mayfield app

May 07, 2011 12:44

Name: Maddy
Personal LJ: 3dog
Contact Info: aim = vanityremix
Other Characters Played: n/a
Preferred Housing: n/a

Character Name: Chell [REDACTED]
Character Series: Portal
Character Age: 25, more or less. She's spent a lot of time in suspension, but mentally and physically she is about this age.



Background: Wiki link
The above link covers Chell's time in Aperture quite thoroughly, leaving the only uncertain part of her history being her time before the games took place. There are some very vague hints dropped throughout Portal 2 as to her origins: a science project in the "Bring Your Daughter to Work Day" section is marked with her name, and mentions having help from "daddy", GLADoS likens Chell to Caroline in "Want You Gone", the turret opera seems to sing to Chell as a mother singing to her daughter, and the silhouette of a girl appears in a portrait of Cave and Caroline. So the backstory that follows is a blend of speculation, head canon, and the in game hints.

In the late 1970s Aperture Science began making "Low risk" human resource acquisitions for their test subjects. These acquisitions included hobos, tramps, psychiatric patients, seniors, and orphans. Their reasoning for accepting orphans was that they would respond well to shame-based psychology (ie, You would perform better if you had parents). When Chell turned up on Aperture's doorstep (whereabouts of 81-82), she was still too young to be a viable test subject, but was taken in for use later. During her time there, Cave took a shine to the girl, acting as a father to her, with Caroline often fulfilling the role of mother. After Cave's death in 86, Caroline became Chell's primary guardian for the following ten years, until she become heavily involved in the GLADoS project, albeit against her will.

At this time Chell was officially adopted by an Aperture Lab employee, who would later go on to help his adopted daughter with her Bring Your Daughter to Work Day science project. It had been seven years since Chell had last seen Caroline, and they were reunited, in the very vaguest sense, upon the activation of the GLADoS AI during one of the BYDTWD activities. At this point, GLADoS locked down the entire facility, forcing everyone inside to continue working, and testing. It was only a matter of time before Chell's turn at testing would begin.

Personality: In a word: tenacious. And not just regular tenacity, either. Chell just so happens to fall in the 99th percentile of tenacity. What does this mean for those that have to deal with her? Chell will not give up. Ever. Seriously. Throw her into a fire, down an elevator shaft, into space--she will have none of that. Chell's will to live is incredible, her desire for freedom and to be reunited with the outside world will see her through any hardship. For those who would rather her be a test subject, this can be quite the annoyance. Chell has stared neurotoxin in the face without flinching. Her desire to see herself through the fire can sometimes lead her to selfishness where self preservation is concerned. If she has to throw you into an incinerator to continue on, then she may very well do it. Even if you were just about to say "I love you". Of course, this problem could possibly be resolved by the presence of actual humans, as opposed to sentient cubes. Because of her tenacity problem, Chell was never truly intended to be a test subject. At any rate, she had been regulated to the end of the waiting list.

While Chell is no super genius, her IQ is above average, and her problem solving is practically unparalleled. Beyond that, she can work things out while under intense pressure, with the ability to keep calm when things heat up, literally. If you think solving puzzles is hard, try doing it while being riding a conveyor belt into an oven is an entirely different story. With Chell's resolve comes a whole lot of silence. Initially, her silence is out of defiance. Just because she has to listen doesn't have to respond. However, prolonged cryogenic suspension and neurotoxin exposure can be a nightmare for your temporal lobe. It is unclear how severe the damage is, or even if it can be cured. Besides, she's become quite comfortable kicking ass in silence.

Chell's may always have self preservation on her mind, but that doesn't mean she isn't capable of making friends. She can be quite forgiving and easy going when it comes to friendships. Just because you tried to kill her with deadly neurotoxin doesn't mean she'll hold a grudge. In fact, when the chips are down and you're a potato, you can bet she'll be there to plug you and tote you around like a fashionable purse. Ultimately there's no hard feelings. Life is too short (possibly very short, in her case) to hold grudges. Chell would prefer to be non confrontational, but when you're backed into a corner, sometimes you've got to roll up your sleeves and get mad.

Despite all her cleverness and quick thinking, Chell can be a bit naive when it comes to trusting others. She puts her trust easily into those who seem willing to help her, regardless of any history between them. While she doesn't easily fall into death traps, Chell does walk into to fake "surprises" more than once. She is also naturally curious, poking her head into places most might walk by. This includes exploring behind wall panels and exploding grates to learn more of the secrets to her situation. Chell is quite clearly confident: while others may spend years of their lives studying to become certified stalemate associates, she has the guts to walk right up to that button and push the hell out of it.

Her defiant streak runs a mile deep, and might be going a bit haywire in Mayfield. On the one hand, she is trapped, but on the other, she's outside and with other people and not being forced to run test after test. She wasn't always defiant--this was a trait that manifested during her time locked within Aperture as Test Subject #1498. Thanks to the many disadvantages of being an Aperture lab rat, Chell's memory of her childhood is hazy at best. Thus, her interaction with other humans are likely to be a bit awkward until she begins to readjust to "normal" life.

Abilities: She solves puzzles like it's nobody's business. Beyond that, there are no superhuman abilities to speak of--not without her portal gun and long fall boots, anyway.

Sample Entry: Here's a sample
It's not prose per se, but there's not exactly much talking on her end either, given her muteness and all. I feel like no voice is her voice? If that makes sense. Hopefully it does and the sample is okay. If not, let me know. P:
Next post
Up