Chloe Frazer
full name:
Chloe Frazer
canon:
Uncharted
pronouns:
she/her
age:
38
height:
5'8"
canon year:
2018
housing:
12 Greene Street, Milton
first impressions
Chloe is relatively tall for a woman at 5'8", but she has the worst posture in the world so it's hard to tell. She's got light brown skin, thick black hair that's almost always pulled back into a ponytail, and grey eyes. She has a deep voice with a bit of a rasp to it, and a noticeable Australian accent. If she can choose, she's pretty much always wearing red.
personality
Pros: -Strong friendships: This is something that she's been fighting for years, but despite thinking of herself as a lone wolf type Chloe forms strong connections very quickly. For example, with Elena she went from outright hostility (Elena was her then-boyfriend’s ex that he’d never gotten over and Chloe’s got some understandable abandonment issues) to carrying her injured body through a very dangerous area to safety over the course of an hour or so. She does her best to protect "her" people (even if this sometimes manifests itself in betraying them and then un-betraying them as soon as it's safe to do so) and has jumped in front of people with guns more than once to protect people she cares about. She's always tried to be pragmatic because of her belief that caring too much was what killed her father, but also at least one villain has figured out that threatening her friends works better than threatening her to make her do things. The circle of people she's bound to protect is expanding out a bit now after the recent adventure derailing a train to save a city, but this is new enough that she hasn't really figured herself out about it yet.
-Smart: Chloe is great at solving puzzles, and enjoys the opportunity to play teacher about both the death traps and the history when working with a novice. She also really loves listening to other people rambling about stuff they know a lot about (her type is super strong shy nerds and this is part of the reason) to the point that if she knows someone she's working with is interested in something she'll make a point of asking about it whenever it might be relevant.
-Determined: Chloe will drop anything if she thinks the risks outweigh the rewards, but if she's decided she's in, she's in 110%. Once she's decided she's going to take care of injured Elena, she refuses to give up even when she thinks Nathan is dead, the city starts collapsing and Elena explicitly tells her to leave her behind. There are multiple times in the train derailing adventure that it looks completely hopeless (when they realize they can't defuse the bomb, when the engine room door is welded shut so they can't stop the train) but she refuses to let it go.
Cons:
- This woman is SO annoying: Chloe's fear of vulnerability translates into obnoxious jokes at any time that one might feel an emotion: Nate tries to apologize for breaking her heart and she interrupts him to make a stupid joke about how good her ass looks, a rival is touching Nadine in a way that is clearly making her uncomfortable so Chloe interrupts the situation to offer to switch sides just to make him mad enough to leave her alone (it makes everyone mad), she undercuts a "my dad would have liked you" that came out a bit too honest by immediately adding "he was a dickhead". She also sort of lies recreationally for the same reason: at one point in the comic Nate asks her who she really is and she tells him both that she's a bored housewife and that she's a time traveller.
-Adrenaline junkie: I'm putting this in the con section because none of her allies ever seem to like it. Chloe takes a lot of stupid risks because she's bad at plans and acts on impulse a lot. Her journal title comes from a scene where her entire plan boils down to "we'll throw a grenade and see what happens". She's ramped a car across a chasm into the side of a train and used her grappling hook to climb into a flying helicopter (it crashed). She's usually having fun but she's also usually the only one doing so.
-Always has to be the leader: Chloe needs to be in control of everything all the time, no matter how trivial the thing is. This can cause her to butt heads with anyone she feels is trying to make her do something or overrule her on something she thinks she owns (getting mad at Nadine for saying "we" about Chloe's mission that they were both on), and if she's decided she's in charge she just expects everyone else to fall in line and gets angry when they don't (the main reason she gets mad at Nate for not wanting to leave Jeff behind to die is that he's undermining her in favor of Elena).
skills
• Firearms (of the type that were widely available in 2009-2018, there's an implication in the journal in Uncharted 2 that she met Nate at a gun show)• Cars - this might not matter much considering that nothing works but she's a getaway driver and knows a lot about fixing/identifying cars
• Climbing with minimal equipment in less than ideal conditions
• Swimming (can hold her breath for a pretty absurdly long time)
• Solving puzzles, synthesizing information (Uncharted has a very Indiana Jones-esque booby trapped tombs that you solve with history knowledge aesthetic)
aurora feats
Free Runner: You have enhanced sprinting/stamina capabilities. You do not tire easily, you traverse the difficult terrain with ease. Interlopers feel stronger and fitter than their peers, and that they can go for longer periods of time. Free Runners are less likely to trip or fall, or take fall-related injuries and require less rest to recover from long or challenging journeys. Unfortunately, the setback of this ability is that Interlopers will require more calories to sustain yourself, sometimes to the point of an insatiable appetite if they've over-exerted themselves. In a world of limited resources, they're a bigger drain on the community. Failure to sustain themselves will ultimately lead to sickness and starvation from burning out.Moon Touched: Lycanthropy, of a sort. You have the ability to shift into a wolf at will, and with it all the abilities of wolves whilst in this form: heightened senses, a slight resistance to the cold due to your warm fur, sharp teeth and claws. Interlopers can appear as any kind of wolf in the natural world in size and fur colour. They’re able to understand spoken word from anyone, but cannot speak themselves. Instead, they have their unique way of communicating with other Moon Touched Interlopers in wolf form — based off instinct rather than language. Staying in this form for too long, however, will cause Interlopers to lose their sense of self and will forget how to change back to human form — struggling after 24 hours and completely forgetting their human form after 48 hours. During the Aurora, if you are this form your mind will be warped into a frenzy and you may attack anything you come across. Foe, or friend.
ooc info:
Tess . PST .
nonhoration