squint: seethesoldiers @ insanejournal (Default)
Dᴏᴍɪɴɪᴄᴋ Cᴏʙʙ ([personal profile] squint) wrote2017-11-25 01:52 pm

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PLAYER
NAME: Chase
CONTACT: [plurk.com profile] weallfloat
ARE YOU 18 OR OLDER: yes

CHARACTER
NAME: Dominick Cobb
CANON: Inception
AGE: 30
CANON POINT: Washing up on shore in limbo, trying to find Saito
HISTORY: Cobb's wiki link
PERSONALITY: Cobb used to be a rational man, and while that's slipped, he still maintains a strong sense of integrity, even if said integrity is rather shaky as of Mal's death. In general, he comes across as slightly aloof, and very much inside his own mind. And he very much is--this is even somewhat present even after Mal's death. He's the type of person that most wouldn't give a second glance to on the street, or no one really questions being there, and that's exactly the way he likes it.

Living with Mal's shade has given him a profound sense of guilt, and it permeates everything he does--he's wary and he doesn't even trust himself. The closest confidante he has is Arthur, and even then he holds him at arm's length. Cobb tends to do this to just about everyone, and tells people things only as they become relevant. This is one of his inherent flaws--he keeps all of his cards close to his chest, especially when it comes to things of importance (the whole mission)--and it blows up in his face.

Despite this, he's smart as a whip: Cobb has a knack for picking up those that share his quick thinking and tend to think like he does--outside the box. While he isn't naturally curious (he's hardened himself, being a professional), there's still that spark that he both has an enjoys seeing in other people, like Ariadne. He also has an intense desire to create and expand. While he suppresses this due to being haunted by Mal and is capable of incredible self-restraint, he does tend to go on gut instincts alone. In artistic terms, he's much more of a director than a producer or actor--he sees what he wants, the big picture, and collaborates with others to get the desired outcome. He's quite good at this, and as such appears to be a leader-type despite not thinking of himself as one.

The reason why Cobb is so good at collaborating is because he knows how to stay focused and on task, even with extremely detrimental things his way--for example, the train in the first dream level in the film, and his memories haunting him. He continues on and adapts accordingly, able to persevere. Not quite manipulative, Cobb is very good at getting everyone to work together and stick with the plan. As stated previously, a large part of this is because he's quite emotionally driven and intuitive and, as such, finds it easy to appeal to people. It's important to note that, while similar to what Eames does as a Forger, he lacks the ability to impersonate, only con.

He's not above lying, of course--and, as is the nature of dreamsharing and running cons, he is able to manipulate and con people extremely well. While he chooses not to do this outside of the job, he does possess the ability. When roused, he does have quite a forceful personality and has been seen as stubborn. He is nothing if incredibly determined, especially when it comes to his kids, but he has a very hard time letting things in the past remain in the past.

Despite being very forward thinking and empathetic, he does not wear his heart on his sleeve--quite the contrary. He is extremely private, and will go to lengths to keep his personal life just that. A lot of it stems from the aforementioned guilt and the fact that, because of Mal and how he incepted his wife and inadvertently killed her, he is quite scarred and will constantly be haunted by her shadow. Perhaps not directly, like the shade of her, but she will constantly be on his mind.

A very large part of Cobb is that he tends to be incredibly hypocritical--he tells Ariadne not to do a lot of things he goes ahead and does, which Arthur literally points out in the film, and while he's aware of his actions it doesn't seem to bother him in the moment. He's quite adept at skirting responsibility until later, and isn't afraid of shirking it completely if it never comes up.

Despite all of these negative qualities, Cobb is a fundamentally good person--the entire film is spent doing one last job just so he can get back and see his kids, after all. He wants what's best for his team, even if the job in the film shows his incredibly selfish streak.

POWERS:
Lucid Dreaming: Like the rest of the Inception crew, Cobb is able to control (to a degree), build, and navigate dreams. This is only done with a PASIV and certain chemicals, however, neither of which are likely to be readily available in the game but have the potential to be some sort of player plot.
Architect: A former architect, Cobb is very good with buildings, mazes, labyrinth, and the like. He knows layouts and the nature of layouts well, understands buildings' structure/integrity with very little thought, and basically knows where to put things to make it safe or unsafe when building.
Firearms: A hazard of the trade, Cobb is now quite capable of shooting with intent to kill. He prefers guns with silences (again, part of the trade) but is a crack shot with a sniper rifle. Unless you're Mal.
Combat: Again a hazard of the job, Cobb can hold his own in a fight. It should be noted that he has a dad bod much prefers stealth and talking his way out of a situation, though.
Con-man: Cobb can literally talk his way out of dying and has done it at least three times in the film. This is where his principal strength is: he is so good at reading people, he chooses the right approach/gambit, and goes for it. He's patient enough to know when to back off in a conversation and quick enough to know when to strike. He's the sort of guy you don't realize just swindled you out of your entire life savings because you think it's your idea in the first place.
Thief: For as good of a person as Cobb is (most of the time), Cobb is, in essence, a thief. Dream or not. He doesn't normally run point, that's Arthur's job, but he's very good at blending in, seeming innocuous, and then having no qualms shooting your projections in the back of the head when they're caught unawares.
Adaptability: The film is a clusterfuck, and while it's mostly his fault, he's able to adapt and survive in a quick, calculated manner. A huge part of that involves listening to other team members, of course--Ariadne comes to mind--but he's unafraid to bend the rules or play fast and loose with the plan when things go awry. He's the guy you want in your corner when you're under pressure.

SAMPLES
1ST PERSON: with Arthur
3rd PERSON: Another thread with Arthur

MISC
PLANS: OOCly, after Drogo didn't work out I wanted to bring someone in who's still layered in terms of character but a little more outgoing and provided more than raw strength. Cobb is just the person, and since I haven't played him in a game since tushanshu was new I'm eager to give him a go again.

ICly, it will be interesting to see how Cobb adapts to dream versus reality, which is a huge motif throughout the film. Especially from his canon point - he has just said goodbye to his wife and accepted her loss but hasn't quite got out of the woods yet in terms of ending. He's still in a dream, even if it's technically limbo. I want to play on that. I also really want to explore how Cobb deals with people that aren't in his small group of illegal dream thieves coworkers. The game and the settings will give him chance to grow!
ITEM: Mal's totem, the spinning top.
CHARACTER @ID SUGGESTIONS: @cobbsalad or something equally stupid!
HOW DID YOUR CHARACTER JOIN COST? Cobb has no idea of how they approached him, but is aware he joined. Where or how they met up, he has no clue, but he does specifically remember agreeing.