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Siren's Pull--IC Contact Post

"Clearly I'm not here right now. You know what to do."
[[Currently accepting: voicemails, texts, videos, pictures, etc. transmitted to Mike's NV
Please specify in the subject line of your comment.]]
Entry tags:
Siren's Pull--Pre-Canon Character History
Mike had a relatively simple life growing up. His father was in the military and his family spent much time bouncing around from base to base when he was young. Eventually, they settled in New York and his father worked for the police department. Mike went through school being bullied--mainly for his looks and the fact that his ears that stuck out--not the easiest feature to have as a kid. It didn't faze him much, though--he just kept to himself, his father having instilled enough confidence in himself to know he could accomplish whatever he had to regardless of who tried to hamper his efforts. Mike's father taught him how to box, which stopped much of the insults though Mike got into trouble from time to time for starting fights at school. Mike did well in school academically speaking, however, and worked odd-jobs around the police station his father worked at, eventually training as a police officer once he completed high school.
In his twenties, Mike met a girl who he fell in love with and (quicker than intended) had a son with. While completely committed to one another, they didn't get married until years later when financial struggle led Mike to follow in his father's footsteps and join the military. He quickly got married despite wanting to wait because he wanted his family to be able to live on base with him and being married was a requirement. Mike, his wife, and his son all moved down to North Carolina to spend time on military base Camp LeJeune to his son's dismay (he was a teenager at the time and detested moving away from all of his friends). Little did they know this would end in tragedy.
Camp LeJeune's water supply ended up contaminated with various toxic chemicals that were incorrectly disposed on base. It affected hundreds upon hundreds of military families, though it was kept very much hush-hush, the government not wanting to take responsibility for its actions and their consequences. Unfortunately, the consequences for Mike came after he left the military and settled in Philadelphia, Pennsylvania. Mike began working as a police officer and, soon after, his wife fell ill with cancer resulting from the contaminated water at Camp LeJeune.
After Mike's wife passed away, his then-newlywed son moved closer to home to help Mike out when he needed it, though Mike would never ask. Mike's son and daughter-in-law ended up having a daughter together not long after the wedding. Mike was overjoyed with the prospects of being a father-in-law and a grandfather and eagerly took to the role of both, though he was much closer with his granddaughter than his son's wife.
Mike's son ended up working for the same police department as Mike in Philadelphia. However, tragedy struck for a second time when his son was killed during a routine traffic-stop after unknowingly pulling over a man who had just committed an armed robbery. He had just been on his way to give the man a warning about a broken tail-light when he was shot and killed. Wrong place, wrong time. Mike was crushed and put forth all of his efforts into his career to prevent that kind of thing from happening to anyone else.
Mike was working as a beat-cop for around ten years when another significant life event occurred. After wavering back and forth between killing a man who he kept arresting for beating his girlfriend, he ended up letting the man free. Mike found out a couple of weeks later that the man finally beat her to death. He felt extreme guilt and frustration, feeling like he failed the woman when he had a chance to get rid of her boyfriend weeks earlier. Having faced too much tragedy in Pennsylvania, Mike decided to retire from his job and head to New Mexico, always having been a fan of the desert. Mike had already been failed by the miliarty and the police force, so this event was the icing on the cake for him. It was what made him finally break bad.
Mike made a name for himself in New Mexico as a private investigator, using his skills both legally and illegally and simultaneously working his way into the underground business of organized crime and black market weapons. Once he got introduced to Albuquerque lawyer, Saul Goodman, his ties to crime increased one hundred fold.
It was after getting to know Saul and Saul's contacts that Mike got set up with Gustavo Fring, owner of Los Pollos Hermanos, and got hired into his scheme for one of the biggest, most profitable methamphetamine drug rings in history.
Once realizing the extent and range of his skills, Gus accepted Mike as his main informant--his eyes and ears--his security, and basically his right-hand man. Mike became the official communicator between Saul Goodman and Gustavo Fring, considering Gus wasn't one to hand out his name and contact information. He was far too cautious to that.
The show introduces Mike as already working for Saul and Gus. See the "Character History" section for canon-related character information [ Click Here to jump to Character Application ]
Entry tags:
Siren's Pull - Character Application + Revisions
Player Information
Name: Madison
Age: 26
AIM SN: ehr to the throne
E-Mail: PM me [ here ] or hit me up on Plurk at [
artisjane ]
Have you played in an LJ based game before? Yes.
Currrently Played Characters: Jane Margolis | Breaking Bad [
janesaysdbaa ]
Conditional: Official Reserve Link
Character Information
General
Canon Source: AMC's Breaking Bad.
Canon Format: Live-action television series.
Character's Name: Michael "Mike" Ehrmantraut
Character's Age: Unspecified.
Mike keeps personal information confidential under most circumstances. But, he is an older man--approximately in his late fifties.
What form will your character's NV take? [ image here ]
Mike's NV will take the form of a simple, pre-paid flip phone , which he'll literally snap in half at some point to maintain discretion, getting a new one elsewhere. This happens a lot.
Abilities
Character's Canon Abilities: None in terms of superhuman abilities.
He is, however, highly trained in the use of firearms. He is skilled in hand-to-hand combat as well, though he's getting a little bit old and beat up to meet those physical requirements. He is a trained police officer, private investigator, assassin, and "cleaner" (disposing of bodies, evidence, whathaveyou, and taking care of any situations that need "cleaning up" or need loose ends tied). He is skilled in surveillance equipment and primitive hacking (he both installed functional "bugs" in Walter White's house and overrode a security gate guarding a police station's evidence room). Despite his imposing appearance, he is able to 'slip under the radar' quite easily having had a lot of experience losing people who were tailing him.
If your character has no superhuman canon abilities, what dormant ability will you give them?
I have a couple of ideas for Mike's abilities. If the first one is not allowed I can use the other one or I can tweak them according to what will be allowed.
1) Darkness repelling.
I know that stated in the darkness information post, there is no known repellant for darkness. So, I can use the ability below if this won't be allowed, or I can change it however is seen fit. Basically, my concept for this ability would be that his body absorbs and stores sunlight during the day which can be released at night in order to "cleanse" darkness-affected areas and repel the creatures that come out at night. In order to not make this "all-powerful" I could put stipulations on the power. Such as, there is a limited amount of sunlight that Mike can absorb and subsequently release.
I was thinking that this could be worked into a means of employment for Mike once he gains control of his power. It would be costly considering he can only "clean up" a limited amount of darkness per night, so basically the highest bidders would get priority over his services. He could be hired for the night as a guard against darkness, or could simply be called to clean up the effects of darkness seeping into a home or damaging property. I assume he would also be highly valued as a guard for any of the nightlife attractions in Siren's Port, and would also consider taking up a job as a night-time taxi driver part-time.
In terms of progression, Mike will slowly discover his ability. It would initially start with random blasts of sunlight that are uncontrolled. Some happen during the day time, some at night. This sunlight will radiate from his eyes, essentially being cast in whatever direction he is looking/facing. At first, it will cause intense migraines afterwards, causing him to have to rest after releasing the sunlight and the sunlight varies in strength and effectiveness. There could be discussion for a mishap while he's getting used to his power where he absorbs too much light and causes a day of darkness or sets something on fire by mistake releasing his energy. Over time, Mike will gain control of this skill, being able to release the sunlight on command and having full control of strength and duration.
2) Freezing.
If darkness repelling or some variation thereof is not allowed (as outlined above), I would have Mike obtain the ability to freeze people in their tracks simply by staring at them and thinking it. While frozen, they will appear lifeless and fixed in whatever position they were in at the time. During this time, the frozen person will be unable to move or speak, but they will retain full conscious awareness. Mike has the ability to unfreeze them on command. However, if he decides to leave them as is, the freeze is not permanent. Over the course of a few hours, it will lessen. The "victim" will be very stiff when it begins to wear off and then slowly be able to move more and more until they are back to normal. At the beginning, the power will progress slowly. At first he may only "stiffen" people or cause them to move in slow-motion. It will happen randomly, when he gives people a certain intense look and he won't know how to reverse the effects.
Over time, Mike will harness his power until he can attain this effect from long distances--as long as he can see them. Eventually, he will be able to do this over video transmit via NV, or while looking at someone through binoculars or a telescope. He will also develop the ability to freeze people for longer or shorter periods of time and will be able to snap people out of it on demand.
I would really prefer to find some way to use the "darkness repelling/proofing" power, as I have a lot of plans for how this could be used for a profession and for helping out other characters around SP, but I can use this secondary power if there is no way to properly alter my first choice to fit the game.
Weapons:
History/Personality/Plans/etc.
Character History: [ Wiki Link ] [ Pre-Canon Character History ]
Additional Character History:
Here is some additional character information beyond the above links to a wiki page and Mike's pre-canon history.
Mike claims to work as a Private Investigator. This is partially true, as that is his title as hired by Albuquerque lawyer, Saul Goodman. However, Mike's job goes above and beyond, including being an hitman-for-hire, a bodyguard, and a "cleaner", getting rid of evidence and covering up tracks when needed. Mike first meets Jesse when he is called by Saul Goodman and told to go to Jesse's apartment. When Jesse's girlfriend Jane died, the apartment was littered with evidence and drug paraphernalia. Mike arrives, donning sunglasses and a leather jacket, pulling on latex gloves as he's walking inside. Mike goes through the motions, gathering up every last scrap of heroin and marijuana, syringes, spoons, lighters, and Jesse's prized bong.
Mike throws all of the evidence and paraphernalia into a duffel bag already lined with stacks of cash (from the recent deal Walter made with Gus), asking a shaken Jesse if there's anything else in the house. He proceeds to zip up the bag, with the gloves tossed in as well, and gives Jesse instructions for what to do. Mike tells Jesse to repeat after him, saying that all he should say to the police or EMTs (whichever arrive first) is "I woke up, I found her; that's all I know." Mike makes Jesse repeat the phrase, even slapping him across the face when he is too upset to repeat it. Mike is eventually satisfied once Jesse repeats it several times and he tells him not to state the obvious, but "I was never here." Mike hands Jesse the phone and tells him to wait twenty seconds after he leaves and then call. He also tells him to wear long sleeves to cover his track marks and gives him a reassuring look, letting him know he's "in the home stretch" now.
It is revealed that Mike not only works as Saul Goodman's private investigator, but also works as a right hand man to Gustavo Fring, owner of Los Pollos Hermanos and methamphetamine kingpin. Mike first meets Walter White after he locates Jesse Pinkman in a drug den, suffering from severe depression and addiction following his girlfriend Jane's death. Mike drives Walter to the crack house, telling him that he's better off just letting him do the job because he's more qualified for it, but Walter refuses and gets Jesse himself. Mike then drives Jesse off to rehab.
As Mike follows orders from differing parties, he sometimes is used against his own allies. Such is the case when it's revealed that Walter White is having marital issues and Mike is told to set up surveillance bugs around the White household so that their discussions can be monitored to make sure nobody was going to rat out Walt's involvement in Gustavo Fring's business to the authorities. While there, Mike discovers that two cartel members have arrived to murder Walter and he contacts Gus, preventing Walter's murder while Walter remains none the wiser. Even when aggravated by Walter's irritation with the placed bugs, he only resorts to saying, "Y'know, Walter...sometimes it's not so bad to have someone watching your back."
After Walter's DEA agent brother-in-law (Hank Schrader) is nearly killed by the same two Cartel members. One dies in the scuffle, getting shot in the head, while the other loses both of his legs after being trapped between two cars during the gunfight. The remaining Cartel member dies in the hospital and Mike is seen disposing of a syringe and walking away, a silent hit man. He is unnoticed by any hospital personnel.
When Mike finds out that Walt is planning on having Jesse arrested for some small crime in order to protect himself (and perhaps Jesse as well), Mike visits Walt calling it a "professional courtesy". He doesn't do that much, apparently. He goes on to tell Walt a story about how he was a beat cop in Philadelphia. He once had to deal with a recurring domestic violence situation--a man who would constantly beat his partner, but she would always take him back. One day, Mike had enough and took the guy out to the middle of nowhere and put a gun in his mouth, threatening him to high heaven if he ever were to touch his girl again. The man was so scared that he soiled himself. Mike thought a warning was all that was needed, but two weeks later, the man ended up killing his partner. Mike said that was when he realized the difference between "half measures" and "full measures" , saying he would never make the mistake again of "taking a half measure when I should've gone all the way".
Walt ends up killing two dealers who work for Gus because Jesse was trying to kill them and Walter knew he would have died in the process. Mike is sent to find Jesse and rectify the situation, but Saul gives him a fake address.
After Gus finds out about everything happening, Mike, along with his henchmen, Victor, are ordered to take Walter White to the laundromat (the cover for the world's most 'professional' meth super lab), to execute him. It is then when Walter offers to give up Jesse's whereabouts, but uses the allowed phone call to tell Jesse to kill the lab assistant who is set to take over the lab once Walter and Jesse are disposed of. Mike holds Walt at gunpoint while Victor scrambles to, unsuccessfully, save the lab assistant, Gale Boetticher. Victor finds Gale murdered and brings Jesse back to the lab, where Walt and Mike are waiting. Mike calls Gus Fring to inform him of his employee's murder. Victor, having been seen by a witness, has his throat slashed with a box cutter by Gus in front of Mike, Walt, and Jesse.
After the ordeal, Mike ends up at a Bar where Walter finds him and attempts to get Mike to turn against Gus in light of him murdering Victor, figuring that they're next. Mike proves his loyalty by refusing to turn on Gus, punching Walt right off his bar stool when he refuses to stop hounding Mike about it. He thanks a bloodied Walt for the drink, stepping over his body as he leaves the bar.
Mike and his new assistant, Tyrus, go to the now drug-addled Jesse's house to return money to him that was stolen by one of the many 'tweakers' and drug addicts squatting at Jesse's house since his relapse. In realizing the full extent of Jesse's decline, Mike meets with Gus to tell him that Jesse has become a liability, becoming far too careless in his drug abuse.
Instead of receiving harsh disciplinary action, Jesse is sent to work with Mike, where Mike can keep an eye on him while picking up money drops throughout New Mexico. During the last pick up of the night, Mike leaves Jesse in the car and ass soon as Mike is out of sight, Jesse notices someone with a shotgun approaching. Jesse attempts to run them over and drives away to save the money. He later meets up with Mike, who finally allows Jesse to smoke a cigarette in his car considering the evening's events. Jesse proves himself a hero, even though it turns out that the whole shotgun robbery was a sham staged by Gus to see how Jesse would react in such a situation; to test his loyalty and heroism.
Mike and Jesse later show up as security to a meeting between Gus and the Mexican cartel, to discuss how to proceed with business. Mike and Jesse go to Mexico with Gus in order for Jesse to teach the cook process to the Mexican cartel's chemists as a deal for reconciliation between Gus and the cartel. When it becomes clear that they plan on holding Jesse hostage and making him stay working for them, Gus ends up poisoning the entire cartel with a tainted bottle of tequila. He drinks some too, to avoid suspicion, but later makes himself vomit to lessen its effects. In the midst of all the chaos, Mike, Jesse, and Gus escape to the cars.
Just as they're about to leave, Mike gets shot by an escaped cartel member. Jesse shoots the man to death, but with Mike mortally wounded, Jesse has to speed him and Gus to a waiting doctor Gus has hired for this exact situation. The waiting team of doctors works quickly on Gus and Jesse helps Mike into the medical tent, getting him help once Gus is stabilized. Mike is left behind to recover while Jesse and Gus head back to New Mexico.
While Mike is recuperating, he is informed that Gus has been murdered, presumably by Walter and Jesse. He gets his things together and rushes off to New Mexico with the intention of finding and killing Walter. This is the canon-point I am taking Mike from. If I'm allowed, I'll have him "pulled" while he's driving to find Walter and Jesse. I think being pulled while in a car might be entertaining, so if I'm allowed a crash landing on the baseball field in his car, I'll do that. It won't be a permanent fixture--Mike will find someone to tow it away so it can be fixed up.
Point in Canon: Breaking Bad, Season 5, Episode 1, "Live Free or Die".
Mike has just been informed of his boss's murder (Gustavo Fring) and is en route to New Mexico from Mexico to exact his revenge on Walter White. Mike has been shot in a recent scuffle with a Cartel member who Jesse subsequently shot and killed. Mike is still recovering from the resulting gunshot wound on his left flank/abdomen. This will heal upon entry into Siren's Port, though the pain will stay with him for some days. Mike isn't a man easily held back by pain, though. It's more of an annoyance than anything else and shouldn't affect his physical or mental abilities other than making him slightly more irritable or quicker to tire.
Character Personality: Note: Some additional information about Mike's personality can be found in the Character History section as well as dispersed amongst the other sections of this application.
When Mike isn't out being a badass, he takes to struggling young men (completely platonically speaking) who he can see as son-like figures in his life, since he lost his son years ago [see pre-canon character history]. He also has a daughter-in-law and a granddaughter, so any younger people or little kids will be treated well by Mike, despite his intimidating appearance and background. Resident Pop Pop over here.
Mike is a very intelligent man. He spent ten years as a police officer in Philadelphia, Pennsylvania before an unsettling experience made him reconsider the way he went about conducting himself and his employment. While working in Philly, Mike got to know a couple who had the cops called on them frequently for domestic violence. Mike got sick of seeing the woman get beat up by her partner time and time again, so one time he drove the man out to the middle of nowhere and threatened his life. The man begged and pleaded and swore on everything that he'd never touch her again. Mike let the man go and two weeks later the man killed his girlfriend. It was a traumatic experience for Mike. He was so used to following his gut-instinct as a police officer, yet he went against his instinct to kill the man in cold blood, wanting to believe he was doing the right thing in letting him off with a warning. Mike felt immense guilt for the woman's death--like he had every opportunity to prevent it and didn't. It changed Mike's views on what 'doing the right thing' consisted of, and he promised himself he would never take shortcuts or let his emotions sway a decision like that again. Since, Mike hasn't batted an eye at following through with executions. He follows orders and, for the most part, leaves emotions at the wayside.
Mike has a very limited range of emotions as far as outward appearances go. He doesn't laugh or smile often, so when he does it's well deserved even if all he can muster is a lazy half-smile. The only time he's seen exhibiting any real joy or excitement is when he's spending time with his granddaughter, Kaylee. Mike has a very strong sense of family. The fact that he unexpectedly lost his wife and son was a huge, devastating blow to Mike and took away much of the joyful spark that he used to have about himself. The only known remaining family members of his are his daughter-in-law and his granddaughter, so he cherishes what time he gets to spend with them, particularly his granddaughter.
Besides being a family-man, what draws Mike to children is their innocence. Considering his line of employment--the things he's both seen and had to do--innocence is a rarity in his life. Mike spends most of his days around thugs, cold-blooded killers, dirty lawyers, criminals...it isn't often he gets to forget about the horrors of the world and, say, enjoy a game of Hungry, Hungry Hippos with Kaylee. So, he does it at every afforded opportunity despite the taxing nature of his job. Even though his emotions waver little, Mike is still full of personality. While he isn't seen laughing or smiling at his own jokes, he often makes sarcastic, quick-witted comments in his usual dead-pan tone.
One of the reasons Mike is able to get so close to Gustavo is because he is a very loyal and careful individual. Gus knows that he can trust Mike with any and all confidential information, even leaving him alone in his office with full access to his laptop and personal information. Mike is known to never have been a "talker" and he prides himself on his associates being the same way. He would far rather do time in prison or flee the country than rat anyone out to the authorities.
Mike's military and police training have made him more or less an unstoppable killing machine. He draws his knowledge and expertise from a variety of resources, making him well-equipped to handle a multitude of scenarios. He proves he is knowledgeable in covert surveillance and the accompanying equipment when he bugs Walter White's house without him knowing. The speed and ease with which he accomplishes the task shows how many times he's done it before. The same can be said of Mike's locating and tailing abilities. He is able to follow people unnoticed, even following Walter White who is frequently shown, in the earlier episodes at least, to be cautious sometimes to the point of excess and paranoia. Mike is a skilled assassin. He shows time and time again that he can escape attack even by multiple people when he is alone. He stays cool, calm, and collected and thinks out a strategy before executing it like clockwork.
For example, Mike has to go see what's going on with Mr. Chow, one of the people participating in Gus Fring's drug ring by way of providing chemicals necessary to the synthesis and production of methamphetamine. He gets wind of several Mexican cartel members guarding Chow's facility and he takes them out one by one, systematically. First, he uses foil balloons to short out the power-lines connected to the facility, which in turn takes out the security surveillance system and allows Mike to approach unseen. He gets to the outer wall and hides, waiting for the perfect moment to emerge, quickly shooting the two guard who emerged, using a silencer so as not to attract additional attention. Mike then approaches a secretary, telling her to keep quiet as he unties her shoe and throws it down the hallway away from him, luring out more guards who he shoots in the back as they run past him towards the sound of the shoe tumbling. Finally, once he kills his way to the stockroom where Chow is located, he senses that there is a guard on the other side of the wall that he is standing beside. Chow can see both Mike and the guard and Mike gestures to Chow silently asking him to show him when his gun is lined up with the guard's head as he presses his gun to the wall. Chow has his hands raised in surrender and raises and lowers his hands slightly to show Mike if he needs to lift or drop his gun, nodding when the gun is in line. Mike then shoots the last guard in the head through the wall.
Time and time again, Mike exhibits these skills--again, when he survives in the back of a Los Pollos Hermanos truck which is ambushed by two cartel assassins who riddle the entire outside of the truck with bullets sprayed from fully automatic weapons only to be shot and killed when they open the doors. Mike was fully encased in a bulletproof suit and hunkered down behind boxes, his only injury a simple flesh wound to his right ear when a bullet got a little too close for comfort.
Despite his achievements and his possession of leadership qualities, Mike is a bit of a loner. He prefers to do his work solo with a sense of calm and concentration over himself. Mike enjoys the peace and quiet, not able to bask in either for long, and doesn't see much point in mundane chit-chat. Mike is not a man of many words. He more often says things with a look than a speech, unless things get him upset, in which case he's been known to fly off the handle and go on a bit of a monologue-tirade.
All in all, the Mike that is presented to the public and the Mike that his coworkers and employers know are two very different people. Mike is secretive when it comes to revealing details about his past or about his true employment. He isn't the type to brag about his accomplishments--his work more or less speaks for itself and he goes highly regarded and rated as far as business goes. It's no secret that he's one of the best out there in what he does, and that he's pretty much a jack-of-all-trades when it comes to crime.
Positive Traits:
Character Plans: for Breaking Bad end of Season 4. But this whole application is pretty much a giant spoiler alert, so whatever haha.
Mike will enter Siren's Port believing that Walter White has killed Gustavo Fring, so he will be surprised to see Gus alive and well. I have been in touch with the cast-mates who play Jesse Pinkman, Gustavo Fring, Skyler White, and Walter White, though we are still in the works as far as actual plotting goes. We agreed on the canon-point for his entry and discussed possible abilities, though. More plotting will come soon, I'm sure. I'm not sure whether Mike will end up with SERO or AGI. It's a bit of a toss-up--Mike goes to whatever is the most secure, the most stable, and the most reasonable. He may be influenced by Gustavo Fring's choice, wanting to stay loyal to whom he still considers his employer, or Jesse Pinkman's employment, wanting to stay loyal to his makeshift son.
Despite this, choosing a "side" would take a while for Mike. I think he would prefer to explore both sides as much as possible, so for him I would consider exploring the idea of him being a double-agent. I'm not sure if he would necessarily disclose information to both sides, though. Mike is usually loyal and doesn't like to be thought of as someone who "rolls" or "rats". Mike is not a talker when it comes to confidential information that could hurt one of his clients or employers. So, if he goes the double agent path, I think it'll be more about working for both companies without either of them knowing he is also working for the other one.
I could also see Mike working as a bounty hunter, as he's highly skilled in tracking people down from his years working as a beat cop and as a private investigator. He also is a highly skilled hit man-for-hire/paid assassin. I'm hoping that the "darkness repelling/proofing" ability is allowed because I have plans (as detailed in the abilities section above) as to how, once developed, this power could provide for extensive employment and plotting opportunities. As for any further plotting, I plan to interact with as many characters as are willing, definitely not just cast-mates (though they will absolutely be involved in plots concerning Mike).
Appearance/PB: PB is [ Jonathan Banks ]. Icons can be found [ here ].
Writing Samples
First Person Sample
001: [Video--kind of]
[Mike is sitting in a chair, the desk lamp pointed down so his silhouette is visible, but not his face. Even without the detail, he has an imposing presence. His head is clearly bald and he has a large figure, regardless of the fact that he isn't staggeringly tall. Who knows who's looking for him or why he's here. There are so many open-ended and unanswered questions. It's disconcerting for a man like Mike, who likes everything spelled out in clear, valid points, who likes to be 'in the know' at all times. Still, he's here so he may as well do what he can given the situation. He speaks slow, with a generic, mafioso-thug type of accent. New York, or Philly, perhaps. East coast, beat-cop talk. He sounds like an older man, with some gruff hoarseness to his baritone voice, but a completely relaxed overtone. His jaw sounds 'heavy'--tired almost. Like the sound just flops out of him lazily.]
Gus. I've heard a Pollos Hermanos franchise is in the works around here, so I can only assume...
[He wants to say, "what I thought I knew before, is not the case," but knows better than to even hint at anything over an open transmission. He rethinks his words quickly and resumes speaking.]
...you're doing well. Good to hear. Welp, I figured I would drop you a line, let you know I'm available if you needed any help making sure things get done on time. A little bird told me some recent events around these parts set some people back a few paces. I don't mean that literally, by the way. I know by now to distinguish that in a place like this.
[Mike gestures with a fed up kind of half wave and then mutters half to himself:]
Ass-backwards city that this is. Anyways, I digress.
[Beat. Mike takes a deep breath and lets out an exasperated sigh.]
Everyone else? Name's Mike. I'm only sayin' this once so best perk them ears up, kiddos. You'll quickly come to find out I'm not a fan of having to repeat myself. You stay outta' my way and I'll stay outta' yours, how's that sound? Listen, I generally like to be a pleasant, keep to myself sorta' guy. I treat everyone with respect assuming they give it, but right now I'm in a bit of a foul mood. You see..this place...being stuck here, as it were...it causes certain inconveniences in the life of a guy like me...certain inconveniences that tend to tick a guy off a little bit every now and again. Now, when I get ticked off, nobody's happy. Let's try and avoid that, shall we? Unless you got some kinda' brilliant plan that involves gettin' me off this island...let's just say I wouldn't bother with the small talk today if I were you.
[Mike's face is visible for a couple for a brief moment as he leans over to shut off the camera. He's an older man, in his late fifties. He has a neatly trimmed whitish-grey goatee and mustache, a closely shaved head, a prominent nose and ears, a stone cold expression, and drooping, tired eyes that say they'd seen too much over a decade ago and it hasn't stopped yet. After a flash of his face, the feed goes black.]
Third Person Sample
Saying Mike was pissed would be an understatement. He was livid, foot stomped down on the gas pedal, his New Yorker town car screaming through the sandy desert, kicking up a cloud of dust in its wake. He had a gun waiting to be drawn on sight of Walter White, locked and loaded, a bullet in the chamber. His boss was dead and it was all that son-of-a-bitch Walter's fault.
Then it happened.
A bright light, a whooshing sound, wind whipping all around him and that pain--in his chest like his spine was being ripped through his sternum. Had he crashed? Was he having a stroke? A heart attack? Had this line of work finally gotten to him? Was the healing bullet-hole in his flank compromised and these were his last moments--bleeding out in his car? By the time Mike pondered all of this, there suddenly came the sensation of falling. White faded to black and suddenly--land. Dirt, mud, grass. A baseball field? Then, a crash! and the protesting grooooan of twisting metal.
The impact kicked a cloud of dust into the air. Mike was nearly knocked unconscious in the fall. As the dust cleared, the background started to come into view. The airbags had deployed and the car was smoking slightly. No fire, but it would be out of commission for a long while, maybe even totaled. He unclenched his heavy fists from the steering wheel and shouldered his way out of the car. Once Mike got to his feet, hands on his knees to help him upright, he started clapping the dust out of his jacket, straightening it, checking for his weapons, his phone.
Everything was in tact. But was he? Mike unzipped his jacket, pulled up his black t-shirt. The bandage on his flank was spotted with blood. It still ached something awful, but it was nothing he couldn't handle. Yet, when he peeled the bandage back, there was nothing there. Just the fading remnants of a scar. How in the...? Mike's expression didn't change much--just a sight raise of the eyebrows and a tilt of his bald head as if to say 'well, that's interesting'. Not much could shock a man like Mike who had seen things you wouldn't believe even if he told you himself.
Mike went around to the back of his damaged car and popped the trunk casually, as if he'd just parked in any regular old available spot. Mike lifted a duffel bag from the trunk of his car with a slight grunt. When he shut the trunk, the front bumper came off and fell to the gravelly, muddy field with a metallic clang as it vibrated against the debris. Mike simply rolled his eyes as he unfolded sunglasses from his pocket, with only minor scratches (that he scoffed at nevertheless), and placed them on, heading towards the edge of the field.
Mike emerged from the dust cloud, a staggering silhouette at first, then clearer. He had an imposing figure. His features were harsh, cold, but there was a little warmth left in his eyes for his granddaughter. Where was she? Where was he? Mike looked from side to side before finding a break in the fence, heading straight for it and walking confidently into the city. He would find out what was going on and who was responsible for this.
Extras: [ See Index Post ]
Application Revisions:
Clarification on Dormant Ability (Darkness Repelling):
In terms of range, Mike's darkness repelling ability would affect an area similar to a floodlight or a small streetlight, washing a confined area with sunlight and reversing damage done by darkness seep. The areas would start to be affected again relatively quickly, so that holds some limitations on the ability.
It would be best used in fixing situations where, for example, a broken or left-open window has let darkness inside a residence and caused damage. In this sort of situation, Mike would be able to enter the residence, clean up the darkness seep and then fix whatever problem allowed the darkness to enter the residence to keep it from recurring.
It could also be useful in situations where a vehicle was accidently left out after evening sirens and is needed for transportation. In this case, Mike would be able to repair the darkness damage to the car so that it would be repaired enough to move to a safely contained area such as a darkness-proofed garage or similar shelter.
Mike's ability would also enable him to (relatively) safely traverse the city at night, for a limited time. Mike would be able to stay out later as his power develops and he is able to retain more sunlight. He would be able to make the creatures that inhabit the darkness disappear, but would not be able to kill them using his power. When exposed to sunlight, the creature would simply disappear as when the sun rises, however, it would simply reappear elsewhere in the city, so it wouldn't be a permanent fix by any means. In order to not be over-powered, some darkness creatures may not be affected by Mike's power, or will simply be briefly stunned by it rather than disappearing as his store of sunlight is depleted.
If there is any additional or more specific clarification needed as to the limitations of Mike's dormant ability, let me know and I can definitely add on to this!
Clarification on Avoiding Mike/Jane interaction
Mike avoids making housecalls whenever possible, preferring to meet people in public venues like restaurants and bars, so it would be easy to avoid having Mike go over to Jesse's house. If it was a necessity that Mike had to go over there, I would have that take place when Jane was out of the house, which would make sense anyway since Mike wouldn't discuss anything significant in the presence of anyone he didn't know or who wasn't directly involved in whatever was being discussed.
Mike and Jane are both relatively secretive about their pasts. In canon, the only time Jane and Mike ever "met" was when Mike went to Jesse's apartment to clean up the contraband after her death. Since it will become clear to Mike that Jane is alive--or a past version of her is present (I assume he would still be able to see her posts on the network, though he'd never reply to any of them), Mike would avoid contact with Jane at all costs to avoid divulging any information about her overdose and subsequent death.
Finally, Jesse does a good job at keeping Jane separated from his line of work, and Jane doesn't pry into Jesse's illegal activities. She prefers to adhere to a "don't ask, don't tell" policy when it comes to Jesse's business. Since Mike's connection with Jesse is based on their involvement in the meth drug ring, Mike would never be mentioned to Jane through Jesse, and any and all interactions with Mike would be held out of Jane's sight. Since Jane and Mike have very different interactions with Jesse and interactions based in different fields of his life, I don't see keeping them completely separated being an issue, and would likely adhere to that whether or not it was a community rule.
If there is any additional clarification needed on how I plan to keep Jane and Mike separate, let me know and I can add to this!
Name: Madison
Age: 26
AIM SN: ehr to the throne
E-Mail: PM me [ here ] or hit me up on Plurk at [
Have you played in an LJ based game before? Yes.
Currrently Played Characters: Jane Margolis | Breaking Bad [
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Conditional: Official Reserve Link
Character Information
General
Canon Source: AMC's Breaking Bad.
Canon Format: Live-action television series.
Character's Name: Michael "Mike" Ehrmantraut
Character's Age: Unspecified.
Mike keeps personal information confidential under most circumstances. But, he is an older man--approximately in his late fifties.
What form will your character's NV take? [ image here ]
Mike's NV will take the form of a simple, pre-paid flip phone , which he'll literally snap in half at some point to maintain discretion, getting a new one elsewhere. This happens a lot.
Abilities
Character's Canon Abilities: None in terms of superhuman abilities.
He is, however, highly trained in the use of firearms. He is skilled in hand-to-hand combat as well, though he's getting a little bit old and beat up to meet those physical requirements. He is a trained police officer, private investigator, assassin, and "cleaner" (disposing of bodies, evidence, whathaveyou, and taking care of any situations that need "cleaning up" or need loose ends tied). He is skilled in surveillance equipment and primitive hacking (he both installed functional "bugs" in Walter White's house and overrode a security gate guarding a police station's evidence room). Despite his imposing appearance, he is able to 'slip under the radar' quite easily having had a lot of experience losing people who were tailing him.
If your character has no superhuman canon abilities, what dormant ability will you give them?
I have a couple of ideas for Mike's abilities. If the first one is not allowed I can use the other one or I can tweak them according to what will be allowed.
1) Darkness repelling.
I know that stated in the darkness information post, there is no known repellant for darkness. So, I can use the ability below if this won't be allowed, or I can change it however is seen fit. Basically, my concept for this ability would be that his body absorbs and stores sunlight during the day which can be released at night in order to "cleanse" darkness-affected areas and repel the creatures that come out at night. In order to not make this "all-powerful" I could put stipulations on the power. Such as, there is a limited amount of sunlight that Mike can absorb and subsequently release.
I was thinking that this could be worked into a means of employment for Mike once he gains control of his power. It would be costly considering he can only "clean up" a limited amount of darkness per night, so basically the highest bidders would get priority over his services. He could be hired for the night as a guard against darkness, or could simply be called to clean up the effects of darkness seeping into a home or damaging property. I assume he would also be highly valued as a guard for any of the nightlife attractions in Siren's Port, and would also consider taking up a job as a night-time taxi driver part-time.
In terms of progression, Mike will slowly discover his ability. It would initially start with random blasts of sunlight that are uncontrolled. Some happen during the day time, some at night. This sunlight will radiate from his eyes, essentially being cast in whatever direction he is looking/facing. At first, it will cause intense migraines afterwards, causing him to have to rest after releasing the sunlight and the sunlight varies in strength and effectiveness. There could be discussion for a mishap while he's getting used to his power where he absorbs too much light and causes a day of darkness or sets something on fire by mistake releasing his energy. Over time, Mike will gain control of this skill, being able to release the sunlight on command and having full control of strength and duration.
2) Freezing.
If darkness repelling or some variation thereof is not allowed (as outlined above), I would have Mike obtain the ability to freeze people in their tracks simply by staring at them and thinking it. While frozen, they will appear lifeless and fixed in whatever position they were in at the time. During this time, the frozen person will be unable to move or speak, but they will retain full conscious awareness. Mike has the ability to unfreeze them on command. However, if he decides to leave them as is, the freeze is not permanent. Over the course of a few hours, it will lessen. The "victim" will be very stiff when it begins to wear off and then slowly be able to move more and more until they are back to normal. At the beginning, the power will progress slowly. At first he may only "stiffen" people or cause them to move in slow-motion. It will happen randomly, when he gives people a certain intense look and he won't know how to reverse the effects.
Over time, Mike will harness his power until he can attain this effect from long distances--as long as he can see them. Eventually, he will be able to do this over video transmit via NV, or while looking at someone through binoculars or a telescope. He will also develop the ability to freeze people for longer or shorter periods of time and will be able to snap people out of it on demand.
I would really prefer to find some way to use the "darkness repelling/proofing" power, as I have a lot of plans for how this could be used for a profession and for helping out other characters around SP, but I can use this secondary power if there is no way to properly alter my first choice to fit the game.
Weapons:
- A Heckler & Koch Mark 23 with detachable suppressor (silencer). [ Image Here ]
- A Beretta 92FS Inox. [ Image Here ]
- A garotte (Stealthy. Can be used lethally or non-lethally.) [ Image Here ]
- Mike's bare hands. ( With previous boxing training, military training, and police training, he knows his way around hand-to-hand combat. Though in his older age he is lacking some of his previous speed and agility, Mike still packs some power behind his hooks and jabs, especially since he has to be pushed to an intense level of frustration to be made to physically fight.)
History/Personality/Plans/etc.
Character History: [ Wiki Link ] [ Pre-Canon Character History ]
Additional Character History:
Here is some additional character information beyond the above links to a wiki page and Mike's pre-canon history.
Mike claims to work as a Private Investigator. This is partially true, as that is his title as hired by Albuquerque lawyer, Saul Goodman. However, Mike's job goes above and beyond, including being an hitman-for-hire, a bodyguard, and a "cleaner", getting rid of evidence and covering up tracks when needed. Mike first meets Jesse when he is called by Saul Goodman and told to go to Jesse's apartment. When Jesse's girlfriend Jane died, the apartment was littered with evidence and drug paraphernalia. Mike arrives, donning sunglasses and a leather jacket, pulling on latex gloves as he's walking inside. Mike goes through the motions, gathering up every last scrap of heroin and marijuana, syringes, spoons, lighters, and Jesse's prized bong.
Mike throws all of the evidence and paraphernalia into a duffel bag already lined with stacks of cash (from the recent deal Walter made with Gus), asking a shaken Jesse if there's anything else in the house. He proceeds to zip up the bag, with the gloves tossed in as well, and gives Jesse instructions for what to do. Mike tells Jesse to repeat after him, saying that all he should say to the police or EMTs (whichever arrive first) is "I woke up, I found her; that's all I know." Mike makes Jesse repeat the phrase, even slapping him across the face when he is too upset to repeat it. Mike is eventually satisfied once Jesse repeats it several times and he tells him not to state the obvious, but "I was never here." Mike hands Jesse the phone and tells him to wait twenty seconds after he leaves and then call. He also tells him to wear long sleeves to cover his track marks and gives him a reassuring look, letting him know he's "in the home stretch" now.
It is revealed that Mike not only works as Saul Goodman's private investigator, but also works as a right hand man to Gustavo Fring, owner of Los Pollos Hermanos and methamphetamine kingpin. Mike first meets Walter White after he locates Jesse Pinkman in a drug den, suffering from severe depression and addiction following his girlfriend Jane's death. Mike drives Walter to the crack house, telling him that he's better off just letting him do the job because he's more qualified for it, but Walter refuses and gets Jesse himself. Mike then drives Jesse off to rehab.
As Mike follows orders from differing parties, he sometimes is used against his own allies. Such is the case when it's revealed that Walter White is having marital issues and Mike is told to set up surveillance bugs around the White household so that their discussions can be monitored to make sure nobody was going to rat out Walt's involvement in Gustavo Fring's business to the authorities. While there, Mike discovers that two cartel members have arrived to murder Walter and he contacts Gus, preventing Walter's murder while Walter remains none the wiser. Even when aggravated by Walter's irritation with the placed bugs, he only resorts to saying, "Y'know, Walter...sometimes it's not so bad to have someone watching your back."
After Walter's DEA agent brother-in-law (Hank Schrader) is nearly killed by the same two Cartel members. One dies in the scuffle, getting shot in the head, while the other loses both of his legs after being trapped between two cars during the gunfight. The remaining Cartel member dies in the hospital and Mike is seen disposing of a syringe and walking away, a silent hit man. He is unnoticed by any hospital personnel.
When Mike finds out that Walt is planning on having Jesse arrested for some small crime in order to protect himself (and perhaps Jesse as well), Mike visits Walt calling it a "professional courtesy". He doesn't do that much, apparently. He goes on to tell Walt a story about how he was a beat cop in Philadelphia. He once had to deal with a recurring domestic violence situation--a man who would constantly beat his partner, but she would always take him back. One day, Mike had enough and took the guy out to the middle of nowhere and put a gun in his mouth, threatening him to high heaven if he ever were to touch his girl again. The man was so scared that he soiled himself. Mike thought a warning was all that was needed, but two weeks later, the man ended up killing his partner. Mike said that was when he realized the difference between "half measures" and "full measures" , saying he would never make the mistake again of "taking a half measure when I should've gone all the way".
Walt ends up killing two dealers who work for Gus because Jesse was trying to kill them and Walter knew he would have died in the process. Mike is sent to find Jesse and rectify the situation, but Saul gives him a fake address.
After Gus finds out about everything happening, Mike, along with his henchmen, Victor, are ordered to take Walter White to the laundromat (the cover for the world's most 'professional' meth super lab), to execute him. It is then when Walter offers to give up Jesse's whereabouts, but uses the allowed phone call to tell Jesse to kill the lab assistant who is set to take over the lab once Walter and Jesse are disposed of. Mike holds Walt at gunpoint while Victor scrambles to, unsuccessfully, save the lab assistant, Gale Boetticher. Victor finds Gale murdered and brings Jesse back to the lab, where Walt and Mike are waiting. Mike calls Gus Fring to inform him of his employee's murder. Victor, having been seen by a witness, has his throat slashed with a box cutter by Gus in front of Mike, Walt, and Jesse.
After the ordeal, Mike ends up at a Bar where Walter finds him and attempts to get Mike to turn against Gus in light of him murdering Victor, figuring that they're next. Mike proves his loyalty by refusing to turn on Gus, punching Walt right off his bar stool when he refuses to stop hounding Mike about it. He thanks a bloodied Walt for the drink, stepping over his body as he leaves the bar.
Mike and his new assistant, Tyrus, go to the now drug-addled Jesse's house to return money to him that was stolen by one of the many 'tweakers' and drug addicts squatting at Jesse's house since his relapse. In realizing the full extent of Jesse's decline, Mike meets with Gus to tell him that Jesse has become a liability, becoming far too careless in his drug abuse.
Instead of receiving harsh disciplinary action, Jesse is sent to work with Mike, where Mike can keep an eye on him while picking up money drops throughout New Mexico. During the last pick up of the night, Mike leaves Jesse in the car and ass soon as Mike is out of sight, Jesse notices someone with a shotgun approaching. Jesse attempts to run them over and drives away to save the money. He later meets up with Mike, who finally allows Jesse to smoke a cigarette in his car considering the evening's events. Jesse proves himself a hero, even though it turns out that the whole shotgun robbery was a sham staged by Gus to see how Jesse would react in such a situation; to test his loyalty and heroism.
Mike and Jesse later show up as security to a meeting between Gus and the Mexican cartel, to discuss how to proceed with business. Mike and Jesse go to Mexico with Gus in order for Jesse to teach the cook process to the Mexican cartel's chemists as a deal for reconciliation between Gus and the cartel. When it becomes clear that they plan on holding Jesse hostage and making him stay working for them, Gus ends up poisoning the entire cartel with a tainted bottle of tequila. He drinks some too, to avoid suspicion, but later makes himself vomit to lessen its effects. In the midst of all the chaos, Mike, Jesse, and Gus escape to the cars.
Just as they're about to leave, Mike gets shot by an escaped cartel member. Jesse shoots the man to death, but with Mike mortally wounded, Jesse has to speed him and Gus to a waiting doctor Gus has hired for this exact situation. The waiting team of doctors works quickly on Gus and Jesse helps Mike into the medical tent, getting him help once Gus is stabilized. Mike is left behind to recover while Jesse and Gus head back to New Mexico.
While Mike is recuperating, he is informed that Gus has been murdered, presumably by Walter and Jesse. He gets his things together and rushes off to New Mexico with the intention of finding and killing Walter. This is the canon-point I am taking Mike from. If I'm allowed, I'll have him "pulled" while he's driving to find Walter and Jesse. I think being pulled while in a car might be entertaining, so if I'm allowed a crash landing on the baseball field in his car, I'll do that. It won't be a permanent fixture--Mike will find someone to tow it away so it can be fixed up.
Point in Canon: Breaking Bad, Season 5, Episode 1, "Live Free or Die".
Mike has just been informed of his boss's murder (Gustavo Fring) and is en route to New Mexico from Mexico to exact his revenge on Walter White. Mike has been shot in a recent scuffle with a Cartel member who Jesse subsequently shot and killed. Mike is still recovering from the resulting gunshot wound on his left flank/abdomen. This will heal upon entry into Siren's Port, though the pain will stay with him for some days. Mike isn't a man easily held back by pain, though. It's more of an annoyance than anything else and shouldn't affect his physical or mental abilities other than making him slightly more irritable or quicker to tire.
Character Personality: Note: Some additional information about Mike's personality can be found in the Character History section as well as dispersed amongst the other sections of this application.
When Mike isn't out being a badass, he takes to struggling young men (completely platonically speaking) who he can see as son-like figures in his life, since he lost his son years ago [see pre-canon character history]. He also has a daughter-in-law and a granddaughter, so any younger people or little kids will be treated well by Mike, despite his intimidating appearance and background. Resident Pop Pop over here.
Mike is a very intelligent man. He spent ten years as a police officer in Philadelphia, Pennsylvania before an unsettling experience made him reconsider the way he went about conducting himself and his employment. While working in Philly, Mike got to know a couple who had the cops called on them frequently for domestic violence. Mike got sick of seeing the woman get beat up by her partner time and time again, so one time he drove the man out to the middle of nowhere and threatened his life. The man begged and pleaded and swore on everything that he'd never touch her again. Mike let the man go and two weeks later the man killed his girlfriend. It was a traumatic experience for Mike. He was so used to following his gut-instinct as a police officer, yet he went against his instinct to kill the man in cold blood, wanting to believe he was doing the right thing in letting him off with a warning. Mike felt immense guilt for the woman's death--like he had every opportunity to prevent it and didn't. It changed Mike's views on what 'doing the right thing' consisted of, and he promised himself he would never take shortcuts or let his emotions sway a decision like that again. Since, Mike hasn't batted an eye at following through with executions. He follows orders and, for the most part, leaves emotions at the wayside.
Mike has a very limited range of emotions as far as outward appearances go. He doesn't laugh or smile often, so when he does it's well deserved even if all he can muster is a lazy half-smile. The only time he's seen exhibiting any real joy or excitement is when he's spending time with his granddaughter, Kaylee. Mike has a very strong sense of family. The fact that he unexpectedly lost his wife and son was a huge, devastating blow to Mike and took away much of the joyful spark that he used to have about himself. The only known remaining family members of his are his daughter-in-law and his granddaughter, so he cherishes what time he gets to spend with them, particularly his granddaughter.
Besides being a family-man, what draws Mike to children is their innocence. Considering his line of employment--the things he's both seen and had to do--innocence is a rarity in his life. Mike spends most of his days around thugs, cold-blooded killers, dirty lawyers, criminals...it isn't often he gets to forget about the horrors of the world and, say, enjoy a game of Hungry, Hungry Hippos with Kaylee. So, he does it at every afforded opportunity despite the taxing nature of his job. Even though his emotions waver little, Mike is still full of personality. While he isn't seen laughing or smiling at his own jokes, he often makes sarcastic, quick-witted comments in his usual dead-pan tone.
One of the reasons Mike is able to get so close to Gustavo is because he is a very loyal and careful individual. Gus knows that he can trust Mike with any and all confidential information, even leaving him alone in his office with full access to his laptop and personal information. Mike is known to never have been a "talker" and he prides himself on his associates being the same way. He would far rather do time in prison or flee the country than rat anyone out to the authorities.
Mike's military and police training have made him more or less an unstoppable killing machine. He draws his knowledge and expertise from a variety of resources, making him well-equipped to handle a multitude of scenarios. He proves he is knowledgeable in covert surveillance and the accompanying equipment when he bugs Walter White's house without him knowing. The speed and ease with which he accomplishes the task shows how many times he's done it before. The same can be said of Mike's locating and tailing abilities. He is able to follow people unnoticed, even following Walter White who is frequently shown, in the earlier episodes at least, to be cautious sometimes to the point of excess and paranoia. Mike is a skilled assassin. He shows time and time again that he can escape attack even by multiple people when he is alone. He stays cool, calm, and collected and thinks out a strategy before executing it like clockwork.
For example, Mike has to go see what's going on with Mr. Chow, one of the people participating in Gus Fring's drug ring by way of providing chemicals necessary to the synthesis and production of methamphetamine. He gets wind of several Mexican cartel members guarding Chow's facility and he takes them out one by one, systematically. First, he uses foil balloons to short out the power-lines connected to the facility, which in turn takes out the security surveillance system and allows Mike to approach unseen. He gets to the outer wall and hides, waiting for the perfect moment to emerge, quickly shooting the two guard who emerged, using a silencer so as not to attract additional attention. Mike then approaches a secretary, telling her to keep quiet as he unties her shoe and throws it down the hallway away from him, luring out more guards who he shoots in the back as they run past him towards the sound of the shoe tumbling. Finally, once he kills his way to the stockroom where Chow is located, he senses that there is a guard on the other side of the wall that he is standing beside. Chow can see both Mike and the guard and Mike gestures to Chow silently asking him to show him when his gun is lined up with the guard's head as he presses his gun to the wall. Chow has his hands raised in surrender and raises and lowers his hands slightly to show Mike if he needs to lift or drop his gun, nodding when the gun is in line. Mike then shoots the last guard in the head through the wall.
Time and time again, Mike exhibits these skills--again, when he survives in the back of a Los Pollos Hermanos truck which is ambushed by two cartel assassins who riddle the entire outside of the truck with bullets sprayed from fully automatic weapons only to be shot and killed when they open the doors. Mike was fully encased in a bulletproof suit and hunkered down behind boxes, his only injury a simple flesh wound to his right ear when a bullet got a little too close for comfort.
Despite his achievements and his possession of leadership qualities, Mike is a bit of a loner. He prefers to do his work solo with a sense of calm and concentration over himself. Mike enjoys the peace and quiet, not able to bask in either for long, and doesn't see much point in mundane chit-chat. Mike is not a man of many words. He more often says things with a look than a speech, unless things get him upset, in which case he's been known to fly off the handle and go on a bit of a monologue-tirade.
All in all, the Mike that is presented to the public and the Mike that his coworkers and employers know are two very different people. Mike is secretive when it comes to revealing details about his past or about his true employment. He isn't the type to brag about his accomplishments--his work more or less speaks for itself and he goes highly regarded and rated as far as business goes. It's no secret that he's one of the best out there in what he does, and that he's pretty much a jack-of-all-trades when it comes to crime.
Positive Traits:
- Sense of humor (albeit sarcastic most of the time)
- Fatherly/grandfatherly/devoted family man
- Intelligent/logical
- Cautious
- Leader
- Skilled assassin/P.I./'Cleaner'
- Unwaveringly loyal (to those Mike believes deserve his loyalty)
- Criminal (guilty of murder, tampering with evidence, blackmail, death threats, money laundering, assault, kidnapping, and the list goes on. Fortunately for mike, he is innocent until proven guilty and he's far too professional to lay evidence laying around.)
- Can become physically violent when his patience is excessively tested.
- Soft spot for females an children may cause him to lose sight of his goals if they stand between him and completing a job.
- Sometimes loyal to the wrong people for the wrong reasons.
Character Plans: for Breaking Bad end of Season 4. But this whole application is pretty much a giant spoiler alert, so whatever haha.
Mike will enter Siren's Port believing that Walter White has killed Gustavo Fring, so he will be surprised to see Gus alive and well. I have been in touch with the cast-mates who play Jesse Pinkman, Gustavo Fring, Skyler White, and Walter White, though we are still in the works as far as actual plotting goes. We agreed on the canon-point for his entry and discussed possible abilities, though. More plotting will come soon, I'm sure. I'm not sure whether Mike will end up with SERO or AGI. It's a bit of a toss-up--Mike goes to whatever is the most secure, the most stable, and the most reasonable. He may be influenced by Gustavo Fring's choice, wanting to stay loyal to whom he still considers his employer, or Jesse Pinkman's employment, wanting to stay loyal to his makeshift son.
Despite this, choosing a "side" would take a while for Mike. I think he would prefer to explore both sides as much as possible, so for him I would consider exploring the idea of him being a double-agent. I'm not sure if he would necessarily disclose information to both sides, though. Mike is usually loyal and doesn't like to be thought of as someone who "rolls" or "rats". Mike is not a talker when it comes to confidential information that could hurt one of his clients or employers. So, if he goes the double agent path, I think it'll be more about working for both companies without either of them knowing he is also working for the other one.
I could also see Mike working as a bounty hunter, as he's highly skilled in tracking people down from his years working as a beat cop and as a private investigator. He also is a highly skilled hit man-for-hire/paid assassin. I'm hoping that the "darkness repelling/proofing" ability is allowed because I have plans (as detailed in the abilities section above) as to how, once developed, this power could provide for extensive employment and plotting opportunities. As for any further plotting, I plan to interact with as many characters as are willing, definitely not just cast-mates (though they will absolutely be involved in plots concerning Mike).
Appearance/PB: PB is [ Jonathan Banks ]. Icons can be found [ here ].
Writing Samples
First Person Sample
001: [Video--kind of]
[Mike is sitting in a chair, the desk lamp pointed down so his silhouette is visible, but not his face. Even without the detail, he has an imposing presence. His head is clearly bald and he has a large figure, regardless of the fact that he isn't staggeringly tall. Who knows who's looking for him or why he's here. There are so many open-ended and unanswered questions. It's disconcerting for a man like Mike, who likes everything spelled out in clear, valid points, who likes to be 'in the know' at all times. Still, he's here so he may as well do what he can given the situation. He speaks slow, with a generic, mafioso-thug type of accent. New York, or Philly, perhaps. East coast, beat-cop talk. He sounds like an older man, with some gruff hoarseness to his baritone voice, but a completely relaxed overtone. His jaw sounds 'heavy'--tired almost. Like the sound just flops out of him lazily.]
Gus. I've heard a Pollos Hermanos franchise is in the works around here, so I can only assume...
[He wants to say, "what I thought I knew before, is not the case," but knows better than to even hint at anything over an open transmission. He rethinks his words quickly and resumes speaking.]
...you're doing well. Good to hear. Welp, I figured I would drop you a line, let you know I'm available if you needed any help making sure things get done on time. A little bird told me some recent events around these parts set some people back a few paces. I don't mean that literally, by the way. I know by now to distinguish that in a place like this.
[Mike gestures with a fed up kind of half wave and then mutters half to himself:]
Ass-backwards city that this is. Anyways, I digress.
[Beat. Mike takes a deep breath and lets out an exasperated sigh.]
Everyone else? Name's Mike. I'm only sayin' this once so best perk them ears up, kiddos. You'll quickly come to find out I'm not a fan of having to repeat myself. You stay outta' my way and I'll stay outta' yours, how's that sound? Listen, I generally like to be a pleasant, keep to myself sorta' guy. I treat everyone with respect assuming they give it, but right now I'm in a bit of a foul mood. You see..this place...being stuck here, as it were...it causes certain inconveniences in the life of a guy like me...certain inconveniences that tend to tick a guy off a little bit every now and again. Now, when I get ticked off, nobody's happy. Let's try and avoid that, shall we? Unless you got some kinda' brilliant plan that involves gettin' me off this island...let's just say I wouldn't bother with the small talk today if I were you.
[Mike's face is visible for a couple for a brief moment as he leans over to shut off the camera. He's an older man, in his late fifties. He has a neatly trimmed whitish-grey goatee and mustache, a closely shaved head, a prominent nose and ears, a stone cold expression, and drooping, tired eyes that say they'd seen too much over a decade ago and it hasn't stopped yet. After a flash of his face, the feed goes black.]
Third Person Sample
Saying Mike was pissed would be an understatement. He was livid, foot stomped down on the gas pedal, his New Yorker town car screaming through the sandy desert, kicking up a cloud of dust in its wake. He had a gun waiting to be drawn on sight of Walter White, locked and loaded, a bullet in the chamber. His boss was dead and it was all that son-of-a-bitch Walter's fault.
Then it happened.
A bright light, a whooshing sound, wind whipping all around him and that pain--in his chest like his spine was being ripped through his sternum. Had he crashed? Was he having a stroke? A heart attack? Had this line of work finally gotten to him? Was the healing bullet-hole in his flank compromised and these were his last moments--bleeding out in his car? By the time Mike pondered all of this, there suddenly came the sensation of falling. White faded to black and suddenly--land. Dirt, mud, grass. A baseball field? Then, a crash! and the protesting grooooan of twisting metal.
The impact kicked a cloud of dust into the air. Mike was nearly knocked unconscious in the fall. As the dust cleared, the background started to come into view. The airbags had deployed and the car was smoking slightly. No fire, but it would be out of commission for a long while, maybe even totaled. He unclenched his heavy fists from the steering wheel and shouldered his way out of the car. Once Mike got to his feet, hands on his knees to help him upright, he started clapping the dust out of his jacket, straightening it, checking for his weapons, his phone.
Everything was in tact. But was he? Mike unzipped his jacket, pulled up his black t-shirt. The bandage on his flank was spotted with blood. It still ached something awful, but it was nothing he couldn't handle. Yet, when he peeled the bandage back, there was nothing there. Just the fading remnants of a scar. How in the...? Mike's expression didn't change much--just a sight raise of the eyebrows and a tilt of his bald head as if to say 'well, that's interesting'. Not much could shock a man like Mike who had seen things you wouldn't believe even if he told you himself.
Mike went around to the back of his damaged car and popped the trunk casually, as if he'd just parked in any regular old available spot. Mike lifted a duffel bag from the trunk of his car with a slight grunt. When he shut the trunk, the front bumper came off and fell to the gravelly, muddy field with a metallic clang as it vibrated against the debris. Mike simply rolled his eyes as he unfolded sunglasses from his pocket, with only minor scratches (that he scoffed at nevertheless), and placed them on, heading towards the edge of the field.
Mike emerged from the dust cloud, a staggering silhouette at first, then clearer. He had an imposing figure. His features were harsh, cold, but there was a little warmth left in his eyes for his granddaughter. Where was she? Where was he? Mike looked from side to side before finding a break in the fence, heading straight for it and walking confidently into the city. He would find out what was going on and who was responsible for this.
Extras: [ See Index Post ]
Application Revisions:
Clarification on Dormant Ability (Darkness Repelling):
In terms of range, Mike's darkness repelling ability would affect an area similar to a floodlight or a small streetlight, washing a confined area with sunlight and reversing damage done by darkness seep. The areas would start to be affected again relatively quickly, so that holds some limitations on the ability.
It would be best used in fixing situations where, for example, a broken or left-open window has let darkness inside a residence and caused damage. In this sort of situation, Mike would be able to enter the residence, clean up the darkness seep and then fix whatever problem allowed the darkness to enter the residence to keep it from recurring.
It could also be useful in situations where a vehicle was accidently left out after evening sirens and is needed for transportation. In this case, Mike would be able to repair the darkness damage to the car so that it would be repaired enough to move to a safely contained area such as a darkness-proofed garage or similar shelter.
Mike's ability would also enable him to (relatively) safely traverse the city at night, for a limited time. Mike would be able to stay out later as his power develops and he is able to retain more sunlight. He would be able to make the creatures that inhabit the darkness disappear, but would not be able to kill them using his power. When exposed to sunlight, the creature would simply disappear as when the sun rises, however, it would simply reappear elsewhere in the city, so it wouldn't be a permanent fix by any means. In order to not be over-powered, some darkness creatures may not be affected by Mike's power, or will simply be briefly stunned by it rather than disappearing as his store of sunlight is depleted.
If there is any additional or more specific clarification needed as to the limitations of Mike's dormant ability, let me know and I can definitely add on to this!
Clarification on Avoiding Mike/Jane interaction
Mike avoids making housecalls whenever possible, preferring to meet people in public venues like restaurants and bars, so it would be easy to avoid having Mike go over to Jesse's house. If it was a necessity that Mike had to go over there, I would have that take place when Jane was out of the house, which would make sense anyway since Mike wouldn't discuss anything significant in the presence of anyone he didn't know or who wasn't directly involved in whatever was being discussed.
Mike and Jane are both relatively secretive about their pasts. In canon, the only time Jane and Mike ever "met" was when Mike went to Jesse's apartment to clean up the contraband after her death. Since it will become clear to Mike that Jane is alive--or a past version of her is present (I assume he would still be able to see her posts on the network, though he'd never reply to any of them), Mike would avoid contact with Jane at all costs to avoid divulging any information about her overdose and subsequent death.
Finally, Jesse does a good job at keeping Jane separated from his line of work, and Jane doesn't pry into Jesse's illegal activities. She prefers to adhere to a "don't ask, don't tell" policy when it comes to Jesse's business. Since Mike's connection with Jesse is based on their involvement in the meth drug ring, Mike would never be mentioned to Jane through Jesse, and any and all interactions with Mike would be held out of Jane's sight. Since Jane and Mike have very different interactions with Jesse and interactions based in different fields of his life, I don't see keeping them completely separated being an issue, and would likely adhere to that whether or not it was a community rule.
If there is any additional clarification needed on how I plan to keep Jane and Mike separate, let me know and I can add to this!
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Siren's Pull--Permissions Post
Permissions for Mike
-Hacking: Mike is a skilled hacker as well as skilled in the placement of bugs and similar monitoring devices. If you wish for Mike to investigate what your character is up to, leave a comment.
-Darkness Cleansing: Mike's dormant ability is darkness cleansing/repairing. He can also repel darkness creatures with this ability. He can be hired to do this on a case-by-case basis, and would likely readily rescue anyone he encounters in trouble after evening sirens, so if you're interested in plotting something leave a comment and/or contact Mike ICly to work things out.
Player Preferences
I'm cool with pretty much anything and everything. Ask if you're unsure. Also ask if it's a plot that has to do with severe injury or death of my character. Otherwise, anything goes! Comments are screened.
-Hacking: Mike is a skilled hacker as well as skilled in the placement of bugs and similar monitoring devices. If you wish for Mike to investigate what your character is up to, leave a comment.
-Darkness Cleansing: Mike's dormant ability is darkness cleansing/repairing. He can also repel darkness creatures with this ability. He can be hired to do this on a case-by-case basis, and would likely readily rescue anyone he encounters in trouble after evening sirens, so if you're interested in plotting something leave a comment and/or contact Mike ICly to work things out.
Player Preferences
I'm cool with pretty much anything and everything. Ask if you're unsure. Also ask if it's a plot that has to do with severe injury or death of my character. Otherwise, anything goes! Comments are screened.
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Media - Clips and Tributes
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