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OUT OF CHARACTER:
Name/Handle: Jemi
Contact: [personal profile] jemisard/[plurk.com profile] jemisard
Reference: n/a
Other characters: Cole (DA:I) [profile] killedbylove, Bigby Wolf (Wolf Among Us/Fables) [personal profile] bb_wolf

IN-CHARACTER:
Character name: Ambrose "Glitch"
Character journal: [personal profile] amicably_absent
Series name: Tin Man
Canon notes: From post series. Not that that necessarily means a damn thing to him.

Species: Human from the Outer Zone with a lot of exposure to magic. Also head cased. Head cases tend to be very open, friendly and somewhat gullible. They also suffer from misfiring synapses which causes them to repeat actions, forget where they are and what they're doing, have difficulty with motor skills and other such associated problems. Their muscle memory often remains intact.

History: Bear with me. In short, Glitch is a character based on "Scarecrow" from the "Wizard of Oz".
I have marked the canon history with bold. I've had to head canon most of the things from before the series. Most of the headcanons are based on things said and suggested by the show.

The Outer Zone (O.Z.) exists somewhere apart from this world. It is possible to travel back and forth with the use of a storm spell designed for that purpose. The OZ was a world of magic and wonder, where science, engineering and magic interweave seamlessly to bring miracles to the varied races that live there.

The greatest of these rulers in remember history was Ozma and Princess Consort Dorothy Gale. They brought about the golden age of the OZ and life has only continued to improve since.

Ambrose was born into this world during this time.
He was the only child of only children. His grandparents all died of various mad science related accidents (his grandmother turned herself to stone and still sits in his parents' yard). Despite a family involved in magical science, it quickly became apparent that Ambrose was special, even in this family. He was brilliant beyond anything that had been seen in generations. He was given a scholarship to Central City to continue his education at the Royal Academy, where he began revolutionising magical technology. He improved the quality of the far speak system (video calls), developed a tridimensional recorder which could record and play back as life like holograms and began researching moratanium in depth, a highly magically conductive mineral.

During a royal visit to the academy, Ambrose met the young Queen, Anoria. She was enchanted with this strange, brilliant young man and they ended up talking long after her visit should have ended. She began to have him summoned to the castle to work on new devices and theories and they quickly became close friends.

Ambrose's parents died while he was studying. A tragic house fire, complete accident, almost certainly started by his mother's latest foray into smokeless fire and fire containment. With no living family, he focused more on his work and his friendship with Anoria. By the time Anoria met the Othersider, Ahamo, Ambrose had become like her brother, an ever watchful, guarding presence. Ambrose had himself trained in martial arts and sword fighting to better help protect Anoria. And himself, come to that. Being young and brilliant was never easy in university and he would not be bullied again,e specially not by the soldiers he had to live alongside in the palace.

Anoria married Amaho and they had two children, Azkadellia and six years later, DG. For a long lived people in a world brimming with magic, the age gap was insignificant. Ambrose adored both the girls, making them clockwork and magic toys, teaching them about his projects and the science behind them.

Then, when Azkadellia, the elder princess, was 12, she and little sister DG went out into the woods of Finnaqua to play. They found a cave with a dark witch sealed inside and, in a moment of Panic, DG fled, leaving Azkadellia to be possessed. The O.Z. may have recovered from that moment, but one of the witch's first actions was the make sure that Azkadellia's light magics were stunted by murdering her little sister. Anoria made a terrible choice. She gave up her own magic to save DG, leaving the O.Z. completely vulnerable to the Witch's predations. Anoria, Ahamo and her mystic, the Wizard made a pact to protect DG until she was old enough to save her sister from whatever Darkness had taken her. They took the child and removed her memory for he OZ and took her to the Otherside to be raised to adulthood. Anoria and Ahamo faked the breakdown of their marriage and he left to go and wait for his daughter's return.

Ambrose never knew any of this. He would never have been able to convince Azkadellia that DG was dead unless he truly believed it and so, to protect him and their plans, Anoria chose to leave Ambrose in the dark. He believed DG died from a terrible, mysterious accident.
He was gutted by her death and promptly threw himself into his work. Azkadellia often came to visit him, learning more and more about Ambrose's designs and work and the Witch came to realise what an asset he was.

During this time, he developed the idea of extending the growing season by slowing the cycles of the OZ's twin suns, giving them a longer spring and shorter winter. This device, the Sun Seeder, was the absolute pinnacle of magic and science interwoven.

Azkadellia reached 16 and the Witch decided it was time to act. She began to sow dissent, gathering those of dark and criminal tendencies, rewarding them for their cruelty in carrying out her orders. Anoria's personal mystic, the Wizard, who had helped her hide DG, tried to protect her but his personal guard were hunted down and he was taken prisoner.

Anoria and Ambrose fled to the North. Azkadellia's undermining had been going on for years and they found their support network was eroded. Azkadellia's advance was ruthless. They were forced to flee to the East when their last loyal, living General, Lonot, handed Azkadellia the North in exchange for a high ranked place in her new order.

In Finnaqua, the place where Azkadellia and DG found the Witch, Azkadellia found her mother and Ambrose. The plans for the Sun Seeder had been destroyed, but they remained in Ambrose's near eidetic memory. Azkadellia had him taken, tortured and when that failed, he was taken and put through a process called "debrainment" or "head casing". His brain was removed and along with it, the plans for the Sun Seeder and the possibility of making something opposite. An Anti-Sun-Seeder, capable of casting the world into eternal darkness.

Former Advisor Ambrose retained few memories and a very rough cognitive ability. While still brilliant, he could no longer focus or remember anything, rendered relatively harmless. The one thing he remained sure of was that he had been the Queen's personal advisor and friend, and was not a common criminal like many head cases.

Calling himself Glitch, Ambrose's former brilliance kept him alive when many head cases died quickly from their condition. He wandered the OZ, certain there was something terribly important he needed to do, but unable to remember what it was. Without a routine and the same faces around him, his condition deteriorated.

A couple of years after his head casing, Ambrose was caught by the tree dwelling munchkins of the East. Suspicious of him, they took him prisoner, opened up his zip to make sure there was no brain and then left him while they decided what to do with him.

Then, they put another prisoner in with him. A pretty young lady with fire in her gut and blue eyes, called DG.

Glitch had no idea who she was, but together, they escaped and set off to try and find the way to Central City…

Which is where Tin Man happens.


Personality: Glitch is not Ambrose, but everything Glitch is is shaped by who Ambrose was and the loss of his brain.

Ambrose was a shy, brilliant, socially awkward man. He was confident and quietly, firmly spoken. He had great passion for his work, and could be rather loud and grandiose when he was in his element, which he would then be embarrassed about later. He would lose hours and days in his work and forget to eat and sleep while involved in things. He was a messy worker, but very fastidious about putting a put together and neat front to everyone else. Even when he was facing his surgery, he was very softly spoken, determined to not show anything.

Glitch has little to no impulse control. He struggles to hide the things that Ambrose wouldn't have shown. Everything is right there, on the forefront, all the time. He's confused a lot, but rather than begin scared, he just smiles and is cheerful. He seems to assume the best of people until he's given a reason not to. And even if he's given a reason not to, he may well forget about that with his next glitch.

He can learn new things and he can remember things, but it takes a while, and what he remembers from moment to moment can vary. This means he changes moods fairly quickly, though he is still generally a friendly guy. He can be very flirty, but almost exclusively with men (which has led me to assume he's probably gay). He tends to chivalrous with women. He'd open a door for a lady, assuming he remembers which way to turn the doorknob.

He is a bit embarrassed about his glitches. He covers it with jokes and laughing, but it does get to him sometimes. He doesn't really have a cruel bone in his body, but he will snark if he thinks he's being treated unfairly. He really admires kindness.

He will kick your butt for touching his zipper. He won't even mean to, but he hates having his head touched. Counting backwards from a hundred also sets off a panic response from the surgery.

Abilities:
• Mad science: Ambrose was a mad scientist, whatever other terms he might have used. He created holograms from light and magic and built plans for a device to slow the passing of seasons to give a longer growth season during spring. He mixes science, engineering and magic like they were one and the same, because to him, they are. All that brilliance is still there… somewhere.
• Martial artist: Most of the time, Glitch can barely manage walking in a straight line, but when threatened, his muscle memory kicks in and remembers he was a personal advisor and body guard to the Queen of the OZ. He's highly proficient in what appears to be a judo like martial arts and skilled with sword fighting.
• Open zipper? Less an ability, more a random note that you can literally unzip his head. He won't let anyone store things in there, that's really uncomfortable.
Augment Skillset: Engineer (Because who doesn't want a mad scientist with literally no brain in his head in charge of keeping the ship functioning?)
Sample: PSL sample.

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