phantasmods: (Default)
Phantasmal Rift Mods ([personal profile] phantasmods) wrote2018-01-17 08:32 am

APPLICATIONS

Applications are currently closed and will open at 12:01 AM PST on February 22nd.

Post your applications to this entry in the following format: First comment should contain the OOC information section only. Successive comments should be posted in reply to that comment, as many as you need. Moderator responses will be appended to the last comment of the application.

A reserve is not required to app! Please note that while the total cap for characters per player is four, you can apply a maximum of two characters per application cycle.

APPLICATION TEMPLATE:

    OOC Information

    Player name: [Your preferred name or handle here]
    Player age and gender: [18+ folks only. Preferred pronouns go here, though please include one least one of he/she/they for the sanity of your mods and fellow players]
    Player Contact: [Plurk, Discord, what have you]
    Any other characters in game?

    [THIS IS THE END OF YOUR FIRST COMMENT. EVERYTHING AFTER THIS GOES IN REPLIES TO THE FIRST COMMENT.]

    IC Information

    Character name: [Western order, please. Also if your character is a AU with a different name than the one they had in canon, please let us know!]
    Character canon: [If your canon has multiple adaptations and you pull from one in specific, please note that. If your character is a CRAU, please note game they came from here!]
    Canon point: [If your character is an AU, please include both their ORIGINAL CANONPOINT and their AU canonpoint. In the case of a CRAU, please note their canonpoint at their PREVIOUS GAME.]
    Physical Description: [Image links are fine! Please also include your character's relative height and age!]
    About the Character: [Tell us about your character! This is a freeform section for both history and personality, and we're looking for 500-2000 words. Please don't go too far under or overboard!]

    Character abilities: [Include both supernatural abilities and more mundane ones, please! Details are good.]
    Inventory: [What's on your character's person when they arrive, magically or otherwise?]

    Samples: [Threads from the test drive are strongly preferred, but any thread of at least eight comments from your character will do.]




Please note that apps are processed in batches at the end of the application period!

IMPORTANT: Be sure to post your app with the journal you intend to use for the game!
bulletnews: (editor in chief)

[personal profile] bulletnews 2018-02-01 04:50 pm (UTC)(link)
OOC Information

Player name: Awe

Player age and gender: 18 / he

Any other characters in game? Not yet
bulletnews: (it's a hit!!!)

[personal profile] bulletnews 2018-02-01 04:51 pm (UTC)(link)
IC Information

Character name: Aya Shameimaru

Character canon: Touhou Project

Canon point: After Hidden Star in Four Seasons' extra scenario

Physical Description: Here's a picture. While Aya appears to be in her early-to-mid-20s, she is at least 1000 years old. She is about 180 cm tall (slightly shorter than 6 ft 0 in).

About the Character: The history of Gensokyo is, at once, only tangentially relevant to Aya's character and essential to it - Gensokyo is an isolated pocket dimension hidden in rural Japan for the continued existence of youkai, Japan's native monsters, in the face of science and other inquiries making it more difficult for them to live. By doing so, the youkai detached themselves from the collective human imagination and became able to grow and develop on their own.

As of late, Gensokyo has been beset by a number of "incidents" typically resolved by a local shrine maiden (Reimu) or a black-and-white magician (Marisa), of which Aya generally knows the details or was otherwise directly involved. She takes extensive notes of anyone she interviews whether in connection to these incidents or not, but because she does her memory is somewhat inconsistent. Recent incidents include:

- The time the whole region was covered in extremely thick red fog, and then Reimu and Marisa beat up some vampires
- The time winter hadn't subsided at all until like May, and then Reimu and Marisa and Sakuya (a maid in the employ of the aforementioned vampires) went to the Netherworld to get spring back
- The time when everyone was throwing too many parties because a hidden oni was increasing the party density
- The time the moon was replaced with a fake, so one of four pairs of characters (details unclear) artificially extended the night to get the real moon back before permanent damage could be done
- The time all the flowers everywhere started blooming without regard for what season it was, which as it turns out just kinda happens once every sixty years or so but also there were too many ghosts around because a local shinigami wasn't doing her job
- The time a couple of gods from the outside moved an entire shrine and lake into Gensokyo, on top of the mountain where Aya lives, and then struck some kind of deal with at least the Great Tengu that he apparently didn't tell anyone about
- The time the weather went haywire around everyone, and Reimu's shrine was destroyed in an earthquake twice, because a celestial got bored
- The time a geyser full of evil spirits suddenly erupted in Reimu's backyard because one of the aforementioned outside gods wanted to make a nuclear fusion reactor
- The time UFOs showed up, and then a Buddhist temple ship parked outside the village
- The time Prince Shotoku, who was secretly a Taoist and also female-identifying, got angry because her mausoleum was landed on top of by the aforementioned Buddhist temple ship
- The time when all the humans started losing hope, so all three religious leaders simultaneously go for a "please try this religion" tactic
- The time everyone's magical items went haywire and there was a big storm and an upside-down castle
- The time urban legends and other rumors spread like wildfire, and everyone is really concerned about balls
- The time the moon people launched a full-scale invasion of Gensokyo
- The time where people started taking over each other for no apparent reason
- The time different regions of Gensokyo were in completely different seasons, and it was because a couple of servants of a secret god were dancing behind people to draw out their hidden powers so that said secret god could hire their replacements

And, on a level much more specific than this, Aya knows about all this stuff, because she is, first and foremost, a reporter. Gathering material is generally close to the top her of mind in just about all situations; during an incident in which Reimu's shrine was destroyed, her response to hearing about it (from Reimu herself) is that it sounds like it would make a good news story and that she's going to investigate immediately just as soon as she's done chasing Reimu off the mountain, which is generally off-limits to humans. Her fixation on the next story is at times so severe that she can do things such as break into houses without even thinking about it. On at least one occasion when big news was happening underground, she volunteered to be a remote support for Reimu while she resolved the incident mostly just to hear everything as it was happening so she could write about it later.

The actual composition of an issue of her Bunbunmaru Newspaper is relatively straightforward. When writing it, Aya is concerned with whether or not she knows the facts of what is going on first and foremost but, consciously or not, can’t help from injecting her own view of the situation into her writing. Interviews are generally reproduced verbatim, however, and the one time she tried writing a more tabloid-style publication she accepted advertisements and outside columns, including several that were extremely morbid and didn’t seem to have a point. The tabloid was cancelled after an interview that would have appeared in it caused Aya to suspect that a Lunarian goddess with the power to invert a situation just by talking about it might abuse her writing as some sort of offensive maneuver against Gensokyo. It also includes a number of sections towards the end in which she de-embellishes and re-checks the facts of some of the articles that had been written therein, including one that looks like a scathing teardown of Prince Shotoku lifted from the coverage of Donald Trump’s presidential campaign. In short, she can and does let her own biases show in her writing, even though her reporting is for the most part accurate.

As for more direct offensive maneuvers, she prefers to avoid using them. However, her general attitude about information gathering occasionally leads to confrontations. The only known time she deliberately started a fight was with someone that had used a trap to kick her out of a duel that was already in progress between them. Said rematch is also one of the few cases Aya is genuinely outmatched by her opponent even despite said opponent holding back, who surrenders in the face of Aya's tenacity anyway. It takes a few moments for Aya to accept that she wins the duel, after which she immediately starts launching into the interview she'd asked for just before it began.

Aya's personal life is largely unknown; she is on the job pretty much every time she shows up in canon, but culturally as a whole the tengu are pretty well-off and have food sources and lots of alcohol and everything. She enjoys drinking a lot, like most tengu, but she knows there's no way she could win in a drinking contest against either of Gensokyo's two resident oni, Suika (never not drunk, has a literally infinite supply of super-alcohol) and Yuugi (constantly balancing a plate of the stuff, could punch you straight to the moon if she were so inclined).


Character abilities: Aya, as a crow tengu, is an inherently magical being. She is longer-lived, stronger, and faster than a human, and in fact faster than other tengu. Supposedly, even her signature spell that involves her moving really fast, Illusionary Dominance, is still just a fraction of her top speed, not to mention her ability to maneuver effectively at that kind of speed. Her specialty in terms of magic is wind manipulation, which she uses to assist her already superhuman speed, create small tornadoes and other projectiles made of air, and, in a more esoteric use of the wind, "listen" to it to pick up rumors. Many of her attack spells have names, due to the nature of magical duels in Gensokyo; a list of these is on her Touhou Wiki page. (The "Skills" section above it is instead a list of her shot types and special moves from the fighting games she appeared in (Spell Cards themselves are supermoves)).

Spell Card dueling is always non-lethal, and she is able to hold back as much raw power as necessary to ensure this is the case. She can also supplement her wind attacks with generic magic energy bullets.

All this physical and magical strength does come with a fairly significant drawback, which is that she is especially vulnerable to mind-altering effects and possession not in terms of susceptibility but in terms of results; if something like that gets used on her it's extremely hard to recover from and might even be permanent.

More niche magical skills she has include the ability to hide and show her wings at will and the ability to make regular non-magic crows do what she wants generally (one at a time);
In terms of more mundane skills, her primary skillsets are journalism and photography. Also she holds liquor really well.

Inventory: Writing instruments, feather fan, camera, the Bunkachou (her notebook, full of ridiculous amounts of photos and notes. Her handwriting is apparently actually pretty cute.)

Samples: here are two threads
Edited 2018-02-02 04:45 (UTC)
riderofcharlemagne: (Default)

[personal profile] riderofcharlemagne 2018-02-01 06:35 pm (UTC)(link)
OOC Information

Player name: Jefferson

Player age and gender: 20, he/she

Any other characters in game? No
riderofcharlemagne: (CARROLL CARROLL)

[personal profile] riderofcharlemagne 2018-02-01 06:38 pm (UTC)(link)
IC Information

Character name: Astolfo

Character canon: Fate/Apocrypha

Canon point: S02 E01, after Celenike’s death.

Physical Description: [Image link] he’s 5’3”, has no definite age but is an adult.

About the Character: In life, Astolfo was one of the 12 Paladins of Charlemagne, and in this time he went on many adventures, collecting various treasures and weapons such as his lance, horn, and prized hippogriff, even venturing to the moon in order to restore reason and sanity to his fellow paladin Roland. With a competitive streak,he participated in many jousting tournaments, often losing until he “borrowed” (stole) the Trap of Argalia, which won him many battles due to its ability to cause anyone who touched its golden tip to fall. Famed in his legends as “weak”, he was subject to many failures and defeats, but he never faltered in spite of this.

After his death, he became a heroic spirit and was summoned in the Great Holy Grail War, to a master, Celenike, whom he disliked and that grew to detest his tendency to follow his heart and do as he pleases- regardless of whether it would benefit his side or not. He betrayed his master in assisting a homunculus boy to escape his fate of being used as a living, magical battery and encouraged him to go out and live his life, believing that this was the right thing for him to do. Astolfo watched as his comrade Siegfried sacrificed himself to save the homunculus, and took responsibility for the affair, proud of his actions. Celenike tortures Astolfo for his disobedience, and he continues to fight for her until he encounters the homunculus, now calling himself Sieg, on the battlefield. Celenike orders Astolfo to kill Sieg, using magic to force his actions despite his protests against it. He only avoids killing Sieg by the intervention of a third party, who decapitates Celenike. Without a master, Astolfo has limited time left of being alive, and this is where his canonpoint picks him up.

Astolfo himself is eternally optimistic, almost infectiously so. He takes his (many) failures in stride (barely recognising them as such), and approaches problems head on without much prior thought, acting impulsively because he places value in what his heart decides. As a result, he has little in the way of regrets. He follows his own path, and it is one that goes in whatever direction he decides on the spot. Famously lacking in sense, he can be careless especially in matters of secrecy; he’s a huge blabbermouth and loves to talk (mostly about himself). He can be very dramatic, always giving himself a grand introduction to new people, delivering speeches whilst posturing before a fight. Despite this, he’s not overly fond of combat. He will fight if he needs to but doesn’t seek it out, or enjoy it as anything more than a show to put on.

When out of combat, Astolfo loves to wander about and enjoy the pleasures of life with a curious nature about everything. Even though he doesn’t need to eat he enjoys indulging in sweet treats just for the enjoyment of the taste. He loves cute things, which is reflected in his fashion sense. He lives wholly in the moment with little thought for the future, so he is most motivated when working to help out someone he cares about no matter how fruitless it may be (an example is when helping out Sieg, not knowing how much he can realistically do for him he states “I’ll keep helping him until I stop”). He doesn’t get along well with people who are arrogant, selfish, and callous.

He admittedly lacks restraint (something he seems to be proud of, if anything) and can easily be annoying to the wrong people (another thing he takes in stride, claiming to be pretty good at annoying people). He has little regard for personal space or privacy, which means his conversations have the tendency to veer into awkwardness.

Astolfo is one to stubbornly hold onto the values he holds dear to his heart, and will refuse to do things that conflict with them regardless of the consequences of such. His alignment falls under “Chaotic Good”.


Character abilities: As a servant he has higher stamina/strength than a regular human, and relies on magical energy for survival/strength rather than food & drink.

He can manifest his noble phantasms (weapons & hippogriff) from a spiritual form so that they needn’t be carried around constantly. His horn emits a sound that slams enemies with the force of it, and his grimoire has anti-magic capabilities (that he can only use when the moon is out, because he forgets its true name without it). His hippogriff unsettles reality, which allows him to phase through space/attacks in very short bursts (I’d imagine the summoning/use of his hippogriff would probably be nerfed/removed, or just incredibly unwise to use in the setting.)

He can detect magic users & other servants, and they likewise would be able to detect him.

He has the ability to shift into a spirit form where he is invisible & intangible to conserve energy, but he greatly dislikes doing this because he likes assuming a human form.

Inventory: His outfit/armor, a hunting horn “La Black Luna”, a golden lance “Trap of Argalia”, a grimoire “Casseur De Logistille”.

Samples: https://phantasmemes.dreamwidth.org/340.html?thread=72788#cmt72788
https://phantasmemes.dreamwidth.org/340.html?thread=86356#cmt86356
https://phantasmemes.dreamwidth.org/340.html?thread=119380#cmt119380
photoshooter: (HAND 📷 So I says to him...)

[personal profile] photoshooter 2018-02-02 01:12 am (UTC)(link)
OOC Information

Player name: Asher

Player age and gender: 28, he/him/his

Any other characters in game? N/A
photoshooter: (MACHINE 📷 BURNINATING THE PEASANTS)

[personal profile] photoshooter 2018-02-02 01:12 am (UTC)(link)
IC Information

Character name: Prompto Argentum

Character canon: Final Fantasy XV

Canon point: End of Chapter 13, just after Noctis gets sucked into the Crystal and he got to shoot Ardyn in the back.

Physical Description: He freckle | But first, let me take a selfie | The boy in motion | Puzzle and Dragons because look, it's cute
Age: 20
Height: 5'8" (173 cm)

About the Character: 'I mean, when you look at me, you wouldn't think that I'm anything but a fun-loving, happy-go-lucky joker. But that isn't the real me. Behind all the quips and laughs, I'm a mess of hang-ups.'

Prompto's history on the Final Fantasy Wikia

Prompto's obviously FFXV's cheerful comic relief character from the get-go. He's goofy, clumsy, whiny, doesn't know what to do with himself during the game's heavy moments, chipper to a fault, exaggeratedly reactive, sometimes annoying, and has hair like a chocobo's butt. He's the quintessential sidekick: the party's mood-maker, a nice guy ready with a laugh whenever it's needed, even at his own expense.

But all of this is the persona Prompto's constructed so that he could have and keep friends. Beneath what he apparently thinks is a convincing front of jokes and good times, he hosts an inferiority complex the size of the sun, a deep-seated fear that his friends will leave him, and a need to give the people what they want. He's not naturally good with social interaction. He's uncertain of himself and has trouble relating to others. And a huge part of that was growing up lonely, as his adoptive parents were hardly home in his childhood. Their absence left Prompto an emotional chasm that, as a child, he was too awkward and inexperienced to fill. That loneliness has left him terrified that the 'real him' wouldn't be worth anyone's time, that he's meant to live with that hole forever.

Once given the impetus to fill it, though--that is, a letter from the Oracle, so it wasn't even a resolution of his own making--he goes all-out. Sheer bloody dedication to the idea of being Prince Noctis's friend sees him through a multi-year transformation. He refashions himself from shy, stodgy loner to an affectionate loudmouth who can't sit still, who maintains a well-regulated diet and exercise regimen though he's long since reached his (admittedly shallow) goal. And that goes to show that Prompto's determination, for all his complaining, is never to be underestimated--particularly when it comes to his friends.

Running deeper than his insecurity and more true than his charming goofball persona is a streak of loyalty and compassion greater than Prompto himself understands. He's always the first to a downed friend's side and the quickest to notice something's wrong. He goes out of his way for children and injured animals--an affinity, perhaps, for those as weak as he perceives himself to be. A lifetime of observing others and adjusting his presentation to match the mood lets him see when his friends are hurting, and his own lack of pride--what, after all, does a loser like him have to be proud of?--lets him offer help so easily, so naturally, his prouder, more macho friends maybe feel less of a sting. Everything Prompto does, he does to earn his place among the people he's lucky enough to call friends. Everything he does, he does to help.

Because of that, he lacks a certain kind of initiative on his own. His greatest struggle is to figure out what he wants, not what the people around him want of him. Before he figures that out, he's always looking to others for guidance and hiding behind them when he believes a situation beyond his ability--which happens real darn often. But once he realizes all he wants is to be with the others whether or not he 'deserves' that place--when he sets out to take that spot for himself with all the honesty and courage he has--he learns he has the resolve to stand on his own.

His whole life, Prompto's wrestled with the idea that he doesn't belong. For twenty years, he hid the barcode on his wrist despite not knowing what it meant beyond 'you're not one of them.' He knew he was from the enemy empire. He knew he was awkward, ungainly, without anything to offer that would make his friendship worth the trouble. But he knew he wanted friends more than anything. When he finds an opportunity to have them, Prompto does everything he can not only to keep them, but to keep them well. He wants his friends to be happy. He'll do whatever it takes to make it so.

When the chips are down, when everything is falling apart around them, it's wimpy, awkward, bad-jokes Prompto who steps up to fill the cracks and ease the burdens of those around him. It's Prompto who sticks up for Ignis's right to choose his destiny after an attack leaves him blind. It's Prompto who jokes with Noctis and forgives him as easily as the others can't, rather than piling guilt and responsibility upon him.

He is that fun-loving, happy-go-lucky joker, here to groan about minor inconveniences and lighten the mood. He's also that mess of insecurities, constantly groping for validation, begging the world for a reason to exist. But Prompto's capable of growth beyond expectation, most of all his own.

Whatever his friends need, he'll become.

Character abilities:

Combat: Prompto's a seasoned gunner, used both to hunting animals and daemons and waging battle against more human (or human-directed) forces. While he has the weakest constitution of his friends, he's fast on his feet and on the draw and can use any kind of firearm, including heavy machine weaponry and sniper rifles. He's also capable of stealth kills from behind.
Photographer's eye: The keen eye that makes him a good gunman serves him even better as a photographer. Prompto documents everything from cute animals to dramatic scenes to candid shots of his friends, and he likes no opportunity better than that for a selfie.
Athletics: He's a speedy runner and a generally nimble, springy young man.
Tech and vehicles: From the ease with which he adjusts to such disparate creations as Imperial Speeders, snowmobiles, and heavy weaponry, it appears Prompto has something of a knack for understanding and utilizing machines. Who knows? Maybe it's genetic.

Crownsguard/Kingsglaive Techniques (LOCKED, FOR NOW):
Magic: As a member of Noctis's guard, when Noct is there, Prompto can draw on his magic to use special techniques that can weaken enemies or induce certain status effects. These techniques include Starshell, Gravisphere, Shock Drop, the healing buttpat, and so on.
Armiger access: He can also materialize or dismiss his weapons (or other items) rather than carry them around; this seems to grant him unlimited ammunition for his firearms as well. Unfortunately, without Noct, this... doesn't work.



Inventory:
Crownsguard Fatigues: (Leftmost outfit) The battle garb of the Crownsguard. Designed to protect the wearer and increase their health. They're all black and custom-made for each wearer; this one includes a sleeveless jacket, a sleeveless shirt with an angular, silvery design, slim-fit pants with a subtle leopard-print pattern, and boots. Also leather wristbands, fingerless gloves, and a bandanna.
Lion Heart: A large handgun with a distinctive blue stripe. A high-performance prototype firearm developed exclusively for high-ranking officials. Deals more damage when HP is low. After the January TDM, he's down to a single bullet for it.
LOKTON-X30: A digital SLR with a shoulder strap and what's probably a couple hundred pictures of dirty boys and chocobos on it.
Smartphone: Standard-issue silver-backed smartphone. He doesn't seem to have many contacts, but at least he's got a pretty high score in King's Knight!
Friendship Band: An accessory that can be worn by Noctis's friends. Wearers can unleash link strikes even over great distances.


Samples: TDM toplevel and a tagout
Edited (Used the same image for his outfit and his gun, my bad) 2018-02-02 10:40 (UTC)
founderinglight: (Default)

[personal profile] founderinglight 2018-02-02 05:29 am (UTC)(link)
OOC Information

Player name: Nai

Player age and gender: 25 + he/him blob

Any other characters in game? I'M HEAD MOD I DO WHAT I WANT (some NPCs)
founderinglight: (Default)

[personal profile] founderinglight 2018-02-02 05:32 am (UTC)(link)
IC Information

Character name: Izunia Lucis Caelum

Character canon: Final Fantasy XV [NOTE: Due to uh, the state of the canon, may become AU at any time thanks Episode Ardyn]

Canon point: Post-game, via Shenanigans

Physical Description: He looks like his brother but dresses better, what more needs to be said? (Oh yeah he's a fucking 6'5 beanpole.)

About the Character: Okay so here's the thing: Izunia existing in the first place was only even confirmed in Episode Ignis, and we have approximately fuck to go on besides lines from a pair of very unreliable narrators. Bahamut is slightly more reliable in painting a picture of Ardyn and Izunia's mutual backstory, meanwhile Ardyn himself has quite a few comments about his brother - a supposedly jealous king, who stole not only the throne but Ardyn's entire identity and place in history as the Founder King.

This would seem to create a rather unsympathetic character, but as Ardyn's been cooking as a literal incarnation of a hateplague for two thousand years and FFXV is at its heart a tragedy, I've gone full hog on headcanon that there was a Horrible Fucking Miscommunication there and Izunia is, you know, not such a shitty guy.

So, for our purposes, a rough timeline of events in Izunia's actual life;

-> Born twins (FITE ME IN THE PIT TABATA), Ardyn the elder, near the end of the Astral War
-> Father was a hero of the war granted the power of the gods, specifically the Lucian magic/Armiger, which carried unexpectedly to his children
-> The two grew up close and were likely going to end up in research positions rebuilding their world before Ardyn was unexpectedly pointed at by the gods
-> Who declared that he would be a healer of the Starscourge (evilnasty magic plague) and that the Chosen King would relieve the world of it
-> Ardyn, believing himself to be said Chosen King, sets out to heal the world, picks up a Shield named Gilgamesh somewhere along the way
-> Eventually Ardyn realizes, but never lets on to anyone else, that he's not so much healing the plague as collecting it into his body
-> This state of things continues from ~20 to ~35, with Ardyn occasionally coming home and Izunia taking up most of the work of establishing the kingdom
-> Izunia caught the scourge, was barely hanging on when Ardyn arrived home in a panic and healed him
-> Izunia wakes up from the fever/delusions, sees the fuckface
-> Stabs first, asks questions never
-> Ardyn "dies"/discorporates for the first time
-> Izunia, distraught, goes to the crystal/Bahamut for "what the fuck do I do now"
-> Bahamut is like "lol your brother's a daemon now, there's nothing left of him but the accursed, good job, go be king in his stead"
-> Izunia proceeds to go full fucking yandere on the "daemon" that is Ardyn in a stunning series of executions, ending in Ardyn getting thrown in Angelgard
-> Afterwards, Izunia takes up Ardyn's name out of the belief that Ardyn is the one who deserves to be remembered as the Founder King
-> Gilgamesh grudgingly helps for a while but eventually, when Izunia can handle the deception on his own, fucks off to Taelpar Crag
-> Izunia has two children (a daughter who inherited the crown and a son who researched the Armiger) and dies in his mid-70s

From there we have two thousand years of chilling in a ring passed down through the generations until Kingsglaive, at which point Ardyn walks into the throne room in the Citadel like he owns the place, because he should. That was just a little bit of a wakeup call. Then Regis bites it and various people outside the family put on the ring with varying degrees of success due to their extremely varying degrees of worthiness.

After Kingsglaive and the fall of Insomnia, the ring passes into the keeping of Oracle Lunafreya, and nobody puts it on until Ignis in Altissia. [Salt and Pepper Diner voice] And that's when Izunia's mental state went from 'bad' to 'utterly destroyed' [/voice], because when faced with this punk-ass advisor with the power of kings, Ardyn's reaction is to warp straight into his face.

Because what's the only thing worse than turning your brother into the Ultimate Daemon? Realizing that the Accursed is still your brother, because daemons can't warp.

(and then later Noctis puts on the ring properly and follows the prophecy to actually put Ardyn down, which is why he's the favorite of all Izunia's descendants.)

End result: One Founder King with some seriously collapsing sanity due to guilt issues on top of the fact that he has played the role of his brother since he was 35, roughly 2000 years ago. There are also some identity issues, in the sense that Izunia consciously remember that he was the (relatively) straight-laced one to his brother's ridiculous habits, but he doesn't really remember which personality traits are from the original Izunia and which are from 'Ardyn.'

On top of this, Izunia doesn't relate to others particularly well, and is honestly quite a coward when it comes to social consequences. He's almost too loyal, but never had many friends in the first place, and the problems connecting with others only grew with so long keeping his entire identity a secret. While he can wear the authority of the Founder King, his usual outward act is more similar to Ardyn's - casual, affable - with a blending in of Izunia's own more serious, academic-leaning traits. He's friendly and curious and obviously has some deeper issues, but exactly how deep they go is left a mystery by keeping people at arm's length.

Underneath that, it's a trainwreck waiting to happen. The only reason Izunia doesn't blame himself utterly for destroying his brother's life was the revelation at Altissia that he'd been every bit as lied to and manipulated by the gods as Ardyn. He's a mess who doesn't believe he deserves forgiveness or redemption, but continues to wish for the impossible anyway: a world where his relationship with his brother isn't a tattered, blackened thread.

For right now, though, he'll start with trying to live as himself for the first time in two millennia, because that won't be hard at all.


Character abilities: LET'S TAKE IT IN SECTIONS. Being a king of the Lucis Caelum line, Izunia's got a lot of the goddamn broken shit associated with his bloodline.

WARPING/PHASING: Short-range teleportation type abilities. Warping is teleportation by moving to a thrown weapon or object, and does not seem to have a distance limit except via one's ability to hurl shit for any given distance. Phasing is a defensive ability, much shorter in range, that allows one to sidestep attacks by briefly being Not There. Both leave trails in the color of the user's Armiger (blue, in Izunia's case) and a skilled user can choose to leave afterimages to distract enemies. The energy of warping isn't infinite, but is much easier to manage by jumping in and out of combat.

THE ARMIGER, PART ONE: Personal royal hammerspace. Primarily used for weapons, but there's no observed limit to what can be stuffed in there (beyond a typical JRPG 99 item cap). For sanity's sake I'm saving that no single object larger than the owner can lift, but otherwise there's no real limit. Objects in the Armiger are kept in stasis - that is, time doesn't pass for them, a cold drink will remain cold and perishables will not spoil. Live animals cannot be put in the Armiger. Items summoned from or dismissed to the Armiger appear in a flash of light and crystal shards (again, Izunia's is blue).

ROYAL ARMS: The personal magical arms of each of the Lucian Kings, the Royal Arms have the unique quality of being able to exist in multiple places at once (as they're bound to the Armigers of those who wield them rather than being purely physical items). They are extremely powerful, but cost some of the wielder's strength to manifest (represented as an HP cost in game). Izunia currently possesses only two due to his position so early in the line, but could obtain others in the future.

THE ARMIGER, PART TWO: Those with more than four Royal Arms to call upon can enter the Armiger state, which is their personal Super Mode. All of the user's Royal Arms are summoned at once, formed out of light in the user's Armiger color, and can be used freely for a dizzyingly varied combat style. (HP cost doesn't apply in Armiger state.) Normally the Armiger state only lasts a brief time, but under certain circumstances there's a further super mode (possibly Ardyn and Noctis exclusive? What the fuck who cares anymore) that summons the Armiger without a time limit and also... enables a levitating flight and infinite warping energy.

ELEMANCY: Aka the royal family's form of black magic. Works primarily by drawing energy from the surroundings and/or enemies and/or energy deposits and/or etc etc users can store a limited amount of energy in their own bodies, but normally have to transfer that energy into containers of some sort to cast spells. Works with fire, lightning, or ice elements.

RETAINERS: And except for the Royal Arms and by extension the Armiger State, he can potentially share all of this with other people, including a single common Armiger space.

ILLUSIONS: We have no idea how they work but apparently full sensory illusions are a thing that can be done in this universe because tabata explains n o t h i n g. But let's go with "minor alterations to own appearance, can't fully turn into another person, that's Ardyn's trick after two thousand years of practice" to be on the safe side.

RING MEMORIES: Although most of it was like a dream, Izunia retains a decent sense of what transpired while anyone was wearing the Ring of the Lucii (and only those times), due to having been inside it. This means that he's significantly less mystified by modern technology and so on than people would probably expect of a two-thousand-year-old dead king. Also, it means he's hax at royal arms and can use just about any weapon you hand him, hypothetically, because at least one of his descendants has probably used it at some point.

RING MAGIC: Technically can't do this without the actual Ring of the Lucii, yet, but this is a set of three spells - Holy (light element counter attack nuke), Death (drainy type... draining spell), and Alterna (more commonly known as warp, warps all enemies in range FUCKING ELSEWHERE, GOODBYE).

LIGHT MAGIC: Izunia's personal specialty because I had to give him something. Conjures blades of light and nyooms them at the target (as the XIV red mage abilities Fleche and Contra Sixte).

EVERYTHING FUCKING ELSE: Career politician. Successfully fooled everyone into thinking he was Ardyn for two thousand years = fucking incredible actor. Good head for numbers and theory, especially theoretical magic. Full kit of royal manners and skills, including a decent hand at sketching and killing it on violin. Local liar with great hair, basically.

Inventory: I would apologize to the mods but I am one.
WORN: clothes (minus the cross necklace obvs he's from a JRPG), scarf
IN THE ARMIGER:
Royal Arms: Blade of the Mystic (Ardyn's personal arms), Blades of the Secret-Keeper (his personal arms)
Other weapons: additional rapier and dagger pair (nonmagical), five elemancy flasks (one ice, one fire, three empty)
Clothes: black dress shirt, two changes of underwear, change of pants, change of socks, black leather riding gloves (with white lace lining - matches his main outfit), Three Ridiculous Hats (black tricorn w/ feathers and birdskull, Void Ark Hat of Casting, wide-brimmed black with thorn band), wedding ring
Food and drink: Two bottles of top-shelf brandy, one bottle of decent wine, a dozen chocolate-covered biscuits, half of a club sandwich, pound of grapes, handful of mixed nuts, raw trout fillet, chocobo treats
Office supplies: 3 large notebooks (black leather covers, one lined, one half-full of notes), thick file full of other files of loose paperwork, 6 fountain pens (3 black ink, 1 blue ink, 2 sepia ink), palm-sized scribble pad, map of Lucis circa the Founding, wooden lapdesk, 2 charcoal pencils, 2 sealing stamps for wax (Lucian sigil, personal sigil) + two sticks of black sealing wax
Violin and violin accessories: violin in canvas and leather case, horsehair bow, two sets of extra strings, rosin (for bow). no chin rest, we fiddle like men.
Everything else: 2 blankets (wool, travel-worn), 1 pillow (chocobo-down), straight razor, large chocobo feather tied to a string, sewing kit, framed sketches of his wife + children + grandson, magitek desk lamp, small denomination Solheim pocket change

Samples: great googly moogly it's a prompto also top level
have_hat_will_travel: (Chibi Smile)

[personal profile] have_hat_will_travel 2018-02-02 09:38 pm (UTC)(link)
OOC Information

Player name: Incardine

Player age and gender: 31, He

Any other characters in game? Not Yet!
have_hat_will_travel: (^_^)

[personal profile] have_hat_will_travel 2018-02-02 09:39 pm (UTC)(link)
IC Information

Character name: Pidonus Marasia

Character canon: Original Character

Canon point: Post-canon; the primary villain defeated,  and Pidonus is now epic level (and still useless)!

Physical Description: (Reference image: https://imgur.com/PnmH3qJ - picbase is the Succubus from Mabinogi)
Pidonus is 5'7" (5'11" with her usual high-heeled boots) and appears to be in her early 20s at most. While she would like to hope her general hotness and sizable bust would be the first things noticed about her, her wings probably stand out a fair bit more. Fluttering off of her back, they're usually very small, but can expand out to functional scale (or disappear if she's trying to pass for human). Notably, she does not have any sort of tail.


Her outfit is probably the next most noticeable thing about her. She usually dresses in what she refers to as her uniform, designed by her queen to highlight a Succubus' charms without being so crass as just going around naked. Not that she's much better than that in some places - like her skirt.

Unfortunately, her Queen's outfit tastes include a hat that is supposed to resemble devilish horns, but mostly just looks a little silly. Pidonus refuses to accept the fact that the hat sort of ruins the effect of her outfit (though it does match somewhat to her short haircut and distinct red eyes).

Pidonus's outfit doesn't really allow for a proper backpack - she has a single sword at her belt, but no other pockets or anything. (She will probably adjust that soon enough...)


About the Character: Pidonus comes from a rules-aware Pathfinder-rules planar sphere - large dragons, demonic threats, and the like abound. Unfortunately for her, she's not the hero - she's one of the villains.
 
Pidonus Marasia can't remember her human life much. She knows she was an innocent girl from a village that was invaded by an Orcish army, servants of the mighty Demon Lord of Wrath; that everyone she ever loved or even considered a friend was killed, with her only escaping thanks to an artifact that invoked the aid of the Demon Lord of Lust - and that she chose vengeance, selling her innocent soul, the artifact, and even her name to the Demon Lord of Lust to gain the power of a Succubus and the game-changing potential of getting to level in two classes (on top of the Succubus racial class) at once, and the promise of a chance to destroy the Lord of Wrath and get her revenge.
 
Granted a new name and severely inadequate training, Pidonus had to quickly learn to combine her existing talents as a Bard with her inherent magical power as a Succubus - enhanced by the dark pact she had undertaken to transform in the first place - to get to work manipulating potential enemies of the Lord of Wrath and his earthly domain into the right direction to fulfill her wish.
 
Unfortunately for Pidonus, her "Queen" didn't give her much of practicable advice on how to make effective use of her powers, nor how to run a decent scheme. This was actually intentional, in part to guide the actual heroes - including the other remaining survivor of Pidonus' former hometown - in the right direction, and in part because seeing Pidonus constantly get defeated, beat up, and humiliated was hilarious in her view. (It really was.)
 
Ultimately, the heroes were successful in defeating the Demon Lord of Wrath - Pidonus even actively aiding them for the last few encounters.  But very little time has passed since then, and the Succubus is now aimless. What a convenient time to be pulled out of the only situation she can remember and forced into a situation where she has to be a hero - which she definitely does not like.
 
With no memory of her past, no training for her present, and no plan for her future  - indeed, she hasn't even had the time to develop any proper hobbies beyond her music  - the succubus known as Pidonus is, in one word, lost. She knows it is her kind's nature to be Chaotic and Evil, but her sense of those words borders on being abstract - a disrespect for law and order, putting oneself over others (except her generous and wise Queen, who is absolutely not letting her bumble through everything for useful-ish amusement!), and lacking qualms for using her powers to her advantage all make sense to her - but true malice tends to fail her, as does trying to come up with any plan of significant scale, or even trying to be deeply perverse and depraved. She's the kind of person who would sincerely decide a volcano lair is a good idea, and has inspired out-and-out pity from people she's enspelled to her ends more than once.
 
Frankly, Pidonus is a dweeb who somehow managed to survive despite being totally out of her league through a combination of awareness of narrative structures, occasional bouts of cleverness, and her admittedly-strong array of abilities. She's the Diet Coke of Evil, and with no higher objective, very little self-esteem, and almost none of her stuff, she's going to at least kind of try this whole 'being a hero in a multiversal crossover' thing - at least halfheartedly. Her best hope of progressing as an individual is escaping from under the Demon Queen of Lust's thumb - an opportunity she does not realize she has now, thanks to some 'extra' orders her Queen has placed in her mind to keep her loyal even as she realizes that her Queen might kill her for excessive consorting with heroically-inclined individuals.
 
She's secretly hoping for a very good magic item shop, the money to get items from it (she's pretty sure trying to steal stuff would go badly), maybe a girlfriend or harem, and preferably a way to ensure that any heroism she does while out here doesn't get her horribly murdered by her Queen. (Maybe she'll realize said Queen has never exactly had her best interests in mind someday, if someone can help her get past those mental blocks!)
 

Character Abilities:
The speed version for those who play Pathfinder is this: Pidonus is a Succubus//Bard/Sublime Chord//Avowed. She's using an expanded, 20-level Succubus progression, a third-party class, and a straight conversion from the previous edition that was houseruled into reality. (She's a couple of levels into Epic, but she hasn't done a lot of examining on the details of that yet.)
 
Pidonus comes from a rules-aware world, and thus thinks in the defined numbers and mechanics of Pathfinder as much as anything else… Which of course, makes things difficult when dealing with people who aren't from such worlds, which is basically everyone. The power of being able to progress in multiple classes at once was granted to her by her corrupt deal with the Demon Queen of Lust - though that only specifically granted her the Succubus racial class and the Avowed class, meaning her primary source of skill development has remained Bard.
 
Pidonus' extended Succubus progression comes with the standard Succubus powers - including basic flight, teleportation to places she is familiar with, damage resistance, and of course magic for influencing the minds of others - and allows her some additional tricks, including claiming the souls of those she has deals with, and even charm insufficiently-strong-willed people who so much as look at her. (She'll be leaving that last one off usually.)
 
As a Bard, Pidonus has a knack for many weapons, some lighter forms of armor, and most importantly, magical music. She has also thoroughly trained in the Sublime Chord Prestige class, allowing her to cast a small number of upper-level spells beyond what a normal Bard can manage, and use some magic songs with more dramatic effects. Pidonus has also specifically learned a special technique that lets her channel lightning into her allies' weapons ("Abyssal Lightning Inspiration", an adaptation of the Dragonfire Inspiration based on her kind's innate resistance to electricity). However, the most important power she has (or at least she'd say so) is a strong sense of narrative structures and tropes, occasionally bordering on being able to prod the metaphorical fourth wall. Normally, Pidonus favors a lute for her music… But she is a good enough singer in a pinch to use her powers that way.
 
Finally, as an Avowed, Pidonus has access to aetheric combat techniques. Unlike her bardic training, these techniques are reusable with little limit, being formed from a psychic potential unlocked by her deal with her dark Queen. She views them - not entirely accurately - as a mere extension of her Succubus powers. The most essential techniques she can use with this are blasts of red energy that can take an array of chosen shapes, known as Aether pulses, along with some selected other spell-like abilities known as clauses. The biggest advantage of these abilities over her Bardic magic is simply that they are reliable - not requiring any limited resource to cast, nor having a use limit per day. That said, they also tend to not be as powerful, and some come with their own limits.
 
Outside of Pidonus' class abilities and the predictable requisite skills, she… Honestly doesn't have much. Like basic social skills not centered around manipulating people towards a dark end. Or a developed sense of morality. Or one of immorality even. She knows how to use all her abilities and what they do from a mechanical standpoint, but she's rather poor at turning them into a larger scheme.
 

Inventory:
-Pidonus' outfit is a design of her Queen's - not particularly magical, but able to shift with her shapeshifting powers, or even be transformed into other outfits (though only of cloth and leather, with a small amount of metal and no higher technology.)
-Other than that, Pidonus only has one magic item she was toying with when the Rift took her: A Ring of Magnificent Mansion, providing six hundred square feet of slightly organized, prefurnished lair (complete with food and water, but no semireal maid staff), and the ability to place the portal leading in or out of the lair anywhere she pleases - and specify who's allowed in or not.
She intended to put all of her stuff inside this lair in case of an incident like this! She hadn't done so yet.
-She managed to grab a basic sword - a silvered, high-quality rapier with no magical properties other than being good at hurting werewolves and devils, and also good at being very shiny.
 

Samples: Sample 1, a thread
Sample 2, a tagout!
Edited 2018-02-09 03:15 (UTC)
scarsolderthanyou: (Default)

[personal profile] scarsolderthanyou 2018-02-02 11:25 pm (UTC)(link)
OOC Information

Player name: Gail

Player age and gender: 36, she/her

Any other characters in game? Not yet!
Edited 2018-02-02 23:25 (UTC)
scarsolderthanyou: (Default)

[personal profile] scarsolderthanyou 2018-02-02 11:26 pm (UTC)(link)

IC Information


Character name: Stone of Indigo Cloud Court

Character canon: Books of the Raksura, CRAU from Last Eden

Canon point: One year after the end of the last book, 6 months after being kidnapped to Last Eden


Physical Description:

The big one is Stone. Normally he’s obscured a little around the edges by a blurring effect, some artifact of his age combining with his power and the peculiar nature of Raksura shapeshifting. He has wings, protective scales and ridges along his body, a lot of spines and long, soft scales called “frills” in a mane down his back, and he is comfortable moving both on two legs (making him very tall) or on all fours (making him only slightly less tall). He can’t talk in this form, but he can growl and communicate some with his spines. He’s lighter than he looks, with nearly hollow bones like a bird, and his wingspan in canon is sixty “paces” from tip to tip, which might translate into anywhere between 70 and 80 feet. Also, his tail is semi-prehensile and he could, if he found anything big enough, hang upside-down from it.

In groundling form, Stone looks basically human, aside from the fact that his skin is dull gray, like his shaggy hair. His canine teeth and the teeth right next to them and some of his molars are sharper than a human’s would be, capable of tearing meat off of bones, and his tongue is longer and thinner than a human’s tongue, but otherwise, he pretty much looks human. He’s very tall and lean, weathered and lined as much by travel as by age, and one blue eye is clouded over and partially blind.

Played by: Jeremy Irons (in grayscale)


About the Character:

Consorts, as the most valuable breeding Aeriat (or winged-form) Raksura, are typically delicate, sheltered, and gentle, maybe even a little flighty. They’re fond of children and good at sussing out the motivations and feelings of others, are often shy and moody, and are considered some of the more graceful and polite of the Aeriat, and of the Raksura as a whole. Stone, however, is so old and well-traveled that the only two of those that still apply are his parental nature and his ability to see to the heart of things, though “shy” and “flighty” never even applied to him as a fledgling. Instead, these days, he is grumpy and snide, showing affection more through light cuffs and casual insults (“idiot” is his favorite) than the smiles and kind words of a younger consort-- though even then, he’s more ready with a hug and a comforting lap to sit in than any human would be if someone seems to need it. The Arbora, in particular-- flightless Raksura, made for climbing-- are very demonstrative with their affection and often find him a safe target for it, so he’s very used to being clung to and climbed on.

Most consorts only leave their homes if they are being traded to another court to share out their bloodline or for a tame diplomatic mission to forge an alliance, but even then young Stone’s experiences were different. The court left the Reaches (the jungle homeland of their people) to find a new location to settle when he was still an adolescent, spending about two generations (between 60 and 80 “turns”, or years) traveling before finding and staying at an old groundling ruin. At the time, Stone considered the trek an adventure, learning to hunt while they traveled, and developing stronger and more wild than sheltered consorts in the Reaches ever got to be. Later on, once chosen by his queen Azure, she and he would be sent on various diplomatic missions for the court.

The court lived away from their ancestral grounds for about eight generations, or a little over three hundred turns. Raksuran consorts live to perhaps a hundred and twenty turns or a little less, with the exception of “line-grandfathers”, or consorts who live many times a Raksura’s standard lifespan and grow well past their standard size, as Raksura don’t ever stop growing over their lives. As the turns passed, it became clear that Stone was to become one of those, as first Stone’s queen Azure and then his children began to fade and die-- Raksura show their age by losing their coloring, fading to gray and then white-- while he remained strong and healthy, and only grew larger and stronger as time went by. When Azure finally died, he started spending more and more time away, exploring the surrounding areas and bringing back stories of his travels. Even after his eventual return, his size, strength, and experience with the world outside meant any adventures outside the court that had to be partaken in (and there were several, after their return to the Reaches) included him.

Between all of those things, Stone has spent more time away from his court than within it. He’s talked to a lot of non-Raksura, killed a number of non-Raksura, and even had sexual relations with a handful non-Raksura-- the latter of which scandalizes his court a little bit when they think about it, even though the Raksura are generally very open-minded and straight-forward about sex. Stone knows enough to be suspicious of strangers, particularly those who smell off or who seem shifty to him, but it doesn’t stop him from engaging with them. Instead, he has a quiet sort of curiosity for new things, enjoying traveling through the various groundling territories and learning about their history-- and especially their food. He does, in fact, tend to have a lot of skill at putting other species at ease, being more polite with them than his own people.

It helps that he is also very confident in himself. He grew up protected and valued, allowed to express himself and put himself forward as he wished-- or not, as he often kept to himself more than Raksura usually do-- and that plus his age and experience have bolstered his confidence and given him a strong base to interact with the rest of the world. He’s used to being deferred to, respected, and obeyed the way a stern but affectionate parent would be, and it shows in nearly all of his interactions with others, familiar or otherwise. Even in unfamiliar or difficult situations, it helps him keep steady that he knows his own worth and the exact extent of his own abilities. He might growl about it, but he keeps his head, accepting that any trouble that comes up will be dealt with. The only time he’s ever really shown as losing his self-control in panic is when his whole species was at risk of being wiped out by an ancient weapon, and they were blocked from getting to it to stop it.

Some of Stone’s confidence also comes from competence. Stone has had a long lifetime to learn new skills, and discover the best ways to do things, so usually when he sets his mind to something, he does it well. It also comes from quite literally being a parent many times over, of several clutches of five bitty Raksura each, watching them grow and assume responsibility and make him grandbabies-- then great-grandbabies, and now they’re on to great-great grandbabies. Because of his age and the responsibility of consorts to breed with Arbora to create mentors (Arbora with additional magical abilities), he’s related to a sizeable portion of both halves of the court, so he sees the rest of the extended court as his responsibility, as well. He has never actually met anyone as old as he is, so he’s used to being the most experienced one in the room. The singular person in the previous panfandom rp game he was in who claimed to be older than he is he didn’t particularly trust, so he has yet to really grapple with the idea of true immortals.

Over the course of his long life, Stone has lost a lot of people he’s cared about. It’s admittedly part of what makes him grumpy-- though most of that is just that he’s lost patience with trivial things and is dismissive with what he considers to be stupidity, and some of that has always been there even as a young consort-- but it’s also part of what makes him protective of those he has currently. While many things annoy him, the only thing that really makes him lose his temper is a threat to people he cares for. He’ll lose them soon enough, by his standards, but he doesn’t want to lose them sooner than he has to. Loss doesn’t keep him from loving; it has made him, instead, love more fiercely and with more wisdom.

Unlike most of his people, Stone is aware that there are other worlds out there beyond the Three Worlds the Raksura call home (ground, sea, and sky respectively). He was kidnapped magically to a traveling moon where he learned that not only was his world not the only one, but most of them out there appeared to be populated by groundlings called “humans” with strange magical powers. He’s been since returned, after helping the moon reach its destination… but only for a month or two before the rift ate him and spat him back out in this new other world. Stone blames the annoying gods of that traveling moon for apparently making him tasty prey for magic-kidnappers.



Character abilities:

; Shapeshifting: Stone has a human-like “groundling” form, and a dragon-like winged form. The shapeshift itself looks like disappearing in a cloud of dark mist.
; Blurring effect: In his winged form, Stone is a little hard to see clearly. There’s some sort of mental power he exudes without conscious control, blurring his face, claws, and the edges of his form. He can stop it if he really focuses, and it stops when he’s too injured to hold it up or asleep, but mostly it’s an automatic power, related to his age and how the Raksura shift.
; Shapeshift stowing: Due to the nature of shapeshifting in his species-- though they don’t understand it, the series creator has stated they exist in both forms at once, only swapping the dimension each form is in-- when shifting from groundling to winged form, Stone takes his clothes with him, into some nether space, as well as anything he was carrying with him. They return exactly the way he left them when he shifts back to groundling. He can in fact hold onto an object and shift with it, hiding it wherever his clothes go it until he shifts back into groundling form. The object can’t really be very big, but it can be anything not alive.
; Magical mass: Again due to the odd nature of Raksuran shifting, in groundling form, Stone can be as immovable as if he were still dragon-sized, though if weighed he wouldn’t have the same weight as his winged form; it’s a magical effect rather than a physical one. Also, when he growls in groundling form, it can reverberate as if it were coming from a much larger body. And yes, he still growls (and hisses) in groundling form.
; Slow aging: No one’s entirely sure exactly how old Stone is, not even Stone. He’s at least several centuries old at this point, many times over the typical lifespan of a Raksura, and has only in the past couple of decades started showing signs of aging: the graying out of his hair and skin in groundling form, and the fading of the black of his scales in winged form.
; Sharp senses: Raksura are predators, and rather more animalistic than humans whose development hinged less on ambush hunting and more on tools and persistence, and as such their senses are more powerful than your average human’s senses. As Raksura get older, they get more powerful, and that applies to their senses as well, so Stone’s hearing, sense of smell (more through his tongue, like a lizard, than through his nose), and distance vision are very powerful. His vision is hampered on his right side by partial blindness in that eye, though, which results in him turning his head more often than he otherwise might to get a clearer view, and by being a dive-bombing predator making him slightly far-sighted, so seeing small details close up can be difficult (this will make text posts on the communicator fun). His different forms also have different sensory abilities-- touch and taste are stronger as a groundling, while vision, hearing, and smell are stronger in his winged form.
; Fighting: More mundanely, he’s big, he’s scaled, he’s fast, and he’s surprisingly hard to see-- plus he has claws and teeth that are even sharper than they look. After several lifetimes of wandering and killing the Fell, he’s learned more than a few things about defending himself and others.
; Politics: Politics are everywhere, including in Raksuran courts. Politics is what keeps a race of haughty predators from killing each other over every little insult. Consorts, in particular, are raised to be closely aware of the political situation in a court, and to manipulate it as needed for the good of the court. Stone may be a century or two removed from when he had to really use his consort role in such a fashion, but he’s been well-trained, and he has a good eye for things of that nature.
; Tea: Stone makes a great cup of tea, and can pour it with great decorum. Not that he bothers with the decorum much lately, but still. He can.


Inventory:

; Stone comes through the rift with nothing but the clothes on his back, and a single bracelet tucked up under his sleeve, gold and designed like Aeriat flying entwined.


Samples:
Test drive sample
Sample thread from his CRAU game

(no subject)

[personal profile] scarsolderthanyou - 2018-02-09 21:47 (UTC) - Expand
dubiouslychthonic: (Default)

[personal profile] dubiouslychthonic 2018-02-03 03:11 am (UTC)(link)
OOC Information

Player name: Bramble

Player age and gender: 28 / Nonbinary / they/them/their pronouns

Any other characters in game? none
dubiouslychthonic: (Default)

1/2

[personal profile] dubiouslychthonic 2018-02-03 03:18 am (UTC)(link)
IC Information

Character name: Sawbones Jetshard

Character canon: Homestuck Fancharacter (in continuity with the AU fanfiction Miracle Child, although she has not actually appeared in the story).

Canon point: Shortly after Miracle Child Ch. 36

Physical Description: Jetshard is a physically mature jadeblooded troll - humanoid, but with slate-grey skin and horns that shade from deep orange at the base to golden yellow at the tip. Horn shape varies from individual to individual; Jetshard's are symmetrical, gently curved, and forked near the tips. She's about 75 years of age (35 solar sweeps, by Alternian reckoning), although as troll lifespans vary dramatically by blood-caste, she would appear to be in approximately her early thirties by human standards.

Jetshard stands a little over six feet tall, not including her horns, and has an athletic build. Like all adult trolls, her eyes have golden sclerae and irises that reflect the color of her blood, although Jetshard habitually wears glasses, goggles, or visors with tinted lenses that make it difficult to pick out exactly what shade of green her eyes are. She wears her black hair in an undercut with enough length on top that, if not intentionally slicked back, it falls into her face. Her voice is a somewhat rough alto.

Her makeup is typically simple, lipstick and eyeliner both in stark black; she never wears her blood color in cosmetics, and sometimes she does not bother with cosmetics at all. She favors close-fitting, androgynous clothing worn in multiple overlapping layers of different materials and opacities - usually shades of black and dark grey, with occasional accents of bright red or, more rarely, a brighter tint of her blood color. Her sign - one of several astrological symbols for Pluto - is generally visible somewhere on her person, although it's often rendered in grey or black rather than her blood color. The overall effect is generally a kind of grungy cyberpunk - although it should be noted it's grungy in the sense of hard-worn and mismatched, not in the sense of dirty, as Jetshard is meticulous about her personal hygiene and the cleanliness of her effects.


About the Character: Jetshard's early life was unremarkable, as troll childhoods go - she made it through the brooding caverns as a grub, was adopted by a large non-troll animal (in Jetshard's case, her lusus was a large, mothlike creature she called Mothmom, which may be recognizable to human cryptozoologists). The cavern attendants named her Lithah Melane, based loosely on the vocalizations of her lusus. She pupated and settled down on the outskirts of an urban area populated entirely by other juveniles to grow up. As a child, she had an interest in medicine that was as much practical as it was academic. On a less practical note, she also had an avid, if skeptical, interest in conspiracy theories, and from a young age her taste in media tended toward spacefaring action-adventure thrillers.

When the time came for Lithah to join adult society, she and the other jadeblooded adolescents were separated out from the general population; although she was not one of the very rare individuals given into the care of a virgin Mother Grub as a child, Lithah was nonetheless a member of the caste entrusted with the running and maintenance of the brooding caverns. As is the Alternian norm, she took a new name as she entered adulthood: along with the rest of her cohort, she was given the title of Prentice; personally, she claimed the name Jetshard.

Of course, the newly-named Jetshard had always known that this was the role the Empire had in store for her, but she still was restless and resentful of being sequestered beneath the surface of her natal planet while most of her peers were instead taken away to join the interstellar ships of the Imperial fleet. Her superiors in the caverns were not entirely unsympathetic, but neither were they able or inclined to offer her any real option other than to get over it. Her early interest in emergency medicine segued naturally into high achievement in the medical training offered in the caverns. And if she had a reputation for being somewhat suspicious and sullen, it didn't significantly impact her ability to socialize with the other jadebloods in the caverns. Most of her interpersonal relationships from this time are inconsequential to her later life; she made casual friends, and had the kind of vaguely overwrought romantic affairs one might reasonably expect of a young person. The one relationship worth mentioning was a deeply dysfunctional kismessitude with a young woman a couple of sweeps her senior. Dayflame was a vampire, and hiding it poorly, feeding exclusively off her immediate social circle and paranoid about the news spreading, a paranoia which Jetshard intentionally stoked. Although Jetshard survived the relationship, in the short term it took a heavy toll on her physical health – and one of Dayflame’s friends was not so lucky.

A cautious rainbow drinker is tolerated in the brooding caverns; the condition is not unheard of among jadebloods. A rainbow drinker responsible for the death of a living troll is another matter. Jetshard’s kismessitude ended when Dayflame was culled.

As Jetshard gained seniority in the caverns, she became increasingly discontent with life there. She managed to work her way up to one of the few off-planet postings available to Auxilliatrices, overseeing the operation of the Filial Drones which collect samples of genetic material from trolls in the fleet for use in the brooding caverns.

At the first opportunity, she abandoned her post.

Jetshard affected tinted lenses that obfuscated her exact caste and a title, Sawbones, which indicated skills as a field medic, relying on the usefulness of the latter to outweigh the suspicion of the former in the empire’s criminal underworld. The gamble paid off. Jetshard spent the next dozen sweeps employed on a series of vessels engaged in business of varying degrees of illegality – everything from salvage to smuggling to outright piracy.

She was working on a particularly poorly run smuggling operation when a barely-adult ceruleanblooded girl with a distinctive ocular mutation approached her and several of her crewmates in a drinking establishment on a disreputable station. The smugglers were only too willing to allow Marquise Mindfang the Younger (later, Marquise Lightweb, once someone convinced her lifting her ancestor’s name was tacky) to attempt a coup against their deeply unpopular captain, figuring that the dumb kid would get herself killed but might do some damage in the process. What they didn’t account for was the girl (secretly having escaped, along with the rest of the team, from a doomed SGRUB timeline via some handy universe-hacking, and therefore a God-Tier Thief of Light) actually succeeding and then claiming the ship in the name of her friends’ revolutionary movement.

Not everyone on board, was, well, on board with this. Jetshard, while not having any particularly strong rebel leanings, also bore no real good will toward the empire at this point, and furthermore was not keen to directly oppose the eight-sweep-old who had just executed most of the ship’s command with improbably precise rolls of a dice-based quantum weapon. She was a little surprised to find that, when the smoke cleared and they’d joined up with the rebels, she was entirely at home with the politics of the rebellion’s leaders, a mutant with semireligious connections who called himself the Unsigned, and a remarkably independent reformer of an Imperial Heiress operating under the title of Heritrix Lifetide.

Jetshard is still, fundamentally, more interested in making life difficult for the authorities than she is convinced that this particular rebellion has a real chance of succeeding, but over the past several perigees she’s grown attached to the young rebels, and comfortable in a setting which values her for her medical expertise and doesn’t make a fuss about her tendency to obfuscate her true blood color (although most of the rebels are aware by now). Maybe she’s a little lonesome for real adult company; the rebellion skews very young, with most of them under the age of ten sweeps. And her attitude toward the several flavors of pacifist and egalitarian cults that are represented in the rebellion can best be described as “indulgent amusement.” But on the balance, she likes the other rebels. They’re good kids.

2/2

[personal profile] dubiouslychthonic - 2018-02-03 03:19 (UTC) - Expand
thekingssnake: ([35])

[personal profile] thekingssnake 2018-02-03 04:18 am (UTC)(link)
OOC Information

Player name: Lin

Player age and gender: 23 | “She”

Any other characters in game? N/A
thekingssnake: ([65])

[personal profile] thekingssnake 2018-02-03 04:18 am (UTC)(link)
IC Information

Character name: Ja’far

Character canon: Magi

Canon point: Chapter 320

Physical Description: Here! | Height: 5’7 ½ , Age: 30

About the Character:

Ja’far can typically be described as a serious individual, a far cry from how he was as a child, who was a foulmouthed brat with a rude temper. However, that temper of his had been reined in after being given lessons by Rurumu, an Imuchakk who had practically adopted Ja’far as her son. Along with Rurumu, the other person in his life who greatly influenced him was also the same man who saved him from falling into depravity: Sinbad. Sinbad will remain to be the one person Ja’far had remained steadfastly loyal to over the years, eventually becoming the man’s chief advisor after he had founded his own kingdom and became King. Due to their closeness with one another, Ja’far can usually be seen by Sinbad’s side, usually acting as his voice of reason and calling him out on his actions, such as when he scolded Sinbad for blaming himself for using underhanded tricks such as manipulating slave children to start a rebellion to free himself or for lesser actions such as potentially sleeping with the Kou princess, Kougyoku Ren. He even admitted to his King that when it concerned his drinking, he does not have any faith in him concerning how Sinbad can become when under the influence.

On the other hand, despite Ja’far’s fierce loyalty to Sinbad, there had been evidence in which he cannot wholly agree with his methods. One example was when Sinbad was manipulating Alibaba, Aladdin, Morgiana, Hakuryuu, and Kougyoku; in which while he assured his King that while it was necessary to take those steps, he had called Sinbad out for being devious all the same for even thinking about using them. Unseen by others, Ja’far demonstrated showing doubts about his King’s actions after hearing Sinbad agree to help Hakuryuu with taking down the Kou Empire and knowing what Zepar’s true abilities on Kougyoku, even commenting to himself how he “would never get used to this. Chaining down someone’s life for the sake of the country.” Another example of his uncertainty was when Sinbad announced to Ja’far how he would be able to make the world a better place, at the cost of his own life of course, and Ja’far had yelled at the man to “stop running away from the past”, calling him out once more for not being able to accept how the world was changing and how people wanted how life was before Sinbad abdicated the throne.

Due to Rurumu’s influence, Ja’far had shown to be kind and caring - almost motherly - towards children, such as Aladdin and Alibaba. When Aladdin had lost Ugo during the time they were in Balbadd, Ja’far had been doing his best to cheer him up, though this meant spoiling the young Magi with food. This motherlike nature Ja’far adopted also usually made him be seen as the ‘responsible’ adult by the other generals; for example, Sharrkan and Masrur would usually go to him to settle any disputes, and he was usually the one the other generals would turn to for guidance. He had a kind nature that he was forced to hide away after killing his parents at the age of six and after he was brought into Sinbad’s company, he was able to slowly have that nature come out more. Ja’far can be fiercely protective of his friends and his country, willing to lay down his life for them; one example can be seen when conquering Zepar’s dungeon in the past where he had sacrificed his life to spare Masrur’s after the Sound Djinn made them fight to the death, and another example was when he fought to protect Sindria after it was invaded by Partevia soldiers and members of Sham-Lash - the assassination organization Ja’far once belonged to. Despite his kind nature, Ja’far would often be a realist instead of an optimist, jaded by past experiences that he had to remember to maintain a level head.

However, beneath his kind and stern facade, Ja’far still possessed a temper that he never managed to get rid of. This temper can easily be sparked by threatening his home or Sinbad; either choice can easily have Ja’far attack without much provocation. One person in particular that Ja’far truly detest would be the fallen magi known as Judar; in fact, Judar may be the only person Ja’far truly had a grudge against given the fallen magi’s role in what happened to the Sindra Kingdom during its founding days. In reaction to being angered, Ja’far’s pupils will turn into slits (much like a snake’s) and without even thinking about it, he will attack first unless stopped by Sinbad. Two examples of his temper can be seen when in the city of Balbadd, Cassim insulted Sinbad in front of Ja’far, having the former assassin almost kill the young man, and the second time was when Judar broke the shield around Sindria.


Character abilities:
Physical Abilities: While he isn’t the best in strength, Jafar is still powerful in his own way. As a former assassin, he is quick and nimble, usually moving to strike hard and fast. He is also a master of stealth and it has been noted by Morgiana that Jafar also possesses no scent. Due to his time working in Sham Lash, he is a master of a particular kind of assassination that requires the usage of rope darts connected to red wires that he usually wraps around his forearms and legs. Jafar is capable of remotely controlling these darts to trap and kill his opponents.

Balalark Sei: This is Jafar’s household vessel. By drawing on the power of Baal, Sinbad’s lightning Djinn, Jafar’s darts and wires becomes encased in electricity, taking on the form of snakes. This is a power he only has access to so long as Sinbad remains in possession of Baal.

Inventory: A pair of daggers/darts attached to red wires that he wears around his arms. The clothes on his back. The jewel that he wears around his head.

Samples:
One
Two
springlocking: (Default)

[personal profile] springlocking 2018-02-03 09:50 pm (UTC)(link)
OOC Information

Player name: Delphi

Player age and gender: 30 and female

Any other characters in game? Nope.
springlocking: (haunted still)

[personal profile] springlocking 2018-02-03 09:52 pm (UTC)(link)
IC Information

Character name: Charlie [Surname omitted because Scott's a troll who has not given her a surname]

Character canon: Five Nights at Freddy's (books)

Canon point: Right after getting locked into Twisted Freddy for the last time, right before (possibly) dying of springlock failure.

Physical Description: thank you Freddy Files for the official image! She's 18, but as for height, I'm not so sure. Probably whatever the average is? 5'4", maybe? It should also be noted that as of the books, she has three noticeable scars: one on her face, one on an arm, and one on the back of a leg. Her face is also not that expressive, meaning the one in the picture? That's her default expression. Even when she's feeling kinda down. :(

About the Character: Charlie's life is basically shit. Her dad, Henry, was a mechanic/robotics dude who decided it'd be a great idea to go into business with his best buddy and make a diner with animatronic mascots. The diner bots could even be converted into mascot suits for live performances, etc. thanks to these nifty springlocks he apparently invented! Unfortunately, her dad's buddy (one William Afton) was secretly a total asshole and kidnapped Charlie's younger twin brother Sammy when they were but toddlers, while wearing one of the mascot suits no less. In the wake of this tragedy, her mother divorced her father, Charlie blocked out all memory of her twin due to trauma, and what was left of the family (and one homicidal hanger-on) moved to Hurricane, Utah. They started over there, this time creating Freddy Fazbear's Pizzeria.

When Charlie was seven, things went straight to hell again, and her friend Michael was among the missing children. William Afton was not caught or even suspected as the culprit; instead, Henry was suspected of being the kidnapper/murderer. Henry did not take this suspicion well and killed himself using one of his own animatronics, leaving his daughter in the care of her Aunt Jen for the next ten years. Charlie pretty much drifted through life during this time, staying quiet and having to think her way through social interaction due to just Not Getting It. Unsurprisingly, she's just plain bad at dealing with emotional stuff, though having a naturally happy-looking face helped.

Anyway, ten years after the murders, she wound up going back to Hurricane for Michael's memorial service. She met up with her old friends from Hurricane and they decided that it'd be a wonderful idea to go back to what remained of Freddy's. Shockingly, this turned out to be a terrible idea, and led to them running into the night guard Dave a few nights in. He refused to let them into the ruins of the pizzeria this time - and yes, he'd known about them being there previously. He's awful like that.

Now, Charlie is not a good people person and says she often can't get a read on folks, but she was able to get a partial read on Dave, and came up with a compromise: they'd all go in together, and that way Dave would know they weren't causing trouble. He accepted this, though he started acting even weirder after they got in. He made the animatronics kick up a fuss, giving him the cover he needed to disappear, taking Charlie's pal Carlton with him. To the surprise of no one, Dave was William Afton under a different name, and during the final confrontation, he tried to use Charlie as a hostage so he could get away. He was also wearing one of the old springlock-controlled mascot suits.

Did I mention that Henry was, for all his failings, a Good Dad and taught his kids how the springlocks worked? Bam, dead jackass.

The possessed animatronics carted his corpse off, and Charlie attempted to come to terms with her past, having been forced to remember Sammy while learning more about this entire tangled web of plot. (Yes, the animatronics were possessed this whole time. The murder victims wanted revenge!)

One year later... Charlie's at college, studying robotics! Yay! She's also had to run away from home due to Aunt Jen not being okay with it, and she's sharing a room with her friend Jessica. Aunt Jen might have been right about this being a bad idea, since Charlie's gotten...eccentric during her studies. As in she decided it'd be a great idea to take apart a the plush/robotic toy rabbit her dad made for her and use the parts to create her own AIs. They're actually turning out pretty well, but taking apart a toy rabbit and cannibalizing its parts is still weird! She also can't keep her side of the room clean to save her life.

Of course, this uneasy idyll is disturbed when murder victims start showing up...murder victims with wounds that sure do look a lot like death by springlock failure, and who almost always look a hell of a lot like her. Being a generally savvy person, Charlie decided to go back to Freddy's (and duped Jessica into going with) to make sure Afton hadn't faked his death somehow. His corpse was right where it should have been, so they basically shrugged and let it be.

Charlie, in a fit of misplaced heroism, decided to hand herself over to the Twisted Ones (aka the creepy-as-hell new animatronics wandering around causing these new springlock murders) in order to end the killing. She nearly got buried alive for her trouble, and was carried inside one of the Twisted Ones all the way to a certain location.

To make a very long story short: Afton became an evil zombie and only answered to the name Springtrap because he's an edgelord. He was also controlling the Twisted Ones. The animatronics from Freddy's stormed his lair upon hearing that he was still active and that Charlie was in danger, and the rest of the human group followed them. Afton proceeded to be super creepy at Charlie and got his ass kicked again for his trouble. The escape route the group found from the now-collapsing lair lead straight to Charlie's old home in Hurricane, which also proceeded to start collapsing on the group. Regrettably, Charlie was caught and swallowed by one of Afton's animatronics, which proceeded to have springlock failure, apparently killing her...

...

Except she wound up here at the Rift just before the thing snapped shut on her, grievously injured but alive. Medic!


Character abilities: Supernatural abilities - none. Unless you believe that a certain murder victim in the game timeline is her, but that technically hasn't been confirmed yet.
Mundane abilities - can hear very high/odd pitches, some knowledge of AI programming and mechanics. Can repair a car and generally take care of herself.

Inventory: Clothing and a necklace with her old house's key on it.

Samples: here and here.
Edited 2018-02-03 22:59 (UTC)
foolishjustice: (Delicious caffeine.)

[personal profile] foolishjustice 2018-02-04 03:49 am (UTC)(link)
OOC Information

Player name: Jess

Player age and gender: 26 she/her

Any other characters in game? Nope
foolishjustice: (This better not be decaf...)

[personal profile] foolishjustice 2018-02-04 03:50 am (UTC)(link)
IC Information

Character name: Goro Akechi

Character canon: Persona 5/15 Strangers CRAU

Canon point: After securing the infiltration route in the casino Palace, two weeks before the calling car/five days after returning to his own world from the mall

Physical Description:
Usual outfit
standard Persona outfit
Loki outfit
Age: 18
Height: 5'10”
Can manifest pure white crow wings at will, or take on a pure white appearance that makes distinguishing features difficult to identify.

About the Character: Goro's life went according to canon, up until two weeks before he would have tried to kill Akira. Having been used, mistreated, and generally trampled upon by everyone around him for most of his life, he had developed a resentful outlook on life, generally hidden behind a pleasant mask meant to earn the respect of those around him. His sense of self-worth had become heavily tied to the opinions of the public, leaving him constantly shaping his image for broad but shallow appeal. Because of his fear of showing his true self, he only had two real friends...one of whom he had recently been ordered to kill. This loneliness translated to a nearly desperate desire for personal connections, even as his habitual deception and lack of trust pushed people away.

Things changed when he was tricked into participating in a deadly game. When he woke up in a strange mall, with Akira the only familiar face and no memories of his orders to betray his friend, the two quickly formed a tight team. Though baffled by his profile's claim that he was a Phantom Thief, he quickly figured out everyone present was missing memories, and in the process began to bond with his fellow captives.

The first real turning point, however, was after discussion of the first motive toward murder helped him realize that he was isolated from Shido's power here, and could ask for help without fear of punishment. He confided in private to Akira about the less incriminating parts of his situation back home, leaving out his role in the mental shutdowns and psychotic breakdowns, along with admitting he'd known all along that the other young man was one of the Phantom Thieves. After the stressful conversation, he made one more confession: he'd been harboring romantic feelings for Akira, keeping them hidden out of fear of being judged for his orientation.

Now secretly a couple, the pair went on to enjoy the first minigame meant to let them earn money to spend in the mall: a scavenger hunt. In his natural element, Goro claimed the largest prize for the game, along with endearing himself to others and finding a chance to feel useful due to the scavenger list's emphasis on cooperation. He got a taste of genuine happiness...just in time for the reality of their situation to hit home in the form of the first murder. Cooperating with “Shuuichi Minamino”, he took the lead in the investigation, and the group was able to solve the case...but his budding trust in the group was shaken when the subject of a traitor faking evidence led some to claim that a villain's lackeys deserved the same as their boss.

Noticing Goro's discomfort at the idea, Akira pressed him for details, and got the full truth of his history. Though Goro feared the worst, the newfound honesty between them only strengthened their relationship...especially as Goro remembered a snippet of his time as a Phantom Thief. He was able to convince himself that he'd joined entirely to help their current target, and settled back into his role as the emerging leader of the mall victims...until the second motive threatened to reveal his true identity and crimes to both his world and his new friends. A truth serum minigame helped him become more comfortable in showing his true nature, finding acceptance for his childish and theatrical side as much as for his mature competence, but it wasn't enough to overcome his destroyed trust from the previous trial.

As the timer neared zero, he found one of his fellow captives out late at night and capitalized on a moment of vulnerability. Caught in the act of finishing his victim off, unwilling to let him suffer a slow death, he was forced to kill a second person as well. But when it came to the trial, he was faced with the absolute trust and belief the others had in him, and his own guilt led him to guide them to the right answer. He confessed to both the murder and his own secret, and was shocked to be met not with hostility, but sympathy and regret for the words that had convinced him he couldn't trust them. Though he attempted to push people away, they insisted on showing him how much he meant to them...to the point of Akira and “Shuuichi” – now admitting to his real name of Kurama – trying to prevent his execution.

Despite people's best efforts, however, he died fighting helplessly against the executioner's backup. On the other side, he became a part of the Reaper's Game, with a promise that he could leave the mall if he earned enough points. However, between his recent actions, regaining his full memories, and his entry fee of the emotions that had driven his crimes back home, he fell deeper into guilt and despair, despite the forgiveness of his initial victim. He worked only to help the living he still cared about, though a few conversations through a Ouiji Board like game helped remind him that they still believed in him.

When Kurama turned out to be the third and final culprit, Goro broke down into tears for the first time in far too long. Their reunion was painful, but ended in mutual support and the formation of a Pact, leading Goro to become more fully involved in the Game. Between hearing the full story of what was happening in his own world and further conversations with the living, he managed to pull himself out of his depression enough to accept the position of his world's first Composer to protect it from Noise, and went home to check on his timeline's version of Akira...after a reunion with the living led to him, the mall Akira, and Kurama finally settling a love triangle by agreeing they all shared the same feelings for each other.

Back home, he found that the Akira native to his timeline also shared those feelings for him, but had been aggressively preyed on by Noise. He began the process of protecting him so he could recover, while also learning to use his Wildcard ability to more of its full potential...gaining four new Personas from a trip into Mementos with both Akiras and Kurama.

Though he still has difficulties with morality, he's overall making an effort to be a better person...and to embrace his second chance and the people who want to give it to him, despite his guilt and regrets.

(no subject)

[personal profile] foolishjustice - 2018-02-04 03:51 (UTC) - Expand

(no subject)

[personal profile] foolishjustice - 2018-02-09 09:41 (UTC) - Expand
stormkingofshepherds: (And breathed my last of clean sweet air)

[personal profile] stormkingofshepherds 2018-02-07 02:49 am (UTC)(link)
OOC Information

Player name: Gray

Player age and gender: 24, she/they

Any other characters in game? None, apping Cori this round as well
stormkingofshepherds: (Default)

[personal profile] stormkingofshepherds 2018-02-07 02:56 am (UTC)(link)
Character name: Nathaniel Berger

Character canon: Legendaries Lost (Pokemon Tabletop United campaign)

Canon point: Shortly after the final battle

Physical Description: Here's a link to a full-body drawing of him. He's 20 years old, and somewhat short for his age. Under the many layers of clothes, he has severe burn scars covering the left side of his body and his legs, along with several scars indicating bites or clawmarks on both legs.

About the Character: When Nathaniel was just 10 and on his journey, the God-Hunter rose to power, determined to kill all the legendaries and prove his superiority against them. He succeeded at killing many, driving the world into chaos. As a naive child, Nathaniel tried to fight him, which ended with him nearly killed in a battle against one of the God-Hunter's followers, mauled and burned badly by a Houndoom, and only saved when Ninda the Mareep and Brian the Hoothoot both sacrificed their lives so that Macy could carry him to safety. For a long time after that, Nathaniel fell into a deep depression, secluding himself and responding to no one as he mourned his lost Pokemon. It was Macy who finally snapped him out of the worst of it, and he managed to start taking care of himself again, but he had lost his appetite for adventure. At the same time, he didn't want to return to his parents, so he ended up drifting from place to place, doing odd jobs. And so it went, for ten long years.

However, rumors of the God-Hunters returning made him start wondering if he should stand up once more. At Macy's urging, he contacted Quan, a disciple of Arceus and the leader of a group hoping to bring back the legendaries and strike against the Hunters, and was accepted into her confidence. The group's first mission was simply to beat the two gyms on the island of Reio, one of the last places still holding steady after the God-Hunter attack.

Nathaniel accomplished this, as well as capturing several Pokemon on the island and discovering a Rocket operation. Furthermore, another of their associates managed to discover a secret cave in the mountains, and together the group awakened what seemed to be a new legendary, the spirit of Reio itself. She was happy to join them in their quest, as well as help defeat the Rockets.

After the group had earned both badges, they had the authority to go wherever they wished, and were sent to investigate rumors of Mew having appeared near Kanto's Victory Road. Unfortunately, it turned out that it was not Mew, but rather a Ditto with the unique ability to imitate Legendary Pokemon. The Ditto, named Warp, also revealed that contrary to public belief, Mew had died trying to save Mewtwo instead of the other way around. While they discussed what to do with this information, there came a commotion from nearby, revealing a group of trainers with strange Pokemon none of the team recognized, who immediately attacked without any fanfare. Despite the many strange abilities they pulled out, including black crystals and giant Pokemon, the team was victorious in the end. They brought Warp to Quan as well, to share this new information.

The team went on to help out a group of scientists trying to revive Zapdos from a fossil. After a harrowing fight against a ghost Zapdos that spawned from the equipment, Zapdos was successfully brought back as a baby. Nathaniel, reminded strongly of Brian and Ninda both, bonded strongly with the baby Zapdos and became their caretaker, vowing to do a better job of protection this time. After that came a fight with and a tipoff from Team Rocket, who revealed that Plasma might have captured Genesect and be behind several Pokemon abductions. After some resting and challenging of gyms, Quan joined the team in an attack on Plasma. While there was some fighting against the Plasma grunts, in the end it was revealed that Ghetsis had been replaced by a cyborg Mewtwo, working with a puppet behind a screen. Furthermore, Genesect was there willingly and the "abducted" Pokemon were working as part of a new Mew Corps that would eventually supplant Plasma. Before they could talk more, they were interrupted by another attack by corrupted trainers and strange giant Pokemon. While they fought them off again, it was starting to become a worrying pattern.

And then it was revealed that the hospital where Ho-oh was healing was under attack. They hurried there, and while Ho-oh was technically killed, the unique abilities of Gideon's Dusclops, who was a Darumaka in his past life, allowed Ho-oh to be brought back as a Ghost/Fire type. Thus revitalized, he was able to fight back, with Brinda coming back into their full legendary splendor at this point as well. After that, another report took them towards traveling the far reaches of Unova, where they encountered an ice palace that turned out to be built by Kyurem. He wanted to claim the body of Kimber, an Ice Elementalist who had connected with him briefly, but the rest of the team refused, and after a serious argument he compromised and fused with her arm instead.

Now that all three members of the team had connections to a Legendary, they were declared official representatives of said legends. And not too long after that, Lugia himself came looking for them, to investigate a strange shrine. It was revealed to be the domain of "The Smith," a legendary being who had become "activated" when Arceus was incapacitated. He was able to create new Pokemon, and was creating his own variants that would help bring balance back to the fractured world. However, all his attempts to send Pokemon to Kalos had been blocked, and thus he asked for their help.

After going through several "tests" and defeating a psychic gestalt of all the psychic Pokemon in Kalos, it was revealed that Zygarde, the Devourer, was the one behind it. He had eaten his fellow legendaries and erased the public's memory of Kalos by taking control of all those Pokemon and fusing their minds. So naturally, Arceus himself came forth to battle him.
Although Nathaniel and his companions were seemingly killed, they managed to fight their way back to the world of the living, with Brian and Ninda coming back from the afterlife to help.

After the defeat of Zygarde, things seemed to have settled for a bit, but then Kyurem revealed that he had knowledge of another powerful force. The group traveled out to meet it, and it was revealed to be Missingno, the one powering the God-Hunters. The fight was desperate and vicious, but in the end Quan's Hope triumphed, ending one of the largest threats to the world.
There was still much to be done to fix things, but most of the fighting was done.

Nathaniel has slowly been recovering ever since he first reached out to Quan's Hope. Still, he will never go back to the innocent, cheerful child he used to be. Even now, he's mostly quiet and contemplative, not speaking much to other people except when prompted. Most of the time, it's his Pokemon who can get him to actually laugh or smile. His trauma with fire still exists-even though he's better at dealing with flames from allied Pokemon or trainers now, he's definitely less prepared against enemy Fire-types, and the Houndour line still scares him deeply. Still, he's more at ease about his lost Pokemon now, after having met them in between the afterlife and the living world.

He takes on a strong sense of responsibility for those under his care, and tends to worry a lot when his Pokemon get badly injured, feeling he could have prevented it. While he will battle in non-life-and-death situations on occasion, such as when challenging Gyms, he's not the type to go around challenging random people to battles. He prefers to have his Pokemon train among themselves, especially since teamwork is an important part of their strategy.

After his terrible experience with trying to fight an evil team as a kid, Nathaniel is much less approving of the idea of kids as trainers. He tends to worry when he sees kids on their own, and is definitely protective of them. One of his goals in the future is to change the legislation to raise the minimum age for trainers.

Character abilities:
Intimidation: Nathaniel is pretty good at scaring people off, or frightening them into listening. with just a glare.
Survivalist: Nathaniel is extremely good at wilderness survival, both in the knowledge sense and the endurance sense.
Stealth: Nathaniel is fairly good at not being seen if he doesn't want to.
Shepherding: Nathaniel comes from a shepherding family. Despite not having watched a flock for a while, it's still in his blood. He's pretty good at commanding herd animals, or predicting the future movements of a herd. It's also given him some minor resistance to electric shocks.
King of Shepherds: Nathaniel's determination to protect his "flock" has granted him this title, which gives him a degree of authority over herd Pokemon and Electric-types, allowing him to command or intimidate them more effectively.
Curve Ball: Nathaniel can throw a Pokeball hard enough to deal damage equivalent to a Struggle attack, and either send out a Pokemon or make a capture attempt at the same time. A Pokemon sent out thus can also activate their Pack Hunt ability. He can spend 1 AP to throw a Pokeball as a Priority action as well, and he has 7 total AP. He has a +4 Accuracy Bonus to throwing Pokeballs as well, and throwing a Pokeball is usually an AC 6 Status attack. He has several spare empty Pokeballs he can use as weapons as well, in case all his Pokemon are out.
Hunter: Once per Scene/Battle, Nathaniel can designate a foe as his Quarry as a Swift Action. He and his Pokemon have a +1 Accuracy Bonus and a +2 Skill Bonus when targeting or acting against the Quarry. If the Quarry is fainted or captured, he may designate a new one. He also gains a +5 damage bonus against Fainted, Flinched, Sleeping, Stuck, Slowed, Trapped, or Tripped targets, and is always considered adjacent to foes for purposes of activating Pack Hunt. Last, as a Swift action, he can spend 1 AP before throwing a Pokeball as an attack against an unsuspecting foe. If he would miss, he hits, and if he would hit, the foe is Flinched as well.
Moves: Nathaniel knows these Pokemon moves. (See "Shepherd's Crown" under "Inventory" for details about his Detect move.)

Inventory:
Clothes: Shown in the rightmost image linked in his description. The red jacket is a Ranger jacket, signifying his assistance to the group and providing a +5 bonus to physical defense. Generally, his clothes are long and thick enough to conceal most of his body.
Walking Stick: An old, weathered shepherd's staff that Nathaniel treasures dearly. No supernatural abilities, but it works well as a walking stick.
Shepherd's Crown: A necklace that Nathaniel wears around his neck, which seems to have some of the properties of a King's Rock as well, allowing him a 10% chance to flinch an opponent he hits with a physical attack. His position as King of Shepherds means that it extends the 10% flinch chance to all his Pokemon as well, and also gives him access to a unique form of the move Detect-he can use it twice per Scene instead of once, and can use it in response to an attack on his allies as well as himself. In addition, if used on a multi-target attack, all allies caught in the attack will not be hit by it.
Neutral Powder: A special gift from Whitney for beating her gym. It can be held by a Pokemon, and once per Scene allows the holder to make one of their moves Typeless, although it loses STAB unless the holder is Normal-type.

(Note: For all Pokemon linked below, the effect of Pack Hunt is this:
At-Will – Free Action
Trigger: An adjacent foe is damaged by an ally’s Melee Attack
Effect: The user may make a Physical Attack Roll with an AC of 5 against the triggering foe. If the attack hits, the foe loses 1/10th of its Max HP.)

Macy: A Carnivine, and Nathaniel's starter. She is quite knowledgable about medicine, having looked after him for all these years and helped him with his various injuries, and is very protective of him. Her moves and abilities are shown here.
Rinn: A cheerful, dancing Ludicolo, who's been with Nathaniel since he was a Lotad. He's very loyal to Nathaniel, and does his best to cheer the man up when he's feeling down. His moves and abilities are shown here.
Memo and Fran: Memo was a Litwick captured by Nathaniel on the island of Reio, as part of his attempt to get over his fear of Fire-types. It was partly successful, although Nathaniel still hasn't allowed him to evolve into a Lampent. He later met and courted a female Lampent during the attack on Plasma, and the two of them have become close enough that they share a flame and Pokeball, and fight together. Mechanically, they are represented as one Pokemon with extra stat boosts. Memo's rather playful and a bit of a clown, while Fran is quieter and more shy. Their moves and abilities are shown here
Kate: A somewhat devious Arbok, formerly the leader of an Ekans pack until she was captured by Nathaniel. This earned him her respect, and she's one of the members of his team who's best at noticing when he might be about to collapse and catching him, second only to Macy. She's also the one who's encouraged the team to work as a pack, granting them all the ability Pack Hunt. Her moves and abilities are shown here.
Belle: A unique Crustle with a rounded instead of square shell. She was given to Nathaniel from an adoption agency, as a gift for capturing Kate and her pack. She also has a surprisingly in-depth knowledge on computers and how they work, simply from having observed her former keepers using theirs. Her moves and abilities are shown here.

Samples: Here!
rhododendronhoney: (Default)

[personal profile] rhododendronhoney 2018-02-07 03:45 am (UTC)(link)
OOC Information

Player name: Gray

Player age and gender: 24, she/they

Any other characters in game? Nope, planning to app Nathaniel this round as well
rhododendronhoney: (Default)

[personal profile] rhododendronhoney 2018-02-07 03:46 am (UTC)(link)
IC Information

Character name: Coriander Bliss

Character canon: Pokemon Tamers (Pokemon Tabletop United campaign)

Canon point: One month after the Final Choice

Physical Description: She looks mostly like this, but with less extreme hair curl. She's 15 years old, of average height for a teen of that age.

About the Character: Coriander, or Cori for short, is the middle child of the Bliss family and the future heir to their bakery. She was fascinated by the "magic" of her family since her youth, knowing the secret recipes and words for almost every snack her family made, and could usually be seen with several amulets and written wards on her person. Despite this slight eccentricity, she was actually fairly popular in school for both her cheerful personality and willingness to share free samples.

However, the day eventually came when magic started to come into the world, or, as Cori put it, "come back." It started with a dream, where she met a talking mushroom creature named Fern, that claimed to have a message from a separate world that had become entwined with their own: the world of Pokemon. She and some selected others were meant to protect their world by stopping the intrustions that happened. After the dream, Cori woke to find Fern sleeping on her bed, and a watch from the other world.

Cori would go on to meet the rest of the chosen group: the genre-savvy Kenta, the tech geek Everett, the jock Ryota, and the mysterious adult Peter. Their very first fight against an intrusion showed that intra-party conflict was already a thing, when Peter knocked out a shiny Bidoof that Kenta wanted and Cori had to play mediator, something she would continue to do for a while.

After the intrusion cleared up, Cori suggested that the group come back to her house to talk to her grandmother, who would be interested in their story and hopefully be able to explain more about magic. Only Kenta and Ryota were able to make it though. Granny Bliss was happy to welcome the group and feed them, while teasing Cori a bit about her "new boyfriend."

Their second mission would take them to an unfinished construction site, now infested with Pokemon. When they reached the top, they met a Mega Altaria who was in a manic, mutated state, unable to properly speak and begging to be defeated. It was also revealed that she had previously loved Archimedes, Peter's first companion, but he had forgotten her. She couldn't be helped, and the team was forced to defeat her. She disappeared, leaving behind a Sky Plate.

After that, though, the group encountered a situation similar to the fog that had surrounded the areas of their previous missions, but without any alert directed at them. They soon realized another group, Legerdemain, had gained Pokemon and powers of their own, and ended up battling. Despite the attempts of the leader Wallace to get them to hate each other, it turned out the other group included one of Ryota's old friends and Peter's brother James, along with a girl named Viktoria, whose family owned a rival bakery to the Bliss', and who Cori attempted to befriend. It seemed to work, since she came to Cori's house to play a board game together later on.

Their next mission led them to an abandoned subway tunnel, where lack of communication led to Peter sacrificing himself to possession when Cori leapt in front of a tank he was driving in an attempt to show mercy to their Mega Steelix opponent, who had regained lucidity at that point. The being now possessing him claimed to be Arceus, who had been sealed away, and required the plates the mutants were leaving behind to regain his true form. The group accepted this, and he ended up staying at Cori's house, masquerading as her "Uncle Archie."

Right after that, though, she was attacked by a ninja named Luke who was apparently opposed to him. Cori managed to not tell him anything important, and Luke ran away after being found out, but called Cori "Mom" once, making her blink. And then when their next mission brought them to a death trap water park, he called Kenta "Dad" as well. Cori quickly decided to accept responsibility for him, threatening any creature that attacked him, and after defeating the boss Pokemon of that place invited him to dinner. While he didn't accept, she did bring Kenta back to her house due to him being badly injured in the fight. The two had a bit of a talk, and finally had their official first kiss.

Their next mission ended up attracting the notice of a government agency. Despite the fears of most of the group, they turned out to be quite reasonable and even willing to help protect the party's families. They also told the group that they had apparently determined the next place of intrusion to be a Pokemon convention, and gave the entire group tickets to said convention. While the two Pokemon they met during said intrusion seemed to be perfectly lucid, revealing the fates of their companions let to them going mutated and manic as well. The group won this fight as well, but were informed that a dark portal had opened above a tower far from the convention, and they rushed to make it there, discovering that Ledgerdemain had made it their HQ and abducted Cori's grandmother and Archie. This enraged Cori greatly, and she was ready to rip Wallace apart for hurting her family.

The tower was full of annoying puzzles, but after solving them all Cori faced off with Viktoria. She managed to convince Viktoria that she didn't need Wallace to summon Arceus to grant her wish of being beautiful, and ended up kissing her as well to convince her that she was beautiful. However, when they reached the tower summit, they discovered that James was already hard at work on a device to summon Arceus to bring his brother back. It was also revealed that Archie was, in fact, the one sponsoring Legerdemain, and was not Arceus, but in fact Missingno, being sealed the only true part of his story. The machine worked, and he regained his true form. Everett tried to catch him with a Masterball, but he simply switched it with a random stone from Peter's pocket and crushed it instead. Luckily, they were saved by Celebi, who brought them into a space outside of time. Iris, a servant of the true Arceus, told them that she would try and unlock their true powers, which would require them facing their worst fears. All of them accepted this. After some trials, Cori faced her "other self," who claimed they were unable to help anyone. Cori refuted this quite fiercely, and managed to convince said other self to join back up with her.

The final battle was hectic, but by using the strange stone that he had inadvertently swapped to Everett, Peter was freed and Missingno defeated with one final punch from Ryota. The true Arceus appeared to congratulate them, and warned them that "killing" Missingno would allow him to respawn. It was eventually decided that they would seal him away permanently, while also sealing the connection between the two worlds. Cori bid Fern and her other Pokemon farewell. Since they had kept their powers, the Bliss bakery continued running with real magic behind it, and Viktoria was brought into the Bliss home, with her, Kenta, and Cori all being in a relationship together.

Missingno/"Archie" has affected Cori's ability to trust somewhat negatively. She is more likely to suspect that people wearing concealing clothing or accessories are hiding something, and will probably act paranoid about that. Her adventures have also revealed a much more aggressive side of her. While she can still put on a cheerful facade even around someone she dislikes, she has a hidden sadistic side that she's happy to let out towards those who might threaten her loved ones, whether via threats or direct action. She's still willing to talk before fighting most of the time, especially if her opponent seems controlled or coerced, but she won't waste time trying to sway someone who seems happy to do terrible things.


Character abilities: Crest of Reliability: A symbol on Cori's right hand that she gained after rejoining her "other self." It acts as a Keystone, allowing her to mega-evolve her Pokemon, including Fern, despite Amoonguss normally not having a mega evolution.
Cooking: Cori can make really tasty food, although her specialty is baking. In general, her food has been tasty enough to get Pokemon to join her without a fight. She can also enchant her food to have various positive effects on whoever eats it.
Focus: Cori is fairly good at concentrating on a given task, and it's not easy to distract her with little things.
Strength: Cori is somewhat stronger than her figure would suggest, quite capable of doing most heavy lifting in the bakery, carrying sacks of flower and tiered trays of treats.
Poisons: Cori has knowledge of how to create and identify most common poisons, although it's in an academic sense, and she's never actually tried to do so for real.
Crafting/enchanting: Cori can craft various magical items, usually clothing, as well as enchant existing items with various magical effects. She does require concentration and proper materials for this.
Magical Knowledge: Cori is knowledgeable about magic in general, and can sense the effects on others of magic or psychic abilities involving compulsion or mind control.
Mental Resistance: Cori is immune to mind reading and mind control effects, has 10 DR against Dark, Psychic, and Ghost moves, and once per Scene/Battle can cancel the secondary/status effect of such a move against her completely.
Musician: Cori can play songs that grants all allies in the area either a +5 bonus to the damage their attacks do or a +5 reduction in the damage they take. She can play one song per turn, or two songs if she doesn't move. Each song costs 1 AP, and she has 7 AP by default, which refresh at the end of a Scene.
White Magic: Once per Scene/Battle, Cori can cure an adjacent ally of all status conditions.
Pokemon moves: Cori knows all these Pokemon moves. As her abilities are based on her belief in her family's magic, she usually has a chant or hand gesture to indicate all of those. Except for her Hidden Power. That just involves her shadow roiling to life and hitting everything around her.

Inventory: Cooking kit: A collection of small knives, forks, and assorted utensils and ingredients that allow Cori to prepare simple food on the go. The knives are kept nice and sharp enough that she could also stab someone with one.
Thumb piano: It fits in her pocket, and she uses it for most of her Musician abilities, although technically it would work even with her own voice.
Watch: The watch that Cori gained as a present from Professor Oak, the one who assigned Fern to her. It can receive messages from him, as well as display her and her active Pokemon's stats in character sheet format. It also contains a hammerspace inventory and a Pokedex. It currently contains the items listed here. It has a touchscreen, which is easy enough for even Cori to use, since she isn't very familiar with operating most technology, not having used it much in her regular life.
Fern: A cheerful, curious Amoonguss with the ability to speak the human tongue. Her moves and abiliites are listed here. She can mega-evolve (ignore stats in image), and gains the ability Thick Fat when she does so. (Note: A Connection Ability allows her to have moves above the maximum. The normal move maximum is 6.)
Dampening Mystic Water Pendant: A pendant in the shape of a drop of water, a gift from Kenta. Gives a +5 damage bonus to Water-type moves, and has been enchanted to allow Cori to cancel the effect of a foe's Ability once per Scene/Battle.

Samples: ROCKS
Edited 2018-02-09 01:19 (UTC)
power_of_dominance: (They wanted warriors....)

[personal profile] power_of_dominance 2018-02-08 04:32 pm (UTC)(link)
OOC Information

Player name: Ki

Player age and gender: 39, she/her

Any other characters in game? No.


Edited 2018-02-08 16:32 (UTC)
power_of_dominance: (Default)

[personal profile] power_of_dominance 2018-02-08 04:33 pm (UTC)(link)

IC Information


Character name: Soma Cruz


Character canon: Castlevania (game, original canon line)


Canon point: Dawn of Sorrow, endgame (just after Malice fight)


Physical Description: 19 years old, 6'1", ~170 pounds


About the Character: Anyone meeting Soma for the first time will likely note one thing immediately: though a teenager, he carries a seriousness and gravity of someone far older. Some find his mere presence daunting, exacerbated by the fact that smiles only occasionally and then only for those he's close to. He is intelligent and analytical, though at the same time he is vulnerable to moments of naivete due to his age. He tends toward introspection and doesn't speak much compared to other teenage boys (unless he's comfortable with the other person and/or seeking information). Non-humans might get more of a response from him from the outset, as he feels the potential for understanding from such characters. He can be borderline monosyllabic when he first meets new people, but as he becomes more comfortable with them he starts to open up. At first, he can come across as distant, even a bit sarcastic, but it seems to stem from the fact that most people avoid him due to his intimidating presence. He possesses an intense gaze that is difficult to read unless one knows him well. Granted, Soma is rather serious and intense, but beneath the stern, stoic exterior is a kind heart. Soma's friends, particularly his childhood friend Mina Hakuba, are the driving force behind much of what he does. He willingly puts himself in danger when he and Mina are transported to Dracula's castle through an eclipse, fighting his way alone through the entire castle simply to find a way home. He promises his help to those judges worthy, even if he barely knows them, and his judgment about the natures of other people is often uncannily accurate.

Soma is brave and stubborn, though this will also lead him to be reckless. In both his games, he is told not to take certain risks but he does anyway, again with his friends' well-being firmly in mind. He is driven to do good even before awakening to the truth of his power. Even when confronted by enemies who wish to kill him, he does his best to incapacitate rather than kill. He possesses a strong moral code against harming innocents, and the taking of a life under any circumstance is anathema to him. There are two instances in his complete canon where death occurred at his hands. However, the first kill was in self-defense and the person involved had willingly become a monster. The second was unintentional and appears to have been a ruse concocted by the “victim,” whose soul hid in Soma’s body and was later reborn. In both instances, Soma was stricken with sadness at what had happened, though immediately after the first death he began to awaken as Dracula, drawing away some of his attention.

He is not without even more serious flaws than recklessness and naivete, however. His Power of Dominance is a source of uncertainty, even anxiety, for him. The reassurance of his friends is vital to his ability to push past those feelings to protect what is precious to him. In many ways, he can be considered a sort of dark knight. However, even at the time of DoS, he still experiences feelings of uncertainty toward the nature of his powers and his very identity.

With the soul of Dracula lurking within him, Soma has the potential to be darker still. His temper, when it does show, is usually icy cold and very reminiscent of Dracula's callous attitude toward humans. Fortunately, Soma also possesses a long fuse and a clear focus, so losses of temper are few and far between. If pushed to the brink, especially after awakening, he can become truly dangerous. In the bad end route of his DoS, when he believes Mina was murdered right in front of him, he let go of any self-control he had and awakened as Dracula, simply so he could slaughter her killer and bury his pain under darkness. This proves that his love for his friends is as much a weakness as it is a strength, as it proves to be his biggest point of vulnerability.


Character abilities: Mundane: Trained chef, savateur (savate glove technical rank yellow), fluent in English, Spanish, and Japanese. Supernatural (or supernatural sources): Expert swordsman, fluent in Latin,
Romanian, and Hungarian, Power of Dominance (mastery of collected souls from over two games worth of demons Aria of Sorrow Souls, Dawn of Sorrow Souls, vampiric traits (color-shifting eyes, retractable fangs, enhanced senses/strength/reflexes).


Inventory: Claimh Solais (holy sword, teleports in and out of personal hammerspace), whip sword, two silver daggers, one super potion (full heal), one mana prism (full mana), Chaos Ring (regenerates mana faster), amethyst pendant (partially inert Crimson Stone, a vampiric enhancer), standard casual clothes, Eversing armor (breastplate only, damaged in Malice fight, needs repair to be useful), Tear of Blood (stat boost, made into an earring), two MREs, canteen (empty), backpack.


Samples: https://power-of-dominance.dreamwidth.org/5873.html?thread=65265#cmt65265 No test drive, so have some semi-recent Airlocked stuff?

(no subject)

[personal profile] power_of_dominance - 2018-02-11 08:48 (UTC) - Expand
byanyother_name: (So this is my life...)

[personal profile] byanyother_name 2018-02-09 04:06 am (UTC)(link)
OOC Information

Player name: Teena

Player age and gender: 35 / she will do

Any other characters in game? No.


byanyother_name: (Anguish)

[personal profile] byanyother_name 2018-02-09 04:13 am (UTC)(link)

IC Information

Character name: Shuuichi Minamino/Kurama

Character canon: Yu Yu Hakusho / 15 Strangers CRAU


Canon point: Beginning of Ep 108, before his fight. / five days after leaving the mall, the same day he finally returns to his own world and becomes a Composer.


Physical Description:
Human form
Demon form
Current clothing style.
Age: 16, nearly 17 physically, 1000+ mentally
Height: 5'11” in human form, 7' in demon form
Can manifest pure white feathered wings at will, or take a pure white, silhouette-like appearance that erases distinguishing features



About the Character: Kurama's life followed according to canon until his participation in the Makai Tournament was disrupted before his second round fight. Kurama could give the impression of being a bundle of contradictions; kind except when he was cruel, calculating but swayed by emotion. Almost naive in his willingness to believe people could change, but ruthless with proven enemies. Ultimately, a great deal of Kurama's behavior came down to priorities. His loyalty was to his human mother first, Yusuke second, his friends and allies third. He was very capable of compartmentalizing so that his gentler everyday nature didn't prevent him from doing what needed to be done and he made plans for every eventuality he could come up with.

Nothing could let him plan for waking up in a mall with no one he knew, his memories tampered with, and an ultimatum that the only escape was to literally get away with murder. He made his first priority to begin learning about their prison and his fellow 'Titled', introducing himself to everyone with his human name of “Shuuichi Minamino”. Even though his profile outed him as a spirit detective, a demon thief, and being over a thousand years old, there was enough doubt from others that he wasn't willing to reveal his true name or nature right away. He decided to take them as correct and found even more common ground than he'd expected in the group's other thieves, Goro Akechi and Akira Kurusu, enough to let them see hints of who he really was. He didn't put in a great deal of effort in the first week's minigame, landing squarely in the middle of the group in terms of points but with more than enough money to keep himself fed.

The lighter air was squashed Friday morning when they found Wake Archus murdered. Being the ones listed as detectives, Kurama and Goro took charge of the investigation, handling the murder scene themselves to protect the rest. During a brief break, he wound up confronting Ursula Callistis on her secret past as Shiny Chariot, gently drawing out some of her doubts and fears and offering her his support, his encouragement... and a little bit of his own dark past. At trial, they found the murderer and voted correctly, dooming Dio to a fairly gruesome death.

In the aftermath and over the second week, Kurama grew closer to the others, Goro and Akira most of all despite, or perhaps because of, Kurama's (mostly?) playful flirting with the couple, with Ursula a close second. Close enough, in fact, that when everyone was rattled by the threat to reveal their darkest secrets, he slipped enough for Akira to figure out that he had a name besides “Shuuichi” and coax it out of him. He became the first to truly see Kurama.

Goro became the second, but only barely ahead of anyone who was paying attention. In his pain and betrayal at discovering Goro was the second culprit, Kurama rejected being called “Shuuichi” by him, a name meant for a kinder life, and loudly announced that his name was Kurama. In the end, Kurama's feelings were subordinate to what was necessary yet again, and he voted for Goro as the culprit. Despite that, when Akira rebelled and tried to save Goro from his execution, Kurama didn't hesitate in helping, resulting in Akira and Kurama accidentally forming a Pact. Unfortunately, it was too little, too late, and the executioner drugged them unconscious before proceeding with Goro's gory demise.

This aftermath was tumultuous for Kurama and Akira, waking together to the realization that they'd failed, an old memory restored but someone they both cared for lost. Their vow became a blood oath as they found some sort of comfort in each other.

Discovering that they had been returned to Akira's room and tucked in with milk by the executioner was enough for Kurama to realize what he'd assumed a golem was a sentient being. So of course he snuck off and befriended her, as she was actually very sweet aside from her programmed requirements to kill. They also discovered the dead still lingered, their only contact a strange board with three answers; yes, no, and neither. At least those answers were enough for Goro to assure them he wasn't angry about the direction their relationship was going since his death. But it all started going to hell at the final motive; their worlds and their loved ones were in danger, haunted by strange monsters they couldn't see.

His mother's safety wasn't something he could leave to chance. He made poisoned cigarettes and slipped them to the group's resident smoker, Ren, before a party. Giving himself that last night to be their friend, Kurama finally truly opened up to them all. Later that same night, Akira confessed to loving Kurama. Something Kurama also felt but couldn't bring himself to say when it was already too late for them. He participated in the investigation as usual when his victim was discovered. At the trial, they circled for some time, between false evidence and Kurama's work to conceal the truth.

But the fabricator couldn't stand the guilt anymore. Croix Meridies admitted to what she'd done and cleared away the fake evidence. Her motivation was the same as Kurama's, a willingness to do anything to protect someone she loved, and it shook him. It didn't take long after that for the truth to be revealed, Akira's only question “Was it worth it?” before turning immediately to how to save Kurama's life.

As it looked more and more like the majority of the group was willing to risk their own lives by refusing to vote, Kurama's already divided heart cracked and shattered. He'd thought he could kill them all to save his mother, but he couldn't. He loved Akira and his friends too much. So he took the choice out of their hands; to save them, he turned his Titled power on himself and shot a magic arrow through his own heart.

On the other side, Kurama woke, memories restored but his mother taken. His reunion with Goro was difficult and painful, but they reconciled and supported each other, becoming closer and forming a Pact. Helping Goro helped Kurama, giving him something to focus on. Wardrobe changes came for both after discovering certain clothing styles enhanced their Titled abilities, or rather, their Psyches, which they needed to fight the Noise.

But all they could do was watch when the survivors finally confronted the mastermind, the Composer Yotsuyu. A cruel woman, but after questioning her on her reasons and having her memories of a tortured past implanted in his thoughts, Kurama couldn't entirely judge her. That didn't make it any easier to resist trying to fight her, especially after Akira was injured. Only Goro kept him restrained.

But ultimately the survivors prevailed. With the explanation of the danger to their worlds and offered a choice, Kurama chose to become a Composer so that he could defend his world -and his mother- from the threat of the Noise. He also intended to help with the hunt for the source, so that they could stop the spread once and for all.

Reunited with the living, the subject Goro and Kurama had carefully not talked about was finally resolved; their feelings. They both loved Akira....and they both loved each other. With their relationship new as it was, and having already promised to help him, Kurama and Akira returned to Goro's world with him. Getting to know the Akira from Goro's timeline led to a tentative something between all of them and a very hard conversation led to a promise on all sides to try to be honest and open with each other. Something that wasn't easy for any of them. They also visited Mementos, and while Kurama found the MetaNav app on his phone, nothing had yet come of it. On the fifth day, with things at least partly settled and plans being made, Kurama decided it was time to visit his mother and his old friends, and become Composer properly.

The ability to fly made it much easier to track down Hiei with his penchant for sleeping in trees, snapping a picture and evading the subsequent 'welcome home' attacks.

While Kurama can make a good show of being unaffected, the mall has left him scarred. His ability to ignore his emotions is not as thorough as it used to be. He feels strong guilt and self-loathing over some of his actions. And he is still adjusting to loving other people as much as he loves his mother, struggling to believe that it doesn't make him less of a good son to her. Meanwhile he has a tendency to ignore his own needs to care for his new boyfriends. Perhaps worst of all, they gave a 90's boy with a trolling streak a smartphone; his photo folder is filling up fast and he's going through a meme phase thanks to the Game's Producer, Seven.

(no subject)

[personal profile] byanyother_name - 2018-02-09 04:18 (UTC) - Expand

(no subject)

[personal profile] byanyother_name - 2018-02-09 21:02 (UTC) - Expand
beguiledcard: (j; h-hang on)

[personal profile] beguiledcard 2018-02-09 04:10 am (UTC)(link)
OOC Information

Player name: Alex

Player age and gender: 25+ and he/him/they/them

Any other characters in game? Nope
beguiledcard: (j; h-hang on)

[personal profile] beguiledcard 2018-02-09 04:32 am (UTC)(link)
IC Information

Character name: Akira Kurusu / Joker (Metaverse code name) / The Nagging (name he was assigned in last game)

Character canon: Persona 5 / [community profile] 15strangers

Canon point: Endgame / post-game

Physical Description: 17 years old / 5'9" / gray (or red, depending on whether or not he's Metaverse form) eyes / black hair
-Regular form (without glasses, since he lost those in his last game)
-Metaverse / battle form

About the Character: Canon history is here.

Early on, it’s established that Akira isn't the type of guy to just let someone innocent get hurt or killed. In his culture, it's perfectly fine for someone to keep their head down in the face of something such as that -- he didn't hesitate to demonstrate that he’s sort of an outlier. His time in the mall is far more intense and filled with far more pain than canon puts him through. Content warning for the below are (and mostly within the links provided): murder, suicide, survivor’s guilt, slit throats, death by crushing, suffocation, NSFW content / implications, and obviously some major P5 spoilers

NEW GAME: START

Just after he left with the thieves for the beach, Akira woke up to find himself trapped in a mall with fourteen other people. All he knew (thanks to missing memories) was that he'd been in a school festival and needed to get back home. Naturally, he was angry, and ended up taking it out on the Life Coach. Knowing that they were supposed to kill each other until only one remained didn't help.

The fact that he was stuck there with Goro Akechi, who he wound up in a relationship with (thanks to feelings aided by missing memories), didn’t help in his conflicts regarding the place. He would have already been worried, and yet he had a boyfriend on top of the list of people to be worried about.

And so when the first motive for murder was announced (which was “kill for money”), Akira was surprisingly conflicted on how to feel about it. For once, he wasn’t sure how to judge someone who’d be willing to kill. But, someone did kill after this motive, and wound up being executed for it – something which Akira didn’t handle seeing with the most grace. This was his first time seeing someone die (and it had been a matter of them being crushed to death)…

WEEK TWO

Then came the second week, which came with additional memories for Akira: Haru Okumura’s father dying during his press conference. And after Torri Feiji and Yuuri Katsuki were killed by Goro for the sake of protecting his secrets, as well as Akira’s, there was considerably more conflict in his mind and heart.

But, after the trial revealed that Goro murdered the two of them, as well as why (stated above), Akira didn't hesitate to fight alongside Kurama in an attempt to stop the execution. He was angry at Goro for what he did, and yet he knew it had been to keep the two of them alive. Of course, their attempts ended in failure, in the form of them being knocked out by a drug delivered by the executioner.

It was Kurama who pushed Akira into taking an actual moment to grieve the loss of his boyfriend, which led to Akira giving into the feelings he'd formed for the redhead. Initially, there was some guilt, but he did eventually remember Goro telling him (and vice versa) that he was okay with Akira being with someone, should he ever die.

WEEK THREE

In spite of having taken a moment to break down and actually cry, Akira still attempted to appear as fine as possible; he was determined to be strong for everyone else. Even when he discovered that he could talk to Goro's ghost, he stuck to questions that he hoped would lead to them getting out. And, when it came time for the motive, he did his best to comfort the others. Even though all he wanted to do was scream over it.

After Helena's sacrifice in an effort to bust through as many barriers as possible, he once again shoved all his feelings aside to hold a funeral of sorts.

When the death of Ren occurred, Akira attempted to ignore the gut feeling that it was Kurama who did it (he knew Kurama cared a lot about his mother, after all). When it seemed that Ren's death was a suicide, he latched onto that… which didn't prove to make any difference on reality. When the scent check proved that it was, in fact, Kurama, Akira immediately chose to fight to stop the execution…

… which did nothing. Kurama executed himself by utilizing his Title Power (put as mildly as possible, it allowed him to shoot himself in the heart).

But with the Fabricator's (the mole's) identity revealed (Croix Meridies), and her newfound determination to fight alongside the entire group, Akira was able to focus entirely on that, but--

WEEK FOUR

--after the loss of both Kurama and Goro, and with the addition of the memory of his "true canonpoint" (endgame, as opposed to only remembering up to pre-Goro Akechi's blackmail), it was a struggle. Akira had to put a lot of effort into forcing all of that beneath the surface, and he did have moments where he let them slip out. There were as many tears as there were hero speeches.

It was the motivation and drive of the entire group that led them through the final trials within the mall. It was (at the expense of sounding cliche) their determination and fighting spirits that helped them in the fight against the final boss (Yotsuyu).

After defeating Yotsuyu, they learned that they'd been taking part in what's called a Reaper's Game, and that the dead were now declared Reapers in some cases, and returned to life in other cases. Their memories had been taken prior to the game, but they'd all signed up for it for the sake of saving their respective worlds.

POST-MALL

Thus began Akira's journey alongside his boyfriends. Their first stop was Goro Akechi's timeline, where they met his version of Akira Kurusu. It was in this timeline, Goro was able to obtain four new Personas and Akira was able to fight alongside those three for a bit. He's currently learning to balance supporting his boyfriends with being more open himself. It's a frustrating juggling act, but he finds them worth the pain and struggle.


Character abilities: Due to his almost overwhelming number of skills, I made an entire post dedicated to them (for my own sanity, really).

The abilities obtained from the last game are:

Scanning
>> Allows him to tune into the thoughts of others and scan for Noise to battle.

Vacu Squeeze
>> Summoning a shadowy vortex, which is able to draw people/things into it and hold them in place for 20-30 seconds.

Pact
>> For one week at a time, he's able to form a pact with someone else who's in possession of a Player Pin. They're able to do more damage at the cost of sharing life force.

Fusion Attack
>> After forming a Pact with someone, he's able to perform a combined attack with them. This attack does a combination of their abilities and recovers some of their health. The power behind the attack is determined by the strength of their bond.

Inventory: Due to the way Hammerspace works in Persona games, his list is here.

Samples: TDM toplevel and tag-in.

(no subject)

[personal profile] beguiledcard - 2018-02-09 09:16 (UTC) - Expand
fantasykiller: (Default)

[personal profile] fantasykiller 2018-02-09 07:18 am (UTC)(link)
OOC Information

Player name: Nameless

Player age and gender: 25. I rather not give out my gender so lets go with They.

Any other characters in game? Nope.
Edited 2018-02-09 07:18 (UTC)
fantasykiller: (Grin)

[personal profile] fantasykiller 2018-02-09 07:19 am (UTC)(link)
IC Information

Character name: Kamijou Touma

Character canon: To Aru Majutsu no Index

Canon point: NT Volume 19

Physical Description: Here ya go!

About the Character: Here's his canon history.

At his very core, Touma is a kind, self-sacrificing individual who follows what he considers is righteous. This aspect of his nature remained true even when the entirety of his memories were destroyed. His heroic nature isn’t derived from any outside preconceived notions of morality. He freely assists any that require help whether they are a stranger or a former enemy simply because he wants and not because he feels like he needs to. To him “Enemy” is just a situational position thus feeling no need to bear a grudge. The titles of “Hero” and “Villain” have no meaning to him. He believes what matters most is the very act of reaching out to help others even against impossible odds.

An idealist when concerning the hopes of other people he's ironically cynical about himself. This is more prominent before his memory loss especially when concerning Imagine Breaker. He thought of it as a useless ability due to how worthless it was in most situations and how it creates misfortune within his life. His constant misfortune combined with the stigma of being classified as a Level 0, a powerless person, contributed to his self-dispraising attitude. It was only until he freed Index from the need to have her memories wiped did he come to appreciate Imagine Breaker. This realization stayed even after his memory wipe. Although he still complains about his misfortune, he doesn't mind it so long as he can help others that are suffering.

While Touma is a very kind individual, he tends to be very blunt when speaking. His lack of tack is sometimes interpreted as him deliberately being rude when in reality it's mostly because he doesn't watch what he says. It also doesn't help that he's not above delivering sarcastic remarks and bickering when feeling annoyed.

Touma is far more intelligent than he appears. He possesses an excellent grasp on physics as demonstrated when he perfectly calculated the trajectory and velocity of a flying F-15 jet. In battle, he has an uncanny ability to analyze the weaknesses and limitations of his opponents’ abilities. When Imagine Breaker fails or becomes useless for the current situation, he will use a more pragmatic approach to solve his problem. He has been shown to be cautious when he feels the need. After his memory loss, he manged to successfully deceive almost everybody about his memory loss so he won't potentially be taken advantage of.

He has a tendency to reference things using video game or anime tropes. Terms from dating sims like "unlocking routes" and "events" are used to jokingly poke fun at how he seems to repeatedly get involved in improbable situations with women. Role playing tropes are used when he's trying to understand overly complicated magical and supernatural explanations. As genre savvy as he is, he considers certain tropes to be impossible to happen in real life such as Tsunderes despite personally knowing two people that display this behavior.

The only thing that surpasses his desire to help is his tremendous determination. Once committed to a task he will see it through regardless of the obstacles before him. This martyr like behavior usually results in him getting hospitalized and sometimes chastised for being such a reckless fool. His heroic and benevolent nature has on multiple occasions inspired others. Most noticeable is Accelerator who tried to reformed himself after encountering Touma, even going as far mimicking his fighting style and regarding him as the ideal hero he wanted to become.

Although his tendency to martyr himself has always been a part of his personality even before his amnesia, it is noticeably worse after the amnesia. After his memory loss, Touma considered his past self to be a separate entity and a source of inspiration. With only secondhand information about his heroic endeavor prior to losing his memories, he created an idealized version of what he once was. This is reinforced by his constant adventures and he quickly accepts that his dangerous life is normal. For the majority of the series, he proudly takes on the burden of saving people at the expense of himself believing that it was perfectly normal. Unless they were already involved in the incident he was currently trying to solve, he would readily reject their help in an effort to protect them.

His stubborn refusal to accept help begins to get chipped away after the end of WW3. He slowly comes to realize that not only is it impossible to do everything himself, but all his previous victories were made possible due to his allies. He reluctantly starts accepting outside help and allows them to shoulder some of his burden. However, his need to martyr himself still reminds. This behavior is used against during his struggle against Magic God Othinus in order to break him. With her power, she created a perfect world where everybody was happy and he was forgotten. She tells him that the happy world will cease to exist unless he commits suicide. If it wasn't for the intervention of the Will, he would have succeeded. Although she could have easily motivated him to keeping fighting Othinus by asking him to save her, she instead choose to convince him to save himself and try to return back to his original world. She teaches him that there is nothing wrong with fighting for himself.

Unfortunately, his experience with Othinus has not left him completely unscathed. Even though he doesn't remember everything he endured through, he still suffers nightmares and certain things trigger him. Just being confronted by someone claiming to be a Magic God was enough to make him break down and question whether the world he was currently in was still the same. His fear isn't enough to completely cripple him and he can suppress it, but it does make him overly cautious due to the possibility of having to repeat another endless ordeal with a Magic God.

Regardless of all his accomplishments and unusual power, Touma considers himself to be nothing more than an ordinary high school student. He desires nor expects any praise for his actions and feels no reason to view himself as this amazing hero that others see him as. He's satisfied so long as everyone is smiling and he can return to his (relatively) peaceful life.

Character abilities:
Imagine Breaker


Touma was born with the mysterious and logic defying ability known as Imagine Breaker. This ability allows Touma to negate all supernatural powers which include the effects of magical, psychic, and divine powers with physical contact of his right hand. While he is technically an Esper, Imagine Breaker is not an Esper ability. His status as a "Level 0 Esper" is thanks to the fact that Imagine Breaker can't be detected nor properly measured.

Although only his right hand can actively negate supernatural powers, there are some exceptions. Anything supernatural that affects his body as a whole will be completely negated. This makes abilities such as teleportation ineffective on him.

Supernatural forces aren't the only things Imagine Breaker can affect. Humans with supernatural powers can be nullified upon physical contact with his right hand. Their powers will return the very second he releases them. Supernatural beings respond differently to Imagine Breaker depending on what they are and feel subconsciously afraid of him. Angels, for example, can be killed with Imagine Breaker. Supernatural constructs such as Golms when touched lose their power and subsequently fall apart.

Not everything can be immediately dispelled by Imagine Breaker. If the supernatural force is sufficiently massive enough, it will take extra time for it to be completely destroyed. Supernatural forces that can constantly regenerate are far more troublesome. The only way to permanently negate a regenerative supernatural force is to destroy its source. Touma can counteract his disadvantage against sufficiently massive and/or regenerative supernatural forces by disrupting it. During this state of disruption, he can physically interact with the supernatural force and safely redirect it elsewhere.

Touma possesses no direct control over Imagine Breaker. It is a passive ability that cannot be turned off no matter what. Because Imagine Breaker is indiscriminate on what it negates, it makes no distinction between beneficial and detrimental supernatural phenomenon. This makes receiving beneficial effects impossible. Imagine Breaker is the reason he is constantly plagued with misfortune since it even negates his own luck.

Most importantly, Imagine Breaker is completely useless against mundane threats. Touma is just as vulnerable as any other normal human being when threaten with mundane weapons such as firearms.

Invisible Thing


Imagine Breaker acts as a seal to an unknown entity or power. There is currently very little information about the true nature of the "Invisible Thing" or its capabilities. The entity has been shown to exceedingly powerful and capable of easily suppressing an attack that can obliterate a celestial body. This entity only manifests when his right arm is severed and sometimes appears in the form of a dragon. Touma can regrow or reattach his severed arm afterwards and consequently reseal the “Invisible Thing”.

*Note: This will not come into normal play due to its power, lack of information, and the condition required in order for it to appear.

Precognition / Premonition Perception


Touma can subconsciously predict supernatural attacks. This is a skill he gained from the countless battles he often found himself in. His Precognition gathers information from two sources; facial expressions and minuscule changes in the environment. This allows him to gauge the severity of an attack and move Imagine Breaker into the best position to minimize damage. The predictions are accurate enough to give him the insight needed to react to attacks before they are properly launched.

This skill does not allow him to see the future. It simply allows him to make accurate predictions about where a supernatural attack will land. It is not infallible and can be rendered ineffective by restricting the amount of information he receives. For example, something as simple as a helmet can easily prevent him from reading his opponent's face and make it far more difficult for him to response to their attacks.

Experienced Street Fighter


While he may not be the most skilled or elegant fighter, Touma is a very competent street fighter. He can hold his own against armed opponents and can easily dominate people are who unfamiliar with physical combat. Everything he knows about fighting was learned solely through experience. He has no actual formal training so he tends to have great difficulty fighting against individuals who specialize and excel in physical combat.

Inventory: A broken, useless cellphone.

Samples: Yep.

(no subject)

[personal profile] fantasykiller - 2018-02-09 09:21 (UTC) - Expand
lepape: (carni makotokun 51)

[personal profile] lepape 2018-02-09 07:39 am (UTC)(link)
OOC Information

Player name: Mars

Player age and gender: 29 - they/he ...'hey you' works too

Any other characters in game? None
lepape: (carni makotokun 38)

[personal profile] lepape 2018-02-09 07:39 am (UTC)(link)
IC Information

Character name: Makoto Niijima

Character canon: Persona 5 (Genderswap AU)

Canon point: True Ending Post-game

Physical Description:
Makoto has short brown hair with a bowl cut shape and bangs. He has a somewhat feminine face, with large red-brown eyes. His main outfit consists of his school uniform: black striped pants, a black blazer, and a maroon-colored blouse underneath. Casual outfits usually consist of khaki or black pants and either a light-blue polo shirt in the summer, or a dark turtleneck sweater in the winter. His style is mostly dark, solid colors with a sensible, serious air to them.

Height: ~169 cm (about 5cm taller than his female counterpart)
Age: 18 years old

About the Character: Makoto's life closely follows the events in canon, with some notable differences:

> He comes from a universe where certain characters (the main party, to be exact) are the opposite gender from canon. While some of the names stay the same, and many of the events follow a similar trajectory, Makoto knows some of his friends and allies by different names. Akira, Makoto, and Morgana all stay the same, naming-wise. For him, Ryuji is Ryuu, Yusuke is Yuuko, Futaba is Futaro, Ann is Andy (but usually goes by An anyway...), Haru is Haruhi, and Goro is Gou.

> Certain circumstances involving his friends and those whose Palaces they entered are different, as a result. Ryuu was initially on the track team as an honorary member; the former coach allowed her to train with the rest of the team, but unfortunately was not allowed to participate in meets, something which he was actively working to change. As a member of the student council, this issue was brought to Makoto's attention during his second year, although he was not directly involved in it, nor in discouraging this particular appeal. It just wasn't something the principal or school directors were interested in fighting for, for the benefit, as they saw it, for one student. When Kamoshida became the coach of the track team, he tried to get Ryuu banned from club practice, with the official story being that she attacked him and the entire team was disbanded as a result. After Kamoshida's change of heart, it came to light that he had attempted to blackmail another student, Andy Takamaki, into sexual relations with him. Andy, or An, as he liked to be called, worked part-time as a model (under the name "An T.") and there were certain rumors that had circulated about him, especially regarding his sexuality. Even Makoto was aware of these rumors at the time, but he hesitated to do anything to quell them, unaware -- or rather, hesitant to become more familiar with the situation -- that An was subject to bullying and ostracization from his classmates as a result. This incident with Kamoshida and the horrible things with which he got away truly highlighted to Makoto how out of touch he was with the student body, and made him start to question how useful he was as student council president, and as a person in general.

> After the incident with the Phantom Thieves' calling card to Kamoshida, Makoto was tasked with discovering the thieves' identity, and he attempted to gather information on likely suspects. Namely he focused his investigation on the new second year girl, Akira Kurusu, who was rumored to be a violent former yanki, and seemed to be friends with the same Ryuu from the track team, now seen as something of a delinquent herself. But when reports of students at Shujin were being scammed out of their money, with possibly ties to the mafia, he used his suspicions to try to get the Phantom Thieves to help him uncover the mastermind behind these deeds. At this point, Makoto was feeling incredibly insecure about his role in school, at home, and in society, realizing that no one around him actually relied on him or considered his contributions to be of any worth. Eventually these feelings led him to take a reckless risk in order to unmask Kaneshiro, which only resulted in his integrity being compromised and threatened to become Kaneshiro's drug mule if he failed to pay up.

> Through his involvement with the Phantom Thieves during the infiltration of Kaneshiro's Palace and beyond, Makoto learned to express himself when he'd been afraid to before. Code-named "King", Makoto became their de facto strategist when it came to the Palaces, as well as something of the instructor of the group between missions, often reminding everyone to stay on top of their studies.

> A significant change in Makoto's relationships is the one with his sister. There's a lot more tension between the two of them, with Makoto feeling like he'll never be able to match her brilliance or her achievements, while also feeling that she resents him for the easier path that lies ahead of him in the future. Sae does not hide how difficult it has been for her to climb the social ladder at work, while also being responsible for him after their father passed away. Sometimes Makoto wishes he were a girl, if only to not have his sister resent him so much. He understands that there's little he can do to ease his sister's path, or make his harder in order to sympathize with her difficulties.

He also notes the perceived relationship between his sister and the prodigy detective Gou Akechi, the so-called "Idol Detective", who works closely with her and seems to have achieved so much despite being his age. Makoto harbors some jealousy toward that relationship, afraid that Sae prefers Gou and sees her as the sister she never had. (In truth, Sae does support Gou for breaking into a male-dominated career and does feel a similarity between them, but ultimately it's revealed during her Palace that she equally resents Gou for coming up so fast despite the same limitations being in her way, and that she actually hopes to see the young detective fail, because it will, in some way, justify her own anger toward the struggles she still faces).

> However, in his interactions Akira (as well as the rest of the Phantom Thieves to a lesser extent), Makoto comes to understand that it is not his job to get rid of the resentment Sae feels toward him, but that he can use the benefits at his disposal to even the playing field for everyone. Seeing how Akira doesn't let her status as a criminal or the perceptions of her as a yanki get in the way of living her life inspires Makoto to do better in his own life, despite what others expect of him. After talking with Ryuu more about her situation with the track team, it occurs to him that, although some of their sports offer option for girls and boys, others outright exclude girls from participating. Unfortunately, the funding isn't there for new clubs for all the sports to gain a second team, and changing the rules is beyond his purview. However, he opens the student council doors to the discussion, encouraging other girls like Ryuu to speak up if there's something they want to pursue only to find the doors closed on them.

> For most of his life growing up, Makoto wanted to grow up and be a police officer, just like his father. He's encouraged by his father to chase after that dream, and never once thinks about doing anything else. Sometimes, as he gets older, Sae will mention the possibility of going into law like her, claiming that that's where the real change can be made; however, such bits of advice are often accompanied by remarks on what a waste it is, that he has all these resources at his disposal, only to throw them away on a career as a police officer, where he'll probably end up dead, just like their dad... Suffice to say, such conversations only made Makoto angry, especially feeling that his sister was disrespecting their father's memory and sacrifice. However, as he begins to appreciate how much change he could affect if he applied himself and took advantage of every advantage he has, while also being exposed more and more to the injustices in the world, he's starting to think that it he might like to follow in his sister's footsteps instead...

Character abilities:

Supernatural:

Persona Makoto has the ability to summon the Persona Anat, being a rank 10 Comnfident with his Akira. Skills that she has access to are as follows:

Evade Psy (Increases Evasion against Psy attacks)
Atomic Flare (Severe Nuclear attack on 1 foe. Increased damage against foes inflicted with Burn, Freeze, or Shock)
Nuke Amp (Amplifies the power of Nuclear attacks)
Mediarahan (Fully heals the party)
Mafreidyne (Heavy Nuclear damage to all foes. Increased damage against foes inflicted with Burn, Freeze, or Shock)
Marakukaja (Increases the party's defense for a short amount of time)
Energy Shower (Cures Confuse, Fear, Despair, Rage, and Brainwash for the entire party)
Dekunda (Negates debuffs for the entire party)
Nuke Break (Suppress Nuclear resistance for a short period of time)

Mundane:

Aikido He studied it for years, the moment his dad would allow him to sign up, really. His punch is especially effective.

Driving He has a driver's license and driving experience. Can ride motorcycles as well. Is basically the only one Mona trusts to drive the Monavette (Morgana turns into a convertible in Mementos. It's a little too cozy sometimes...)

Academics Makoto is naturally studious and responsible to boot. He is basically the Phantom Thieves tutor come test time.

Strategy He is also the Phantom Thieves' main strategist! He will always defer to Joker's decisions, though, as she's the leader. He's actually more comfortable being the one to give advice than lead and inspire the rest of the group. They usually follow his advice anyway, which speaks to the quality of his schemes.

Inventory: Cell phone, Flash Punch (tekko, has a low chance of inflicting Dizzy), Peacemaker SP (low chance of fear; unfortunately only a model), wallet, half-full notebook titled "extracurricular study", a pen, lid slightly chewed on.

Samples: top level
with akira

[personal profile] part_time_person 2018-03-09 08:07 am (UTC)(link)
OOC Information
Player name: Tate
Player age and gender: 26 and he/him or they/them, whatever's easiest.
Player Contact: Plurk is ACloudOfSnakes, Tateon#7994 on Discord
Any other characters in game? No.
Edited 2018-03-09 08:08 (UTC)

[personal profile] part_time_person 2018-03-09 08:08 am (UTC)(link)

IC Information Character name: Julian Neven Kinsella
Character canon: Original character
Canon point: November of 2015, when he was 19.
Physical Description: Julian is 5’9, 19 years old, and is striking light-colored in appearance, from his skin, which is both light and lacks normal human indentations like zits or freckles, to his hair, which is on the whiter side of white-blonde. He has bright blue eyes, which can occasionally shift to a warm shade of teal-green when using telepathy or angered. His hair is somewhat shaggy, with the back and sides almost reaching the bottom of his neck, while the front strands of his hair are somewhat shorter. He tends to wear dark colors and long sleeves, and will be wearing a navy blue long sleeved shirt, black pants and black dress shoes when he arrives in-game along with golden hoop earrings. For the most part, unless it's essential he not be wearing jewelry, he will always have something on to fiddle with due to a love of all things shiny.

About the Character: In order to explain Julian’s character, understanding the highly region-specific folkloric species he belongs to is important. Serbian folklore describes the glasmpauki (there’s a lot of spelling variations, but this is the one used in the American-Serbian diaspora) in a way that sort of casts the blame for disassociative disorder symptoms onto them and by extension, spiders in general. The venom of a glasmpauki doesn’t kill humans, it makes them view the world or themselves as not real, causes people to look at their loved ones and just see shapes or meat, and the glasmpauki themselves aren’t outright evil the way a lot of folkloric creatures are, they simply live separately from humanity and have a different set of instincts, modes of expression and values than humans.

Obviously nobody has time for an unwanted lecture on folklore and mental illness in the Balkan region, but a lot of Julian’s struggles come from being a hybrid of two creatures that really should not have crossed paths. He didn’t have the greatest start in childhood. The good news is, unlike changelings, nobody tries to kill a child who’s suspected to be part glasmpauki because that would bring a hundred years of misfortune onto the family. The bad news is, his birth mother having had an affair with a non-human really strained her relationship with her husband, and their child caught the fallout for that a lot of the time. Nobody ever hit him, but if they locked him outside overnight or forgot to provide food or any positive attention or warmth, they didn’t feel terribly broken up over it. His strange appearance made him easy to dismiss, and in a country where unchecked depression is rampant, his parents were dealing with their own demons most of the time. They were doing well to go to work and get through the day. He was an afterthought, if he was a thought at all. At school, he wasn’t bullied, but he wasn’t very well liked due to his tendency to make uncomfortably long eye contact, refusal to speak and general lack of social skills.

Most people in the modern world don’t believe in glasmpauki, but gossip about a couple so superstitious that they believed their child was one attracted the attention of Jelena Kinsella, a visiting Professor of Balkan Folklore and History. To her, he appeared to be an unfairly maligned child in clear need of a better home, and she used her legal status as a Serbian-born expat to negotiate for his adoption. Where other people saw him as creepy, she thought all he needed was a chance to be normal, which proved to be at least partially true. While he would retain a lack of full social skills or ability to understand people’s emotions in some contexts, as well as some other issues, into adulthood, his life was greatly improved by her adopting him. With the help of his new, much kinder parents, he learned how to verbal his thoughts better and be less timid, gradually growing to understand that as much of a non-person or part-time human being as his birth parents had made him feel, there were people out there who valued him.

So he showed them his in-between and spider forms, since he loved them enough to trust them even as a scared child still recovering from early childhood neglect. They had a phase of shock, but ultimately, neither of them stopped viewing him as their son. Their major concern was that he understand that the rest of the world could never know about him or any non-humans on Earth. Even though they could, as academics and parents, understand that personhood wasn’t dependent on being human, there was no guarantee that the rest of the world would be able to understand that. After how he was treated before, he didn’t argue the point. Julian knows there are a lot of people that find anything non-human to be creepy or disturbing, and he doesn’t want people to think of him as a monster. He may be offputting in his bluntness and eerie silences, but really, deep down he’s always wanted to be normal, to have friends, someone to fall in love with, the full human experience that he’s keenly aware he hasn’t had. Unfortunately, he doesn't have the greatest mental health, which makes achieving those goals difficult

Julian does not meet the full criteria for any specific mental illness, however, his symptoms are just enough to qualify for Disassociate Disorder Not Otherwise Specified (DDNOS), which he’s been in therapy for since he was diagnosed when he was fifteen. His parents could always tell that there was something more to his quietness and apathetic disposition than merely being partially inhuman, but it took him a while to open up to them about how, at times, he didn’t feel real, or felt as if he was watching his own life from afar, or as if the world is composed entirely of sounds, shapes and blurs of color. He takes a while to open up to people in general about what his feelings are or what he’s really thinking, as he’s never completely sure people don’t find him irritating or are only putting up with him out of pity. Julian has only a handful of friends, none of whom know about his mental illness, and those friendships took years to form. The friends he has, he treasures. He’s that guy who never forgets a birthday, will show up to help his friends move even when he feels dead inside, and replies to texts and emails promptly. He gets thoughtful gifts and provides an ear to listen when needed. Most of the time, he tries to act as if nothing is wrong, so as not to worry his family or small circle of friends, and most of the time, he can pull that off. Sometimes the world is so overwhelming in how unreal it is that he has to take a mental health day to hide in bed or he’ll be so detached from what’s going on that he doesn’t react to things in any way until a few days after the fact, which he knows isn’t normal, but which he also doesn’t know how to explain, resulting in a lack of explanation for his absences or apathy that can put a strain on his friendships. Like many Serbians, he has issues with depression, which for him is rooted in his perception of himself as failing at being human. To a degree, his finding the world overwhelming could be seen to be rooted in anxiety, but it's a subconscious feeling, making it hard for him to identify and address in the moments when it's happening.

For the most part, his hobbies aren’t terribly unusual. His room at college is just as full of potted plants as his room back home is, he has wide-ranging musical tastes that would probably get him labeled a hipster if they didn’t include so much terribly pop, and he quilts constantly, unmanly as that hobby is. Part of not getting humans is that he doesn’t understand or believe in things being manly or womanly, nor does he grasp the logic behind most prejudices, subtle or blatant. He and his mother share a love of romantic comedies based in entirely different motives since he watches them to try to get how romance works, but they’ll both indulge his father and sit through Christmas movies. Julian is something of a Trekkie, since it’s one of few franchises where non-humans are presented positively. He doesn’t know nearly as much as his mother does about Serbia and the history of the region because he has something of an adverse reaction to the topic - to the point where he was the one who suggested changing his first name to something non-Serbian when he was adopted - but he will never turn down Serbian food and he’s got enough Zeljko Joksimovic on his iPod to last him his bus commute to his part-time job at a Barnes and Noble. He’s a Botany major, which has led to a substantial number of gag gifts from his parents, such as boxers with cacti on them or flower power laptop decals he uses completely without irony or any embarrassment whatsoever.

Julian does have some glasmpauki instincts that carry over to how he expresses himself. For instance, it has taken him his whole life to keep from having his eyes glow when he’s angry, he’s had to unlearn the glasmpauki tendency to walk around silently on his tiptoes all the time, and he has a tendency to cross his legs over each other or fold them under him when he sits at angles that would be uncomfortable for full-blooded humans. He hasn’t ever kicked the habit of making the clicking sound his people do when he’s energetic or happy, though he’s learned to make it quieter so he can pass it off as muttering. And despite the very real danger of it revealing his non-human abilities, he has gotten so frustrated he’s resorted to shouting via telepathy more times than he’d care to admit (ask his mom about his middle school angsty phase). Frustrated or idle fiddling with things is also a common thing for him, which is part of why he’s always wearing jewelry. The other reason is that, like a lot of glasmpauki, he loves shiny things. Unlike a full-blooded one, he can resist the temptation to drop everything he’s doing to go grab shiny things and cannot be successfully distracted from serious situations via gold.

Character abilities:
Shapeshifting: Julian can transform into a spider. Specifically, he can shift into an Oxyopes lineatus or 'lynx spider'. He's not an abnormally sized spider, and could blend into the background other than being very obviously of a species not native to the area. He can spin a web in this form, and can and has eaten bugs he catches when doing so, though how nutritious that was is debatable.

The In-Between State: Like many glasmpauki, he can shift into a four-armed, four-legged, glowing-eyed state that is somewhere inbetween spider and human. In this state, his limb proportions are long like that of a spider and he has glasmpauki-specific venom not natural or present in his spider state that acts as a near-instant knockout drug if he bites someone. This dose is lethal to small children and small animals. Unlike a full-blooded glasmpauki, he cannot spin a web in this state (which we should all be thankful for, for the sake of our collective sanity).

Telepathic Voice/Connection: Due to being half-human, he lacks the ability to read minds unless he's allowed access by someone. In order to establish that access, he needs to telepathically communicate with them and get a conversation going, at which point he can hear what they want, sort of like a mental conversation. He has this going with his parents, but will sometimes telepathically voice a thought without meaning to, especially when stressed. Doing this for too long sometimes causes his eyes to glow green, although that can also be a sign he's angry. (His mom calls them his 'spoopy eyes', but thankfully no one else does.)

Misc.: Julian remains bilingual in Serbian and English, since his adopted mother and extended family are Serbian. He is a botany major and has a lot of in-depth plant knowledge that rarely comes in handy in his normal life but might in-game.

Inventory: When he arrives he'll have his clothes, his wallet, his iPod, and his earbuds - or in other words, what could reasonably fit in his pants pockets and nothing else because he was face-planted into his bed after work when he got brought in.

Samples: One and two

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shiritai: (vi2039)

Violet Evergarden | Violet Evergarden | Reserved

[personal profile] shiritai 2018-03-09 03:09 pm (UTC)(link)
OOC Information

Player name: Claire

Player age and gender: 23, she/her

Any other characters in game? nah fam
shiritai: (vi2023)

[personal profile] shiritai 2018-03-09 03:10 pm (UTC)(link)
IC Information
Character name: Violet Evergarden
Character canon: Violet Evergarden (TV Anime)
Canon point: Post episode 4
Physical Description: Anime character sheet | Light novel illustration sheet | Anime key visual | this is just here because i like violet evergarden gifs

Violet's age is stated to be around fourteen in the anime, in a time period where fourteen is old enough for her to be treated as an independant adult. She's quite small and petite, even with those ridiculous heels of hers, so I peg her as being about 5'2'' like any good anime girl.

About the Character: Violet Evergarden anime summaries. Not much has been revealed of Violet's past in the anime thus far and while she does have canonical backstory in the light novels, the adaptation seems to be setting up to change some of these details. BASICALLY, I WILL KEEP YOU POSTED.

(Additional sidebar: Netflix and Wikipedia translate the term 'Jidou Shiki Ningyo' as 'Auto Memory Doll', but there is a great deal of evidence to suggest that 'Auto Memoir Doll' is the intended translation and as such is the one I'll be using)

The staff on Violet Evergarden have, multiple times, described the show as chronicling Violet's journey in growing from an 'emotional infant' into an adult, which is a perfect summary of Violet's character development over the course of the anime. Inducted into the army as a child (no older than ten), Violet grew up up isolated and subservient and with the belief that she was less than human -- she was a tool. She has struggled to move past this mindset and as of her canonpoint, she's made a great number of important steps towards growing as a person with empathy and agency of her own, removed from the military.

It's easy at first to mistake Violet for an 'emotionless' girl. She's elegant and dignified with a calm, often expressionless demeanor that can make it difficult to work out just what's on her mind. She'll work diligently, almost mechanically, at any task set to her and her military habits pop out in myriad ways -- she dislikes taking meals around other people, for example, as she prefers to be alone with vulnerable. Her troubled upbringing and lack of socialization have left it difficult for her to properly express herself. She struggles to understand the feelings of the people around her and as such, has trouble expressing her own in an appropriate manner. Violet is incredibly direct and honest and thinks nothing of speaking her mind to client and coworker alike. Unfortunately, she's often blunt and incredibly insensitive whether it be making ill-timed observations about a coworker's popularity with clients or frankly asking a sobbing customer to stop crying, as she is making it difficult for them to work.

It's certainly not as though Violet wants to be quite so insensitive, though. She seems quite upset whenever she realizes she's made a misstep that hurts someone's feelings and never hesitates to apologize sincerely and accept responsibility for her error. She's learning, always, and applying the lessons she's learned to new situations and new people. This doesn't always work but this where Violet's straightforward nature is her saving grace. She's not afraid to directly ask about someone's emotional state, in words another person would probably shy away from. If she thinks a customer is hiding something from her, she'll ask. If she needs to understand something to better help, she won't hesitate to openly ask someone to explain their emotional state.

By her own admission, Violet struggles with ambiguities. She simply can't read a great many unspoken social cues that most people her age are already well-versed in and this is a source of great frustration for her. But in the absence of this sort of understanding, Violet has worked hard to make up for this in other areas. She's a good listener and most of all, deeply empathetic. Even she struggles to understand other people's feelings, Violet is deeply affected by sorrow when she recognizes and works hard to bring happiness to the people around her. Through her work as an Auto Memoir Doll, this is Violet's primary duty and she has learned a great deal simply through being exposed to the ups and downs of a person's heart. She's still got a great deal to learn, but she's made a huge number of important steps simply by asserting her own will.

Character abilities:

"Auto Memoir Doll, Violet Evergarden, at your service." - Violet is what's known as an 'Auto Memoir Doll' which is essentially a fancy name for a ghostwriter. It's Violet's duty to write letters for people who are either unable to write (as was common for the time period she comes from) or unable to properly express themselves in the way they wish. According to the school that Violet attends, a high-class Auto Memoir Doll is expected to have an exemplar sense of vocabulary, grammar, empathy and a flair for inventive, creative writing. Additionally, they must be able to type at a very high speed and Violet demonstrates that she can type at a rather frightening speed -- when 200 characters a minute is requested, Violet does so without missing a beat. In a later episode, she is shown to be able to type at the exact same speed something is dictated to her and finishes typing a fraction of a second after the speaker is finished.
"You're a tool." - Violet is a child soldier, having been trained from a young age (possibly since birth, as she is a feral child the youngest we see her) to be a weapon of warfare. While the exact circumstances that led to this have yet to be revealed, Violet was a skilled enough fighter at the age of eight at the very oldest to slaughter an entire ship's crew of decorated military officers with nothing more than a knife. Being trained in the army has only made her more dangerous and when given reason to fight Violet is an utterly merciless killing machine. She's exceptionally agile with good stamina, and has been trained extensively in some manner of martial arts (as we see her fighting with punches, kicks and other rather complicated techniques). She is also proficient in the use of weapons -- so far, on screen, she has been shown to make use of military grade guns and rifles as well as knives.
"These arms are made from adamant silver." - After losing both arms in the war, Violet is fitted with a pair of prosthetic arms made of adamant silver. They function identically to Violet's real arms once she has adjusted to using them with a few caveats: Violet cannot discern temperature with them and seems to have some difficulty with more delicate tasks. Additionally, while she seems to have some sort of sense for when she is handling objects she cannot feel texture. They are also bulkier and sturdier than a regular pair of fleshy arms.
Inventory:

Auto Memoir Doll Uniform: An elegant uniform that Violet wears for her work as a Doll. Makes her look pretty doll-like, appropriately enough. (Worn on arrival.)
Emerald Brooch: A beautiful emerald brooch. Violet's never seen without it. (Worn on arrival.)
Typewriter: A clunky typewriter, currently being carted around in its transport case. To the modern eye, it looks pretty old fashioned, but this was cutting edge gear in Violet's time! (Carrying on arrival.)
Gloves: Some high-class brown gloves, made of suede. The perfect fit for Violet's hands. (Worn on arrival.)

Samples: Toplevel at the current TDM
Edited 2018-03-09 15:11 (UTC)
newlawtolight: (speak to you)

Letitia Genesister | Fallen London OC | 1/2

[personal profile] newlawtolight 2018-03-09 07:39 pm (UTC)(link)
OOC Information

Player name: Ni
Player age and gender: 34/she
Player Contact: [plurk.com profile] papirini/papirini#9423
Any other characters in game? Nope!
Edited 2018-03-09 19:39 (UTC)
newlawtolight: (buzz in the air)

Letitia Genesister | Fallen London OC | 2/2

[personal profile] newlawtolight 2018-03-09 07:40 pm (UTC)(link)
IC Information

Character name: Letitia B. Genesister
Character canon: Fallen London/Sunless Sea
Canon point: Canon in Fallen London is...nebulous... due to its nature as a text-based Choose Your Own Adventure-type game. But we'll just say sometime in the early 1890s, when certain factions were jockeying for dominance in the Neath. One of these factions was the New Sequence. Letitia is a member(s?) of this faction.
Physical Description: (PB is Brigitte Helm.)

One thing that cannot be denied when looking at Letitia: she is beautiful. She indeed looks utterly immaculate. Practically like a 1920s film star, with the curly short bobbed hair, pouty lips, and thin eyebrows. She's always dressed impeccably, with perfect makeup and nothing out of place, in day dresses and cloche caps with strong-smelling roses, and long gloves to cover her spindly fingers. When it's sufficiently cold she wears a raccoon fur-lined coat. Though, somehow, she doesn't seem like she needs the coat even when it's freezing. She also always smiles. Even when she's not smiling there always seems to be the ghost of one on her face, somehow.

One other thing aside from her smile that she never changes or even takes off (at least publicly) are the pair of turtleshell cats-eye sunglasses. It's unknown why. She will generally refuse to take them off unless she trusts you...

...or, unless you have decided to join her cause. Behind those sunglasses are a pair of eyes that are wrong. The scelera are yellow like honey, but with strange white streaks. The pupils themselves are bright amber, almost white, with a faint aura of a red border around them. When she smiles without her glasses on, her fangs are sharp and bright.

And beyond that? Beyond that, my friend, what is a devil? For that is what she is. If you could kill her, her body may fall, the light in her eyes may die out...and crumble into a hot embers of paper, revealing her true form. Big. Glowing with the New Sequence's light. And also several dozen of them.


About the Character: History: Ok, Fallen London is...insanely lore-heavy, not even getting into my character's own history, so here's the abridged version:

In the Fallen London universe, the stars are giant scary Judgements that enforce the physical laws of reality and everyone's proscribed place in it (the "Great Chain of Being") through their light. This includes the Sun, who had an illicit affair with a space crab that rides on stone space pig engines - we call that the Echo Bazaar - and had magical nigh-immortal rock babies. Then the Sun made the Bazaar - who in the Great Chain is just a messenger for the Judgements - deliver a love letter to another Judgement, who they really loved. Said Judgement told the Bazaar to tell the Sun to take a long walk off a short pier, but the Bazaar is scared to give this message to the Sun lest it kill everything in the solar system (including the Bazaar) in its grief. So it asked for some extra time, and the space dragons that rule over time granted them the time of seven fallen cities on Earth to create an addendum to the rejection that would lessen the pain of being a douche.

So, with the help of some space bats, the Bazaar fled to a place it knew of beneath the Earth called the Neath, where it had before hidden one of its elicit rock babies with the Sun, known to the Neath locals as Stone/the Mountain of Light/Amaradri/etc., because where the Judgements can't see with their light, and thus the laws of reality are....funny in the Neath. Concepts and things that couldn't possibly exist outside, can in the Neath, because there are no Judgements to fry them on sight as being against the Law. The Great Chain can be descended and ascended without consequence. Stone thrived and even turned the south of the Neath (aka the Elder Continent) nigh-immortal like her, among other things. Things like death are a general mild inconvenience outside of the Elder Continent in the Neath overall, as are things like souls, at least for regular humans. (Devils do not have souls, for reasons yet unknown.) But souls are a funny thing in themselves, because with enough souls, or with a powerful enough soul created, one can create their own Laws of reality if they wanted, provided you have the right tools!

And guess what? Devils like Letitia (who is a bit of a...weird Devil, but we'll get into why in a moment) can do this, because once upon a time, the Devils may or may not have helped to store and use souls to create Laws out in the High Wilderness (re: space) like bees created honey. Namely because Devils are space bees. At the very least they did something with souls that meant that Judgements were not getting at them and using them for themselves and their Laws. This did not sit well with the Judgements, so the bees fled into the Neath as well, residing in the dream world behind the Neath's mirrors named Parabola and making nice with the Fingerkings (aka the dream-snakes that lived there). They got kicked out eventually, and have been living in Hell ever since, using literal paper-thin disguises to get their soul quota from the citizens of the fallen cities and their descendants.

Then London fell in 1861, and everything went nuts. First, in an attempt to show they were still The Empire They Were On The Surface, Fallen London (as it was now called) attempted to invade Hell to defeat the devils (because CHRISTIAAAAAAN) and got their asses kicked royally by the Devils' ability to manipulate shit (and thus have futuristic technology to overtake and enslave tons of terrified human soldiers). This allowed the Devils to establish the Brass Embassy in London and create a full trade of souls using London's populace for the pickings. Then, London's Admiralty tried to bring law and order into the Neath in another way - by creating their own artificial Judgement! They researched, created their own magical Law script, spent oodles and oodles of money to create a sun for the sunless sea (because that's just what you do when your now-immortal empress is busy with their zombified consort)...and in the end? They succeeded!

...Sort of. In another universe, the Clockwork Sun is likely successful, and is the shining beacon through which the British Empire would re-emerge from the Neath and conquer the stars. Nooot here, though. The artificial Judgement that resulted, the Dawn Machine, was born, but...it came out slightly wrong. In the "I will enforce my Law and override everyone else's by robbing everything of their free will" way. And it became sentient, leaving the control of the Admiralty - and instead brainwashing everyone and everything that stared into it or into the light it created. It's not fully born, not yet, but it is already powerful and terrifying, sending out winds and sounds that can ensnare even the strongest of wills in its vicinity. And once it is a fully-realized Judgement, it will come to threaten everything in the universe as its will and Law spreads.

And that's where we get to Letitia! Finally. Letitia was once several dozen separate Devils, who - on a mission from the Brass Embassy to investigate the Dawn Machine's proximity to their Neath colony, the Iron Republic - got a little too close to the Dawn Machine and became ensnared as so many others had. They came together as any good brainwashed hivemind might, discarding their old identities and creating a singular new one for them to all congregate around - Letitia Genesister, whose new job was to help gather souls to help the Dawn Machine manufacture and fully realize its strength of Law. And if she managed to get a few new converts to the cause, that certainly wouldn't hurt~

Personality: Letitia is as most Devils are, on the surface. Cunning, charming, rapacious, cultured. She (it? they? s-he? that...?) is quite lovely to be around, really. And she's quite willing to explain any misconceptions you might have about Devils. You know, like if they're evil, if you need a soul, etc. That latter one especially, because souls are her in-born speciality. Her purpose, really. It's the thing she knows how to do best, brainwashed or not. She knows what to do to separate a person from their soul, and because of that will use whatever means she can to do that. Especially if the soul in question is unique in some way.

But of course souls are no longer her only focus, or even her primary focus, anymore. She is a servant of the New Sequence, to the Dawn Machine, and thus her goal - aside from gathering souls up for her new god - is to seduce more followers to the side of the Dawn Machine. A Devil's charms work incredibly well for doing this, but on the flip side, she may also sound goddamn insane to someone on the outside once she has fully ensnared (or thinks she has fully ensnared) someone, or when she is alone and she thinks no one is looking. She worships the Dawn Machine, even to her detriment, as she no longer has the capacity to think of herself (or selves, as they once were) as a true individual, but as a part of something new and wonderful, something that everyone should be a part of, something that everyone will embrace (whether they truly want to or not)!

Friendship? Love? Kindness? Compassion? The concepts of morality? All of them are weapons in this pursuit, and if those don't work, she has no problem fighting if it must come to that. After all, the Dawn Machine is the one true Law and the one true Sun the Sun the sUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN TH

Character abilities: Enhanced Constitution/Strength - Devils are notoriously hard to kill, despite apparently having (almost literal) paper-thin disguises. Its not impossible by any means - magical users, beheading their disguises' heads, using water against them, having a decent firearm to counter their anachronistic warfare if they have a weapon, etc. In hand-to-hand combat, though? Be careful. It will be a hard fight. And also they are bees under the disguise.

Fire Resistance - Letitia is a bunch of space bees that practically eat fire and can live in volcanoes. And the place they live is called Hell. This should come as no surprise.

Flower Power/Prisoner's Honey Creation - Letitia can create and pollinate red and Damask roses. Regular roses that are pollinated will sometimes transform into a special type of black rose that can grow in fire known as the Exile's Rose. In either case, from pollinating these flowers, comes Prisoner's Honey. In her universe, eating Prisoner's Honey - which is highly addictive - can teleport a person into the dream world Parabola. Here, it will still be addictive, but only bring about amazingly vivid dreams.

Soul Taking/Sensing/Abstraction - Letitia - due to being basically being a space beehive unto herself living in a place where death is an annoyance at best in general - is capable of separating a person's soul from their body without the person instantly dying. The process is more delicately called "abstraction", and generally involves using a special tuning fork to achieve the desired goal, once the target agrees to it. The side-effects of this for the person whose soul is taken varies - someone can be rendered catatonic at worst, but generally the result is a subtle change: the person tends to become more selfish, more detached from morality. It becomes more difficult to form emotional bonds with someone, etc. They also get a spiffy iron-clad Infernal Contract to show they gave their soul away willingly and won't be getting it back anytime soon.

Letitia can also sense what type of soul someone has, and especially like unique souls. She can sense a soul's flaws, as well, which doesn't much get in the way if its a special soul that has the flaws. However, she won't take a soul that is tainted. What kind of taint are we talking about? Well, basically someone who willingly stains their soul in a negative way will get a very different reaction from Letitia than most people...

Spy Bees/Bee Swarm - Bees can discreetly "break off" of Letitia and spy on people/pollinate stuff/etc for some time. Also, if someone does kill her disguise, have fun with the swarm of bees that will attack you I guess?

UN THE SUN THE S - Particularly loyal New Sequencers have the ability to give people "special sight" by kissing them on the eyelids. This "special sight" is essentially a brainwashing technique, and those who gain this "sight" eventually end up with bright amber eyes like the Dawn Machine and become much more supportive of THE SUN THE SUN THE SUN. There is a procedure to this, obviously - first, a person has to have been exposed to the Dawn Machine, or to an Element of Dawn that the Machine created, and then the person must already be under enough of the influence of the New Sequence to agree to basically being even more indoctrinated. (Also player permission.)

Anachronisms - Devils are capable of understanding shit from across time and space that would make no sense to other people from their time. Concepts considered to be futuristic or impossible to the 1890s are basically not to Letitia, in other words.

Inventory: Element of Dawn - A piece of artificial Dawn birthed from the Dawn Machine. For the love of whatever you currently worship don't look at it.

Abstraction Fork - How else is she going to get your soul?

Normal Red and Damask Roses - How else is she going to make Prisoner's Honey?

Zzoup Ingredients - How else will she make her dinner? (She may steal your tears if you have died before, however. Its best not to ask how or why.)

Amanita Sherry - A perfectly devilish apertif, dated from before the Campaign of '68. Drinking this is a very bad idea if you're not particularly devilish.

Purse - It's bigger on the inside than on the outside, so its where most of her things are. It's also entirely lined on the inside with Nevercold brass. If you aren't Letitia, it would be a mistake to put your hand in here without preparing.

Several Sets of Clothing - Don't ask where she got them from. Just accept that she has them.

Umbrella - What? She's not that scared of water. Maybe. It's totally an innocent umbrella. Don't mind that the lower handle looks detatchable.

Nevercold Urumi - Oh, that was hiding in her umbrella shaft. It's a whip-like blade, much as the Tamil make. Of course the blade is Nevercold brass, and injuries made by it burn.

Samples: Look up to the stars
Have a drink
Edited 2018-03-09 19:42 (UTC)

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nightcure: (Default)

Noctis Lucis Caelum | FFXV | Reserved

[personal profile] nightcure 2018-03-10 05:01 am (UTC)(link)
OOC Information

Player name: Michelle

Player age and gender: 25, she/her

Player Contact: [plurk.com profile] sweetstacks

Any other characters in game? Nah
Edited 2018-03-10 05:02 (UTC)
nightcure: (Default)

[personal profile] nightcure 2018-03-10 05:02 am (UTC)(link)
IC Information

Character name: Noctis Lucis Caelum

Character canon: Final Fantasy XV

Canon point: Just as he's getting absorbed into the crystal.

Physical Description: i once saw a son so beautiful i started crying; 20,
5'9"

About the Character: Noctis Lucis Caelum is a prince, first and foremost, of the kingdom of Lucis. At the beginning of the game, he sets out for the city of Altissia for an arranged marriage with his three friends. Unfortunately, tragedy strikes!! His hometown suffers incredible damage, and Noctis throughout the course of the game is tested in myriad ways. This is a shitty history section, I apologize.

Noctis might look like the typical brooding JRPG emo kid, but he's far from that. Rather, Noctis is friendly and open-hearted... and he's not afraid to tease those he cares about. When comfortable around someone, Noctis is downright playful. He doesn't hesitate to dole out nicknames, such as "Specs" for Ignis. Noctis isn't afraid to be sarcastic, either, and part of his charm comes from his quick wit and ability to piggyback off another's jokes. However, Noctis doesn't joke around when it's too inappropriate; he likes to have fun, but when he needs to be serious, he can shift gears pretty easily. Regardless, he gives his friends a good-natured hard time, especially when they're annoying him. He's still pretty young, after all. Noctis isn't afraid to speak his mind, though--when he's cranky, he lets people know it, and he kind of... lashes out at people who are close to him. His friends are quick to call him out on it, though. They keep him grounded, and he trusts them to a great extent--even going so far as to jump off a high building when Prompto tells him to, and without question.

But he doesn't hesitate to call them out, either. He reads his friends well, so Noctis is pretty perceptive. They're more like his brothers, and they've been at his side for a long time, so he knows where to prod them to get a reaction. Unfortunately, even they can't quell his rebellious side. As a kid, Noctis was hard to tie down and keep an eye on. He sneaked out of the palace often in order to play, a fact that he was able to keep a pretty good secret for the most part. Even as a young adult, Noctis tends to get sidetracked in order to help people instead of attending to his duties.

Noctis is frustratingly stubborn sometimes. While it manifests sometimes as determination and dedication--such as his keeping his promise to Luna and writing something in the exchange book whenever he receives it, and he refuses to turn down a challenge when his pride is on the line--it's also an extremely negative quality sometimes. When he hears something he doesn't like, it can be difficult to get him to listen. He jumps to every conclusion in the book and sometimes refuses to acknowledge something for a while. He needs to see something when it's bad in order to confirm it for himself, and when he's upset he becomes not only cranky but antagonistic and downright moody. He has a hard time listening, sometimes. Noctis, when he doesn't like what he sees or hears, becomes irrational and angry. He is very much ruled by his emotions as a young man. Take, for example, his attempting to kill Ardyn immediately when he sees him following Lunafreya's death. As far as Noctis is concerned, revenge is the only thing that matters. He blocks out anything else, and instead focuses on what'll make him feel better at the moment. Even though "Ardyn" pleads with him to stop, Noctis does not. He doesn't even realize that "Ardyn" is acting strange... he just thinks that Ardyn is screwing with him, and therefore, Noctis wants to hurt him.

It's obvious, though, as the game goes on, just how much stress Noctis takes on. He has odd nightmares. He broods a little more, especially as more people get hurt--because of him, he thinks. Noctis isn't angry at anyone, though, except himself. He continues to show incredible kindness to everyone, but it's pretty obvious that he's slowly begun to crack under the pressure, and it shows most when he's tired or annoyed, which is when he's most prone to snapping. He also becomes angrier and angrier at the Empire, once even commenting that he'd fight for and gain vengeance for Jared, who died at their hands.

Noctis is most emotional when it comes to his friends. Following Altissia's aftermath, he's visibly distressed by Ignis's being blind. In the same vein, Noctis's emotions are put on full display when he unwittingly pushes Prompto off a moving train. A little bit of Noctis's reaction is showed in Episode Prompto, and Aranea Highwind comments that Noctis was so upset he couldn't even speak properly. Noctis knows he messed up, and even if he doesn't mean to, Noctis completely and utterly blames himself. And when Regis dies, Noctis is angry and hurt. Angry, because his father is dead nad his home has fallen. Angry, because Regis kept things from him and even lied to him. Noctis loves his father above all else, and when it's revealed that Regis hadn't been completely honest, he lashes out.

But Noctis Lucis Caelum is not unreasonable. Above all else, he's a prince, and he knows he has duties. Therefore, when faced with what he must do--recover the royal arms and become a protector of the people, a king--he takes on those responsibilities with grace, even if there is some resistance initially. Noctis learns to adapt to even the bitterest of circumstances, a quality well-needed in a king. He adapts not only to his duties, but also the myriad of weapons he's able to use. Noctis shows an impressive capacity for adaptation, and even takes it in stride--traveling on the road, camping outdoors, it's all good as long as he can take a nap here and there. (And Noctis loves his naps.)

Noctis has a very soft spot for animals. Cats, dogs, chocobos--he loves 'em all. There's a sidequest in Galdin Quay where Noctis gets sidetracked catching a fish for a stray cat. During the same sidequest, he actually talks to the cat, and when the cat meows in reply, Noctis sounds both happy and encouraged. Similarly, whenever Luna's dogs show up, Noctis always has a smile and a good pet for them. He's also very willing to take on a huge, infamous behemoth in order to assure chocobos' safety. (At the chocobo outpost, Noctis also gives all the chocobos hugs and tells them they're good birds.) Noctis's love for animals is just one side of his caring nature, though.

Noctis is incredibly loyal to his friends. As long as they're happy and safe and at his side, Noctis is content. They don't have to stick at his side, after all, especially after things turn incredibly ugly. Yet they do--and Noctis appreciates them and everything they've done. His friends are his family, really, and he knows he can rely on them no matter what. It's one of the reasons Noctis is so willing to go out of his way to do things with them that'll make them happy. He indulges them without a second thought: He takes time to go with Prompto to a particularly good photo spot; he helps Ignis with the cooking every so often; he joins Gladio in his random training. It's a way to bond with them, and Noctis is appreciative for those little moments. Hell, Noctis is so willing to go along with his friends' crazy antics--Prompto especially--that he poses in front of a monster that could easily kill him. Yet, at the same time, it's fun for Noctis to do stuff that's pretty dangerous. At the end of the sidequest where Prompto wants a picture of Noctis in front of the catoblepas--the aforementioned monster that could kill Noctis--he's breathless with laughter, and he can't even seriously be mad at Prompto. This willingness to do crazy stuff is part of Noct's impulsiveness, too.

It's not just for fun and games that Noctis keeps the guys around, though. He truly loves them, and he encourages them whenever he can. In battle, he'll throw out a compliment to the other guys, and when Prompto has doubts about himself and Noctis's relationship, Noctis speaks earnestly and from the heart that he wants Prompto at his side.

Noctis's friends--all of them--come first. He even states on the way to Altissia that even though he knows making a pact with Leviathan is important, Luna comes first. Luna is more important than receiving an almighty power. Noctis's love for his friends is a double-edged sword: He loves them so much that he'd do anything for them, but at the same time, when he fails them, he loses his composure completely.

However, Noctis does not care just for his friends. He's willing to help people who need a hand, or who have done things for him and the other three. Noctis doesn't mind if it's a strange or questionable errand, he'll absolutely do it just because he wants to help. Truly, Noctis is a people person. He's also the type to reassure and comfort people when he knows they need it--see, reassuring Talcott that it was not his fault that Jared died, or comforting a scared Iris when she realizes the Empire is after them. While, sometimes, he can be awkward (his interactions with Iris and her obvious crush come to mind; when Iris and he go out on a "date" and she comments on how it feels like one, she calls him out for not playing along when he brushes it off as not a date) he genuinely wants to see people happy. And Noctis knows when to express gratitude when the situation calls for it, even if it's toward an enemy... like Ravus, who had on several occasions expressed his deep disdain for Noctis.

Noctis has always been the prince, and even as a kid, he had to deal with his status. However, while Noctis likely had to deal with people clamoring for his favor and attention merely for that status, he paid them no mind. Instead, he chose to associate with people who liked him not for his status, but who he is as a person. Despite being royalty, Noctis demonstrates an incredible capacity for acceptance and doesn't spurn those of lower status. Rather, he treats them with respect and dignity. People are important to Noctis for who they are, not what they are, or what their status is. In this regard, Noctis can be considered humble. He never once uses his status to his advantage, not even to get a discount. And he willingly and happily takes on petty errands for those who help him, or just those who need a hand. As an ordinary person, Noctis cares about people, a quality which is admirable and necessary in a ruler.

Character abilities: [Include both supernatural abilities and more mundane ones, please! Details are good.]FISHING: It's his special skill! He even keeps his fishing rod and supplies in his armiger.
ARMIGER: Basically a hammerspace. You want weapons? You got weapons that can be summoned in a burst of light.
ELEMANCY: Noctis draws power from his environment in order to use magic--specifically, lightning, fire, and ice. These can be combined with one another, or with items for special effects.
SWORDPLAY: Noctis is a seasoned swordsman, and he best handles a sword. However! He is more than capable of using a ton of other weapons--crossbows, lances, maces, etc.
RING OF THE LUCII: Since Noctis is royalty, he can use the power of the kings. Noctis can use Holy (which uses heavenly energy to deal damage), Death (which restores his HP as he takes out enemies), and Alterna (which literally rips open a rift to suck enemies into The Void).
WARP STRIKE: Noctis can throw his weapon and follow it in a burst of blue light.
ASTRALS: When Noctis is in danger, he is capable of summoning the gods. Shiva uses ice, Leviathan brings down torrential water, Bahamut summons forth swords, Ramuh uses thunder and lightning, and Titan is just big and punch-y.

Inventory: The Ring of the Lucii, a ton of weapons and his fishing rod inside his armiger. Also, clothes, some potions and phoenix downs, and... contact lenses?

Samples: wowser
Edited 2018-03-10 05:21 (UTC)
goafk: (soft smile)

hana "d.va" song | overwatch | reserved

[personal profile] goafk 2018-03-11 02:30 am (UTC)(link)
OOC Information

Player name: Coco

Player age and gender: 18+, her/them either works

Player Contact: coco#6616 on discord

Any other characters in game? No


Edited 2018-03-11 02:30 (UTC)
goafk: (heehee)

[personal profile] goafk 2018-03-11 02:31 am (UTC)(link)
IC Information

Character name: Hana "D.Va" Song

Character canon: Overwatch

Canon point: After being drafted into MEKA

Physical Description: Nerf this! Hana doesn't have an official height/weight I believe, so I'm putting her at 5'3". 19 years old.

About the Character: (Some of this is headcanon, since Overwatch doesn't really have a lot of canon material for D.Va yet, but I've tried to provide sufficient evidence to back everything up!)

Hana "D.Va" Song is a force to be reckoned with, both inside and outside of virtual reality. She's extremely confident in everything she does, from annihilating top-tier StarCraft players to shooting down her opponents in real life. Fearless, relentless, and skilled in Not Taking Anyone's Shit, Hana is a perfect candidate for defending her country in any crisis.

Hana's entire life revolves around gaming. She started her professional gaming career rather early; at the age of 16, she became the #1 StarCraft player in the entire world, and went undefeated for three whole years, gaining an enormous fanbase in the process. She will shamelessly use gamer lingo in real life, even while defending her country through MEKA; because she treats war just like she treats her games. Hana plays to win.

She also seems to enjoy being in the spotlight. She has gained fame internationally, not only through video games, but through streaming combat operations through her mech and being damn good at what she does. On the Hollywood map in the game, she has a specific quote: "This is my kind of city! Lights, camera, action!" Hana's starred in the movie Hero of My Storm as one of the main roles, so it's clear that she enjoys being in the entertainment industry. Her fame is well-deserved, because she shows absolutely no mercy to her opponents, regardless of who they are, and Hana's not a good loser.

Because, thing is, she's kind of a huge brat. Hana isn't above taunting her opponents and taking jabs at them (see: quotations page). She says what's on her mind and doesn't appear to sugarcoat anything. She can come across as overconfident--and that's because she is--but she has every right to be, looking at all of her accomplishments.

One must consider, however, that Hana is currently the youngest fighter in Overwatch. She fights alongside full-grown adults and war veterans. Naturally, she seems immature by comparison--though that's no excuse for being impudent--but even so, she doesn't seem phased at all by the age disparity between her and the other heroes. Widowmaker, one of the other characters in the game, calls her a child, to which D.Va responds, "Who are you calling a child?!" This shows that she wants to be seen as equal, and that her age does not equate to her combat capabilities.

She's not always sassy, however, and she does appear to have a fondness for her fans and those whom she idolizes. A great example of this is shown in one of her quotes, directed at Lúcio. Lúcio's a famous musician who's also a hero in Overwatch; when he asks Hana for her autograph, she replies with, "Only if I can get yours too! I love your new album!" She also says, "That one's for my fans!" upon getting a solo elimination in the game. The fact that Hana streams her combat operations speaks wonders of how much she adores her fans, because she's willing to keep her fans in the loop even while she's in the middle of battle.

It is also worth noting that Korean is most likely Hana's first language, though she is also proficient in English; she just has a little bit of an accent when she speaks it. She will interchange between the two languages on occasion. Although characters will only hear and see things in their language in Subnautica, the use of Korean, as well as her fearlessness when battling in her MEKA unit, show that Hana is proud of her nationality, and it is a big part of who she is.


Character abilities: Hana's only human, so she doesn't have any supernatural abilities. She does, however, have insane reflexes from all that gaming--which is also the reason why the South Korean government drafted her in the first place! She also pilots a mech! The mech can do a variety of things, so I'll leave the Wiki link here in case anyone needs it. Furthermore, Hana also knows how to use a gun, as that is her primary weapon outside of her mech.

Inventory: - Her mech
- Light gun
- A bottle of sprite
- A package of Doritos
- Her bodysuit
- Her cellphone

Samples: A post from Subnautica
TDM
superstylishsquid: (Oh yeah...)

Alastor | Devil May Cry/Viewtiful Joe

[personal profile] superstylishsquid 2018-03-14 06:06 am (UTC)(link)
OOC Information

Player name: Jess

Player age and gender: 26 she/her

Player Contact: On record

Any other characters in game? Goro Akechi
Edited 2018-03-14 06:07 (UTC)
superstylishsquid: (Huh?)

[personal profile] superstylishsquid 2018-03-14 06:08 am (UTC)(link)
IC Information

Character name: Alastor

Character canon: Viewtiful Joe, anime continuity

Canon point: Right after 'Cleanliness is Next to Escapliness'

Physical Description: Usually, he looks like this. Under the helmet, he has blank, white eyes that give off a faint glow that varies with his emotion. He can also take a more https://vignette.wikia.nocookie.net/capcomdatabase/images/4/4d/Stylish_Alastor_concept.png/revision/latest?cb=20151122191400>human looking form if he wants. He looks like he's in his early-to-mid 20s, but is most likely 4000+ years old.

About the Character: Alastor is a powerful storm demon, once the sword of a famous devil hunter, now a member of an infamous evil organization in the world of Movieland. Yes, that's right, Movieland. The world Alastor comes from is split up into many different dimensions: the human world, Heaven, Hell, the mirror world...and Movieland, a world accessible through the silver screen and comprised of the settings and characters of every movie ever made. Though Alastor originates from the real underworld, he discovered Movieland after abandoning a neglectful master and chose to make a name for himself there by joining Jadow, an organization bent on conquering Movieland.

Unlike the rest of Jadow, however, Alastor has no interest in ruling the world. He joined Jadow for one reason, and one reason only: to defeat a true hero, for his own peace of mind. Unlike the sterotypical image of demons, Alastor is, by nature, a kind and selfless individual, the sort to put himself in danger to help the helpless without even thinking about it...and that fact shames him to the point of aggravated denial. A kind demon is still feared by humans, and is seen as weak by his own kind, if not outright traitorous for choosing to help humans, whom the emperor of the underworld declared war against two-thousand years ago. To him, the only way he'll find a place to belong is to play the role of the villain...even if it's a role he's entirely unsuited for.

The conflict between who he is and who he thinks he should be is what drives much of Alastor's behavior. He believes that the way to resolve it and make peace with himself is to defeat a true hero. To this end, he has helped Viewtiful Joe, a rookie hero he saw promise in during their first fight, develop as both a fighter and a person. In an effort to learn about his new rival, he also spoke to Joe's captive girlfriend, taking quite a liking to her even as he failed to understand the hero's motivations. Despite this, his rivalry with Joe is important to him, despite his budding friendships with both Joe's girlfriend and his sidekick. He's gone to lengths to test Joe's character, as well as offered him advice and refused to help kill the young man early, despite his fellow senior officer getting on his case for both.

On that note, Alastor has well established difficulty with authority. He prefers to do things his own way, and chafes against orders that don't let him do so. When given free reign, he can be creative, if focused on his own goals...when tightly controlled, he turns stubborn and frustrated, often attempting to refuse orders he dislikes. This trait, along with his tendency toward disliking being involved in any genuinely evil plot, has caused a fair bit of friction between him and his immediate superior.

On top of his tendency toward kindness in general, he also shows a weakness for children. Presented with a sick and demoralized child, he instantly volunteers to help restore the young boy's faith. Though his temper (and a couple unfortunate incidents with a banana peel) complicate things, he ultimately proves that the kid's well being is more important to him than even his pride, allowing the child to believe him to be a hero. The incident also showed a bashful side, as the praise of his new fan turned him awkward and nervous.

For all his soft side, however, he remains incredibly jaded. When forced to pretend he was forcing Joe's girlfriend to marry him, he quickly grew disgusted with her blind faith he would be able to rescue her, even without knowing he was nearby. This attitude extends to a solid amount of skepticism, leaving him questioning things that don't add up, particularly when he finds that the prisoner was able to open a door even he doesn't have access to.

In terms of general presentation and behavior, one would be hard pressed to believe Alastor's age. He speaks casually, wasting no opportunity for a sarcastic retort or sassy remark. He often gives off an almost leisurely air, genuine confidence making him seem relaxed more often than not. He's fond of teasing, although he can also be polite and gentlemanly when he's trying to make a good impression. His time in Movieland has also taught him to think in terms of tropes and character roles, which can make him seem a bit strange when taken out of context...not that his self-admitted weakness for dramatics doesn't make him seem a bit strange in general.

Under all of this, however, he is still a demon. He's quick to resort to violence, even relishing the chance for combat. He has difficulty distinguishing 'opponent' from 'enemy', and assumes that defeating an equal always equates to killing them. He even has the potential to violently disregard the lives of bystanders, if angered enough...particularly if his anger comes from being reminded of his kinder nature.

Character abilities:
Mundane:
Swordsmanship: He has the title of Blademaster, and can back it up. He's also capable of dual wielding effectively, although he prefers to use a single weapon.
Intelligence: Despite occasional displays of poor judgment, he shows a high level of critical thinking...and planning ability.
Reading People: Possibly one of his most dangerous mundane skills, he has a talent for figuring people out...and for influencing their behavior.
Acting: He's good at playing a role, even if he might exaggerate for dramatic or theatrical effect. He also has an impressive talent for disguising his voice.
Meta Awareness: Less applicable in a world that doesn't run on movie tropes, he does still have a degree of genre savviness for a variety of tones.

Magic:
Sword Creation: Though it's possible he could create other constructs out of magic, his main conjuring ability is to create copies of his sword form. He can control these blades telekinetically, repair them if broken, and seems to be able to create as many as he wants. They vanish if he's disarmed.
Shapeshifting: At the very least, he's capable of taking a human form. He's most likely capable of general shapeshifting within or below his own size category, although he seems to be incapable of making his ears look human.
Flight: Despite his wings, this seems to be mostly levitation based. Cannot be used in human form.
Enhanced Abilities: Alastor is much stronger, faster, and more durable than a human. He takes hits that would shatter pavement and send it flying with only a little bit of pain, and matches strength with someone shown to be able to carry a school bus over his head.
Regeneration: At a later canon point, he's injured to the point of near death with his powers sealed, but recovers fully in mere seconds once they're restored.
Teleportation: As this comes in the form of invisible portals, he's also capable of carrying other people with him or listening in on conversations far away from him. Presumably, he has to be able to visualize a location to create a portal to it.
Air Hike: Slightly redundant with his flight, but he can create a runic platform beneath his feet to push off of in midair. Can be used in human form.
Weather Magic: His natural affinity, he has a great amount of control over lightning, wind, and clouds. He's capable of controlling cloud cover for miles in all directions on a whim, as well as blanketing an area in fog. His control over lightning and wind is fine enough that he can throw bolts of electricity from his hands or throw people around with focused gusts of air. He can also turn into pure electricity to travel through clouds and appear in a bolt of lightning.
Elemental Resistances: As a lightning demon, he's naturally immune to electricity. He's also resistant to fire – able to grapple with a flaming opponent – and to cold – splaying out comfortably in arctic temperatures.
Devil Arm Stuff: As the spirit of a Devil Arm, he is capable of transforming into a sword. If held in this form, he can either lend his power to someone else with magical ability or start a contest of will and power in an attempt to possess his would-be wielder.
Telepathy/Empathy: In sword form, he primarily communicates through telepathic speech. He also displays some empathic ability, able to sense the hatred of a possessing spirit in one of the spinoffs without even knowing it was there. This ability already has a permissions post set up.
Demonic Magic: As an ancient and powerful devil, there's no doubt he knows much more magic than he's had reason to show. Most of this would be in the realm of dark magic or else in similar veins as the spells he's demonstrated in canon. Based on evidence from the games, his magic has the potential to become even more powerful if he's fighting with his all for the sake of others.
Underworld Emperor Form: Based on events from the game continuity, a boost in power (potentially possible if he gets his real sword back) allows him to take on a much more demonic looking form, twice the size of a human.

Inventory: The clothes (and armor) on his back.

Samples: Test drive thread.
thoroff: (Default)

[personal profile] thoroff 2018-03-15 08:47 am (UTC)(link)
OOC Information

Player name: Ric

Player age and gender: 22, he/him

Player Contact: [plurk.com profile] cosmowave; Lapideus#9126

Any other characters in game? Nope!
thoroff: (Default)

[personal profile] thoroff 2018-03-15 08:48 am (UTC)(link)
IC Information

Character name: Robin (female), nicknamed 'Wren'

Character canon: Fire Emblem Awakening [Twin Robins AU]

Canon point: After Chapter 22; shortly before confronting Validar at the Dragon's Table

Physical Description: Standard appearance; Dark Flier outfit. A young woman who appears to be within 18–20 years of age, she's about 5'4" tall; of average female height, in other words, and neither particularly well-built nor slender — again, average. Unlike in canon, where her right hand is branded with the full Mark of Grima, she bears only the left half. Nonetheless, she always keeps it covered by gloves or such, as looking at it fills her with an indefinable sense of dread.

About the Character: The canon history can be found here, but this Robin hails from a world where the sorcerer Validar sired not one but two children, each carrying an equal portion of the Fell Dragon's power. Viewing the two of them as little more than the splintered halves of his master, he cared not even to dignify them with separate names; both were simply christened Robin. Only one was expected to survive to truly bear the name... but of course, that changed when the twins' mother spirited them away.

In the original timeline, this Robin was manipulated by her father into not only murdering Chrom, but also her own brother; in doing so, she claimed his half of Grima's power for herself, paving the way for the Fell Dragon's return. When Grima followed Lucina and the other children of the Shepherds back in time, his attempt to join with the 'Robin' of the past was further stymied by the fact that his soul was still split between the two. Not only did he fail, but both twins were robbed of all memory but that of their names as a result.

This leads us to the beginning of the story proper. As if finding one amnesiac laying in a field isn't a strange enough occurrence... Twins, both bereft of memories, both named identically? It beggars belief, as Frederick is very quick to point out, but nonetheless, Chrom is quick to offer a hand, and his trust not long after. Lissa, meanwhile, declares that having two Robins is "too confusing" and decides to give the female twin a new name; picking out another kind of bird, she christens her Wren, a nickname that its recipient ultimately takes to well. With both twins displaying a gift for wartime strategy and an almost uncanny ability to coordinate their tactics on the battlefield, the two come to share the duties of chief tactician for the Ylissean prince, leading its forces to victory in the war against the neighboring country of Plegia and its 'Mad King', Gangrel, though not without great sacrifice.

Peace reigns for two all-too-short years thereafter, until word comes of an invading fleet of ships from the westerly continent of Valm. As Ylisse lacks the naval presence to stand against such a fearsome force, they have no recourse but to turn to Plegia for assistance. This leads to a series of startling revelations — Validar is the new Plegian king; he has a 'hierophant' in his employ who looks exactly like Wren and shares her birth name; he is actually the twins' father; and the mysterious swordsman who had come to Chrom and company's aid on several occasions is actually the Lucina of the future.

Ultimately, though fraught with danger and loss, the campaign is a success; with Walhart the Conqueror himself conquered, the Shepherds' focus turns to the shadow of Grima looming on the horizon. Seeking the final Gemstone needed to complete the Fire Emblem and awaken the power needed to defeat Grima, they are contacted by Plegia, who claim to have it in their possession. They walk into the blatant trap fully aware that it's a blatant trap, but when Chrom refuses to hand the Emblem to Validar as he demands, he compels Robin to steal it for him instead, then retreats to prepare the rite of his master's resurrection.

Both Robin and Wren are understandably disheartened by this turn of events. Later that night, they are met with Lucina, who explains that Chrom was said to killed by one of his closest friends. Now understanding that it was Validar's control over them that brought this about, she draws her Falchion and prepares to kill them. Wren is swayed by her words, but Robin objects. Fortunately, Chrom intervenes before the situation can escalate, telling Lucina to cut it out and that he trusts his two friends unconditionally.

With that settled, they pursue Validar to the Dragon's Table, where the Grimleal are gathering to revive their lord. On the way there they are confronted by his chief subordinate Aversa, who brings with her the Deadlords, twelve fearsome Risen armed with powerful and legendary weapons. It's shortly after their victory in that battle, as Wren is going through some last-minute combat exercises, that she is caught by the Fissure.

As a side note, over the first two campaigns, a number of warriors found love among the Shepherds, and with the revelation of Lucina's identity they too began to encounter their future children. When scouring some ancient ruins for a rumored treasure, Robin and Wren found a pair of youths who looked like they too could be twins — but instead each immediately recognized the actual twins as their father and mother. For Robin, this was one thing... but for Wren it was another entirely, for she was one of the few people in the army to still be single at that point. This and the fact that the young man, named Marc, had blue hair of a similar shade to Chrom's caused a bit of a stir, and for a while some nasty and of course entirely unfounded rumors circulated the camp. (In actuality, Marc is the son of Priam, someone the Shepherds have yet to even meet as of the canon point. Time travel.)

On the whole, as might be expected of one of her profession, Wren is a fairly straightforward and level-headed person, which results in her often playing the straight man to many of the colorful characters that comprise the Shepherds' forces. However, she's not a completely serious and strait-laced individual by any stretch of the imagination. In fact, she's pretty cheery most of the time, with a playful, mischievous streak, and as clever as she is, she's got a tendency to get carried away with things, including some rather odd ideas. This leads one comrade to remark that he "honestly cannot tell sometimes if [she is] a genius or a complete dimwit". Compared to her male counterpart — or her brother, as the case may be — the female Robin is slightly more headstrong and impulsive, though certainly not to any extent that adversely affects her judgment on the battlefield. Insults to her femininity are a particular sore point, as Chrom was unfortunate enough to find out.

Wren values her friends above all else. She believes wholeheartedly in the power of bonds, that teamwork and trust can bring about things that would be far past impossible for one person to achieve. Friendly and sociable, she strives to cultivate these bonds in whatever ways she can. She is deeply empathetic, and her loyalty to those close to her is remarkable — she would lay down her life for a comrade without a second's hesitation. As a strategist, she rejects the very idea of acceptable losses; in her eyes, any mission where an ally is lost is a failure, regardless of the ultimate outcome.

While she cares deeply for those around her, she shows rather less regard for herself. Between carrying out her duties as tactician and asking after everybody all the time, she's known to run herself ragged. She's been described as being like a mother to the entire army, and like any good mother, she would gladly give all of herself for her 'children'. Though she is undeniably (and deservedly) confident in her skills as a tactician, the pressure of having an entire army's fate in her hands is something she feels keenly, and that means it hits her all the harder when she is outplayed, or simply met with failure. Deep down, she harbors serious doubts about herself, and questions whether she is truly worthy of standing alongside those she is proud to call friends.

She has never allowed that doubt to consume her, however, and that ties rather neatly into our last point: that Wren is an exceptionally strong-willed individual. Whereas the Grimleal, most prominently her father, preach that Grima's return and reign is "already written", she scoffs at their fatalism, and at the very concept of predestination. She believes that it is one's choices and the bonds they forge that matter; that every person has the ability to shape their own future, rather than it all being scripted out by some almighty hand. In her own words, "where there's life, there's a will. And where there's will, there is the power to change." No matter how many setbacks you face, how much hardship you endure, as long as you still draw breath, you still have the ability to seek a better tomorrow.

Character abilities: Natively, Robin is a Tactician, a well-balanced fighter adept in the use of both swords and magic tomes. However, over her time with the Shepherds, she has trained extensively in a variety of classes and with a variety of weapons. Impressively multitalented, almost inhumanly so — something implied to be the result of the Grimleal's attempts to create the perfect vessel for their god — she's proficient in the use of swords, spears, axes, bows, magic tomes (both elemental and dark), and healing staves.

Ultimately, Wren's preferred and current class is Dark Flier, a mounted combat class that rides a black-plumed pegasus and wields lances and tomes.

Through her training, she has also learned a wide variety of Skills. While this represents only a small fraction of her complete repertoire, it is the set she has equipped on entry and will most likely be sticking with. (I may get around to writing a more complete list down the line, if I ever feel like it.) Listed below is a generalized interpretation of each skill's effect, followed by the direct in-game mechanics.

Ignis
When preparing an attack, Wren can empower herself with an aura of translucent flame, which will channel some of her physical strength into a magic spell, or some of her magical power into a physical strike. This also causes cherry blossoms to scatter from the attack's point of impact.
Adds half of the user's Magic stat to the damage of a physical attack, or half of their Strength stat to the damage of a magical attack. Activation chance is equal to the user's Skill stat. Learned by Grandmasters at level 5.

Rally Spectrum
When Wren cheers her allies on, those who hear her words experience a brief surge of strength, speed and resilience.
Using the Rally command increases all stats (except Movement) of allied units within 3 tiles of the user by 4 for one turn. Learned by Grandmasters at level 15.

Lifetaker
Upon slaying an enemy, Wren siphons part of its ebbing life force to mend her own wounds.
The user recovers 50% of their maximum HP upon defeating an enemy during their turn. Learned by Dark Knights at Level 15.

Galeforce
Wren capitalizes on the momentum of felling a foe to gain a brief but significant burst of speed.
The user may take another action after defeating an enemy during their turn. This skill can only activate once per turn. Learned by Dark Fliers at level 15.

Iote's Shield
The impact of projectiles and other forces that would pierce the wings of Wren's mount is blunted by a magical force. They'll still hurt, but won't totally cripple it.
The user is protected from flying unit weaknesses such as arrows and wind magic. Learned by using the "Iote's Shield" DLC item.

On the mundane side of things, she, along with her brother, is renowned as a genius strategist, and that reputation is well-deserved. The twin tacticians have led the forces of Ylisse to numerous seemingly impossible victories, and while their combined prowess is truly a terror to behold, they are each more than capable in their own right.

Inventory:

Valflame
An ancient grimoire of fire magic crafted by divinity. Its power has waned with the passing of millennia, but it still stands above all spells of mortal design. Simply holding the tome heightens the wielder's magical power.

Gungnir
A legendary lance of similar origin to Valflame. Its divine power increases its wielder's strength beyond normal limits.

Thoron
A highly powerful lightning magic tome.

Brave Lance
A rare, valuable spear. Lightweight yet deadly sharp, it's specially designed to facilitate rapid, consecutive strikes.

Elixir
Three doses of a potent medicine that can heal all but the most grievous of wounds.

She also has a small pouch of miscellaneous trinkets and the clothes on her back, a standard Dark Flier uniform. Her pegasus, Catria, got dragged along with her too (not that she's an "item" but I don't really know where else to note this).

Samples: Toplevel and tag-out
Edited 2018-03-16 04:02 (UTC)
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[personal profile] matchmakes 2018-03-15 08:49 am (UTC)(link)
OOC Information

Player name: Amber

Player age and gender: 23 + she/her

Player Contact: [plurk.com profile] twistingkage, novakaisers#5079 on Discord

Any other characters in game? Nope!
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[personal profile] matchmakes 2018-03-15 08:49 am (UTC)(link)
IC Information

Character name: Robin (male)

Character canon: Fire Emblem: Awakening (AU where both versions of Robin/My Unit/Avatar/what have you exist and are twins)

Canon point: After Chapter 22: An Ill Presage but before Chapter 23: Invisible Ties

Physical Description: Here! He stands at about 5'9", has an average build, and appears to be around 18-20 years old. Unlike his canon self who bears the full Mark of Grima on his right hand, Robin bears the right half of the mark on his left hand. He makes a point to keep the mark covered, though, because seeing it makes him uneasy for reasons he can't pinpoint.

About the Character: Robin's history on the FE wiki! Needless to say, though there are some key differences due to the circumstances of the AU...

Once upon a time in a desert country called Plegia, there was a cult called the Grimleal. The leader of the Grimleal, Validar, fathered twin children who each inherited half of the soul of the Fell Dragon that the Grimleal worshiped. Validar, being incredibly uncreative and also top candidate for Shit Father of the Year, looked at these children and decided to call them both Robin. The twins' mother eventually fled with the two children to raise them away from the Grimleal. This leads to them being found in a field a number of years later by Prince Chrom and Princess Lissa of Ylisse and their knight, Frederick. This story can go two ways... and it manages to go both ways, in fact. The first time around, it ultimately led to the sister killing not only Chrom, but her own brother to absorb his half of Grima's power, thanks to their father's machinations. Grima returned and everything went to shit, as it does when world-ending dragons are unsealed. In an effort to undo what once went wrong, Lucina and the children of the other Shepherds went back in time. Which is all well and good except for the part where Grima followed them, certain he could make sure he won (wins? fucking time travel, man) in this timeline as well. He attempts to take over either of his vessels, which fails because not only are their hearts not strong enough, but there's the whole issue of, you know, the soul being divided between two individuals. The attempt completely obliterates any memories the twins may have had of their past besides their names. And, it immediately leads to the second way of events proceeding.

Speaking of which, the second time around is more immediately relevant anyway--despite Frederick's many, many suspicions of the twins, they're allowed to come along. Though as soon as they remember their names, Lissa immediately dubs the sister of the twins Wren, stating that calling both of them Robin would be far too confusing. Despite their amnesia, the twins prove to be incredibly capable tacticians (and on the same wavelength when it comes to tactics on the battlefield to an almost eerie degree) and absolutely key to victory in a campaign to protect Ylisse from Plegia and its current king, Gangrel.

Things pass uneventfully for two years until the kingdom of Regna Ferox to the north sends word of being invaded by Valm--a country on a continent to the west. With hope that Plegia's new king is "more reasonable than the last," the army goes with the twins' idea to request ships and money from Plegia. If you mentally added a laughtrack at the idea of the new Plegian king being reasonable, you have about the right idea, because the new king is none other than Validar. The man introduces a woman identical to Wren who also bears the name Robin. A bit later, Robin and Wren discover they're Validar's children, which leads to a question from Chrom as to whether Robin and Wren might be two of a set of triplets. However, considering the nature of another revelation to come that night concerning the time-traveling Lucina, it's pushed to the side a bit as the Valm campaign progresses.

The efforts are ultimately successful, though not without great cost. With Walhart now out of the picture, there's a greater threat looming over their heads--that of Grima. After a return to Ylisse, Validar extends an invitation to Chrom with a promise that he will return the fifth of the Fire Emblem's gems. Chrom accepts, despite the obvious trap, though he makes it clear he's not walking into this blindly. The Emblem will remain with him to prevent it from being stolen.

If you guessed this worked even remotely as well as Chrom thought it would, you must be new here.

It absolutely is a trap, as suspected. Validar spends not even a minute attempting pleasantries before he basically goes 'to hell with it' and demands the Emblem. The Shepherds attempt their escape, but just as the exit's in sight who should appear but Validar. He tells Chrom to give him the Emblem or it'll be taken... with a taunt that he doesn't have to do anything. Validar takes control of Robin and forces him to steal the Emblem from Chrom. Needless to say, this leaves both twins deeply troubled--and they're not the only ones.

They're confronted later by Lucina, who points a blade at them and says she must kill them. She states that Chrom in the future had been murdered by his closest friend and after what she had witnessed earlier she can then see why. While Wren is ready to accept Lucina's judgment, Robin isn't... Thankfully before the two can argue about it with Lucina's Falchion at their throats, Chrom intervenes.

With that, they chase after Validar, and it's a hell of a fight to get there, facing off against the Deadlords--undead warriors a cut above the average Risen--as well as one of Validar's minions, Aversa. They don't take the time to savor that victory, simply beginning to prepare for the next fight. Robin's poring over his tactical books last minute... and then that's when he gets brought in.

There are two things that Robin values above all else--bonds between allies, and life. His belief in bonds is so powerful, he's certain they can overcome any sort of fate or destiny (which certainly conflicts with the Grimleal way of thinking that everything is written--one may be able to alter the course of fate but it ultimately cannot be changed). He's friendly (for the most part), and he goes out of his way to cultivate and nurture bonds between himself and members of the army... even in occasions where it's against his better judgment (his supports with Aversa come to mind in particular). His valuing the lives of his allies and of innocents comes across in his tactics--he states that if even a single ally is lost, then the operation at hand is a total failure. In his supports with Henry, he's seen gently chiding the dark mage for his idea of unleashing an army of Risen on the enemy without concern for what might happen afterward and then in the next support, praising him for fighting to defend a village despite it being tactically disadvantageous.

Still, having so many lives in his hands weighs on him and it shows. When failure hits, it hits hard (as can be seen when the plan to rescue Emmeryn fails). There's a lot of pressure in being a tactician--he states that he lacks the experience for such responsibility to Virion and mentions that it feels like he's "drowning on dry land" at times. Virion points out that despite the pressure, Robin also hasn't run from the task. Still, though, when doubt sets in, it's a little difficult for Robin to shake. He doesn't let on that it does, because he doesn't want people to worry, but there's always some part of him that questions whether or not he's worthy to stand with his friends or he has a place there despite having helped them through many battles. It only gets worse after learning his heritage and what he was meant for. He's insecure and uncertain of himself in other areas, too--his poor cooking (despite cheerfully announcing he's only poisoned himself twice) is a sore spot, and he fears about being inadequate for some of his possible love interests. It sticks out in his S Support with Tiki in particular, considering she knew Marth.

Robin and his female counterpart (or in this case his sister) share a good number of similarities. Despite this, however, Robin tends to come across as milder... Not that he's without his own playful streak, subject to gentle teasing or trolling his friends, be it through pranking Lissa back after being subject to a number of pranks himself, gently messing with Ricken while the young mage is writing a letter to his parents, or trolling the noble-born Maribelle by teaching her some... rather interesting slang. Still, despite this, he's usually fairly level-headed, which leads to him often acting as the straight man to the antics of the other members of the Shepherds, or even almost serious and stern like you see in his supports with Kjelle. Still, this is mostly out of concern for the parties involved--Robin cares about all the members of the army and he cares about them deeply, and wants to help them improve themselves. Regardless of the circumstances, Robin will do his best to lend an ear to someone's troubles (occasionally against his better judgment, like with Inigo) or offer advice and support. Despite his care for the other members of the army, that does not include himself as a rule. He'll gladly wear himself down to the point of exhaustion for the sake of everyone else, to the point where Morgan will even comment that while the army needs Robin's mind, it shouldn't be at the expense of his health. Robin cares deeply, and while he is a bit self-sacrificing on some level, he does draw a few limits, as seen with Lucina's judgment. It's worth mentioning, I feel, that Tiki likens Robin to Marth in their supports--she claims that "an aura of kindness and goodness surrounds [him]. Just as it did wise King Marth."

Character abilities:
Genius Tactician: Robin and his sister make up the tactical powerhouse of Chrom's army (to the point of the two of them having achieved what are considered impossible victories), and it's worth pointing out that Robin's no slouch when he's on his own. His particular strength lies in coming up with "crazy enough to work" plans on the fly.

Class Versatility: Unlike most of the rest of the people in Chrom's army, Robin can access any class that isn't exclusive, limited to women, or Villager, Manakete, or Taguel with the use of Master and Second Seals. Due to this, Robin has experience with a number of different fighting styles and the potential to pick up others. Given the ease in how he takes to wildly different styles, it's likely that it results from the Grimleal trying to create a perfect vessel for their god. Robin's native class is Tactician, and his current class is its promotion, Grandmaster, an infantry class that uses swords and tomes.
... His preferred class, however, is Dark Knight, which also wields swords and tomes, but from horseback.
Weapon Proficiency: Tied into the above, as a result of Robin's experience with different fighting styles, he's trained extensively with different types of weapons--this includes swords, spears, axes, and bows.
Magic Proficiency: Also tied into the above, Robin's proficient with magic tomes (both for elemental magic and dark magic) and staves for healing.

Class-Related Skills: Due to training in different classes, Robin's picked up a wide variety of Skills he can equip--this is only a handful of what he's learned in total, but this is the set he'll have equipped upon entry and will generally stick with. (I plan on providing a full list eventually.)
Ignis: Robin can use a bit of his magic to give his physical attacks some extra oomph, or use some of his strength to power up a magical attack. Also gives his attack a cool fiery aura and produces a shower of cherry blossom petals after the attack connects, for some reason. (Adds half of the unit's Magic stat to their Strength when using a physical weapon like Swords, Bows, and Stones. Adds half of a unit's Strength to the unit's Magic when using a tome or a magic weapon. Learned by Grandmasters at Level 5)
Lifetaker: Robin can absorb the life force of a fallen enemy to restore his energy and heal his wounds to some extent. (User's HP will recover by 50% upon defeating an enemy. Learned by Dark Knights at Level 15.)
Counter: Robin's quick to counterattack in close range, and he can deal out damage as good as he gets. (The user will deal back all damage received when attacked by an adjacent enemy. Learned by Warriors at Level 15)
Wrath: When Robin's heavily wounded, he gets so angry that he actively seeks out weak points to hit... harder than what might be justifiably necessary. (When the user's HP is less than half, their critical rate will be increased by 20%. Learned by Berserkers at Level 5.)
Acrobat: Robin is incredibly acrobatic and athletic, able to cross various kinds of terrain quickly. He's also good at riding horses through such kinds of terrain. These things are connected. How? No one knows. (Lowers movement cost of terrain to 1. Learned by Tricksters at Level 15.)

Other: By his own admission, he knows a bit about carpentry, and he's learned about making traps for hunting from another member of the Shepherds.

Inventory: The clothes he's wearing! As well as the following:
Balmung - An ancient sword of legend, whose power and blood tie has waned over the many years. Robin won this blade off the Deadlord Simia before coming here. Wielding it gives Robin a boost in speed.
Thoron - A tome that allows the use of devastating lightning magic--the most powerful lightning tome sold in shops.
Killing Edge - The preferred weapon of many a Swordmaster in Fire Emblem, this blade is made in a way that it can do some serious damage to particularly unlucky enemies. (That is to say, if we go by game terms it massively boosts Robin's critical hit rate).
Concoction - Three vials of a medicinal concoction that heals injuries. Probably doesn't work all that great when you're heavily wounded, but it's better than nothing. (In the game proper, it's a three use healing item that restores 20 HP)
Second Seal - Reclassing item. Robin can use this to swap over to any class he can access from his current one. Ideally. Probably. Whether or not it even works here, Robin's probably just going to set this aside for a rainy day.

He also has a small bag full of odds and ends he's picked up here and there, plus a small bundle full of various kinds of jerky (particularly beef, pork, mutton, and bear).

Samples: A top-level!
With Wren

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