilities and effects are hugely varied, most artifacts are able to be subdued by a viscous purple liquid produced in the Warehouse known as neutralizer. Other items used to handle artifacts, like gloves and bags, have the same properties as the neutralizer and will neutralize an artifact or keep it from affecting the person wearing the gloves.

Although it is never specified exactly how artifacts work as a whole or why the neutralizer is effective, they all seem to have a common source. It is noted that artifacts are packed with enough energy to affect things around them, but not very clearly explained how they get to this state. However, just about any object can be an artifact, and sometimes objects are in pairs or small groups that act together, usually known as bifurcated artifacts. Artifacts date back to the dawn of man’s history, although the danger they pose to varies widely. Some of them are innocuous and are freely used by Warehouse agents in containment (such as the Farnsworths, video communication devices invented by Philo Farnsworth himself), while others are so dangerous as to necessitate being confined to special sectors of the Warehouse with extra protective measures in place. Additionally, some artifacts require a human element, some form of interaction, in order to become active; others may very well act on their own.

The dangerous nature of these artifacts is the entire reason the Warehouse exists. Staffed mainly by Secret Service agents, the Warehouse is a secure location designed to contain artifacts that have been tracked down and neutralized. The current Warehouse, Warehouse 13, is located near Univille, South Dakota, a tiny town unincorporated by any neighboring counties (hence the name) -- the Warehouse’s remote location is meant to ensure its safety and relative secrecy. Although it appears to be an ordinary building from the outside, old and run-down, it is quite a big bigger on the inside. The Warehouse is basically an artifact itself, and is far more than a mere building -- it has been stated that the Warehouse is actually an organic, living entity itself, with a strong, symbiotic connection with the person designated as its caretaker; the caretaker’s life is directly tied to the Warehouse’s, and will not age as long as the Warehouse is running. However, if the Warehouse is “killed” or destroyed, the caretaker will die with it. Within the Warehouse is the Neutralizer Processing Center, a small, self-contained factory that produces neutralizer and constantly pumps it throughout the whole building to keep the artifacts within contained and passive. Artifacts are stored therein, mostly on high, towering shelves, although there are several special sectors for more secure containment, such as the Dark Vault, which requires special security codes to access and houses the Warehouse’s most dangerous artifacts.

Warehouse 13 is staffed primarily by Secret Service agents, although non-Secret Service are known to be Warehouse agents, such as Claudia, who was hired internally. They are technically a covert branch of the Secret Service, and field agents generally carry the authority of the Secret Service (their badges and such are still valid), but they have their own unique hierarchy. Artie Nielsen, the senior agent at Warehouse 13, is largely in charge of assigning agents to the field and directing the care of the Warehouse, but they all answer directly to Mrs. Frederic, the Warehouse’s caretaker, as well. Some agents of the Warehouse, however, are not actually Secret Service agents, but have been hired directly by the Warehouse generally because they have some unique skill set or area of expertise; Claudia is one of these agents, and was brought on for her expertise on computer systems. Even though she doesn’t have a badge, she sometimes goes out in the field for retrieval missions.

Mrs. Frederic is not the highest authority at the Warehouse, however; although they are technically a part of the Secret Service, the Warehouse answers to a group known as the Regents. They appear to be the highest authority for the Warehouse, and although their identities as Regents are largely kept secret, the Regents themselves are ordinary people from all walks of life, each chosen for a specific insight or expertise they may possess. Adwin Kosan appears to be the Regent in charge (he has the final say in decision making), and much like Mrs. Frederic, the Regents have a role in the protection of the Warehouse. At all times, the Remati Shackle is worn by one of the Regents, which is an artifact that can be instrumental in protecting it. The Warehouse’s protection is the highest priority for the Regents, and the Shackle is transferred to a different Regent if the current person wearing it is in mortal peril. As might be gathered, there are individuals who are both aware of the Warehouse’s existence and oppose it; although there are those who have acted in revenge against the Warehouse and the seemingly uncaring authority of the Regents, there are others who merely believe that artifacts belong out in the world rather than in a storage facility, and these kinds of people have sought to steal artifacts and bring about the Warehouse’s destruction.

As might be gathered from its name, Warehouse 13 is not the first of its kind. Warehouses of its kind have existed for millennia, at least as far back as the reign of ancient Egypt, where Warehouse 2 was located. Although it is not specified how long Warehouse 13 has been in existence, it has been in South Dakota least a half a century, as the previous Warehouse was located in England during HG Wells’ time.

In addition to the mysterious nature of artifacts, the Warehouse 13 universe also has quite a bit of wacky mad science and gadgeteering in it, especially considering it takes place in the same universe as Eureka. It’s a universe in which a brilliant young person like Claudia can throw together useful inventions at the drop of a hat, usually cobbling them together using an artifact or two as their component. However, sci-fi inventions also exist without the influence of artifacts -- things such as super-charged handcuffs and computerized attack drones also exist, in a typically advanced sci-fi fashion. Much of it is bullshit wacky TV fiction science based only loosely on actual science -- this extends as much to inventions as it does to the computer hacking skills displayed by Claudia and other characters in the show.


Personality: Being the youngest agent, Claudia is kind of the baby of Warehouse 13 -- their resident spunky, go-getter tech girl. Her disposition is generally bright and energetic, prone to cracking jokes at every other opportunity. She’s kind of a genius, and she knows it. When it comes to anything tech-related -- whether it be computer hacking or tinkering with the Teslas -- she has a way of getting what she sets out to do, and although she might complain about the work she does at the Warehouse here and there (mostly only when she gets stuck on boring inventory duty), she has a pretty solid work ethic. Claudia is a total Generation Y kid, and she relies on gadgets just as much as she loves them, and she’ll work on making them more convenient and useful at the drop of a hat if someone would let her.

More than anything, Claudia loves tinkering -- she loves taking things apart and seeing how they work, seeing what makes them tick, and this extends as much to computer stuff as it does to her gadgeteering. She’s not just good at what she does, she loves what she does, and she does it with gusto. She’s curious by nature, and she’s likely to stick her nose almost anywhere it doesn’t belong, even if expressly told not to. When it comes down to it, Claudia’s determined to a fault, and if it’s important enough to her she’ll follow through even at great personal risk -- the lengths she went to to retrieve her older brother from the interdimensional pocket he was stuck in after twelve years damn near killed her, but that didn’t quite stop her.

Claudia had kind of a rough time growing up, and although it hasn’t seemed to make an impact on her upbeat personality, it has definitely impacted the way she interacts with people. After losing both parents at an early age, it was just her and her elder brother Joshua, and then he disappeared too after an artifact-related experiment. She spent pretty much her entire adolescence alone (and part of it in a mental institution), though she went to great lengths to get Joshua back. Family is incredibly important to her, and not just in the blood sense -- everyone at the Warehouse is her family, and though they sometimes rub each other the wrong way, she’s incredibly loyal to them. Her Warehouse family comes first, and there’s no lower blow than feeling like she’s been betrayed by any of them somehow. It takes a bit to earn her trust, but once someone has it, she considers them one of her own and she feels pretty protective toward them.

Claudia has pretty high self-efficacy, but only when it comes to things she knows she’s good at, and when she falls short of her own self-expectations, she’s really disappointed in herself. Outside her comfort zone, though, she’s not a confident young woman -- she’s an awkward twenty-something, keenly aware of her own shortcomings. Although she’s comfortable with her Warehouse family, normal social situations, particularly romantic ones, make her feel sorely out of touch -- she knows she hasn’t exactly had a typical life, and she feels like she can’t quite relate, sometimes. Between the absence of her brother and her stay at a mental institution, she sometimes feels like a total freak around her peers -- she had to grow up kind of fast, but she’s still a kind of a kid at heart.

Claudia’s hobbies also include music and all kinds of pop culture -- she’s kind of a sci-fi geek, unsurprisingly, and she frequently makes references to sci-fi TV shows and the like. She’s also a capable guitar player and singer, although she’s a bit shy about showing off those skills in public. She’s much more comfortable demonstrating how quickly she can break security encryptions than she is playing for a crowd.

Abilities and Weaknesses: Claudia is incredibly gifted for her age with all sorts of technology. Not only is she very accomplished with computers and general hackery (especially security systems -- enough that she once successfully broke into Warehouse 13’s systems, considered pretty much master-level hackery in her universe, and has been able to decrypt Regent-encrypted files on her own), but she seems to have some pretty good understanding of engineering and circuitry, enough that she can invent useful gadgets almost on the spot and modify existing devices. Although her inventions and modifications occasionally go awry, she is generally successful at it. She is pretty handy with a Tesla, but she isn’t all that good in a fight -- she tends to freeze up, and her combat training extends to a few sessions with Myka, which doesn’t add up to much in the end. She is a pretty normal squishy human who is about as killable as any, and she honestly isn’t all that good in a fistfight. She’s also kind of insecure when it comes to normal social interactions, sometimes, particularly when it comes to ~~boys and romance, but she’s working on that.

Notes on limitations: I plan to put up a permissions post for network hackery so as to avoid infomodding, and to ask mod permission before she pokes her nose too deep into any of the station’s systems or Hypatia’s business. As for her inventing/gadgeteering, she pretty much likes to tinker with stuff and make things more convenient, but I’ll keep her inventions to stuff that doesn’t have a godmode-y or widespread effect on the station unless mod permission is obtained (for instance, she might want to tinker with the teleporters just to see how they work, but that’d be a thing for mod permission). I’m not sure what other limitations to suggest off the top of my head, though.

Inventory: Farnsworth, mini Tesla, one pair of neutralizer gloves
The Farnsworth is a small video/audio communication device invented by Philo Farnsworth himself; it communicates with other devices of its kind on a secure frequency spectrum that cannot be cracked. It will not work on Sacrosanct. The Tesla is a handgun invented by Nikola Tesla that discharges a burst of electricity; Claudia’s mini Tesla is a modified version of her own invention, requiring no recharge between firings, and is a little larger than a derringer. The gloves appear to be an ordinary pair of purple latex gloves, but they are imbued with the same neutralizing properties as the neutralizer goo. They have no effect on non-artifact objects.

Appearance: http://images.wikia.com/warehouse13/images/f/f1/Warehouse13-16.jpg

Age: she is somewhere nebulously between late teens and early twenty-somethings, no one ever seems to remember how old she actually fucking is and her age changes every other episode, artifact activity suspected 21

Samples

Log Sample: Claudia doesn’t remember so much the falling as the impact, and the breath whooshing out of her chest and the sharp, gasping inhalation of air that sure as hell doesn’t taste or smell like the Warehouse -- and that strikes a chord, a really wrong chord, and as she pushes herself up to her knees and has a glance around, she knows for a fact that this isn’t Aisle 503-B, and those huge, jutting chunks of metal and rock are definitely not Warehouse 13 shelves.

“Well, frak me sideways,” she mutters, wiping her dirty palms on her jeans -- and they sting, she realizes, red and bruised and embedded with little bits of gravel and whatever the hell else is hanging around here. As soon as she catches her breath enough to, she staggers to her feet, glancing all around. This definitely doesn’t look like home, not from here. That’s a pretty distinct flavor of not good. “Hey, uh...Steve? Steve, are you here somewhere?”

There’s no response, not from her partner, not from anyone, and Claudia winces almost automatically. “Artie?” she tries again, but her voice is met only with cold silence. “Artie, I swear before you start in on me, I didn’t touch anything...”

Still nothing. The lack of silence is starting to unnerve her, and she swears for the first time in her life, she actually wishes Artie was calling back at her, harrumphing and furious and blaming her for something that’s totally not her fault. But all that comes in response is a three-toned chime that almost makes her jump, and a clinically pleasant voice sounding from somewhere overhead.

Welcome to Sacrosanct. Please watch your step.”

“Well, that’s not creepy at all,” Claudia mutters to herself, dry and unamused, but even as she’s picking the gravel out of her palms, she finds herself putting one foot in front of the other -- she’s already survived one hell of a first step, so what would a little exploring kill her?

Network Sample: [ Cue video feed of Claudia peering curiously at her wearable, wiggling her fingers experimentally at the holographic screen before she draws back, eyebrows raising a little. She grins, though, obviously pleased. ]

Now this is cool. Not that I don’t like the Farnsworths -- they’ve got that kinda kitschy appeal, like Antique Roadshow meets The Next Generation -- but if we were all using these things? Artie’d never go for it, though. The guy sure likes his dusty old analog devices.

So, uh -- hello, world? The name’s Claudia, tech genius extraordinaire, and boy are we ever not in Kansas anymore. Pretty fancy place, though, I’ve gotta say. Of course, I’m not convinced this isn’t some kind of wacky artifact activity, but as far as bad days go, this really isn’t the worst of it. You might want to put up a sign by the door, though, ‘cause that first step’s a real doozy.

Profile

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Claudia Donovan

July 2012

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