
BASIC INFO
| NAME: | Kara |
| A.K.A.: | AX400 #579 102 694 |
| CANON: | Detroit: Become Human |
| HOME: | Detroit, MI, USA |
| AGE: | 6, chronologically; 25, physically |
| GENDER: | Female |
| SPECIES: | CyberLife Android |
| DEATH: | November 11, 2038 |
FIRST GLANCE
| APPEARANCE: | LINK |
| HEIGHT: | 5'4" |
| BUILD: | Slender and willowy with no visible muscles. She is made to appear motherly, unassuming and nonthreatening. |
| HAIR: | Cropped short, whitish-blonde. |
| EYES: | Bluish-gray. |
| DRESS: | Dumpster goblin. She's wearing what she could find on the street and/or steal and it sort of shows. |
| SCENT: | Like nothing, oddly enough. Perhaps whatever their blood might smell like. |
| VOICE: | LINK |
| DEMEANOR: | Demeanor |
PERMISSIONS
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| BACKTAGGING: | ✔ |
| 4TH-WALLING: | ✘ |
| THREADJACKING: | ✔ |
| MIND-READING: | ✘ |
| FIGHTING: | ✔ |
| ROMANCE: | ✔ |
| INJURY: | ✔ |
| KILLING: | ✘ |
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TELL ME HOW IT FEELS TO BE ON THE OUTSIDE
with your hands on the glass
PERSONALITY
Since her creation there has always been a lingering need for more deep inside of Kara, a need to feel alive when living in a world where she was considered nothing more than an object or plaything. Nevertheless her programming only offers her one road to follow or risk destruction and she follows it without a second thought even when, she herself, is almost destroyed by her human master after being sold and resold. It is, in truth, the relationship she forms with her last master's seemingly human daughter that allows her to break the chains of her programming and rescue the girl from a fate that could have just so easily mimicked the one she suffered before being reset.
Now "Deviant" Kara is faced with options she never thought would bother her, problems her programming couldn't answer for because there were no easy answers. A child in tow makes the escape through the city harder but everything that Kara does is with Alice in mind. To say that the young girl is her most important person would be an understatement. Kara will go and does go above and beyond herself to keep the little girl safe during the troubles they face on the road. It's a strange set of feelings that she has honestly never felt before, simply relaying on her programming to tell her how to feel and act now... now there's something human there.
Throughout the course of the game's three story lines, Kara is solely focused on escape and getting to a place where it can be safe for her and Alice, namely: Canada. They are faced with tougher challenges in the people they meet, forcing Kara to grow even faster in her deviant status and make decision on her own, independent of her former programming. Because of their experiences, Kara becomes distrustful of new people but slowly begins to show the gentle, caring and compassionate nature that had always existed inside of her. It allows her to grow a group of allies more than willing to also sacrifice themselves in order to protect Alice's life and happiness.
New to the world, she can come off as naive and nervous with the tendency to perform reckless actions with excuses that it was for their betterment. This can go as far as her becoming ruthless and selling her comrades out, or selfless in saving both human and androids up into sacrificing herself with Luther becoming an equally important figure in her life and father-figure for Alice in their journey. She, despite everything, attempts to keep her kind heart and empathy throughout their journey. She is also small, and not very strong after all designed to be a caretaker and not a fighter. She is forced to use wit and creativity to win. She tries to avoid directly fighting when necessary instead relaying on her programming to creating solutions to problem faster than the normal human.
She is naturally curious about everything although passive in actually pursuing things out of fear of the unknown but finds herself willing to try new things if presented in a safe and comfortable environment. Still as mentioned, Kara does not have the life experience most do and, in a way, can come off extremely naive. She does not take a lot into consideration until the last moment and although she gets better at this-- some things do continue to take her by surprise such as when she is forced to kill. It's clear she dislikes killing but as she continues her journey through Detriot and surrounding area, it's clear she begins understand why it has to be this way even though it clearly weighs heavily on her.
Needless to say, the world she experiences leaves her feeling bitter at times but her heart does not change. She still shows that same kindness and warmth underneath the burden she has begun to carry too. All in all, Kara is still learning. In ways she is still almost like a child but in many more, she is extremely wise beyond her years. She has a sense of humor, calling people out on their ideas and can butt heads with people from time to time. After all she is opinionated and is no longer afraid to speak her mind on the things that she believes in or when it comes to the care or protection of Alice.
Her determination is almost unfaltering and although she is still desperately learning to deal with the consequences of her actions, she is focused on her goals and doing what she wants for once. She is still learning to come to terms with the reality of the world she so lacked experience in but it has not changed her curious nature and willingness to learn even if her innocence has suffered for it. Kara is understandably loyal though, and she is willing to help those in need if she can.
MAJOR CHOICES
— A NEW HOME: Kara discovers the gun while cleaning Todd's room.
— STORMY NIGHT: Becomes deviant in order to protect Alice; kills Todd in self-defense with the gun.
— FUGITIVES: Steals the toy and money from the store; steals clothes from the laundromat; stays at the motel; promises to always be with Alice.
— ON THE RUN: Draws a bath for Alice and watches the new reporting on Todd's death; Connor finds them leading to a freeway chase; despite Hank's orders Connor chases after them and Kara pushes him into on-coming traffic; the pair escape.
— ZLATKO: Kara breaks free from the machine threatening to wipe her memory; kills the android in the bathtub; frees the polar bear android; sets a fire to create a distraction; Zlatko is killed by Luther.
— THE PIRATES' COVE: Speaks with Luther about his past, rA9 and their hopeful future in Canada; watches Alice ride the carousal with Luther and the Jerrys.
— MIDNIGHT TRAIN: Meets Rose and Adam; Kara later talks with Adam to help ease tension and reassures him when the cop arrives; finds and hides all evidence of deviants; Alice and Luther hide in the laundry room; policeman leaves, fooled; Kara gives Alice a goodnight kiss.
— CROSSROADS: Kara, Luther and Alice all arrive at Jericho; hugs Alice; helps get Luther to safety; Kara is shot in the leg running; her and Alice play dead and are able to escape the assault.
— BATTLE FOR DETROIT: The trio are able to reach the bus terminal without running into the military; Kara keeps Luther calm when soldiers approach; gives tickets back to the family; try to cross the border by boat; Luther dies; Kara accelerates injuring Alice; although they make it across the border Alice dies and Kara deactivates herself
INVENTORY
CLOTHES uniform; squat; parking lot; lavomatic; winter
MS853 BLACK HAWK A 9mm handgun with a magazine capacity of 17 rounds. The overall length of the gun is 8.5 inches and it has a 5-inch barrel.
BONSAI TREE a gift from ralph shortly after her arrival in the city. 3 to 5 years old.
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