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Dec 29, 2010 01:46

Player nickname: Orlando
Player LJ: elspeth_vimes
Way to contact you:
Email: agreylady@gmail.com
AIM: Elspeth Vimes
Other: plurk
Are you at least 15?: Y.
Current Characters: Batou, Alberich, Pam Landy, Ivan Vanko, Christopher Carrion, November 11

Character: Megamind
Fandom: Megamind
Character Notes:
History:
A long time ago, in a galaxy far far away...

Well, okay, around 30 years ago, in a galaxy not that far away, a planet was collapsing and being sucked into a black hole. So two parents put their 8-day old baby and a fish creature called Minion in an escape pod and sent them off, to eventually land on earth. Perhaps they could have landed in a good home, surrounded by the means to obtain success in life. But no, a kid from another planet got that. Infant Megamind landed in the Metro City prison.

He was adopted by, and received his earliest education from, the prisoners. They fed him, taught him that policemen were bad and robbers good, and gave him tools to use so that he could do things create a tricycle that blasted down the prison walls. He was a felon by the time he was a toddler.

But he was, under supervision, eventually given the chance to go to school. In spite of trying hard to be liked, he was constantly left out and picked on, a situation not helped by his occasional mishaps and the way that the gifted kid from the other planet (the future Metroman) naturally attracted followers who antagonized Megamind. Eventually, Megamind reached the conclusion that it was hopeless to try to fit in, and that being bad was the only thing he was good at. And so in a giant blue puff of smoke, he got himself expelled from school and sent back home to prison. During the rest of his childhood and adolescence, Megamind would attend school off and on, but for the most part he got time to himself in a special prison cell.

In the years to follow, Metroman would become the defender of Metro City, while Megamind would constantly break out of jail and, with Minion, come up with elaborate plans to defeat Metroman and rule the city. These frequently involved the kidnapping of Roxanne Ritchi, the television reporter who was assumed to be dating Metroman. None of them worked. But if Megamind can be counted on to do anything, it's to keep trying.

If accepted, I'll be starting him pre-canon.

Personality:
Megamind is a big blue ball of supervillain ego covering massive insecurities and, really, a pretty decent guy.

He wants, desperately, to be liked and respected. But from early childhood, the only people who appreciated him were criminals, and he has never really had support from anyone normal. One of the ways he compensates for this is to constantly build up his own ego, paying himself compliments, fishing for them from others, and refusing to admit that he might be wrong or could use help. He knows that he's inferior to Metroman, but he wants to convince someone otherwise.

Megamind believes in destiny. The one thing his parents told him as they sent him away was that he had a destiny. Since he had little success being helpful as a child, and a lot of success being destructive, he figured that his destiny was to be bad. His situation seemed to demand it, so he might as well rise to the occasion and be extravagantly bad. (Note: over the course of canon Megamind begins to see himself more as an individual who can determine things through his choices, but at its beginning he feels more that he is determined by circumstances.)

Megamind is very aware of what his role as villain entails. It means black leather, a lair with blinking dials and tesla coils, complicated schemes involving robots and solar lasers, targeting banks, kidnapping the hero's girlfriend, and losing and getting sent back to prison. He doesn't mind the losses, because he gets to come back from them with something new and better. He does think he wants to win. He's conditioned himself to think that. Winning is the point of epic battles, right? But, thanks to inferiority issues, even he doesn't believe he will win. What Megamind really gains from taking on the role of supervillain is a purpose. He has a way to apply himself, and can gain recognition in what he believes is the only available way. (Note: since the purpose is in the struggle itself, without the struggle Megamind will find himself lost and will eventually seek out a new path in life.)

In spite of all his claims, he's not actually evil. Not seriously evil at least. He puts a lot of effort into the bark, but the bite's not bad. Sure, he'll steal from banks, but he wouldn't mug a person. Yes, he'll cause somewhat controlled property damage, but he'll seldom attack a person and even then he won't really physically hurt someone, just inconvenience them. Kidnapping is okay, but torture or murder is definitely not. Roxanne, when she is abducted, is totally unfazed by the alligators and many pointy instruments of death, because she knows Megamind won't actually hurt her (and that Metroman will rescue her). When in canon Megamind gains control of the city, most of what he does is vandalism and some theft. The city suffers, but primarily because of broken morale and a disrupted bureaucracy. Megamind wouldn't dream of instating some sort of totalitarian regime- he's not mean-spirited. He'd rather live and let live, and outside of the grand game he plays he tends to respect others, and can be a quite agreeable companion. (Note: over time, this spirit of live and let live and respect for others morphs into a belief that lives should be protected.)

By natural inclination, Megamind is a people-pleaser. But through rejection and defeat he's grown incredibly defensive, and thanks to isolation he has almost no concept of how to function in a social environment. He hasn't really seen enough of people to understand how they act and react outside of set situations. If the situation is a new one, or a changed one, he has difficulty adapting and can initially come of very badly, antagonizing others or putting his pride first when he shouldn't (though he'll read up on the right way to approach the situation, if you give him time!). He's energetic overall, and enjoys a benign prank, extended banter, or dancing to classic rock at least as much as he does enacting evil plans.

He is overwhelmingly intelligent. He was around seven when he figured out how to dehydrate and rehydrate animate objects. He comes up with robots, watches that can disguise the wearer, and invisible cars. He reads a lot, uses the library, and has quite a good vocabulary (even if he's not all that great at using some of it). The problem is that none of this intelligence translates into commons sense. He tends not to realize how easily elaborate plans can go wrong, and especially fails to factor in human considerations. He's trained himself to think in grand terms, with the result that it's hard for him to consider the smaller things that influence anything large. He may break the laws of physics with his scientific curiosity, but he has yet to question the system he has put himself under.

In some ways, he is an enthusiastic optimist. He'll cheerfully go to prison, in the knowledge that he can figure a way out, and looks forward to the next three ideas he has for evil plans. But on another level, he's fatalistic and cynical. He knows the less pleasant consequences of his role (like never getting the girl), and doesn't really trust himself to be able to transcend them, even when he tries to.

Other:
He gave himself the name Megamind at some point early in his supervillain career, what he was known as before that isn't stated.

Megamind has an odd case of reader's vocabulary, pronouncing words strangely and frequently neglecting to correct himself even once he knows the correct pronunciation. This will be evident in voice or video posts, but, for obvious reasons, not in text.

He's actually quite light on his feet and a decent dancer.

He also has comedy movie/really determined guy durability. That head can take more than you'd think.

Additional Links:
obligatory wiki link

First Person (entry type):
Evil Plan #62 - THE MOBILE LAIR

STEP ONE: construct the MOBILE LAIR (see plans on pages iii-vii, plus annotations)

STEP TWO: rig the EVIL LAIR with booby traps more drills or saws? look into anvil purchase resources

STEP THREE: move to the MOBILE LAIR, park the MOBILE LAIR near ROXANNE RITCHI's apartment building

STEP FOUR: kidnap ROXANNE RITCHI supplies of knockout gas becoming limited. other methods? Do not want her awake, she kicks!

STEP FIVE: take MOBLE LAIR to undisclosed location need space- sewers are out. docks?

STEP SIX: METROMAN goes to EVIL LAIR to rescue ROXANNE RITCHI and finds only deadly traps!

STEP SEVEN: defeat METROMAN!

STEP EIGHT: rule METRO CITY!

note to self- feed alligators!

Third Person: (prompt: you've lost something, and have no idea where it is)

The invisible car had been a good- no, diabolical idea. It was the perfect answer to that time Metro Man had caught him and Minion kidnapping Roxanne Ritchi. You couldn't be punched for kidnapping somebody if you couldn't be seen kidnapping them! Or, well, you'd be punched later, preferably in the comfort of your own lair where you weren't in danger of ending up with the design from a manhole cover imprinted on your face.

The only problem- and it was just a small one, really- was that invisible things were so difficult to see.

Megamind squinted at the parking lot. Nothing. But it had to be here, they'd driven it to last week's fight with Metro Man in the abandoned factory next to the lot.

He sighed. This was not the supervillain's job. It was so tedious. Minion ought to be doing this. But Minion had lost an arm in that jailbreak, and they needed more parts to fix it. And before they could get those, they needed the car to do the hauling.

If only they hadn't left the keys inside the thing.
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