Entry tags:
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Age: 23.
Current Characters: N/A.
Age: 37.
Canon: Overwatch.
Canon Point: During the Reflections comic, immediately following passing out at the bar.
Background: Canon background is here!
Personality:
Relaxed and easygoing, McCree is every bit the Southern gentleman he portrays himself as-- he's charming, easy to talk to, and courteous at his best, with a level enough head to ensure he can keep his cool through most situations. He strives to do the best he can as an agent of justice, which brings with it a strong moral code that forms one of the core aspects of his life. He's a man on a self-made path to redemption, trying to pay his debts for the sins of the past with doing right by the future-- for what he's done as a part of the Deadlock Gang, he wants to even the score, acting as a vigilante to try and offset the weight of his deeds. Blood may not wipe away blood, but it can set things right. It's worth noting that McCree doesn't just shoot people and call it even, though-- he prefers to avoid conflict wherever possible, and gives most people picking a fight with him multiple opportunities to just holster their guns and get out of town. If they don't take it, well-- he warned 'em, and they can't say he didn't try.
McCree is highly confident in his own abilities and is used to relying only on himself, operating solo in order to minimize both risks and potential difficulties. He's a fan of taking the path of least resistance, although that doesn't stop him from bearing down when the time calls for it-- he knows better than to simply lie down and take shit, and has no problems with standing up for himself and others. McCree will intervene to protect people wherever possible, and is more than willing to take the hit for those in need when faced with the opportunity. It's not out of a desire to be a martyr-- acting in the defense of others is simply the right thing to do, and he has no issue with putting himself in harm's way to keep someone else out of it. The way he sees it, he's far better equipped to deal with the worst of things than your average citizen, and he knows how to get himself out alive. Better him than some civilian-- besides, he's probably endured worse.
He's loyal to a fault to those that have earned his trust in spite of his disappearing acts. Even after all these years running on his own, McCree still answered the Overwatch recall, returning to what was once familiar. Whether it was out of sentimentality or something else, the fact remains that he dropped everything to go back, even his personal quest for absolution. Between Blackwatch, Gabriel, and Captain Amari, his life has been undeniably formed by the organization-- it became a family of sorts to him, and he learned much of what he knows from serving under its commanders. Overwatch still holds a place in his heart, but Blackwatch shaped him the most; he held out with the team for as long as he could until the infighting became too much, and he still regrets what became of what might as well be his home. He's a fan of the independence he now has, but the solitary life doesn't quite work for him, no matter how hard he tries. He always finds himself sticking to where people are, although it's easy to pass it off as simple necessity, given his trade. It's hard to fight crime when there isn't any, and if he kept to himself out in the middle of nowhere, all he'd be is a hermit.
He's comfortable thinking on his feet, and doesn't stick hard and fast to a plan; he prepares himself for as many possibilities as he can think of, but prefers not to get too attached to the details. Improvising is one of his strong suits, and it's served him quite well over the years. McCree operates with something of a 'burn that bridge when I get to it' mindset, vastly preferring action, even somewhat misguided, to sitting around and biding his time. He works hard and fast, using this momentum to keep himself on his feet; he never has much time to rest between helping where he can and avoiding the law. He's still very much a wanted man, and he's just as likely to be blamed for the very crimes he stops as he is shot at by law enforcement. He's almost constantly in fight or flight mode beneath all his layers of charm and ease, no matter how much he insists that he's perfectly relaxed. McCree's been on the run for years, and he has to be ready to respond to just about anything at a moment's notice, be it a situation in need of justice or someone recognizing his face from a wanted poster.
He doesn't often have much by means of a long-term game plan-- while there's always going to be consequences for his actions, McCree has been known to blatantly ignore them in favor of getting through what's happening here and now. This has led to him giving his enemies exactly what they want before; in one instance, McCree more or less handed Talon a mysterious crate that the organization was after, throwing it off a train without a second thought in order to secure the safety of the passengers. He still doesn't know what was in there, and it doesn't bother him-- everybody got out alive, himself included, and he's happy to count that as a win in his book. He's just lucky it hasn't come back to bite him in the ass yet.
Driven and dedicated, McCree is a man who lives for the current moment. He recovers quickly from most setbacks, partially out of a desire to keep moving forward; if he allows himself to get too hung up on the bad, it's easy for him to get mired in it. He's focused on being a better person, which, while easier said than done, is something he works toward in earnest, much like all of his efforts. McCree doesn't halfass things, and believes in putting his heart into what matters most to him. This can be anything from his interactions with people to what he's dedicated his life to, and he frequently goes above and beyond the requirements he's given. He finds it easiest to throw himself completely into what he does, a fact that sometimes results in him overworking himself; he wants to finish what he's doing with as little interruption as is possible in order to avoid breaking his concentration, and it's difficult for him to tear himself away from his work once it's started. This makes for a good work ethic when he's interested in what's on his plate, but can cause problems if none of his duties catch his attention. He knows he'll be at it for as long as it takes, and he's not terribly enthused about the idea of spending time on something unpleasant.
McCree might have grown beyond who he once was, but some things never change. He remains cocky and impulsive, although time and experience has tempered some of this to more manageable levels-- this doesn't keep him from falling in the same traps, even though he knows full well what they are. He's not one to brag without prompting, but he can be cajoled into it with relative ease, particularly so if he feels as though he's got something to prove, himself or otherwise. He's liable to react without thinking, lashing out on instinct when faced with a direct threat; it's a way to handle things before they get too bad, and it's saved his life before. Still, this same reflex is just as likely to cause him problems if he doesn't keep a close handle on it, and he's made things far worse for himself like this before.
When faced with what he perceives as competition, McCree can go a little overboard, at times responding altogether far too harshly in order to secure his place in the grand scheme of things. His sense of self-worth depends more on the approval of others than he'd like to admit, although it's not something he's likely to acknowledge-- it's difficult for him to show his true feelings to others, instead relying on constantly presenting himself as the free and easy vigilante he's commonly perceived as. McCree's not quite as confident with his identity as he lets on; he's experienced several massive disruptions in his life that have altered his perception of who he is and only in recent years has he been able to be himself without the pressure of others. Who he is now is marked by the transitions of his life--starting with his induction into the Deadlock Gang and his later arrest, McCree's never really had much time to live on his own. Being a part of Blackwatch put his self-development on a far better track and gave him a purpose-- he'd needed that, and it allowed him to make something of himself. This provided the framework for him to overcome the worst of his past, although his deeds still play a very large part in who he is today; he's defined by how he moved past what once held him back, and what he's learned from it all.
Abilities: Aside from the incredibly quick reflexes needed to pull off Deadeye, his ultimate ability, McCree's your average human. (Where the tumbleweed comes from, however, is anyone's guess.) He's trained himself to be an expert duelist and marksman, and is highly proficient with firearms, although his preference will always be revolvers.
Descriptions of his equipment are located in the Other section.
Alignment: Thras. He's a man of action, a vigilante who's willing to risk himself to protect others and uphold justice. It takes something to act, to make up for the mistakes of the past-- he wants to make amends for the wrongs he knows he's committed. He doesn't hide who he is and what he's done, and all this, coupled with the life he leads, speaks to his bravery.
Other: McCree comes equipped with two weapons, one of which almost never leaves his side. His Peacekeeper revolver is a custom-made gun, high-tech and high-caliber in order to provide the most effective stopping power for its size. The ammunition is similarly custom made, and he'll be using it very, very sparingly. While he prefers not to use Peacekeeper for melee attacks, it's very solidly built, and there's a spur on the butt of the grip for if worst comes to worst.
His other weapon is a set of non-lethal flashbangs of Overwatch make, long since pilfered from the organization. They can be used to stun targets for a few seconds using light and impact, although it's worth noting that they're more or less silent. The element of surprise and quick action are important parts of using them effectively.
As far as other equipment goes, McCree wears a light chestplate to serve as body armor. His prosthetic can be used as a weapon, and affords him enhanced strength with that arm-- he's capable of digging his fingers into the metal outside of a high-speed train with enough force to keep himself from falling off, as evidenced in the Train Hopper comic. It covers the lower half of his arm from the elbow down, and is only rarely removed.
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Questions: N/A!
