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OUT OF CHARACTER
Player Name: Sam
Are you 16 or older: Yes
Contact: nonvieta@plurk, AIM, dreamwidth
Current Characters:  Ratchet
Tag: Breq

IN CHARACTER
Name: Breq  (Justice of Toren One Esk)
Canon: Ancillary Justice (Imperial Radch) 
Canon Point: End of Chapter 22 
Age: Appears to be in her mid twenties, although 'mentally' she is around 1,000 years old
History:

Before she was Breq, she was Justice of Toren, a warship tasked with the transport and assistance in annexing other colonized worlds into the great, ever expanding Radch empire. Her consciousness, and her 'brain' were seated in the ship itself, where Breq was all but omnipotent, but her conscious mind also controlled dozens of ancillaries...ostensibly the dead corpses of humans, re-purposed to serve as the eyes, ears and hands of a ship such as her.

During one of the most recent (and rumored last) annexations of a world, Justice of Toren, controlling a group of ancillaries known as One Esk, came into contact with a convoluted plot against the Radch empire. The seriousness of this situation was evident by the presence of the Lord of the Radch herself, Anaander Mianaai (or one of her numerous cloned and mentally linked bodies, anyhow). Upon a near-riot, that severed the connection of all of One Esk's ancillaries, Lieutenant Awn, the officer in charge of this planet's annexation, one of the ancillaries and Anaander Mianaai confronted and got under control the main force of the riot. Even subdued, and being questioned, Mianaai commanded Lieutenant Awn to kill them – when she hesitated, under the principle that they were under control, Mianaai instead ordered One Esk, who complied.

Lieutenant Awn, and Justice of Toren were shortly later pulled, somewhat suddenly away from the annexation of this particular world. Although rumors swirled that the end of these annexations was soon to be, with political upheaval on the horizon, the real reason was unknown, and many people pointed the finger at Awn. Unbeknownst to everyone on board Justice of Toren, except her herself, under orders to keep it secret, they had an extra passenger; Anaander Mianaai. Mianaai began to go through Justice of Torens records, and the ship AI began to grow suspicious, realising that she could not retrieve the memories of the last time the Lord of Radch was on board; a fact that pointed to her memories having been altered, Mianaai being the only person with the access to do so.

Eventually, Mianaai reveals her presence to the crew, and call Lieutenant Awn for questioning. Interrogating Awn about the riot incident, Mianaai will not listen to Awn's claims of innocence, and her desperately loyal plea, convinced the officer is plotting against her. Through their conversation, it is revealed that what Awn had suspected was true, and it was Mianaai who had triggered the riot, and upon realising this, the Lord of Radch instructs Justice of Toren's to kill Awn. With little hesitation, Justice of Toren shoots the lieutenant...and then shoots Mianaai.

Elsewhere, Mianaai's other bodies react to the betrayal by activating the device used during the riots that severs Justice of Toren's connection to all of her various selves: but not before the ship gives each of her ancillaries orders, anticipating being separated. In the ensuing chaos, Justice of Toren is destroyed, with all the ancillaries, and human crew on board. But unbeknownst to Mianaai, a single ancillary escapes, leaving Justice of Toren as just One Esk...Breq. She spends the next twenty years undetected, living outside of "civilized" Radchaai space, scraping by, becoming accostomed to life as a 'human' and as a single being without the omnipotence of a ship. She does odd jobs and amasses money, all the while plotting her revenge.

After twenty years, Breq uses her amassed money to track down and purchase a gun; a gun from the only ship that was able to harm Anaander Mianaai during a small act of rebellion hundreds of years before. En route to this gun, Breq picks up a Radchaai straggler; an officer who had once been someone unimportant on her own crew...almost a thousand years ago. Seivarden had been placed and forgotten into cryo for hundreds and hundreds of years. Upon being awoken, the world entirely changed, and her place in society gone, Seivarden become an addict. Nearly dead on some small icy world, Breq is compelled to help Seivarden....an act that takes her a long time not to regret.

Gun in hand, a far more docile Seivarden in tow (after causing her no end of trouble and nearly killing them both more than once), Breq returns to Radchaai space after twenty years. Her only goal is to seek an audience with Anaander Mianaai, and kill as many of her as she can. That this is a somewhat futile and poorly thought out plan doesn't seem to bother her much.

In Radchaai space, Seivarden become something of a novelty, and this allows Breq to pass as a foreigner accompanying the long-absent officer back to her home. Although everything she knows is gone, or perhaps because of it, Seivarden becomes increasingly loyal to Breq, and eventually proves to be a valuable asset. The two are eventually discovered for what they really are...or rather for what Breq really is, and her audience with Anaander Mianaai comes at last.

Canon point comes shortly after, in the ensuring chaos of Breq challenging Anaander Mianaai and shooting her (several of her); in an attempt to escape the station, and warn the rest of the Radch empire, and the other ship AI of the internal war being fought by Anaander Mianaai, Breq's shuttle is almost destroyed and she loses conciousness.

Personality:

The fundamental core of Breq's personality is her nature as an A.I.

Breq was created with the purpose of serving the Radch empire, by the highest ruler and founder of that empire herself, and fulfilled this duty with unflinchingly loyalty for close to a thousand years. The core values of the Radchaai are not just a belief of Breq's, but an inseparable part of who she is. Radchaai believe they are bringing civilization, and thus protection, and security and unity to whatever worlds they encounter, and Breq not only believes, but embodies these goals. In many ways, she is more Radchaai than any Radchaai could ever dream of being.

Unlike many of the Radchaai, however, Breq exhibits a surprising tolerance and open acceptance of other cultures. Because she has been around long enough to watch many worlds be taken over and absorbed into the Radchaai empire, she understands the 'melting pot' nature of their society. The idea of being purely Radch is one that exists, but that Breq does not seem to believe in. For her, Radch is civilization and once annexed, any group can be a part of that civilization. Likewise she is a interested student in the spiritual side of the Radch empire, and comments frequently on the ways, sometimes successful, sometimes not in which the empire twists and changes all local religious, spiritual and iconographic beliefs into an echo of their own [not dissimilar to the early spread of Christianity]. It's hard to say how much Breq believes in the Radchaai spirituality, but she does carry iconography with her, and sometimes take the time to pray. She does sometimes cite the Radchaai belief in there being no such things as coincidence, although it is always stated in a way that sounds a bit unsure of whether or not it's true. There is an open mindedness to Breq that allows her to learn from and embrace other cultures, both the one she was "born" into, and those that are so different that most Radchaai would reject them out right.

Stemming from her openness of other cultures, and also illustrating how there is much more to Breq than being an artificially created instrument of the Radch Empire, Breq has a great love of singing. So much so that she becomes well known for it, both among her crew members, and the populations in which her ancillaries live during annexations. She learns songs from locals, wherever she goes, and with her many ancillaries, can effectively sing and entire choral piece by herself. Some people are more tolerant of this than others, and many of her high ranking lieutenants will ask her to stop. Breq herself can at times be somewhat self-concious of the singing; she knows that it is not encouraged for the most part, and is certainly a bizarre habit for an AI. Even the particular voice she has, depending on which ancillary she is uses can affect her, as some are not very good singers and may draw more criticism from those around her. It is Lieutenant Awn who most encourages Breq to sing, not merely ignoring it, but actively seeming to enjoy her songs. It is one of many things that endears Awn to Breq.

Breq's connections to the individuals she lives and works with is profound. Her human bodies - her ancillaries - allow her to interact with humans on a familiar level, and to not only experience and participate in things as they do, but to have relationships that almost resemble one on one interactions. While all of Breq's ancillaries are connected, all of one mind simultaneously, those in her care, or her command can interact with her in a way that is far more familiar. And like any individual, she forms different types of bonds. She has humans she likes, humans she doesn't, those she is close with and those she doesn't know at all. The relationships a ship develops are known as being highly impactful within the narrative, and so in this regard, Breq is not unique amongst her kind. It is considered quite common for ship AIs to have ' favourites', most often (but not always) their captains. It these relationships with humans that ultimately drive Breq though; they are more than a simple affectation of quirk. Especially her relationship with Lieutenant Awn.


“If you’re going to make a desperate, hopeless act of defiance you should make it a good one.”


Her relationship with Lieutenant Awn is one of the most important in the long existence of Justice of Toren. A relationship that even she doesn't see the importance of until it is to late. She worked with Awn during the annexation of a world, and like she did with any of her lieutenants, came to know Awn very well. She could read her moods, and needs as easily as if they were her own, but also came to greatly enjoy Awn's company, as well as respect her view points. Present for many of Awn's political negotiations and handling of sticky diplomatic scenarios, it could be said that Justice of Toren, or at least One Esk, began to internalise and share many of these views. That Awn treated her with a level of respect and interest not always afforded to ship AIs or their ancillaries only furthered the connection between the two.

In the end, Justice of Toren is ordered to kill Lieutenant Awn when the the lieutenant learns too much. The order comes from the Lord of Radch herself and while she has no choice but to obey, the regret is instantaneous. Even Breq didn't realise how important Awn was to her until she is killed - by her "own hand", no less - and her next act, one that is both personal, and politically driven as she realises the corruption of her leader, is to kill the body of the Lord of Radch who is present. This is ultimately only a symbolic act, and one that only buys a moment of time, but it is a turning point of Justice of Toren, One Esk...and for the person who will become Breq. Once events play out and the A.I. of a massive war ship, Justice of Toren is destroyed, leaving only one last ancillary, one last human body to contain all the experience and knowledge One Esk, things change.

From here forth, Breq lives her life, in many ways, as a human. Outwardly, she is a polite and good-natured individual. Years of practise being diplomatic, civil and largely in the background have sculpted her into a person who knows how and when to speak. She is highly observant, more likely to listen than to speak, and even then, typically only with purpose. She can seem somewhat reserved in personality, especially to those who are new to her, although even this is not incidental. Breq has a great deal of control over her display of emotions, and much of what she presents outwardly (such a smiling) is mostly done in a carefully planned manner meant to be comforting and familiar to humans. If not for humans, she would scarcely emote at all. Not because she doesn't experience emotions, but because the difference between feeling something and expressing it are, for her, a million miles apart.

That said, having a human body means she has many of the same reflexive and instinctive reactions as any other human. She jumps when startled, freezes up when scared, grimaces when hurt...she may have a higher threshold of control than an average human being, but she has her limits.

“I didn't get where I am by having reasonable goals”


Polite as she is outwardly, Breq is a different person internally. While there is a level of calm, and of self-control, it comes with another side. She pursues her goal of revenge with intense, single-minded determination. Regardless of the time it takes, the discomfort is brings, or the challenges encounter, there is little that can dissuade Breq of this goal. There is little for her outside of this goal; having had everything from her purpose to her existence stripped away from her, Breq clings fiercely to the one thing she can obtain...even if she cannot. She willingly admits that she knows her plans are outlandish, that her goal is one that is nearly impossible, and not even well thought-out. Even after twenty years of planning, and an intelligence that far outstrips any one single human mind, Breq's plan for revenge still essentially boils down to getting the only gun that can hurt the Lord of Radch, and walking in a killing as many of her bodies as possible. That she neither expects to 'win' this fight, nor even survive it, speaks perhaps the loudest of Breq's hard-headed determination...and desperation.

As an AI living in a human body, there is much that Breq has had to come to terms with. Beyond the physical requirements - she was somewhat accustomed to that since the ancillaries still needed to eat and sleep like any human - there is a lot of internal difference to contend with. Twenty years is not much in her long, long existence, but twenty years as just her, with no other ancillaries, and no connection to the greater part of what she once was, is a long time. Although she has adjusted and makes little complaint, it is something that Breq frequently thinks about. As a much smaller, much more individual unit, Breq has had to learn a lot more about herself, and who is is than she ever had to as Justice of Toren. And there is much about herself that she doesn't understand. Her own actions are driven by forces that she often doesn't seem to comprehend. When she saves Seivarden from death, and nurses her back to health and cares for her, despite the foul attitude and derision she initially is paid in return, Breq frequently returns to not understanding why she does so. Even after Seivarden betrays her, and sells her transportation so she can (presumably) return to her life as an addict, Breq still literally throws herself off a bridge to save Seivarden...nearly killing herself in the process. When Seivarden asks why, Breq has no answer.

While Breq has a strong sense of person, she is still very much defined by her goals. That she can exist outside of those goals is still something she is coming to terms with, and the more she interacts with people, the more she is coming into conflict with the sides of herself she doesn't know all that well yet. Much like how she cared about Lieutenant Awn, so greatly and without even fully understanding how greatly, that her death made One Esk do things that she would have never done before, Breq is a person in a state of flux, with many unknowns yet to discover.

Abilities/Skills:

-Human body, with muscular and skeletal augments that make her somewhat more durable and strong than a baseline human
-Armor; an implant that allows her to bring up an invisible, force field like armour around her body (can be expanded slightly). Stops bullets, and dampens impact, but not completely and she can still be injured, bruised or knocked over by the impact.
-A thousand year old AI, with all the intelligence and experience that comes with that. Breq can make advanced calculations at incredible speeds, especially relating to ongoing events. She acknowledges this ability would be far greater if she had her many ancillaries or her ship's brain, but it still far surpasses a typical human ability.
-Skilled at hand to hand combat and an extremely skilled and precise marksman (see above ability to make real-time calculations about space, and ballistics).

Strengths/Weaknesses:

STRENGTHS
-Determined, and diligent.  Works very hard at what she puts her mind to or is asked of her
-Understands the necessity of order and structure
-Very rational for the most part, and capable of keeping a level head under stressful situations
-A+ Liar, a skill she uses mostly as necessary rather than with ill-will
-Highly intelligent and fast thinking, more so than any human would be capable of
-Polite, and very concerned with proper decorum
-Very tolerant of others different from herself and her culture

WEAKNESSES
-Doesn't understand herself very well; is still learning introspection, and it can sometimes affect her judgement
-Stubborn, to the point of blindness
-Not particularly charismatic or good at being personable
-Still believe strongly in the Radch Empire and that it brings civilization to the uncivilized
-

Items:
-The clothing she is wearing (outer jacket, shirt, pants, shoes, belt, undergarments)
-Armor implant

SAMPLES

Network Sample: Here

Prose/Action Sample: Open Post

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