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E-Mail: greynaess@gmail.com
IM: specialagentwashingtub (Skype)
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Other Characters: Agent Carolina (RvB)
Character Name: Selina "Cat" Kyle
Series: Gotham
Timeline: 1x10
Canon Resource Link: Selina's Wiki page
Gotham Wiki page
Character History: Selina has been living on the streets for a long time. Much of her life, actually. She makes up stories about her parents still being out there, or how her mother is coming back for her eventually, but in all likelihood, they're both deceased. Thus, she's been living on her own for much of her childhood, taking care of herself and learning to fend for herself.
She doesn't mind her life, though. Sure, she'd trade it in for a proper life with parents and a warm home, but she'd never admit to that. So, we find her, now a teenager, living on the streets of Gotham, street-smart and clever enough to survive.
One night, which seems like a normal night as ever, Selina's just knicked a bottle of milk from a lady's grocery bag and stolen a man's wallet for some cash. She takes the milk down an alley to a stray cat she knows is living there and pours some out for it, making sure it's fed and comfortable. However, hearing people coming down the alley, she scrambles up a fire escape and watches silently as they appear and walk by--only instead of them getting by and her getting on her way, this is how she witnesses the murder of the Waynes, with the exception of their young son, who's left alive.
She doesn't do anything about what she's witnessed right away. Instead she goes about her life, but she's sparked an interest in the boy whose parents' murder she witnessed and occasionally goes to Wayne manor, perched up on the large fence as though to watch out for activity. As though she wants to reach out and tell him that she saw the whole thing.
Some time later, spending time with other homeless kids, they're approached by a middle-aged couple offering them food. The other kids jump at the opportunity, but Selina remains wary of the situation. And, as it turns out, rightfully so. The couple knocks the kids out and kidnaps them--thankfully Selina was smart enough at that point to run and hide so as to not be caught as well. However, she's not so lucky later when, in an effort to supposedly treat street kids better, the city has them sent off either to foster homes or juvenile shelters whether they want to or not. Unluckily, she gets on the one bus full of homeless kids that ends up being taken by the same couple and winds up kidnapped this time around.
Using her wits and cat-like skills, however, she manages to fool them into thinking they've gotten all the kids off the bus when they reach their destination and even slinks out silently to hide and try to find a way out. She does well until a necklace falls out of her pocket at one point, revealing her position to one of the people looking for her, but before she can be captured again, thankfully, the police step in.
After the whole debacle, she's brought to the police station for questioning and whatnot, and afterwards they still plan to send her to the shelter. She tries to fight it, the last thing she wants is to go there, but nothing's working. At least, not until she asks to see a specific cop, Jim Gordon, who she'd seen investigating the missing kids and knew had worked on the Wayne murder case. She demands to see him because she has something he really wants, and when she finally does get to see him, she offers to give him what she has if he can keep her out of juvie. He reluctantly agrees, and she tells him that she saw who actually murdered the Waynes.
A few days later, she's dropped off in Jim Gordon's custody. To prove that she witnessed everything, he takes her back to the alley where the murder happened and she describes what happened exactly. Gordon unconvinced of her story however, she explains how she pickpocketed on her way there and threw the wallet into the sewer drain. If he can find the wallet in there, it proves she was there that night. To make sure she doesn't leave while he's checking the sewer, Gordon handcuffs Selina to a stairwell, however, while he's down there looking for the wallet, she picks her way free of the cuffs using a pen and makes her escape after dropping the cuffs down with Gordon in the sewer, telling him he'll be needing them.
Some time later, Selina is caught breaking and entering and brought to the police station. She tells the cops to take her to Gordon because she knows him. It's a good thing for Gordon to have her back, because it means he has a witness to the crime he's still trying to solve, so he wants to put her somewhere she'll be safe. That ends up being Wayne Manor, where Selina finally meets the boy, Bruce Wayne. The two slowly get to know each other and even start to bond over a food fight.
Things don't stay perfect though, as a set of assassins is sent after Selina for being a witness to the murders of the Waynes. They get into the Manor and Bruce and Selina have to go running, first through the house, then out toward the city. They take shelter on the streets, and Selina tells a confused Bruce that the assassins were after her, not him.
They end up being hunted down again, or rather ratted out when Selina tries to fence some small items she stole from Wayne Manor, and are locked up in a room. Clever and thinking on her feet, Selina starts stacking assorted file cabinets and other large items toward the ceiling window to make it look like they escaped when someone comes to fetch them for the assassins. Selina knocks him out and then makes her real escape, leaving Bruce behind to, thankfully, be found by his guardian and the police.
Abilities/Special Powers:
Acrobatics: Selina is a highly talented acrobat--most likely self taught, too. She's flexible, quick and quiet on her feet, and is particularly good at getting into places she's not supposed to be. She can climb well and is often seen leaping from building to building.
Thievery: As previously stated, Selina is good at getting herself into places she's not supposed to be, and she does this usually without anyone noticing. She's quiet and quick, as well as incredibly clever. She pickpockets often and gets away with it more often than not.
Senses: Selina has above-average senses. It's been noted that she has a good sense of hearing, a sharp sense of smell, and, at least she tells Detective Gordon, she can "see in the dark."
Third-Person Sample: When she first arrives in Wonderland, Selina is, admittedly, a bit distraught. It's never a good sign if you're waking up somewhere you didn't go to sleep, especially as a street kid. However, she gets a look at the surrounding area--the perfectly kept gardens and the checkerboard hills, and some of that distress wanes. A further glance around tells her she's not anywhere near Gotham, not if she can't actually see the city in the distance, and it makes her curious. Her curiosity has a tendency to take over, even in situations where she should probably remain in distress and uncertainty.
Slowly, she makes her way toward the mansion. She doesn't walk though, she stalks. Sneaks. Tries to avoid being seen by anyone who might be looking out any of those windows--she assumes it's a family mansion, so maybe she can get some good stuff out of it. She can be in and out, and then go heading back to Gotham, whichever direction that might be from here. She could use the extra cash, truth be told, and rich people so rarely notice items going missing. Especially if they're just small things, which are her specialty.
As a thief, instead of going for the front door, Selina goes around the side of the massive house, around to the back. She peers into the windows she passes and occasionally sees some amount of activity, but no one really seems to pay her much mind. That's odd in itself, to her, considering she's trespassing, but she lets it slide as luck and instead continues her way. Taking then to climbing the side of the wall, she makes her way up the building, toward a couple of open windows she can see several storeys above. She climbs quietly and quickly, like a cat, though there's a bit of a struggle here and there along the way.
Eventually though, she makes it up there and quietly leaps into one of the open windows. Conveniently, a hallway. Crouched beneath the sill, her eyes dart around, watching as her ears listen carefully for any sign of others. She can't be spotted or heard, or it utterly ruins the plan. Plus, gets her caught, which is never great. Although, often fun to get out of, when she can. Smirking a little to herself at the though, she quietly begins stalking through the hall, sticking close to the wall, peeking around corners and doorways. For the awfully large number of people who seem to be living here, there aren't a whole lot of them around. Weird. But it works in her favour. She sneaks into the odd room here or there, glances around, and snags a few things before heading on to the next one.
So far, this place is a goldmine for odd and peculiar objects, likely to bring in a fair amount of cash.
First-Person Sample:
[ By now, she's already had a relatively thorough look around the place, investigating and exploring. She's overheard conversations, watched some people from afar, and has the gist of what this place is about. She's pretty sure, anyway. It's only then that she finally makes an appearance on the network, a wry smile on her face as she broadcasts. ]
So, I've heard this place be referred to as a prison, but you know what? It ain't so bad. I mean, there're rooms for each of us, free food--as much as you can eat, and we're free to come and go as we please. I don't see what's so bad about all that.
[ She kicks her feet up from her sitting position and gives the camera a look. ]
I think I could get used to this, actually. Loads better than anywhere I've ever lived before. Sure, we're trapped here or whatever somehow, but is it really so bad? Could be a lot worse, you know.
[ With that, she shrugs, and cuts the feed. ]