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Player Name: Spy
Character Name: Parker (No last name, no first name, just one name. Like Parker: one is enough.)
Canon: Leverage
Canon Point: Same as the original app

What have they been doing during the timeskip?
Hiding. She's been hiding like whoa in the small out-of-the-way place she found prior to the skip. With Hardison gone, she's been avoiding most people. Parker's gone feral y'all.
She's also committed a series of thefts, because Parker. It's her way of staying not completely insane.

What kind of CR would you have liked to have developed during the timeskip? Likely, the only people she would willingly communicate with are Dick, and Root. Dick, because he's a kid and thus outside the realm of untrustworthy (aka -- everyone else). Root because Parker knows her crazy, and thinks Root's crazy like a fox.
Any further annoyances to Captain America would be automatic. See: spitballs, short-sheeting, "kick me" signs, disappearing things, and other immature pranks.

What is their current attitude towards The Computer and how well known is it?
F*** the computer and the horse it rode in on. She wouldn't say this aloud because that would require talking to people, and, in her head, she's working a long con. Got to stay in character.
She also thinks the computer killed Hardison. So, yeah. F** the computer.

What is their current clearance level and how did they obtain it? Red. She tries to be unremarkable at her "official" job.

What secret societies have they been approached to join during the timeskip and what is their role in them?
She was approached for thefts prior to the timeskip, but she's not been overly reachable. The thefts, she's all for, but associations? Yeah, not so much.
Will steal for cash.

What is their Service Firm and Position? Internal Security: Infiltration Consultant (This will still involve infiltration of air filtration systems.) She's not changed positions because she's content with a job that lets her roam.
whosalicewhite: (Default)
Room: Red 1103
Job: Infiltration Consultant
Financial Info: Parker's account

Thread Tracking:
"Hey, Stucky!" (Bucky Barnes)
Pretzels are here! (Hardison)
Who's this kid? (Dick and Hardison)
whosalicewhite: (Default)
Player Information
Player name: Spy. I also go by "HEY YOU, OVER THERE"
Contact: I'm pocketspy on Plurk!
Other characters in the game: None.
Reserve Link: A reserve for a lot of crazy (Original reserve)


Character Information
Character Name: Parker. Just Parker Alice White. Only Parker
Canon:Leverage
Canon Point: 5.04 ("The French Connection Job")
Species: Allegedly human. Who knows? It's Parker. She might be Stich's long-lost half-human cousin.
History: Don't ask. Just accept what she does.
Personality: 3 Paragraphs? Surely you jest!

Parker can be defined by three succinct quotes. The first is “20 pounds of crazy in a 5 pound bag” and “she’s broken.” The first one, though humourous, is a more colloquial view of the character. The second is much closer to the truth. The third, will be dealt with at the end of this section.

She misses obvious cues, particularly non-verbal ones, or takes what a person says literally. This applies to a lot of metaphors and symbols. For instance, she could not equate Eliot as the metaphorical fiddle in “The Fiddle Job” for much of the episode. While it is often played for humour, it is frequent nonetheless. In the case of basic friendship, she does not realize that someone “normal” would like her, and assumes it is only the character she plays, though the character of “Alice White” is Parker, with a few lessons from Sophie. In her head, they are two separate people (“The Juror #6 Job).

Most of her communication is more factual, as opposed to personal. She will lovingly describe the aspects of a 1920’s safe (“The Bottle Job”) but have difficulty revealing anything personal, like the death of her brother, or how she feels about Hardison ("The Double-Blind Job" "The Grave Danger Job"). Such emotional revelations will often result in rash behaviour, such as trying to save the orphans (“The Stork Job” "The Boost Job"), wanting a psychic dead (“The Future Job”) and deciding she needs to like some art form (The French Connection Job"). Also, her way of communicating has her frequently appearing to change the subject, though she may be focusing on an obscure detail, or moving forward without bothering to introduce the subject change (most evident in “The Three Days of the Hunter Job” and "The Underground Job"). She is not one to waste words.

Parker is often inappropriate with people. She lacks modesty and has changed several times in front of Hardison and Eliot, much to their surprise. It’s all a part of her not understanding what’s appropriate and what isn’t. She will stare, despite people’s discomfort, or say something a little too truthful, not thinking it might hurt (every comment about Sophie’s acting, ever). Also, her reactions vary inappropriately. For instance, she once stabbed someone with a fork for touching her (“The Stork Job”) and will often use a taser to solve problems. Even her attempts to relate with others -- such as her thinking her being buried alive compares with Eliot locking himself in a small space, or what she sees as obvious in a getaway bag -- are inappropriate.

Parker has an odd sense of helping. Even early on in the series, when the original LA offices were set up, and Hardison lists a variety of things people can do to help, Parker buys a plant. She’s not entirely certain why a plant helps, but she does it, nonetheless (“The Homecoming Job”). In fact, “Parker -- helping?” or its variants is a longstanding joke within the show. It’s an important aspect of her character because despite being insistent on how easy it is to work on her own, she is willing to help people -- and will often be confused why people do not see what she does as helping.

On the other hand, when on a job, she is quite capable of functioning within the rules of a given situation. She understands the rules and ways car thieves deal with each other, so, can deal with that situation with confidence and professionalism (“The Boost Job” & “The Two Live Crew Job”). Even when dealing with the most honest person she knows -- Nate’s Ex, Maggie, she can take charge when preparing a fugitive bag, because it’s a situation with which she is familiar (“The Zanzibar Marketplace Job”).

Her relationships with the team vary. Sophie is the one most likely to try and teach Parker the appropriate social skills (“The Juror #6 Job,” “The Ice Man Job”) and the one who will acknowledge her growth. Hardison is the one to whom Parker will most likely reveal something personal, and she’s yet to attempt to stab him with anything when he does touch her. Finally, when it comes to Hardison, she has feelings for “pretzels,” but needed Sophie to explain what those feelings were. With Nate -- it’s his morality that she follows, and as for Eliot -- she appreciates him for his skills and focus. When it comes to people outside of the team, Parker is able to empathize with those whose situations are similar to her own (“The Boost Job” & “The Stork Job”), but has the most difficulty interacting with “normal” people (“The Juror # 6 Job” "The Girls' Night Out Job").

As for those around her, Parker takes cues as to the morality she is to follow from the team. It takes a while, but she learns, in chunks, that she’s now one of the good guys (season 1) and that the team is a family (season 2 & 3). She will defend that family, as shown when she was, quite literally, going to throw Tara off a roof for what she thought was a betrayal (“The Maltese Falcon Job”). It is important to note that she always used the people around her as the benchmark for morality, and finally acknowledges the morality with which she grew up -- Foster Care's and Archie’s morality -- is no longer her own (Season 1 & “The Inside Job”). At the point in canon in which she is arriving, she is now attempting to apply her new morality independently, or by borrowing Hardison's, though she is mostly limited to those whose circumstances are similar to her own.

Throughout the seasons, the adoption of the team’s -- specifically Nate’s morality, has changed the motivations for her work. At first, everything was about money. She once stated, “I don’t like stuff, I like money,” (“The Homecoming Job”). This is important, as her childhood was so full of upheavals, that money is portable, whereas stuff (save her bunny) is not. Once she found herself a so-called family, the need for money (but she will always love it) diminishes, as the team is more a permanent fixture, though she still has difficulty with it, at times, it is something upon which she can rely. She no longer needs to steal to support herself, once stealing the Hope Diamond only to give it back, or be completely self-sufficient. She stretches further by trying to find a passion in arts, like Sophie's acting, or Eliot's cooking, even though it has nothing to do with money ("The French Connection Job"). This does not mean she doesn’t steal or love money, but it is no longer a requirement for survival, as it was while she was growing up.

Despite this, there is still a certain level of distrust. She’s given several addresses for contact, and has difficulty consulting the team when she has problems (“The Inside Job”). She has difficulty asking for their help in regards to a trial she saw was being rigged (“The Juror #6 Job”) and ran off when a painful part of her past was revealed (“The Future Job”). What is important, is that she will eventually turn to them, which shows her growth as a character who was more than willing to forget all their names (“The Nigerian Job”) to someone who will turn away from the lessons learned from the closest person in her life, Archie, for the team (“The Inside Job”) and its twisted ethics. Eventually, she can accept help from outside of the team ("The Last Dam Job") and even seek it, but that's only in extreme situations.

When it comes to her job, Parker is disciplined, organized, and obsessive. On her weekends, she looks at ways of robbing different banks (“The Three Card Monte Job”). As a tourist, she looks at the security system of museums (“The Zanzibar Marketplace Job” "The Big Bird Job"). She is deeply offended if she has to perform her role with less than usual precision (“The Double-Blind Job”). She sees being a thief as a career, and is proud of her abilities. She does not have a hobby; her entire life revolves around her job and the team. Her dedication of it even applies to her wardrobe, as she finds Sophie’s stylish shoes impractical, and ridiculous, as well as fashion that isn’t, for the most part in the black-grey-white range, and functional, equally as absurd (“The 12 Step Job” & “The Runway Job” respectively).

The orderliness and discipline with which she treats her job, is reflected in her personal life. Everyone has clearly defined roles within the team, just like one does not mix pen colours, or not organize your living space so that everything has its place and is in its place at all times (“The Inside Job” and “The Underground Job”).

At the beginning, I said “Parker can be defined by three succinct quotes.” It is, ironically, for a character whose moments of self-reflection are so few and far between they are notable (usually by Sophie), said by Parker. “People are like locks. You have to be patient and if they don’t go right away you have to be fiddly” (“The Beantown Bailout”). It’s the best advice ever given on how to deal with Parker.



Specialty Skills:
Action Skills
Management -
Hygiene - If tools are not organized and clean, what good are they for thievery. Besides, the only shot of Parker's bedroom ever had shelves of everything neat, tidy, and even the bed looked like a coin could be bounced on it ("The Inside Job"). This is also useful for hiding that a thief's been in a room.

Intimidation - You wouldn't like her when she's angry ("The Lonely Hearts' Job). She once almost strangled Tara, and she wasn't really getting that much information out of her ("The Maltese Falcon Job.").

Stealth - (For specific canon examples see the whole series. She demonstrates at least three of them in any given episode.)

Concealment - Parker can spot a mark and hide stolen artifacts like no one's business. She's a thief.

Disguise - She has dressed up as a diamond-dealer's girlfriend, a magic assistant, a campaign volunteer, and yet no one's called her out for it.

High Alert - High alert would be called "Parker on an off day." She has radar about being watched, followed, etc.

Security Systems - She's a thief. She loves safes. She makes breaking into unbreakable systems a hobby.

Shadowing - Not only can she follow someone and not be noticed, but also appear and disappear at will. This is canon.

Sleight of Hand - She once pick-pocket the world's greatest thief when she was a young girl. Things only when up from there.

Sneaking - Again, the appearing and disappearing at will applies. Also, she likes to crawl through air ducts, steam vents, spaces so small no one should fit, also for fun.

Surveillance - Hardison taught her that. Placing bugs would never be a problem, but she's learned how to bug (and catch them) too.

Violence -
Agility - Her beating of laser-security is infamous. Her gymnastics are equally as impressive.

Demolition - She does like her dangerous chemicals and sometimes fire can be fun.

Fine Manipulation - Anything needing picking, sleight of hand, or careful movement is her thing. See: the whole series.

Hand Weapons - Anything can be a hand weapon in her hands, even a fork. She still prefers tasers.

Projectile weapons - She's a markswoman ("The Carnival Job").

Unarmed Combat - She can kick anyone's butt, in hand to hand, or wrestling, as Hardison learned ("The Tap-Out Job").

Vehicular Combat - She was a getaway driver at before she stole cars. She started stealing cars at 12. A long-running joke in the series is about not letting Parker drive due to her Formula 1 style.

Knowledge Skills
Hardware -

Chemical Engineering - Blowing things up can be fun, right? She's never mixed up the toothpaste with the explosive ("The Zanzibar Marketplace Job")

Habitat Engineering - Only in relation to the inside of every air duct.

Mechanical Engineering - How to make really neat Rube Goldberg-type contraptions.

Vehicle Ops and Maintenance - She was a car thief. She can hotwire any car.

Weapon and Armor Maintenance - See the treatment of her equipment in "The Inside Job."

Software

Parker has Hardison for all that.

Wetware -

Yeah, none of these.

Other Skills (not listed) -

If it involves thievery she knows it and how to do it.

Mutant Abilities: Parker is technically human, though she has been known to appear and disappear without warning, and climb almost flat surfaces.

Service Firm and Position: Internal Security: Infiltration Consultant (This will likely involve infiltration of air filtration systems.)

Samples
Action Spam Sample:

Handy-dandy link to the test-drive meme.

Prose Log Sample:

Parker is on the floor of a carousel. This would be fine for most people, but as Parker has a serious distrust of horses -- she used to loathe them but that’s tempered to unhealthy distrust -- she is not amused. They’re all too pretty and sparkly, and look like they’re hiding something. When she stands, she looks one straight in the eye, because intimidating an inanimate object makes perfect sense to her. Then again, her personal definition of horse is rather loose, in comparison to most. A carousel horse is as much of a horse as a man dressed as one in her world.

Plus, in a strange place, where Parker doesn’t know the lay of the land, refusing to show fear -- whether it’s when facing a car thief, or a Russian mobster, or a carousel horse, is always the best plan for survival. If there is one thing Parker is, besides a thief, it’s a survivor.

Parker’s instincts rear up but those instincts have become skewed. She wants to call Hardison, but doesn't have a phone.

Sense, Parker, sense. Get off this carousel and away from the horses; they’re creepy. Lift a wallet -- or 12. Find an empty warehouse. Find cereal -- and do all of those things in that order. Those are better instincts.

Walking off the platform as if the rules of centrifugal force do not apply to her in any way, shape or form, she doesn’t panic. This is a routine Parker’s gone through in the past, but what is truly different is that that she didn’t resort to it first. No, she wanted to call Hardison because she can tell him stuff. He buys her cereal. He doesn’t throw out the empty boxes and doesn’t snoop when she uses them to hide her emergency stash.

But Hardison isn't here.

Looking left, then right; she’s alone. She turns back to the carousel, waiting for the horse she intimidated to come back around. “Bad horsey,” is all she says, as if it is responsible for her current predicament.

Moving away, in search of a mark, she eyes that beast one last time. She could swear it was looking back.
whosalicewhite: (Default)
Or, you know, not.

Well, the Charon is a place of angst, drama, and horror, but it has been rumoured that even in this environment, shipping can happen.


Sooooooooo: what ships do you sail on the Charon?  Obvious ones?  Obscure ones?  People who have to meet for shipping purposes?  Come on, Exit Void, admit your ships on this ship!



whosalicewhite: (filthy)
Name:  Redacted
Known As: Parker
Common Alias: Alice White
Birth date: Redacted
Birth Place: Redacted
Taken from: 2012
Alignment: Strongly Chaotic Neutral

Personality Assessment

Family: brother (deceased)  (name redacted), Archie Leach (recognized father, no blood relation)

Associates: Nathan Ford, Eliot Spencer, Sophie Devereaux

Significant other:
Alec Hardison

Criminal past:

Pickpocket: Age 8-present age

Cat burglar: Age 9-present age

Arsonist: Age 9-present age

Getaway Driver: Age 11-present age

Car Thief: Age 12-present age

Bank Robber: 15-present age

Art thief: 16-present age

Legal Issues:

6 Months: juvenile detention (auto theft)

Warrants for arrest in 9 Earth countries, including Brazil and Yemen.

Skills

Fears:  Horses, psychics, offending Santa Claus, social expectations





whosalicewhite: (Default)
handle
MUN: Spy
AIM: NA
PLURK: pocketspy
CHARA E-MAIL: [email protected]



[email protected] (3) (no subject) D12 63:19PM
[email protected] (6) Re: Mission D11 8:01PM
[email protected] (12) [text] D10 9:35AM
E-MAILS TEXTS



character info.
NAME. Parker
SERIES. Leverage.
AGE. birthday. age.
HEIGHT&WEIGHT. 5'7, 115
APPEARANCE. A skinny, skinny blond.
STATUS. | TITLE. quick summary. (UNDERLINE PROPER BLOCK. THERE'S FIVE FROM RED TO BLUE.)
LODGINGS. Arrived | ooc date (Day 24)
Staying | ???
developments.
RESIDENCE. ???
POSSESSIONS. One backpack with: three thin dynamic kernmantle ropes, one pulley, one belay device, a homemade harness (not meant for particularly high acensions or descensions ), a set of lockpick tools, three sets of IDs (Alice White's among them), toothpaste, $5000, toothpaste, toothbruth, a small tube of plastic explosive, comb, a taser, and an extra black t-shirt.
Outfit: Black trousers, black sheer t-shirt, grey hoodie, black trainers, black gloves. 
WEAPONS. She has a taser and loves using it.
EXPLORATION. Totally
GOALS. Hang with with her crew, steal all the things. She actually won't care much about going back.
permissions.
TRIGGERS. uninvited touching, psychics, harming her team
MEDICAL INFO. Healthy as a horse, even though she hates them
MENTAL INFO. The creater of the series refers to her as "semi-aspergers" she does not play well with strangers -- well, anyone.
FOURTH-WALLING. Sure.
PHYSICAL CONTACT. Expect to be stabbed, or pushed, or punched, or tasered, unless invited.
ROMANCE/SEXUAL RELATIONS. In two situations: 1) she's faking as she's being on a job b) pretzels are involved.
INJURE/KILL. Ask mun permission, but likely, sure.
DEVICE HACKING. If Hardison's got a hold of it? No.
THREADJACKING. TOTALLY
ANYTHING ELSE. TROLL HER
GIVEN PERMISSIONS.


whosalicewhite: (Default)
How's Parker's rappelling?

Seriously, no one wants to comment on Parker's driving.
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