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!
press_start: (Default)

[personal profile] press_start 2018-04-20 07:02 am (UTC)(link)
Out Of Character Information
Name: Star
Age & Gender: 21, she/her
Contact: [plurk.com profile] starlitsunset
Any other characters in game? No
Edited 2018-04-20 07:03 (UTC)
press_start: (Default)

[personal profile] press_start 2018-04-20 07:06 am (UTC)(link)
In Character Information
Name: Chiaki Nanami
Series: Super Dangan Ronpa 2
Canonpoint: Post-game.
Appearance: sprite. She stands at 5'2" and looks to be about seventeen.
About the character:


I don't think belief and doubt are necessarily opposites. I do doubt her...but I still want to believe her. Belief lies at the heart of that conflict. Cus...if there's no room for doubt, then there's no reason to believe, is there?

She's an odd, sleepy girl at first glance, with vague words and a dreamy disposition. Her responses to things around her seem to experience an incredible amount of "server lag", so to speak- she'll be staring blank-eyed for a few moments before whatever you say to her sinks in, responding with a sudden bout of animation. When she speaks there's a certain hesitation to her words. Not because she's shy or uncertain, but because her quiet disposition and tendency to be slow in piecing together sentences presents that impression. She'll fill her speech with fillers like "...I think" and "maybe...", holding her silences for as long as she fancies without much fuss over how awkward it may be getting for the other party. Sometimes she'll hold it for so long that she falls asleep??? Yeah.

Nanami comes off as awkward and reclusive, seemingly unaware of many cultural references and social norms. She doesn't know about Girl’s Day, a festival in Japan, and finds living animals uncomfortable. Though she herself pays no mind to it; her often-unusual opinions and mannerisms are presented without any sign of self-consciousness.

The one thing she does know is games. Nanami makes game references often, speaking of bosses and levelgrinding as if life itself were a game. When watching her intense look of concentration when gaming, a stark contrast to her usually non-committal expression, her passion for games is obvious. Nanami is the Super High School Level Gamer, after all, with her expertise in games having been her ticket into the extremely prestigious Hope's Peak Academy.

"Of course, games aren't very fun when they're easy to clear."

Some exposition on her homeworld is necessary here, for she is quite the product of her circumstances- literally. Nanami Chiaki is an AI, and part of a program rehabilitating survivors dredged from a world in tatters. One of the products of SHSL Programmer Chihiro Fujisaki originally as a simulation-based therapy for trauma, the program was polished up and reactivated during what was known as the "Worst, Most Despair-Inducing Incident In The History Of Mankind". Civil unrest erupted into senseless violence after the instigation of a mastermind in Hope's Peak Academy; it was in these sorts of trying times that Nanami came into existence. Under an organization who was trying to help alleviate the situation, the program received instructions to rehabilitate a group of students that had been deeply entangled in the recent events. (So to speak.) These were Nanami's classmates, the cast of Super Dangan Ronpa 2, and her role was to monitor them as a member of the class. However, the events of canon derailed from the plan. The coding corrupted due to a virus, and the class was thrown into another Mutual Killing much like in the original Dangan Ronpa.

The truth of her identity is the foundation of all her behaviour. Her social awkwardness and quiet nature is because of her being, uh, actually inhuman. Also, because she is programmed to be a guide she is helpful and a team player- Nanami joins in all group endeavours to the best of her ability. She volunteers to stay outside as a door guard during a class party in chapter 1, even though it means not being able to have fun with the rest. In the later chapters she is constantly encouraging her classmates to push on, reaching out with trust and kindness as those around her withdraw due to the traumatic mutual killings.

She may seem airheaded at first, but Nanami is capable of drive and purpose. When in a serious situation, her normal vacancy turns into unflappable composure; she is often the one steering trials onto the right track, even once straight-up telling Komaeda to “please keep quiet” and stop messing with the class. #sickburn. She has convictions she's very firm about: the wrongness of killing, belief in her classmates, the necessity of pushing on through the life of mutual killing. There is no confusion or sleepiness when she argues about these things. She even acts as a emotional cornerstone for the main character, restoring his drive when he falters.

The fact that she's an important player in class trials also suggest that she is very intelligent. She's considered a “pointgetter” along with Hinata and Komaeda for good reason: when faced with the puzzle of the murders Nanami makes many of the deductions that are crucial to discovering the truth. She even bests Komaeda in chapter 5- she insists that they tie up all the logical loose ends before voting, saving the class from misvoting as Komaeda intended. But this isn't immediately obvious, because Nanami usually offers suggestions as a guide instead of solid answers. Unlike Kirigiri (DR1’s SHSL Murdersolver), she is vaguer and more intuitive.

Even if I cease to "exist"... Even if you guys never remember me again.. That doesn't mean I will completely disappear. As long as everyone continues to move forward toward the future we created together... I will never disappear. What I lived for, fought for, and risked my life for will still exist.

Because Nanami was created as a rehabilitative assistant, hope is the core of her character. She has an unfailing belief in the future and the people around her. No matter the disaster, no matter how awful a person has been in the past, she will keep pushing on and reaching out to people with the faith that things will eventually get better. There is a certain naivete to this- she's not great at navigating moral grey areas and is biased towards forgiveness, being after all inexperienced in...all of reality. Which means she can be exploited in a messy situation- but this in no way means she's soft or ignorant. Nanami knows how terrible the world can be. She didn’t carry her class through most of a murdergame with uwu-power alone. She can take danger and suffering, clearly, and her core of hope means she does it while resisting falling to panic and despair. She simply doesn't have the human tendency to run from badness, quite the opposite in fact. She was made to rehabilitate badness and will give every villain, every hopeless situation, a fighting chance.

Because sometimes all you need is a chance, right?

Skills & Abilities: Canonically Nanami presents as a high school student with no special skills. However, ín-game I’d like to reflect that she's an AI avatar (somehow given a physical body I guess. I suppose it's an artificial body, but for game mechanics purposes it functions more or less at the abilities of a human one??? unsure?), so I’ve got a few additions. Is the below okay?
  • Trick shot: Nanami picks up firearms faster than usual. If she is able to make a “calibration shot” with a firearm, her proficiency at that specific weapon instantly increases- at a baseline of no prior competency, she will gain about average skill (say, a civilian who's shot on gun ranges). this is not a substitute for formal training, as she will need to recalibrate Every Time she picks up a gun in a new log, even if she's used that specific gun in a previous log. Let her play FPS in real life.

  • Cheat code: Because she’s an AI, Nanami has a knack for ‘communicating’ with digital devices. She can ‘hack’ into systems given an input device; though success depends on the sophistication and security strength of the system (she can’t get past strong encryption.) Hardware issues are beyond her skills.
As for mundane abilities:
  • SHSL Gamer: Her only weakness is dating sims. Prepare to get wreckt, dudebros.

  • Observant, intelligent: Pointgetters gotta pointget!

Inventory: Just what's on her person: the clothes she’s wearing (see her appearance description), a pink cat-themed bag which gives her a starting inventory of five (5) slots!!, and a tablet containing her Student's E-handbook.

Sample: looks you in the eye as I slide this across the table + tdm
Edited 2018-04-20 07:20 (UTC)
burninglight: (was i born to simply die)

[personal profile] burninglight 2018-04-20 07:05 am (UTC)(link)
OOC Information

Player name: Nao
Player age and gender: 28, she/they
Player Contact: Nao#9016 @ discord | [plurk.com profile] lollichop
Any other characters in game? nope
burninglight: (if the oracle can heal)

[personal profile] burninglight 2018-04-20 07:09 am (UTC)(link)
IC Information

Character name: Ardyn Tenmyouji (originally Ardyn Izunia/Ardyn Lucis Caelum)
Character canon: Final Fantasy XV ([community profile] theairlock CRAU)
Canon point: Post-chapter 14, and a month or so after Airlocked R5 golden ending.
Physical Description: 6'5" and a little on the thin side, messy violet hair and gold eyes with a tattoo on the back of his neck and another one of a stylized phoenix on his right forearm.
About the Character: You ruined a perfectly good antichrist is what you did. Look at him, he's got anxiety.

Ardyn Izunia has, debatably, been one at war with himself even throughout canon. While he had long since given himself over to madness sparked by betrayal and fueled by Starscourge, there remained the faintest traces of the healer and would-be savior king he once was. Even as the vessel to a plague of biblical proportions he maintained some level of humanity, however repressed. While he orchestrates the fall of Insomnia as well as the deaths of Verstael Besithia and Ravus nox Fleuret, callously kills Lunafreya, and psychologically torments Prompto and Noctis directly, he essentially never actively comes at Noctis or his companions with full power or killing intent. (The exception being Episode Ignis' Extra Verse, which I could get into but won't because it's an alternate universe anyway.) In other words, even up to arranging the end of the world, nothing he did was without purpose no matter how sick and twisted the 'purpose' might have been. Not quite the actions of a mindless murder plague, at minimum--but having been a monster for so long, it would be easy enough to infer he had long since forgotten how to be human.

Until Airlocked season three, where he was swiftly reminded. Two thousand years of madness were erased, leaving only 'Ardyn Lucis Caelum' and a sense of confusion at his inability to fully process positive emotions. From his perspective he effectively woke up one day unable to feel things like compassion and struggling to go through the motions of it because he knew it was the right thing to do. Realizing everyone else trapped in the mansion was as lost and confused as he was, Ardyn quickly resolved to be the savior and leader he believed he was destined to be; he committed immediately to standing as strongly as he was capable and supporting the others when they faltered.

Unfortunately, as he regained his memories Ardyn began to comprehend what he was. While he'd been on some level aware of what his efforts to heal the Starscourge entailed, he either didn't realize or chose to ignore what it was doing to him physically and emotionally. And as his memories returned, so did Ardyn Izunia's bitterness, hatred, and refusal to trust that others would do anything but turn on him in the end. When the others failed to turn their backs on him as Ardyn fully expected once they learned of the genocidal immortal he was, it caused a conflict between the healer he'd once been and the daemon he'd become. Ardyn expressed 'compassion' through trying to push the others away to avoid hurting them, certain they would one and all leave him behind in the end and be better off for it...yet desperate to see them keep their word and refuse to betray him as his own kingdom had. The inability to reconcile his attachments with his hatred caused a tremendous rift within Ardyn, one he would later describe as two crystals being shattered and the pieces forced together into a third fragmented shape.

Eventually, the fissures in the metaphorical crystals named Ardyn Izunia and Ardyn Lucis Caelum broke them entirely and he felt a sense of desperation to reclaim the humanity that had been waved in front of him only weeks before--with the alternative being the irrational horror that he really would be left behind by the others if he remained as he was. Taking a risk and bargaining with a mastermind he (at the time) had no reason to trust, Ardyn demanded the network's makeshift Starscourge removed to have his physical and emotional humanity restored near the eleventh hour.

This solved one problem and set off quite a lot more. A human mind was simply not designed to carry two thousand years of memories; his psychological state swiftly became a delicate balancing act between remembering his endless hatred and all the atrocities left in his wake while also carrying the morality to comprehend the sheer scale and horror of what he'd done for two millennia. Outlined clearly by Ardyn himself, 'Ardyn Lucis Caelum and Ardyn Izunia can't coexist.' As things began to draw closer to the end, he reached out to form a new identity that was both and yet neither, forging a concrete bond with the friends and family he was now loyal to as 'Ardyn Tenmyouji'.

However, that only helped so much; he still risks occasionally lapsing into a dissociative or panicking state to varying degrees of severity when left to his own thoughts/otherwise reminded of the specifics of things he's lived through or acts he's committed. Examples include a fear of imprisonment from residual memories of Angelgard, and a compulsive need to be around or in physical contact with people due to having been isolated and severely touch-starved for literal ages. Additionally, he tends to overcompensate in caring for others--half because he does legitimately care for his fellow survivors and half because he has a fear of being seen as the monster he was tied with a genuinely horrendous temper. He actively tries to restrain showing anger in any form, because if he does it tends to manifest in the form of backsliding into two thousand years of terrifying anger issues. This overcompensation tends to end with Ardyn regarding those closest to him as family; adopting at minimum three kids in R2 alone followed by a considerable number from both R1 and R3 as makeshift extended family. It's even possible that's just an extended manifestation of his terrible fear of abandonment and solitude, but who's keeping track?

Ultimately, the fifth and final season of Airlocked did little to change the core personality he developed--it would be more accurate to say it was eventually reinforced. Being retitled 'Champion Patriarch' and once again losing his memories (this time being reset to the final battle in Insomnia), Ardyn initially found himself struggling to be the bitter and cold monster he thought he still was.

But the heart remembers, and memory is the key.

Even before his memory started to return in significant portions, Ardyn already lapsed into moments of genuine worry and compassion despite not understanding why; he acknowledged feeling a terrible lack of something following Yuuri's death, and persistently sought to guard the others even at risk to himself as with Soma's execution and the brush with Dracula. He eventually fell back on allowing himself to follow a compassionate instinct he didn't fully understand, even when his frustrations boiled over primarily at overseer Xander, enemy-turned-fellow-captive Noctis, and even his own forgotten fiance Church.

By the sixth week, a chance encounter led Ardyn to die for the sake of ostensibly preserving the VR-uploaded consciousnesses of the dead from all five seasons, and he simply accepted that without a fight. Much as he'd come to regret allowing himself to die so easily, part of him still remained the shadow of two thousand years before, who thought 'it's fine so long as I'm the one paying for it.'

Regaining the rest of his memories in the deadland VR sim ended up nearly breaking him beneath the weight of it, but the nigh-impossible happened: Ardyn allowed himself to trust the remaining survivors enough to leave their ultimate rescue to them, and that trust was rewarded in the arrest of Intergal7's executive producer and the eventual complete dismantling of the network itself.

In the end, the healer turned monster with a two-millennia deathwish written in the stars made another choice himself: deciding that fate was made to be rewritten, and that he would choose to live and die as a mortal with the friends and family who had earned the trust he finally relearned how to give.

Character abilities:

Limited aspects of Ardyn's powers can be shared with others: namely, access to his inventory, warping, and elemental magic. His healing and illusion magic are unique to Ardyn himself, and only a Lucian king can control the full power of the Armiger's royal arms.

Armiger:

The Armiger refers to what amounts to a pocket dimension in which a Lucian king and retainers store and carry supplies, as well as being the term used to describe the armory it carries. It can store and take out a wide range of things limited to non-living creatures smaller than, for example, a camp stove, effectively leaving them in stasis until called upon. Ardyn can summon up to thirteen royal arms or several dozen ordinary blades from it, individually or several at a time. Using the Armiger's full power can call forth all the royal arms at once, allowing him to glow bright red and inflict heavy damage while also displaying a capacity for flight.

In addition to the armory, an innate aspect of his magic is the ability to turn drinks into healing curatives stored in his inventory; breaking a Potion over someone will heal most major injuries or at least repair them enough to give time to seek medical attention.

Warping:
Paired with the Armiger is the ability to warp, a simplified sort of teleportation that uses weapons or objects as a conduit. Point warping entails being able to hang from a weapon stuck in a wall or similar structure, and using the ability in midair can negate damage or injury from a serious fall. It works primarily on both line of sight and the distance an object can potentially be thrown; on average (with some very rare exceptions I genuinely have no explanation for) it covers about twenty feet at the absolute maximum. Warping past solid objects is possible, but not through them.

Elemancy/magic:
Another aspect of Ardyn's powers is the ability to cast magic in three elements at three different levels; Fire, Blizzard, and Thunder along with second tier -ara and third tier -aga spells. Going off Kingsglaive rules, he doesn't strictly need magic flasks but can probably store magic in them to make grenades. Additionally, he can presumably project a small barrier to block attacks instead of just breaking out the whole damn Wall just to be annoying.

Healing
Separate from his ability to create curatives, Ardyn's unique innate healing is rarely if ever used due to having a drawback by design. Magic in his world comes at a cost, and the price of healing for Ardyn's unique power is to transfer the wounds and illnesses of others onto himself; for example, if healing a broken arm, his own would break instead. If taking on an illness, Ardyn himself would contract it in turn. But I'm sure that's never happened before.

Illusion
Ardyn has the ability to use magic to alter perception of himself and others; he makes Prompto look and sound like Ardyn himself without the former having the slightest idea anything was wrong, while also taking Prompto's face and voice himself. It doesn't appear to take effort on his part, and the only apparent giveaway is the fact that he can't mimic someone else's speech patterns perfectly; the deception hinges on his terrible acting skills.

Miscellaneous
Physically, apart from the magic Ardyn is almost a normal human even as one of the few that required a completely new body effectively 3D printed by Intergal7. The only genuine irregularity are the self-replicating artificially created nanites in his blood as with every 'cast member' of Airlocked. Apart from acting as the universal language translator of your average jamjar, mostly this just boils down to possessing slightly faster than average healing; for example being able to recover from a stab wound to the shoulder in a matter of two or three days. Nanomachines, son. Ardyn's more mundane skills span a wide range of varying usefulness; he can speak several dead and mostly-dead languages, has a wide variety of knowledge and experiences amassed through the centuries, and a practically innate knowledge of how to use most weaponry. His skills in physical combat suffer somewhat due to the latter, and out of the former his greatest skill lies in machinery. Ardyn has experience in building and repairing devices from magitek to mundane, with passable understanding of the technology developed by Intergal7 to run Airlocked in the first place. More alien technology is slightly beyond his current skill level; though he had a hand in developing the portal devices used by his fellow murdergame veterans to cross worlds, he had some help from at minimum a Salarian and probably an Irken to manage that. But communication devices, robotics, prosthetic limbs; anything relatively short of universe-breaking or virtual reality-maintaining, and Ardyn Tenmyouji is more than likely the machinist to ask about it.

Inventory: Here for simplicity's sake.

Samples: TDM thread
Edited (i'm full of it i broke my html) 2018-04-28 05:53 (UTC)
honededge: (Mask Close-up)

[personal profile] honededge 2018-04-20 09:58 am (UTC)(link)
OOC Information

Player name: Azazel
Player age and gender: 21, He/Him.
Player Contact: [plurk.com profile] azazelbunny
Any other characters in game? None (Also apping Mercy)
honededge: (Resting Bitch Face)

[personal profile] honededge 2018-04-20 10:01 am (UTC)(link)
IC Information

Character name: Jay "Talon" Kingston
Character canon: Shadowrun 5e (OC)
Canon point: Pre-campaign (A few years into his freelance career)
Physical Description: 28 years old, 5'10'' height. Album (Ignore the text, it's the old concept text.)

About the Character: After being orphaned by a ghoul attack at the age of 12, Jay rallied against the odds to survive in the Seattle slum he was born in as "Talon". Notorious for fiercely defending his burned out shell of a home with traps, brutal improvised weaponry, and straight dirty fighting. Talon survived very hand to mouth and earned a reputation for leaving his attackers crippled or badly damaged - but rarely dead. A Barrens restoration project called the Harmony Project eventually "rescued" him, at the time a feral little 17 year old gremlin, and offered him safety and security. The project cleaned him up quite literally, finding him a small apartment and steady employment and took the time to try and teach him that he didn't have to kill or be killed anymore.

He was given a job with a private security firm called Knight Errant in the hopes of putting his violent tendencies to use in a positive way. Knight Errant put him through rigorous training to clean him up and hone his skills to a fine edge that they could use. He never outgrew his brutality, improvisation skills, or dirty fighting tactics. Since he was mainly being pitted against Shadowrunners as a private security guard, this specific set of skills actually carried him to the upper ranks of his team. Unpredictable tactics to combat unpredictable foes.

Talon developed a deep sense of responsibility for his fellow teammates and became a sort of guardian angel to them. If they were pinned down, there he was, offering covering fire or picking off the biggest threats. If they were wounded, there he was, offering first aid or cover for someone else with a medkit. His team was particularly close knit and functioned so well together that they were often personally requested by wealthier clients. Talon's specific specialty was in long-range combat - snipers and other rifle-type weaponry - with a lesser focus on field medicine. He fell out of practice with trap making and melee weapon usage, but will always have those skills "under his belt".

Around the age of 21, Talon officially transitioned from using female pronouns to male, embracing a new gender identity. He'd been toying with the idea for a long time, but wanted to feel fully accepted by his unit before making any major changes. His unit was open and accepting of the changes and did their best to accommodate him. Their acceptance only strengthened Talon's sense of responsibility over them, resulting in him believing himself to be a sort of "papa bear" to the team. An ironic term, given that he began to dream of the Bear Totem around this same time. The Bear Totem accepted Talon into His life, drawn in by Talon's drive to protect and care for others. Talon began training his magical abilities on top of his combat skills, developing a particular knack for healing from a distance.

Unfortunately, Talon found himself rather alone again after a team of shadowrunners set off incendiary charges on the floor his team was stationed don during a run gone wrong. Talon only survived by using Bear's gifts to heal himself, the rest of his team was wiped out by the attack. The fact that everything that had stabilized him could be taken away by one button press messed him up pretty bad on its own, that's to say nothing of the screams, the pain, and the crushing sense of failure to protect his "family". Talon was discharged from Knight Errant due to his growing sense of paranoia, PTSD, and general inability to gel with any other team.

Talon took his grief and turned it into the drive to try and help others. He used his healing skills and first aid knowledge to volunteer at various shelters, hoping to both repay some of the kindness the Harmony Project had showed him and to get his name out there to the security companies that guarded the shelters. That's when he met Bullseye.

A shadowrunner, badly wounded and taking shelter under the guise of a refugee from the Barrens, Bullseye was assigned to Talon as a patient. Although he knew of her occupation, having fought her in the distant past, and even though he hated her with every ounce of his being for it, he was forbidden by Bear to turn down someone in need of healing. Fearing he might lose his magic altogether if he didn't treat her, her gave in and tended to her wounds. Over the month that he spent repairing her badly damaged body, Talon got to know Bullseye pretty well. She was chatty and very easy to get along with. Despite himself, Talon began to feel conflicted about hating her. She only took theft jobs, had a rule against killing on the job, and was genuinely a pretty nice person. Circumstances had just never favored her and she fell into the shadowrunning life because there was nowhere else to fall.

She asked Talon to join her on a job, just once, and promised that she could get him into another security force if he came along. Between a desperate need to have someone, something, to protect and live for and a growing soft spot for this cheery little elf, Talon agreed on the condition that nobody was to be killed. Period. No security, no civilians, nobody. Bullseye made a promise she couldn't keep and Talon accompanied her and her team on what should have been an easy data theft job. They handed him a sniper rifle and some old gear and off they went.

Predictably everything went horribly. The short story is that some people wound up dead, some alarms were triggered, and Talon suddenly found himself on the run from Ares Macrotechnology. He had to burn his SIN, leaving him with two options: Go back to being a homeless criminal or become a shadowrunner. It wasn't an easy decision, but he didn't have time to really think about it.

He began working freelance out of various Seattle districts, cutting ties with Bullseye out of spite (and regret). SINless and jaded, he took any job that would keep him afloat, usually operating as team healer or sniper support. Sometimes a little mix of the two.

To move on to personality a little more in depth: Talon is a paranoid, violent mess of a human being. He's always had anxiety issues, a side effect of growing up in a dangerous environment, and his history with ghouls, Knight Errant, and shadowrunners only exacerbated those issues. He obsesses over his fears, convincing himself that every imagined scenario is absolutely going to happen. To this day he still worries that the shadowrunners who killed his team will track him down and finish the job, despite that being incredibly unlikely and unwarranted.

He's developed PTSD surrounding explosions and fire as well and if exposed to either thing, he gets extremely nervous and panicky. Small flames, such as lighters or candles, don't bother him as much as larger blazes. Campfires and small bonfires make him nervous but don't set off all the alarms. Anything bigger than that brings up awful memories and causes a range of reactions from shutting down, fleeing, or for particularly large fires, a blind panic.

Talon is a very protective person. While he started life only looking out for himself, being part of a team fostered a feeling of being responsible for others. He considers himself a guardian to anyone who is allied with him, even tangentially. Because he is also a Bear shaman, he is not allowed to turn down someone in need of healing. To maintain a good relationship with his totem, this guardian angel behavior extends to the injured and weak. All of that said, he's pretty afraid to form those connections lest he be hurt again if he loses them. This means that Talon puts on an air of not caring while caring immensely.

That's kind of a theme with Talon. His words and thoughts often contradict his actions. A lot of his life is going through motions and being stuck in habits, even as his outlook and mental state change. If he realized it, he might feel trapped, but as it is it's just the way things are. It's hard for him to form meaningful connections anymore, but he still wants to protect and care for others. Maybe for old time's sake. Maybe because he forgot how to only look out for himself. Maybe it's just to make sure his totem doesn't abandon him.

Speaking of totems, Talon's connection to Bear is an odd one. Since he developed the traits that Bear favors relatively late in life, he views Bear as more of a friend than a guiding figure. He didn't grow up alongside the totem, learning the path of a shaman and focusing on his healing abilities. He grew up honing his combat skills to a fine edge, then learned how to heal and protect second. Talon listens to Bear and tries to emulate the basic traits Bear lays out (don't deny someone healing, protect others, wisdom, easy going, vicious when angered, etc.), but doesn't necessarily turn to Bear for guidance in his darkest hours. For that, he looks inward and backward, trying to draw from past experience to determine his next move.

There was a time when Talon was more social and preferred to work in groups. Since becoming a shadowrunner, that time has passed. He stays in the backlines (partially because they handed him a sniper rifle) with his cross hairs on the threat and heals up others when he can. He prefers to spend his downtime alone, but keeps close tabs on those he considers friends or allies.

Character abilities:
SPELLS (Let me know if any of these need to be nerfed or axed in any way)
- Heal: Heals self or target. Has a range of success - the way I do it for RP is that I roll percentiles and use that percentage as how successful the spell was. The spell can't backfire, but it can do minimal healing. Has a sort of cooldown, where once cast on a wound, it can never be cast on that particular wound again, but can be cast on other wounds after a 30 minute recharge.
- Cure Disease: Cast on a sick person to remove disease or infection, but not physical wounds. Will not prevent infection or disease, only cure it. Cannot remove definitively terminal illness from a character, but may alleviate the symptoms if cast anyway.
- Antidote: Cast on a poisoned target to remove poisoning. Relieves symptoms of allergic reactions but doesn't cure the allergy.
- Berserker Rage: Actually a side effect of being a Bear shaman. If a target under his protection or Talon himself is seriously wounded (like just shy of fatal), enters a frenzied attack state and does not stop until SOMEONE is incapacitated.

GEAR
- Datajack: Datajacks are cybertechnology implants that allow metahumans to directly access computers and information with their mind. Would theoretically allow him to interface with the station's technology, though he has never used it for matrix (the world of digital information) diving before.
- Smartlink and Smartgun: A smartlink is the feedback loop circuitry necessary to take full advantage of a smartgun. Targeting information appears on the user's retina or cybereye as a small dot or a cross hairs that corresponds to the smartweapon's current line of fire. Typical systems use a subdermal induction pad in the user's palm to link with the smartgun. [A passive aim bonus is all this really is.]
- Zoom Lens: A feature of his mask's lenses. These lenses can magnify up to 4x what you can see with the naked eye. Controlled via the datajack.
- Motion Tracking: A feature of his mask's lenses. An old prototype piece, this feature places a white box around moving targets, the way a phone camera might when picking up a face. It's not the most reliable and will pick up any movement, not necessarily just people or animals.
- Breathing Filter: A feature of his mask. Simply filters air to make it breathable. Does not allow breathing underwater.
- Light Armor: Not necessarily an ability, but his clothing is lightly armored and I thought that was worth mentioning.

PERSONAL
- Agility/Parkour (finding sniper nests is not easy)
- First Aid
- Marksmanship (Specializing in Sniper Rifles)
- Whatever skill is attached to making bullshit improvised weaponry and traps out of scrap metal and junk.

Inventory:
CLOTHING
- Coat, shirt, pants, boots, and hood shown in album photos.
- Tactical Mask
- Ammo gauntlet/belt loop (storage for 12 rounds)

GEAR
- Ares Desert Strike sniper rifle (Reduced clip size: 6)
- Ammunition (total 18)
- Combat knife
- PDA, busted

Samples: TDM Top Level + Tag out

Re: REVISIONS REQUEST

[personal profile] honededge - 2018-04-28 08:24 (UTC) - Expand
caduceusoncall: (Field Work)

[personal profile] caduceusoncall 2018-04-20 10:03 am (UTC)(link)
OOC Information

Player name: Azazel
Player age and gender: 21, he/him.
Player Contact: [plurk.com profile] azazelbunny
Any other characters in game? No (Also apping Talon)
caduceusoncall: (Thanks)

[personal profile] caduceusoncall 2018-04-20 10:04 am (UTC)(link)
IC Information

Character name: Angela "Mercy" Ziegler
Character canon: Overwatch
Canon point: Present day
Physical Description: 5'7'', 37 years old.
Image!

About the Character: Most of this is quoted from the wiki, here, because I'm trash at re-phrasing from source material. The second half is my own words on her personality and mental state.

As a teenager, Angela established herself as a medical prodigy, attracting the attention of Overwatch through her skill and dedication. When she was still in university, she would visit the Overwatch base. After obtaining her MD and PHD in Switzerland, Ziegler rose to become the head of surgery at a prominent Swiss hospital before pioneering a breakthrough in the field of applied nanobiology that radically improved the treatment of life-threatening illnesses and injuries.

Because her parents had been taken by war, Ziegler was opposed to the organization's militaristic approach to keeping global peace. Ultimately, she recognized that Overwatch offered her the opportunity to save lives on a much larger scale. As Overwatch's head of medical research, Angela sought to leverage her work for healing in frontline crises. The result was the Valkyrie swift-response suit, which Ziegler herself piloted on many Overwatch missions.

Despite her contributions to Overwatch, she was often at odds with her superiors and the organization's overarching aims. One example was the development of the biotic rifle by Torbjörn. Torbjörn provided assurances that the device was only intended for healing, but Ziegler maintained that this was setting Overwatch down a road that could lead to the weaponization of biotic technology, and that she had only conducted research in the field on the condition that it would not be used for offensive purposes.

Ziegler ultimately left Overwatch due to being conflicted with the organization's militaristic methods. Afterwards, Ziegler dedicated herself to helping those affected by war. Though she spends most of her time caring for the broken and dispossessed in crisis areas around the world, Dr. Ziegler can be counted on to don her Valkyrie suit whenever innocents are imperiled, hoping to make a more peaceful world. She continued to work in medical facilities, but with less advanced technology than what she had access to within Overwatch.

The most important thing to understand about Mercy is that she is deeply opposed to violence in all forms, and with good reason. With both of her parents taken by war, Mercy dedicated her life to healing and peace, determined to take the pain she felt and make it into a skill that could save lives. I suspect she holds herself responsible for the death of her parents, perhaps wishing or thinking that she should have been able to do something - and I suspect that carries over into present day. Mercy takes her job very seriously and feels a personal responsibility for every life she touches.

Mercy is clearly an ambitious, bright, and dedicated woman: From a very young age she chose a craft and mastered it in new and unexpected ways, pioneering breakthroughs in her chosen field of nanobiology. She remains relatively humble about it and chooses instead to focus on improving her skills and continuing to save lives.

Peace, quiet, and solitude are things that Mercy values a great deal. She rarely has time to herself with her profession and I imagine tea and a book and a little alone time is her idea of an ideal vacation. But a field medic's work is never done. Mercy puts others before herself in almost all circumstances. I believe it's difficult for Mercy to form meaningful bonds with others because of this - constantly putting others first often leads to a self-shielding coping method in which you don't allow yourself to become attached, lest something happen to the people you've put so much time and effort into and cause you harm as collateral.

This next bit is theorycrafting pieced together from in game lines, comics, and speculation about other heroes, but I take it into account when playing her and I think it's pertinent to mention. Mercy likely has a fear of mortality, especially of her own mortality. She literally will not, or perhaps cannot, allow someone to die if she has the opportunity to save them. No matter how dangerous it is, no matter how experimental the treatment, if someone she knows or cares about in any capacity is in danger of dying, fear will compel her to attempt to save them.

Character abilities: Her primary abilities almost exclusively come from her gear. Angela has no magical or supernatural abilities at all.
- Valkyrie Swift-Response Suit: A suit designed by Angela herself that allows for short bursts of movement between targets. Wings adorn the back with hard light feathers that provide wind resistance for slowing one's descent or controlling direction during propulsion.
- Caduceus Staff: A staff of Angela's own design with two modes - healing and damage boost. The healing nanobots in the beam increase regeneration speed of tissue rapidly, and can help repair bone or purge toxins from the system. Can be used to stabilize a mortally wounded patient, but will not bring them back from the dead. The damage boost manifests here as a stream of physically enhancing nanobots that increase adrenaline production and pain tolerance in a target.
- Caduceus Blaster: A pistol that fires bullets of hard light. It isn't very damaging, but is useful in a pinch. Ammo does not need to be loaded, but instead regenerates through a mysterious little core thing in her gun. I'm not a gun scientist.
- Regeneration: Having applied her own technology to her body, Mercy's aging process is either slowed or halted and her body repairs damage at a much faster rate than the average human.
- Medical Knowledge: A brilliant scientist and peerless healer, Mercy has extensive knowledge regarding medicine and nanobiology.

* I have a host of headcanons about how these different items work, but no solid in game evidence because Blizzard Entertainment hates me, personally. If you need clarification on any of these items, ask and ye shall receive (headcanons).

Inventory:
- Valkyrie Swift-Response Suit
- Caduceus Staff
- Caduceus Blaster
- Clothing: Plain white button down shirt, grey slacks, undergarments, socks. All worn under her Valkyrie Suit.

Samples: TDM Top Level + TDM tag out
serrata: (kirara021)

[personal profile] serrata 2018-04-20 11:40 am (UTC)(link)
OOC Information
Player name: Claire
Player age and gender: 23, she/her
Player contact: [plurk.com profile] superorbital | [twitter.com profile] superorbits | discord: superorbital#3758
Any other characters in game? Violet Evergarden ([personal profile] shiritai)
Edited 2018-04-21 21:15 (UTC)
serrata: (kirara001)

[personal profile] serrata 2018-04-21 09:16 pm (UTC)(link)
IC Information

Character name: Yuuri Wakasa

Character canon: School-Live! (manga), Airlocked CRAU

Canon point: Chapter 54, (Canon), post Airlocked (CRAU)

Physical Description: Airlocked impressions


About the Character:

    School-Live! wikipedia page
    School-Live! chapter list
    Yuuri's page at the School-Live! wiki

    If the School Living Club can be called a family, then Yuuri Wakasa – “Rii-san” to her friends – is unquestionably the big sister. She’s kind and patient, attending to her duties with nary a complaint and though she’s known to be strict at times she’s rarely known to really lose her temper even when she’s scolding the other girls. On top of this, she’s intelligent and adaptable, quick-witted enough to come up with plans to get her friends out of danger and conjure up clever fibs to play along with Yuki’s delusions of a normal school life. She's caring and diligent and fiercely devoted to ensuring the safety and happiness of the people she cares about.

    Of course, in the situation the School Living Club are in no one can be expected to be quite so level-headed all the time. And the fact of the matter is quite simply that Yuuri is not. While she’s done an excellent job of crafting a mask for herself the truth is that Yuuri goes to great pains to cover up her own worries and fears. She forces herself to be the pillar of calm no matter how she truly feels and the weight of all her responsibilities lays heavily on her shoulders.

    When stripped of a status quo to keep, Yuuri becomes volatile and difficult to deal with. While maintaining a façade of calmness, she becomes much more stubborn and even prone to recklessness. She’s able to keep up her calm front for some time but gradually becomes more short-tempered and unwilling to listen to reason. When in this sort of state, Yuuri is prone to growing hysterical over her own failings, perceived or otherwise, sinking into spirals of guilt and self-deprecation over her own powerlessness. Disturbingly, she’s even shown the potential to be violent when provoked in the right way.

    It should be noted that Yuuri reaching her breaking point in such a spectacular way is a worst-case scenario. Yuuri can handle danger fine and she can adapt quickly to being thrown curveballs. But she can only handle so much before she starts to come apart at the seams. While the amount she can take is truly admirable, Yuuri goes to great lengths to ensure that people can’t see her breaking points. Unfortunately, she’s done such a good job at this that Yuuri herself has even forgotten where those breaking points are.

    .... and that's where Airlocked comes in.

    Yuuri debuted in Airlocked's third season as the Champion Green Thumb. Coming from an early assumed canonpoint in School-Live, Yuuri was in a much better place than she otherwise might have been and did her best to make the best of a bad situation. She spent a lot of the first two weeks bonding tentatively with her fellow mansionmates and trying to just generally cope. Then the first motive rolled out and while it obviously didn't have much of an effect on Yuuri, the first murder did. Yuuri lost her roommate and was forced to execute an innocent girl for what amounted to an accident. She promised Mai that, as she wished, she would survive the game and live. In the afterparty that followed, Yuuri started what then became a tradition of making memorials for those who died on the Fantasy Sweet. Thanks to Queenie and Arianna, the first few cracks began to form in Yuuri's armor and she started to bond even more sincerely with the other season three captives.

    As time went on, Yuuri's bonds with the others on the Fantasy Sweet turned out to be one of the most important things to her to come out of Airlocked. She lost many people she considered dear friends and in response, began to cling even more tightly to the ones that remained. She managed to open up even more, to the point of being truthful about the state of her world and through this newfound sense of authenticity, she was able to cope with her memories from home. She was confused by the presence of a bear in some and a young girl in others and was simply not in the right frame of mind to reconcile them. It wasn't until late into the game and with one of her latest memory regains that Yuuri finally realized the awful truth: that she'd not only forgotten her own sister but she'd been so broken by her death that she'd attached herself to a teddy bear to cope. She very nearly fell apart in the aftermath but it was her bonds with the others on the Fantasy Sweet (and in particular, Junpei's promise to eventually find a way to save Ruu) that pulled her back from the edge.

    By the time of the final motive, Yuuri was firmly bound to her broken little space family on the Fantasy Sweet, to the point that she was talked out of the possibility of killing one of them to save Ruu. The realization that she'd grown to love these people enough that she was willing to leave her sister behind again essentially completed her transformation from the broken, wary girl she'd been at the start of the game. Though she came very close to losing her shit in the final investigation, upon discovering Kurumi's death in season two, she was able to pull through and eventually chose to show mercy to Kip, their mastermind, despite her disgust and anger over what he'd done. Following their escape from the Fantasy Sweet and their meeting the season two survivors Yuuri continued her journey of slowly feeling her way into this new role she suddenly had in her new family. It took a while -- she was too used to being the one who cares for everyone else instead of being cared for -- but she eventually became comfortable with her new place in the universe. Following the disaster that was the round 2 intermission, she also grew comfortable enough to properly declare herself a member of Ardyn's Kingsglaive, something she hadn't felt quite worthy of claiming for herself until then. Underlining this, she also joins the rest of her dumb boys in getting a tattoo of the Kingsglaive symbol.

    Over the next few months, Yuuri threw herself quite readily (if not exactly happily) into her new life at the Space Science House. It certainly wasn't perfect but it was a huge improvement over life on the run and the stability was a big help for Yuuri. She did her best to support her fellow survivors who were floundering during season four of Airlocked but found herself floundering more than a little following the Five Body Pile Up. She was able to see a little of herself in Oda's desperation to save his children and was made understandably uncomfortable by it. Amidst a Feelings Jam™ with Junpei on the issue, she finally managed to bring herself to ask something she'd been afraid of knowing; if Ruu had come up at all in Kurumi's season of Airlocked and what was said. This is the point that she finally finds out the truth about The Ruu Situation and though it was a blow and Yuuri was deeply hurt by it, she was finally able to attain a sense of closure over Ruu's death in an actual healthy and productive manner. From there, she threw herself into running and sword training and all of her assorted busywork and for a while, things seem as fine as can reasonably be expected. Then season 1 of Airlocked starts its rerun and things promptly go to shit. Upon seeing Miki in the cast list and realizing this meant that the entire School Living Club were likely dead, Yuuri backslid more than a little. She took to watching the way season one played out and when Miki died, immediately started watching Deadland despite having refrained up until that point. She eventually managed to get herself back on track by aggressively caring for the others but was still incredibly shaken up by it.

    This was a large contribution to her reckless behaviour in the final intermission. Yuuri opted to stay behind and act as backup during the group's ill-fated attempt at rescuing Cece. Upon hearing how much danger everyone was in, however, Yuuri chose to rush in with the remaining survivors as opposed to "running away", despite the latter being the safer and smarter option by far. Unwilling to leave anyone behind, Yuuri opted to follow the rest of the survivors back into the Spaceport in an attempt to rescue her family. The attempt failed, leaving the Airlocked survivors back in IG7 custody, lined up to be put into the final season. Terrified as she was, Yuuri nevertheless asserted that she believed all the happiness she'd found among her new family was more than worth the pain and hurt they'd been through and said that no matter what happens, she'd find her way back to them.

    ... and then round 5 of Airlocked happened.

    Reset back to her true canonpoint, Yuuri lost essentially all of the positive character development she'd gained as a result of Airlocked. This was made even worse by the fact that Yuuri straight from her true School-Live! canonpoint was a much worse-off person emotionally and in terms of mental stability. She came into round 5 still fooling herself that her younger sister was still alive and was snapped clean in two by the first motive that reminded her once and all of the ugly truth -- Yuuri Wakasa's younger sister is already dead. Furious, she chose to act on the motive but targeted their Overseer, Xander, instead of any of her fellow Champions. This came to a messy end when she encountered Thomasin, Champion Heretic, on the way to enact her plan and through a horrible mess of unintentionally dancing over each other's biggest, reddest trigger buttons, Yuuri ended up dead.

    Or to be more precise, she ended up booted from the virtual reality simulation that the final round of the game took place in and over to a different layer of VR, housing the consciousnesses of all those who had died during Airlocked. With her memories restored, Yuuri initially floundered under the weight of it all but being reunited with friends new and old managed to get her back on the right track. She spent most of her time in deadland being a most interfere-y sort and some of her shenanigans even managed to break through to the other side of the simulation.

    Eventually, though, things began to fall apart. The simulation began to dissolve under the weight of so many people and the dead of Airlocked were forced to jump through multiple layers of the simulation until they finally reached safety – a haven constructed of their memories of homes where they would all be safe. Unbeknownst to any of them, this final layer of simulation was its true intended form as well as what the Champion Excellence Program, and therefore Airlocked, was intended to create. A perfect simulated community of 'exceptional' people who could live happily in stagnant peace, forever.

    Needless to say, none of the Champions were particularly agreeable to this. And in the face of their unanimous rejection, their mastermind Nina (aka Rox Petuu aka Cece Diver aka EP aka ARE THERE ANY OTHER NINAS I SHOULD KNOW ABOUT) took her loss gracefully enough. She handed herself into the authorities to face punishment for what she'd done – but not before giving the remaining Champions the means to revive those still in stasis, giving all those who'd suffered during Airlocked a second chance at life.

    In the aftermath, Yuuri was reunited not only with the family she's picked for herself during Airlocked but the one she'd lost before any of it even started. Using the network's technology, she was reunited with her beloved little sister and the remaining stragglers of the School Living Club who hadn't made it into Airlocked. After some boring legal business and a bit of interdimensional paperwork, Yuuri and her new family followed one of their new friends – Akira Kurusu – back to his world and decided to settle down there.

    Yuuri will be entering the game about ~2 or so months past this point, where she's just begun to settle into the mundane comings and goings of normal life again. S–SORRY, RII-SAN...


    Character abilities:

      [ARMIGER NOISES]: Thanks to a certain ex-genocidal lunatic, Yuuri has access to part of the Armiger's magic (though only so long as he's generally Around, of course). She can't warp, but she can access the Armiger's big ol' hammerspace to materialize (or dematerialize) weapons or any other items she might need. Who knows when you'll have to toss a karaoke machine at someone's face.

      Nanomachines, son!: Yuuri's blood is pumped full of self-replicating nanomachines that promote accelerated healing. Not enough to instantly regenerate or anything quite that ridiculous, but notably quicker than most unenhanced human beings. Additionally, in more mundane settings, these nanites act as universal translators, but that function is of course redundant in PhanRift.

      Cooking: Yuuri's an excellent cook, partly through necessity and mostly because she genuinely enjoys cooking. Her particular specialty is Japanese food, but she's just as good at pretty much anything she cares to try her hand at. Let Yuuri Wakasa feed you a delicious dinner.

      Green Thumb: Yuuri was a member of the gardening club before the outbreak and is the one who maintains the rooftop garden that provides the School Living Club with vegetables. She does such a good job of it that the girls have a steady stream of good quality vegetables to eat, even in their isolation in the school. During Airlocked, this was the notable skill that earned Yuuri her Champion title in Round 2.

      SORDS: While she's definitely nowhere near their levels, Yuuri's spent a lot of time learning how to fight with a sword from Ardyn and Arianna. She's definitely still a bit of a newbie and wouldn't last long against someone with more real experience in battle but she's still kind of terrifying (even more so than usual) with a sword in her hands and the intent to use it.

    Inventory:
      Boobjamas: A set of comfy grey pajamas consisting of a tank top and some heart-patterned shorts with a comfy cream cardigan over the top. They would be totally unremarkable if not for the message reading "I Love You With All My Boobs" written in bold black lettering across the front of the tank top.(Wearing on arrival)
      Charm Necklace: A simple silver chain, carrying two pendants. One is half of a pull apart pendant and the other is a small silver crown. They look a little mismatched, but to Yuuri, they're inseparable. (Wearing on arrival)
      Engagement Ring: A rose gold woman's engagement ring styled after a rose and set with diamond. (Wearing on arrival)
      Phone: A nice, up-to-date smartphone in a plain, black case. Obviously it won't pick up any reception here, but at least the apps still work! (Carrying on arrival)

      It should also be noted that while not strictly 'her' inventory, Yuuri can also pluck out any of the junk Ardyn and co. cram into the Armiger so long as her ability to access it is not blocked.


    Samples: Toplevel on the TDM, and tagging out on the same
Edited 2018-04-25 17:41 (UTC)
meowna: Made by @marshwiggle on Plurk (Default)

[personal profile] meowna 2018-04-21 02:56 am (UTC)(link)
OOC Information

Player name: Infy
Player age and gender: 31, female
Player Contact: [plurk.com profile] Infychu | Infychu#4061 @ Discord
Any other characters in game? Nope!
meowna: Made by @marshwiggle on Plurk (Default)

[personal profile] meowna 2018-04-21 02:57 am (UTC)(link)
IC Information

Character name: Morgana ("Mona" in his other form)
Character canon: Persona 5
Canon point: After changing Shido's heart
Physical Description: In his "real world" cat form, Morgana mostly just seems to be your average black and white shorthair, with a black nose, pink toe beans, (the Most Important details, right there) and blue eyes that seem to actually glow a little with their own light. He weighs about 8 pounds, and he's 1'8" long from nose to tail tip, which makes him probably about 9" at the shoulder, or standing to somewhere around mid-shin for most people. He also has a super blinged out yellow collar, because he's mad stylin'~

His secondary Metaverse form is an adorable mascot character that's mostly just a dressed up bipedal version of his normal self. His collar has turned into a yellow bandana, he's wearing a utility belt, and a black mask over his head; in this form, he stands at about mid-thigh for most people, so probably somewhere around 2'2".
Finally, also in the Metaverse, he's able to take a black and yellow Catbus van form with headlight-eyes. (It may be hard to see on there, but he does in fact have ears and tail even like this.) He can comfortably seat seven, (eight if you're willing to get really cozy with your neighbor) and can even shapeshift to some extent while he's like this--and yet, he still can't manage to produce proper air conditioning. Sadness.

About the Character: (To fill in any gaps I may have left, check the wiki.)

Morgana is not a cat--or at least, not a normal one. Although he's lost his memories, and believes himself to be a former human, he is in fact an artificial creature, born from the last lingering hopes of humanity gathered together and given life and purpose. The reason for his existence is to help fight the encroaching ruin of humanity--to oppose the fake god Yaldabaoth, born from humanity's distorted desires to be ruled over and surrender all freedom and responsibility for their lives. Unfortunately for him and his master, who had been imprisoned and impersonated by Yaldabaoth, he retained almost no memories of his birth or mission.

Fortunately for everyone involved, let alone humanity as a whole, he somehow managed to do his job anyway. Morgana meets Akira (the "Trickster" and Wildcard he was meant to find and guide) and Ryuji after having been caught and imprisoned in a Palace belonging to Suguru Kamoshida, a lecherous and abusive PE teacher who had been severely mistreating his students and who intended to expel Ryuji and Akira for standing up to him. In exchange for them releasing him from the castle's dungeon cell, he leads them to the exit--only to be cruelly abandoned instead of repaid for his generosity.

It takes a bit of time to track them down, but Morgana manages to find them in the real world, and tells them the only way they can fight back against such a cruel abuse of power by an adult with power over them--if they can steal the source of Kamoshida's distorted desires, then he'll become an honest man, reformed and tormented by the horrible sins he's committed. They soon strike a deal: in exchange for mentoring and guiding them, and teaching them how to be Phantom Thieves, they'll help Morgana discover the distortion that lies at the depths of Mementos, which he believes is responsible for giving him amnesia and changing him into a cat. He strikes a further deal with Akira personally: in exchange for taking care of him as a cat in the real world, he'll teach Akira everything he knows about creating infiltration tools.

With the addition of Ann to their party, they successfully change Kamoshida's heart. Following that, they choose to continue on as an official group of Phantom Thieves, and give courage to those in trouble, by reforming society through changing the hearts of terrible adults. They steadily grow their ranks as their popularity grows and they take down targets: Yusuke is rescued from Madarame, the corrupt and abusive master artist and adoptive father he apprentices under; Makoto discovers their identities and helps them track down and defeat Kaneshiro, the leader of an organized crime ring; Futaba clandestinely contacts the Phantom Thieves to request they steal her heart, and heal her psyche of the scars of losing her mother, before she helps them defeat the hacktivist group Medjed; and Haru rescues Morgana after he briefly leaves the Phantom Thieves in a fit of jealous insecurity, helping them to change the heart of her father, a CEO who mercilessly exploits his employees, and attempts to force Haru into a politically convenient arranged marriage with a cruel man.

Things take a turn for the worse when their popularity is at its peak; the Phantom Thieves start losing their way, caring more about the public's opinion of them than the justice they're truly fighting for, and Futaba joining the group means that they've gained a considerably more naturally talented Navigator than Morgana--a fact which Ryuji is extremely quick to point out. Between feeling as though he's useless and replaced, Ryuji needling him about that fact, and the rest of the group unwittingly ignoring him and his feelings, a bad argument with Ryuji is all it takes for Morgana to storm off and try to infiltrate the Palace on his own to prove his worth. Naturally, this attempt fails miserably; Haru finds him in her father's Palace, nurses him back to health, and does her best to be a good disciple to him, until he and the group reconcile, and she officially joins the Phantom Thieves. Even worse than that, although they successfully change her father's heart, he suffers a mental shutdown on national television, leading the entire public to believe that the Phantom Thieves are murderers.

Enter Akechi, the ace detective who had always spoken out against them, now seemingly taking their side, and with a Persona of his own. He blackmails them with proof of their entering the Metaverse into being allowed to fight with the team, planning to betray and capture the Phantom Thieves while they change the heart of public Prosecutor Sae Nijima, Makoto's older sister, and secretly assassinate Akira. However, the Phantom Thieves had seen through his deception, and used it to their own benefit, changing Sae's heart and faking Akira's death. Akechi is fooled until he meets them again in the Palace of Masayoshi Shido, a dangerously corrupt politician set to become the next Prime Minister of Japan. Akechi reveals that he is also a Wildcard, working for Shido, and responsible for the mental shutdowns and psychotic breakdowns he's been solving. After a heated battle, they reach out to him, and almost get through to him--until Shido's cognitive version of Akechi appears, ready to dispose of his real self in cold blood. Finally realizing how thoroughly he's been used and betrayed, Akechi sacrifices his life to allow the Phantom Thieves to escape and change Shido's heart.

Throughout all their adventures together, Morgana has acted as the heart of their team, mentoring and guiding the rest of the group to teach them how to effectively use their powers and become skillful professional Phantom Thieves. As such, he has a very high opinion of himself, frequently acting cocky, proud, and overzealous--to say nothing of his desire to be seen as cool, manly, and heroic. He gets decidedly irritated if people contradict the impression he wants to convey--like say, for example, insisting that he's a cat, telling him how cute he is, or implying that he's useless. Perhaps for that reason, he also tends to be something of a control freak and worry wart, shepherding his friends towards what he considers the right choice and fussing over their health.

Beneath that brash, egotistical, and arrogant facade, however, Morgana is secretly deeply sensitive and insecure, terrified of being worthless, abandoned, and alone. In spite of being the veteran Phantom Thief and a mentor figure, Morgana's importance dwindles as they grow more competent; soon not only are the others growing as strong as or stronger than him, but they learn enough about the Metaverse to be able to teach future members themselves, and even recruit a more talented Navigator, taking away what had previously been his last remaining unique role, the one thing that could keep him from being (in his own eyes) obsolete. He's desperate to prove that he's everything he wants people to acknowledge him as--that he's valuable, worth caring about, and has a place to belong, even clinging to a goal he no longer fully believes in to give himself a purpose.

Perhaps most importantly though, at heart, Morgana is an embodiment of hope. He's enthusiastic, passionate, motivated, optimistic, determined, loving, has endless faith in his friends, can be childishly innocent innocent in some respects--and yes, can definitely be very greedy, too. Just as hope is a desire for something you want to happen, greed is a desire to take what you want for yourself; not only is Morgana extraordinarily drawn to Treasures, powerful and distorted manifestations of human desires, but he's also driven to create and take a bright future with his own two (four?) paws, no matter how long the journey may be or what challenges may lie in store.

Character abilities: Persona: A Persona is a manifestation of person's rebellious spirit in the form of a fictional or mythological "trickster", the "mask" they wear when confronting the world, a righteous rage and resolve to defy a painful fate that protects their heart and fills them with inner strength. Morgana and Zorro will be at level 70, and be able to use all of the abilities up until that level.
Hammerspace: Where the hell does he keep things like his big slingshot, or a sword nearly as long as he is? In his inventory, that's where. Self-explanatory, right?
Veteran Phantom Thief: Morgana has been slinking around the Metaverse doing his thing for probably around 3 years now, so he's awfully good at things like stealth, breaking and entry, picking locks (even without thumbs), ambushing enemies, fighting, discerning enemy weak points and possible battle strategies, navigating unknown terrain, phantom thief etiquette, being super stylish, etc. etc.
Metaverse Knowledge: As someone who's navigated Mementos and Palaces for about three years, he's pretty well-versed in how it all works--although he's not always clear on why it all works.
Thief Tools: Even without thumbs, Morgana is alarmingly dexterous, capable of picking locks and demonstrating how to make a range of complex and specialized thief tools.
Inventory: God Saber, Dreamstone (slingshot), Gorgeous Collar, SP Adhesive 3

Samples: TDM thread & TDM tag-out
Edited 2018-04-27 04:31 (UTC)
seafoamgreen: You want an ideal world, right? (Default)

[personal profile] seafoamgreen 2018-04-21 04:31 am (UTC)(link)
OOC Information

Player name: Echo
Player age and gender: Female, twenty-three.
Player Contact: [plurk.com profile] EchoDoctor
Any other characters in game? No.
seafoamgreen: You want an ideal world, right? (Default)

[personal profile] seafoamgreen 2018-04-21 04:32 am (UTC)(link)
IC Information

Character name: Undyne
Character canon: Undertale
Canon point: Immediately after the end of her boss fight in the No Mercy route.

Physical Description: Six feet of pretty blue scales and muscle mass, well-built with a surprisingly nice figure for someone who isn't even a mammal. Dark red hair, green eyes with yellow sclera and cat-like pupils, sharp teeth and nails. Fingers and toes are webbed, has fins instead of ears. Left eye covered with a patch at all times, likely missing or nonfunctional due to old injuries. She appears to be able to make the eye glow when she chooses to. No canon age given, but I headcanon her as roughly twenty-seven years old.



About the Character: As per the backstory of Undertale, humans and monsters once lived peacefully together on the Surface, only for humans to declare war upon discovering that a monster could potentially claim a human's soul for power. In their fear of this possibility, they defeated monsterkind thoroughly and sealed the few survivors underneath a mountain via a magic barrier that could only be broken by the power of seven human souls.

One day long after the War ended, a human child fell through the Barrier and was adopted by the royal family. At first, there was hope that this might represent a chance to reunite peacefully with humanity, but these hopes were shattered when both the child and their adoptive brother died in a misguided plan to try and free monsterkind, leading the king to declare that he would kill any human who fell into the kingdom.

Undyne is a character who has grown up long after that fateful event, in a kingdom deeply shaped by tragedy but still trying to survive. Six humans have already died, their souls claimed by the king... and now a seventh has fallen.

She cares greatly for the people and is an extremely passionate, hot-tempered woman, first coming to King Asgore's attention as a young girl by challenging him to a fight. Under his tutelage, she became a skilled fighter and rose to claim the position of Captain of the Royal Guard.
Though Undyne fights for her king and her country, she may have to question whether they're truly doing the right thing after her fight is over. If she survives it.

It would not be inaccurate to say that Undyne is, at heart, a hot-blooded shounen protagonist in fish monster form.

Unfortunately for her, she turned out to be from a somewhat less forgiving genre.

While there are happier timelines, this version of Undyne is from a timeline where the player of Undertale, the seventh fallen human, choose to kill every single monster they could hunt down in their journey across the Underground, culminating in using their power to erase their entire world.

Full of righteous fury and faith in her cause, Undyne attempts to defeat them... only to be killed herself, after a great battle. On coming to PhanRift, she will have to cope with the memory of her death, meeting human beings in a hopefully less hostile context, and her newfound painful knowledge of the limits of heroism.

Character abilities: Monstrous nature- All monsters are born with the ability to use magic, which is linked to the soul. Like any monster, Undyne can sense the soul of a sapient being, and is capable of using this power to CHECK them (seeing various details about them and their nature) or to FIGHT them (by pulling out the soul and attacking it directly). In addition, they are themselves beings of magic, which means that they're based more on energy than biology. They are thus unaffected by diseases or poisons that would harm a human, although by the same token they are far weaker to attacks that contain negative emotions.

Green magic- A more advanced ability than the normal magic every monster is born with, green magic is the magic of shielding and healing, and gains its' power from the virtue of kindness. Undyne is extremely skilled with it, and can make shields not only to protect herself from oncoming blows, but can also form them around opponents to hem them in and keep them from escaping, although this does have the side effect of making them harder to hit. Though she does not do so in canon, we can assume that this level of skill with green magic means that she can also heal others.

Water magic- The ability to summon and control water. Many monsters in Undertale are shown to have various types of elemental abilities, especially ones linked to their own appearance, such as snowy monsters having ice magic. This kind of affinity is apparently commonplace enough that fire magic is regularly used in home cooking, according to Undyne herself. Undyne is a fish monster living in the extremely watery area of Waterfall, a location in which multiple enemies have some variety of water magic, so I believe that she likely has at least some degree of ability in it herself.

Strength- This is a woman who literally suplexes giant boulders in canon just for fun. She was mentioned, offscreen, as having picked up the entire rest of the main cast all at once in order to prove that she could, and apparently only started having trouble when she tried to figure out how to put them back down. Onscreen, she picks up the main character with one hand and then leaps clear across the room while holding them. She is buff as fuck.

Energy spears- Capable of summoning spears made out of magical energy and can choose to either hold them and wield them like a physical weapon or to send them flying at a target, including having them come rising out of the floor.

Combat training- Captain of the Royal Guard, the organization dedicated to defending their kingdom, and personally trained by their king. Undyne is a skilled and capable fighter, both in terms of physical ability and strategic thinking, although the latter has an unfortunate tendency to go out the window if she gets frustrated and loses her temper.

Amphibious- As a fish monster, Undyne has gills and is capable of breathing both air and water. She canonically lives in what appears to be a freshwater marsh, but is shown at the beach in the True Pacifist ending, suggesting that she is also capable of breathing saltwater without difficulty.

Determination- Something that appears to be more the emotion that it is named for, a quality that is also a substance produced by human souls. Vast amounts of it allow Undertale's main character, as well as one of the major villains, to manipulate time itself, but monsters cannot normally take high concentrations of determination without losing their grip on their physical forms and melting into beings called Amalgamates, and do not normally produce any metaphysically significant amount of DT. Undyne briefly manages to break this restriction somehow during her boss fight in the No Mercy route, using Determination to reform herself as the more powerful Undyne the Undying after taking a fatal blow. Ultimately, however, it is still not enough and she melts in a similar manner to an Amalgamate upon dying. This ability is not one that Undyne understands or knows how to use in any real way at this point, only being vaguely aware that she tapped into a power she hadn't been previously aware of.

Piano- Can play piano. Actually pretty good at it.

Inventory:
-Grey jeans, plain white one-piece swimsuit worn like it's a tank top, red boots, green hair elastic, dark grey eye patch, brown leather jacket. (...it's literally just the clothes she was wearing under her armor.)
-Two gold coins in pocket change.
-A cell phone with dimensional box feature, allowing her to store up to twenty items in some kind of video game hammerspace inventory. It also has a camera feature, containing many pictures of strange monsters from Undyne's home, especially one who appears to be a kind of yellow lizard in a labcoat. Sadly, none of the numbers in the contacts list are within range of the phone, so no calling or texting. UnderNet access is also right out for similar reasons, can't connect to a network that's not even in this world, no matter how good your data plan is.
-The damaged remains of some elaborately spiky armor. It's not usable anymore, most of it has been battered to pieces and there's a giant rent across the front of the breastplate, like it's been cleaved through with a bladed weapon.
-One teacup shaped like a fish (in her phone's dimensional box).
-One box of golden flower tea (in dimensional box).

Samples: On the Test Drive Meme, my toplevel and a tagout.

Re: REVISIONS REQUEST

[personal profile] seafoamgreen - 2018-04-28 16:37 (UTC) - Expand
nojohnyouare: Crying. (and i'd do anything)

[personal profile] nojohnyouare 2018-04-21 07:33 am (UTC)(link)
NOTE: Mai's backstory contains a lot of self-harm and multiple suicide attempts, as well as institutional bullying and family death. On top of this, she's a murdergame CRAU. Be warned before you proceed.

OOC Information

Player name: Jisu
Player age and gender: 29/she
Player Contact: [plurk.com profile] jisusushi or Jisu#3587
Any other characters in game? No
nojohnyouare: Happily eating. (to sing it to a crowd)

[personal profile] nojohnyouare 2018-04-21 07:33 am (UTC)(link)
IC Information

Character name: Mai Kawasumi
Character canon: Kanon (2006 anime by Kyoto Animation); CRAU (Airlocked)
Canon point: Last time we see her in the series (telling Yuuichi to go save Ayu) -> endgame of Airlocked
Physical Description: Image link. Mai is 19 and officially 167 cm (5'4.8").
About the Character: Mai grew up with her mother, who was always in and out of hospitals, and tried to keep high spirits; when her mom became tired quickly on her one day out and couldn't take animal lover Mai to the zoo as she'd promised, for instance, Mai made her own "zoo" of snow bunnies around the bench her mother had sat down to rest on. They tried their best to be happy, but Ms. Kawasumi's health declined, and the next thing they knew, she was in a hospital bed with family members and medical staff coming in and out until the readings went flat and everyone emptied out of the room but her crying child, begging for a miracle. Except that miracle actually happened, and when a nurse came in to collect Mai, she dropped her tray in shock finding the girl clinging to her mother, who was suddenly alive and in perfect health.

Magic in this world was mostly bred out of the population over the last thousand years, and while it and miracles existed, it wasn't common knowledge and was treated as freaky. Still, the family had medical bills, so Mai's aunt had the idea to sell the story to the media. Mai was led onto soundstages and shown injured animals, brought to tears and forced to heal them before the studio would let her leave, and broadcast as a miracle child across the nation. Unfortunately, the saying that the nail that sticks out gets hammered down applied here. Mai and her mother were bullied and ostracized as either freaks or con artists in equal measure, their apartment was vandalized, and they eventually had to leave town. Mai had trouble making friends in her new town, too, and the once happy and optimistic child worried that no one would ever want to be around her again. She finally made one friend, Yuuichi, a child a year younger who was staying with relatives for the summer, and told him about her powers after a while. He said he'd accept her, but then he had to go home the next day, and while his reason to leave was genuine, Mai had seen too many people make excuses to abandon her. She tearfully begged him to stay, and seeing that construction vehicles had come because the city had bought up the farmer's field they liked to play in, Mai made up a story that demons had come and they had to fight to protect the field. Yuuichi still had to leave, and Mai was alone.

Alone, again, because of her powers -- she had no way of knowing that Yuuichi actually did just had to go home, and while he'd come back that winter and again for the next three years until an unrelated tragedy kept him home after, there was no way for two kids in 1989 to find each other again with their old stomping grounds under construction and no other clues as to where they could be. Mai felt she'd been abandoned again and she couldn't bear for it to continue happening. She rejected and repressed the powers her loved ones had called miraculous and the world had called an aberration, the emotions that made her vulnerable, and any hope she had for a better future. However, it turned out that Mai's power wasn't just to heal the sick and injured. Her power made ideas into reality. With that level of repression and pushing back against everything she was, she unconsciously made invisible "demons" appear in the field, causing destruction and delaying construction for years. Mai didn't know why the demons appeared, but she was determined to fight them alone if she had to, and would break into the construction site and fight them with a wooden sword that would magically work like a real one.

This continued as the high school they were building was finally finished and Mai attended it, fighting in the halls at night with a plastic sword. She would be blamed for damage the demons caused and was ostracized again. By this point, Mai refused to fight back, allowing them to scapegoat her. Her excuse was that nobody would believe her if she told the truth, but in reality, she not only feared that they'd believe and still hate her, she believed she deserved every bit of that suffering. She also researched anything she could about supernatural phenomena, made friends with exactly one person, a lonely rich girl named Sayuri, and became dedicated to protecting her. In her third year, a new student moved in, Aizawa Yuuichi, who by chance saw Mai fighting demons at night and who was surrounded by supernatural things. Mai took an interest even as she tried to tell him to be safe and stay away, he became a good friend to her and Sayuri, and he even started helping her to become more popular -- until demons attacked in public and the student council president, who had it out for Mai, blamed her because it's easier to just rewrite an incident of "invisible monsters broke stuff, girl with sword broke more stuff killing them to save us" in your mind as "girl with sword went crazy and broke stuff" if you don't believe in invisible monsters. Mai nearly got expelled over this. Douchebag.

After this, Mai shut herself off from her two (2) friends in the entire world, but they kept trying to reach out to her. She noticed that the demons would target Yuuichi over her, so relented and taught him to fight, but kept pushing Sayuri away; however, when Mai didn't show up to her own birthday celebration in an attempt to chase Sayuri off, Sayuri instead showed up to the school, having figured out where Mai was going at night, and was mauled by demons. They rushed Sayuri to the hospital, and when Mai nearly killed herself in grief over what pushing her friend away had done, Yuuichi stopped her and said if the demons were the problem, they'd deal with them that night. This nearly worked, except when Yuuichi finally noticed that every time Mai killed a demon, it would put black bruise-like marks on her body, he discovered that the demons were part of Mai. The last fragment of her repressed self, Mai's hope, manifested as a young Mai and told him the truth, and the both of them realized that Yuuichi was the same Yuuichi she'd known as a child. Confronted with the reality of her friend and the demons, Mai couldn't handle it and stabbed herself in the heart. However, Yuuichi's grief as she was dying and her own hope still hanging on used Mai's power to bring herself back to life. She was sent to hospital to recover with Sayuri until another miracle, which would take ten more paragraphs to explain, healed them to full.

Since Mai had missed entrance exams, she was going to spend a year studying for next year, but a while into that year, a plant alien named Nina had other plans. She was kidnapping people from across space and time to force them to kill each other, testing out secret cutting-edge technology that made death temporary and could upload minds to virtual reality simulations, and sell the recordings as fiction. This meant wiping their memories and then restoring them piece by piece, in Mai's case undoing her self-acceptance and progression from "seems completely emotionless and represses everything" to "shows slight emotion and is getting used to being honest with herself and others." Since her power had recovered over time, when a motive in the murder mansion restored people's nerfed abilities, the demons returned with Mai rejecting her power and emotions again and killed someone she'd started to grow fond of. Mai, the Champion Scapegoat, was executed as the first culprit, even as the others didn't want to kill her.

In the simulation the dead's minds were trapped in, Mai made friends and slowly recovered her memories, and over time, ended up relearning that people might not all hate her for her powers and how to like herself and -- as her eventual girlfriend said -- how to be a person again. By the time her surviving friends had escaped the network and blown up the mansion, Mai felt that she had hope again, and gratefulness that she was still accepted led her to go from vengeful over whoever had hurt any of her friends to learning to accept others who had done bad things in turn (see: dating her round's hate sink because she saw there was still good in her). There was still a lot of time to go, and while Mai tried her best to help the others who had found themselves dead in Nina's clutches (and occasionally clashing with them, like when enemies of her friends showed up), she had to learn to wait for rescue when she'd always regretted running out of patience for a friend who hadn't abandoned her after all.

The one thing that defines Mai is dedication. She refuses to give up on something she's set on doing, even if it's for a long time and even if she's got nobody in her corner; she's used to that, after all, going for ten years fighting demons on a construction site and then in a school and being blamed for everything they do. If someone does show that they're on her side, she'll become completely devoted to protecting them, doing whatever she thinks is the best thing to keep them safe. She may not be well-spoken, but she's a good ally to have. Even with no support, she picks up things by herself, figuring them out on her own, and over time, her aforementioned devotion to causes makes her get better and better. Her swordsmanship is completely self-taught, as are her battle strategies, which focus on hitting the enemy and protecting others rather than keeping herself safe. She often fights through injuries and takes tremendous risks, but she's learned to put some stock in her own well-being and to rely on her friends. Her dedication has proven detrimental too, with her finding one thing to devote her life to and then being unable to go on without it; this has led to breakdowns and suicide attempts in the past, though at least she's better off now that she has friends and general hope for the future.

Mai was very emotional and repressed all that to seem emotionless, but just because she's in a better place doesn't mean she knows what to do with her face now. She still defaults to few expressions and few words, but will talk more and emote a little, and she will still snap to a full-on emotional breakdown when things get bad enough. Mai's also prone to being unintentionally funny just because she deadpans at everything and doesn't react to things she probably should. Living in a small apocalypse society in deadland has done wonders for Mai's willingness to let other people help her instead of trying to do everything by herself, though. Even so, she can still be very careless and self-sacrificial because she hasn't quite gotten to the "valuing herself as a person" bit yet. It's taking a while.

Character abilities:
-Mai's main power is to heal. She can heal herself and others and, since childhood, has even been able to bring people, animals, and plants back from the dead. Her self-destructive quest against the demons weakened her, but now that she's accepted her power, it's recovering; however, her personal hangups make her hesitate to heal anyone.
--Her own body healing is also boosted by technology, the nanites pumped into her blood by InterGal 7, so she'll recover from things easier even if she's not using her power. These nanites are also said to boost or give psychic powers as an artificial equivalent of the component that gives people native to the setting the power of the Flavour, but this hasn't been seen in most of the characters, so we'll just not deal with that because Mai would already be OP if she didn't have so many issues.
-There's another major component to Mai's power: her will makes things real. The first instance of this you notice is that her sword is just a drama prop but she makes it work like a real one to kill demons and wreck everything. A bigger one is the whole demon thing, where they were doing things specifically to cause trouble for Mai (breaking stuff that she gets blamed for and trying to kill her loved ones), because they were a manifestation of how much she hated herself.
-Mai is very physically capable; she's agile enough to do flips off rooftops, runs through hallways regularly, and taught herself how to fight with a sword (and eventually got pointers from people who actually had professional training). The only drawback is that, because she doesn't value her own safety very much, she will often neglect her health.
-In what I headcanon was a desperate search for anyone like her, Mai has researched everything she can about the supernatural, and so she can tell at a glance if someone isn't normal (she recognized Makoto and Ayu, who both look completely normal, as a kitsune and an ikiryou with a single conversation each when even they didn't know).
-She's learned to cook better rather than rely on instant and/or gifts, and now Mai can forage and cook all kinds of things, though most of the recipes she knows are either theme park food or weird concoctions from the food-obsessed pirate planet Flavourtown.
Inventory:
-Plastic Sword: A European-style sword that can't even cut fruit, much less people. "Property of Eastern High Drama Department" is written on the handle in small letters. There's a chip where the tip would be.
-Palette Swap's Dress: A mauve dress over a beige long-sleeved shirt, plus a greyish jacket and orange-red scarf, all very muted.
-Ribbon: A large lavender ribbon. Can't fight if your hair's flying everywhere.
Samples:
American goths lie in piles.
It's strange. I hated my power before. But all of you... I want it back. All of it.
Edited 2018-04-21 08:06 (UTC)

(no subject)

[personal profile] nojohnyouare - 2018-04-28 14:53 (UTC) - Expand
cyclicalconcept: (...awesome!?)

1/2

[personal profile] cyclicalconcept 2018-04-21 04:43 pm (UTC)(link)
OOC Information

Player name: Ni
Player age and gender: 34, female
Player Contact: [plurk.com profile] papirini, papirini#9423 @ Discord
Any other characters in game? Letitia Genesister
cyclicalconcept: (♕ you have my awesome bow frodo!...hihi)

2/2

[personal profile] cyclicalconcept 2018-04-21 04:49 pm (UTC)(link)
IC Information

Character name: The Law of Cycles/"Kana"
Character canon: Puella Magi Madoka Magica/15 Strangers
Canon point: 15 Strangers, Post R2
Physical Description: "Kana" is approximately 5'0'', with longer-than-shoulder-length pink hair (much of the time up in pigtails, though she will also more often wear it differently - just search Madoka Mobage to get the gist) and pink eyes. At least if you see her in her civilian form.

In her true form, she's the same height, but there are definite differences. In this form, her hair is also incredibly long, floaty, and somehow impossible to figure out the length of. Her wings, unlike what one would expect from a person in the Reaper hierarchy, are stylized differently, and translucent pink.

About the Character: History: Canon history, more or less, as her history is linked with her creator's.

After essentially being sidelined by Homura's actions, and unable to get through to her core self within the universal barrier, The Law of Cycles was alone in her plane of existence for what was likely both an eternity and a moment. However, one day she found herself unexpectedly visited by figures of power who claimed to be Angels. They revealed that the multiverse beyond her reality was in trouble, and they asked if she was willing for help - especially since she wasn't really able to do much for her world in any case. Not to mention that her presence there actually would invite the danger over to her universe, and to Madoka Kaname within. She ultimately agreed, but only after the visitors assured her that Homura's barrier was otherwise currently capable of repulsing the threat, since they wouldn't be invited in per the laws Homura was enforcing.

Once she was safely elsewhere, she learned the full scope of the threat from the sources. In brief, in certain universes, focal points of despair and negative emotions, instead of becoming witches or wraiths due to karmic energy of a magical girl, became beings called Noise that further fed on human emotions and became stronger. In these universes, the Angels had put in place a Reaper system to, among other things, keep things in balance. However, there was an incident in a Shibuya somewhere in the multiverse that resulted in the creation of an aberration and the spread of Taboo Noise in universe that never should have had Noise to begin with. Taboo Noise were forbidden, stronger, uncontrollable versions of normal Noise, and a Reaper, Sho Minamimoto, was resurrected as one as part of a gambit to save that Shibuya. Unfortunately, he was powerful, could create Taboo Noise with ease, was very difficult to kill - and after surviving an attack by the Composer of Shibuya, had figured out how to cross boundaries into other universes. He was summoning Taboo Noise in countless realities, to the point where the balance of these universes were irreversibly wrecked, and the universes were erased.

The Angels were thus far unable to actually catch Sho due to his power, unpredictability and the rate of universes being swallowed up, so they have been doing the next best thing - using an emergency protocol that allows for the creation of Reaper Games in other universes not traditionally overseen by the Angels. For this to work, people with high Esper potential have to go through a Reaper Game on multiple planes of existence to develop their powers, with the hope that they will eventually become Composers - essentially localized gods - that can establish new Reaper systems that can combat the threat should it reach those universes.

And as it happened, one of the most successful and efficient of these had an opening for a Conductor, and though having someone who who hadn't gone through the Reaper Games was unusual, the Law ultimately accepted. It turned out to be a murdergame, run by the Composer Yotsuyu Sashihai and overseen by the Producer known as 707 inside a mall. It was a difficult shift for the Law, especially since there was a lot of terrible things done by those who went in to get their motives, only for nearly everyone to ultimately die anyways. It was true that death wasn't the end and a more traditional Reaper Game was played by the dead, but everyone suffered almost needlessly at points - including the staff of the Reaper Game itself. One round in particular was so bad that no one likes to talk about it. The Law's primary duty was to relay the Composer's wishes and orders to everyone, and to oversee the Fabricator - a mole who worked for the staff and was generally the only one who routinely survived every round - and she did so under the pseudonym 'Kana'. However, there was little alternative that seemed to be open, especially since there were no resources to do the most ideal thing, which was to hunt down Sho Minamimoto.

Then round 15 happened. Somehow round 15 had people who were angry as hell and weren't taking this shit lying down. Ultimately, they managed to shut down the games by fighting and then befriending everyone, including Nyaf-ya - the Law and 707's robot "child" - and even Yotsuyu. After passing Yotsuyu's final test, the group as a whole decided to dedicate themselves to establishing their Reaper systems, for those who were dead - and then to find Sho and stop him.

Personality: Kana is the Law of Cycles. In essence she is the creation of Madoka Kaname, and a reflection of her supreme hope, her wish, and her existence. Naturally Kana has a lot of hope and compassion and goodness as a result of the former, even in spite of herself at times. Her hope and comfort can be incredibly infectious at times as well, and she trusts and believes in everyone as a result.

The latter two are more complicated. Because the Law is Madoka Kaname's wish, Madoka Kaname is at the core of everything that the Law of Cycles is and could be as a concept. Madoka Kaname is also what drove the Law's purpose as hope itself, and the establishment of the new rules in the re-written universe. While the Law can and has absorbed countless magical girls into itself, along with their despair, and can shoulder it due to its nature, it is ultimately dictated by Madoka's presence within and as part of it. Madoka is, ultimately, its strength and weakness.

Homura's interference upended its purpose, literally and figuratively ripped its hands and heart away from it, and then basically cut Madoka off from it. It is a wound that Kana still feels keenly, even beneath everything. It's a betrayal that she cannot understand no matter how hard she tries; it made her incomplete in a way that is difficult to describe. She won't admit it but remembering the betrayal upsets and confuses her immensely, even to the point of anger, and the emotions she feels towards that moment are among the strongest things she can feel in her present state.

The truth is that Kana is, for all of her mimicing of Madoka Kaname, a shadow of that girl. She can act like Madoka, talk like Madoka, recall things that the real Madoka currently cannot, even search for purpose as Madoka had, but she can't necessarily feel like Madoka. Any emotions she feels are, she believes, dulled in comparison to how she had once felt. She lacks her humanity, and thus she feels less human and seems to experience lessened emotions as a result. She finds herself questioning her humanity and purpose because, among other things, she came to realize that even despite the pain that the murdergames caused, she felt more tired resignation than true horror. Her motivation to change things, while still there, doesn't feel quite so profound as it once did. She still feels her link to Madoka despite the distance, but it's weak, cut off as she is.

Worst of all, she is capable of forgiveness, but she finds herself asking whether she should forgive the person Madoka saw as her best friend - or if there was anything to forgive. Maybe that's the most frightening thing of all - that she, and by extension her core, really might have made a mistake somewhere with the wish. That she was a mistake and Homura was right. And yet despite all of this people support her, and of course, she will support them. And perhaps they really will stop Sho, and - with hope - she can go home with an answer to that question. Hope is what she does, after all.

Character abilities: Despair Absorption - Capable of absorbing the despair of someone into herself. It only works on a specific type of magical girl, however.

Soul Splitting - The Law has the ability to split chunks of itself off, be it the spirit of a fallen magical girl, the essence of a girl's witch, or just a piece of its very own essence, with its own level of self-awareness depending on what is split off and a psychic bond of sorts to the Law. The third is the only thing it can really do at the moment without Madoka, and the level of sentience depends on how much of her essence is infused. Creatures infused with pieces of her tend to reflect kindness and hope (and possibly a love of cats).

Frequency Sensing/Plane Shifting - As the Law of Cycles, Kana is capable of shifting through planes of existence to the point of essentially being non-existent (not that she would do that right now, obviously). Because of her experiences Conducting the Reaper Games she's able to shift to a few more planes than normal, and is capable of sensing plane Frequencies as well.

Hammerspace - She does have one of these. She generally doesn't keep much in it - usually clothing and food she might conjure up or buy - but she doeshave one.

Flight - She is capable of floating/flying through the air when her wings are out.

Bow and Arrow Summon/Bow Efficiency - She is capable of summoning the Rose Bow, and to fight using pink energy arrows. She can do single arrows, a charged arrow with more power, or a super-powerful arrow that explodes and showers multiple arrows on the enemy with the use of a special sigil.

Sparkles - In her true form she tends to have lots and lots of sparkles.

Cooking - Working at over a dozen restaurants of varying foods does strengthen one's ability to cook pretty decently. She also makes nice bento lunches.

Inventory: Most of this is kept in her hammerspace.

Phone - It's a normal phone. It has her apps for Reaper business and numbers to communicate with others. Well. If the reception worked properly here.

Photo - It's a photo of a girl. She seems semi-transparent for some reason. Also her feet look like metal stubs.

Sketchbook - She draws a lot. Half the pages have either been drawn on or torn out.

Clothing - A variety of clothing. A lot of work clothes, but also a kimono and various other articles.

Samples: Talking with the mole

Arriving in a Fissure

Revisions

[personal profile] cyclicalconcept - 2018-04-28 22:36 (UTC) - Expand
promittere: (Default)

[personal profile] promittere 2018-04-22 06:33 am (UTC)(link)
OOC Information

Player name: Nick
Player age and gender: 26, they/them
Player Contact: [plurk.com profile] daintily or nickknack#8156 on discord
Any other characters in game? N/A
promittere: (pic#)

[personal profile] promittere 2018-04-22 06:34 am (UTC)(link)
IC Information

Character name: Ignis Scientia
Character canon: Final Fantasy FX
Canon point: Post-Chapter 13, after Noctis got monched and it all went to hell.
Physical Description: A beautiful and fancy boy, who got a little bit crispy. 22, 6’ even
About the Character:Ignis’s duties started at a young, young age. He was only a child when he made a promise to King Regis Lucis Caelum to watch over his son, Noctis, and stand by him always to make sure he would grow to be a king that could take his father’s place. Noctis’s well-being was placed in Ignis hands, and it was a responsibility he would take to wholeheartedly.

Always, he would do his best to go above and beyond. Ignis is above all else a man who takes his duties and responsibilities very seriously. Slack isn’t exactly a word in his vocabulary, and he holds himself (and others) to a standard that’s perhaps just a little too high. Though this always comes from a good place - while Noctis lives on his own, Ignis steps in to ensure the prince can focus on his studies while staying abreast of royal affairs, taking notes in meetings for him while also cooking for him and cleaning his apartment. He never seems to disparage his role as Noctis’ caretaker, as it’s simply just an extension for who he is. Taking care of Noct - and the others in his royal retinue by extension - is how Ignis cares. He has a nature for nurturing. He tries for years to perfect a recipe Noctis only half remembers, because he knows it has some importance for him and it wasn’t a burden for him even if he wasn’t really fond of cooking before picking it up to make sure the prince was eating properly.

Ignis’ compassion extends to the others. He cares just as much for Gladio and Prompto, even if it’s Noctis he would lay down his life for. The two of them are just as much his family, and he cares for and appreciates them all deeply. He trusts them wholly, and knows how important they are to Noctis. Gladio is someone he’s known for years and who he can trust to always be steadfast and to protect them all, while Prompto is perhaps the friend Noctis’s always needed. Their rapport is irreplaceable and valuable. After all, it’s with them that Ignis soft side can shine. Or, at the very least, the side that’s not so serious and stuffy all of the time. They get the brunt of all of his jokes, as Ignis’s humor is…

Well. It’s an acquired taste.

Beyond just being the resident Pun Master of the group, Ignis is the Smart One. He was quiet and studious as a child, and that carried over into his adulthood. Maybe because he had to be in order to be Noctis’ advisor, but regardless he is the one who takes care of the group’s finances and plans as they make the trek from Insomnia to Altissia. He has a keen, tactical mind, able to think on the fly and carry one with plan b’s and plan c’s. Ignis is largely unflappable, standing firm even in the news of Insomnia falling and the empire destroying the Crown City to get to the Stone. It means a change of plans and a new journey ahead of them, but he’s quick to plan for it and seek out what he can to ensure their new quest to save the world from the Scourge goes well.

It’s very rare that Ignis can’t think of a solution to a problem. He’s incredibly clever, and while he will always fall back on what Noctis decides to do, he isn’t who he is by chance. Sometimes, though, he’ll realize the only course of action is to accept offers from shady Imperial Chancellors so the plot can be advanced, and that’s never a good feel. Sometimes, he’ll get visions of Noctis being told by a god that he must die in order to clear the Scourge.

Altissia was a turning point for Ignis, as it was with most of them. Going in it was obvious that things weren’t going to be easy - between the threat to Lunafreya, having to acquire the blessing from Leviathan, and the Imperial army being ever present and having to tango with the local government, Altissia was where everything could very easily fall apart - and it did. While nothing up to then had been easy, Altissia brought upon a new level of challenges and made Ignis wonder, for the first time, if fighting would be worth it. It started with the destruction of the city, between the Imperial forces, Leviathan, and Titan, and ended with Ignis blind and uncertain for the first time in his life.

During the rush to save Noctis, Ignis ran into Lunafreya’s Messenger companion, Pryna, who was dying. The Messenger gave Ignis a vision of the future - a vision of the prophecy Noctis would have to fulfill because he was the Chosen King, that Noctis would need to ascend to the throne and give his life to defeat the Accursed. Who, it would turn out, was his ancestor, a man who had been spurned by the gods. (Funny, how that worked out.) Still, that vision wasn’t enough to stop Ignis, nor was it enough to get him to lose his level head. The only thing that would - after confronting Ravus and trying to console him over the loss of his sister and trying to reason with him - would be Ardyn Lucis Caelum.

Because fuck you, Ardyn, you don’t get to attempt to kill the light of his life and then offer him a place by your side. What is wrong with you? Who does that? You’re lucky Ignis only got a smidge of power from putting on the Ring of the Lucii.

Regardless of the thought processes of biohazards, Altissia and the road thereafter was a turning point for Ignis. He had to adjust to life as a blind man, handle the knowledge that Noctis’ journey would end with him dead, and more uncertainty than you could shake a stick at. It was, all in all, kind of a shitty time. The group was falling apart, grief and stress compiling together with the need to carry on, with the need to get the Crystal back, while constantly being played with by a centuries old monster. The loss of Prompto and all of the fighting and tension would have been bad enough if they weren’t also passing through the destroyed Tenebrae and entering a world overflowing with daemons. It would just be a sign of the times, but it was, in a way, exactly what Ignis would be expecting. That kind of happens when you get a vision of the future.

All in all, Ignis is a man who gets things done when and how he wants to. He has a streak of compassion a mile long, despite being hesitant to trust at first glance. He’s analytical and reserved, but he has a tendency to tease and make terrible puns. Above all else, though, he is a man who is dedicates himself wholly and completely to his duties and his loves. Nothing is more important to him than Noctis and his friends, so much so he will risk his own life with nary a second thought. His convictions are more important than himself, go beyond himself, and while he can seem to just be Every Sitcom Mother stitched together, he will burn the world down if he has to.

Character abilities:
•Tactician: Ignis has (or...had) a keen awareness and a brilliant mind, able to analyze an enemy’s potential weakness, and how to best exploit that weakness, in a matter of seconds.
•Combat skills: But he’s not just good at strategy! Like all of Noct’s retinue he’s a skilled combatant, with his expertise mainly being in the use of polearms/lances and daggers.
•Recipeh: He’s a talented chef, able to come up with recipes on the fly using ingredients that maybe he….shouldn’t? But everything he makes is delicious and, more importantly, nutritious.
•Magic: Thanks to his connection to Noct, Ignis can use the royalty’s special fancy magic known as elemancy. Elemancy is simply absorbing and channeling the elements (in this case fire, lightning, and ice) for several different uses. The most commune use is crafting them into spells, but Ignis also uses elemancy to enchant his weaponry.
•Armiger access: Ignis can store items in the super fancy royal hammerspace and summon them at will, as long as Noctis is…around and not being blocked by some Niflheim tech.
•Responsible: This shouldn’t be as noteworthy as it is, but this is the world we live in.
Inventory:
•Crownsguard fatigues, consisting of a jacket, pants, shirt, and shoes as all good outfits do, accessorized with driving gloves, a belt, glasses, and a skull necklace
•Weaponry* - a set of matching daggers, and a lance.
•Cooking set* - the full works. A folding table, propane stove, pots, pans, knives, cutting board.
•Ingredients* - a wide array of spices, vegetables, and meats from all around Eos.
•A smart phone.
•Walking cane.

*These are stored in the Armiger.

Samples: Option one, top level edition
Option two, might actually be a fever dream edition

Edited (you told me to do this!!) 2018-04-26 07:23 (UTC)
blackestwitch: (Default)

[personal profile] blackestwitch 2018-04-23 12:00 am (UTC)(link)
OOC Information

Player name: Emily
Player age and gender: please don't remind me about my age, she
Player Contact: [plurk.com profile] deerleisure
Any other characters in game? No
blackestwitch: (not having an existential crisis today)

[personal profile] blackestwitch 2018-04-23 12:01 am (UTC)(link)
IC Information

Character name: Madeline Curie (Maddie, Black Witch) [and companion Zelnothoglys]
Character canon: Original Character
Canon point: Some time before the big tournament

Physical Description: Maddie is a 15 year old girl of average height for her age (5'3"). She's white and obviously spends a lot of time indoors, judging by her lack of any sort of tan. She keeps her red hair in a neat bob cut, often with a hair clip. She's slender without a lot of curves. Her eyes are a dull gray, visibly clouded over, and never look at or focus on anything. She tends to wear flannel open over a novelty T-shirt; the T-shirts are fairly random and she has no idea what shirt she is wearing unless somebody comments on it.
Zelnothoglys is a cat, mottled browns and oranges and whites. He possesses an indeterminate number of legs but can shrink down so he only has four like other cats. He can transform into a large eyeless spider-mantis-hybrid creature about twelve feet long and eight feet tall with eight legs on his abdomen and a vague upward torso that has two spindly manipulator-legs and two large, scythe-like bladed arms.

About the Character:
In an alternate version of Earth, monsters have been attacking the world with increasing regularity. To combat them, magical animal familiars will seek out children with magical potential and enlist their help, allowing them to transform into magical girls and boys, often called mages for simplicity's sake.

However, this was all set up by the mages of long past. The monsters are real enough - creatures from beyond our world, attracted to the growing power on Earth - but the older mages are able to convert several monsters into smaller, cuter forms. As such, their minds are able to become less alien in thought, and they are promised freedom from service once they perform a job. They are sent out to awaken the latent magical power of children. As these children fight and grow in power, their companions will, at the cusp of these children becoming adults (around the 18th birthday usually,) ask to take their power away, in order to give it over to the next generation. This is a lie. All of that collected magical power gets taken to the older generation, the Elder Magi, who hoard this power, collecting it like wealth and using it to extend their lives.

It was in this world that Madeline Curie was born. Maddie is, in a lot of ways, a normal girl. She talks incessantly, a regular chatterbox. Talking helps her thought process, so she often talks even only to herself. She also talks when she's nervous or scared. And she talks when she's happy. It should come as no surprise that her passion in life is for broadcasting - radio broadcasting, audio dramas, podcasting, all of it. She's an active member of her school's Broadcasting Club, running the school announcements and producing radio dramas for competitions. She also runs a podcast called Magic with Maddie where she talks about the going-ons of magical boys and girls and monsters.

Most people pin her down as pretty "weird", even if Maddie doesn't try to come across that way. Although she talks a lot, she tends to do it without being super friendly, often leading to a "why is this girl talking to me...?" reaction. So even though she involves herself pretty heavily in stuff at school, she doesn't have a lot of friends there. Or any, really.

Her life isn't fun. In fact, despite her talkative nature and friendly demeanor, her life isn't much fun at all. When Maddie was born, she was born prematurely, and because of complications with her premature birth, she's completely blind with 0% sight. This is obviously bad enough, but it caused even more problems. Her mother, a nurse named Anne, left home and never came back one day. Her father, Simon Curie, placed the entirety of blame on Maddie, on how difficult she made life for him and her mother. From then on, Maddie knew that she had lost whatever love he may have had, if there ever was any.

Home life was rough. Her father, now single, would barely even acknowledge Maddie. Maddie learned how to become self-sufficient. Deep down, she hoped that proving she could take care of herself would mean that she could earn her father's love again, but that never happened. She was left with a huge insecurity that her disability would make people leave if it inconvenienced them too much, so she made a Point of showing off how self-sufficient and never-in-need-of-help she was. In a warped way, it became a point of pride.

Maddie at least tries to appear as a normal girl. She tends to bottle up her problems and issues to other people can't see them, and put on the facade of normalcy. If she gets frustrated or annoyed, she will only show it with sarcasm or jokes. Mostly, she presents herself as somebody that can be relied on, always with "Yeah, I can do that" when presented with a problem to be solved. She doesn't ask for help when she needs it, but would be touched if it was actually offered - somebody who would notice it and look out for her like her parents should have.

When she was 12, though, things did change for her. Maddie met a cat. The cat ended up being Zelnothoglys, a familiar. Zel explained that Maddie had a deep wellspring of magical power, and he could help her unlock it, letting her become a magical girl and fight against monsters that threatened the world. Maddie has a good heart, and thinks of herself as a good person, but she doesn't see throwing yourself into danger as something necessary to being a good person. She'd like to think that she would help somebody in need in front of her, but she had no interest in trying to solve all of the world's problems on her own. And so Maddie, understandably, wasn't wild about the idea. But she also had a deep need to prove that she was useful.... so she agreed. That's how the Black Witch was born.

As a magical girl, Maddie had the power to change the environment around here, to alter how reality worked inside of it. It was a drastic change from how most mages operated - Zel explained that magical boys and girls used powers based on their own thoughts and desires, so Maddie must have a deep desire to change the world around her. More than that, that her level of manipulation meant she had a great deal of magical power inside of her. But all of that didn't help her defeat monsters - Maddie actually didn't have much success with that at all. Her powers were not offensive - the most she could do is trap a monster and then punch it to death. And despite her need to prove herself useful, she found it hard to approach and deal with other magical girls (or boys) and didn't have a team needed to truly make the most of her powers. Even as a magical girl, Maddie was alone.

...At least, alone as far as humans went. She did have Zel. Zel began to act as her eyes, communicating things to her and giving Maddie even more freedom than she had before. Zel also looked out for her, making sure she took care of herself and had everything she needed. Over the course of the next 3 years, Zel began to act more as a surrogate parental figure than a sidekick.

And so, when she was 15, Zel couldn't lie to her anymore. He revealed the truth behind the Elder Magi and their schemes, how he was actually one of the monsters given a higher thought process and trapped in a smaller form, and how Maddie would have her powers taken at 18 to feed the Elder Magi's ambitions. And also that the Elder Magi installed all of the familiars, the mascots and animal companions, with a "kill switch" that would release them into their full forms while also driving them mad. This didn't sit well with Maddie. She didn't think she could do anything against these Elder Magi, although she did hate that as well - but mainly, she knew that meant Zel would have to leave her, and this kill switch meant that his fate lied in the hands of these evil people.

Maddie, over the course of her magical girl career, had heard of a "black market" where magical tools were bought and sold. She and Zel sought it out, trying to find a way around the kill switch. When they did, they were directed to Jailbreak, an ex-magical girl who kept her powers past 18. Jailbreak was a shifty criminal, but could disable the Elder Magi's hold over Zel if Maddie would agree to work for her. She agreed.

Disabling the kill switch meant that Zel had access to his original monstrous form as well as his cute cat form. With this, Maddie was finally able to handle monsters "solo" - using her powers in conjunction with a monster of her own. It was almost ironic that this came just as she abandoned the magical girls' fight. She now had a new job, working for Jailbreak and helping her with a variety of very illegal tasks. With Maddie's powers, it was easy to break into places, to steal things, to bypass security systems both mundane and magical.

Jailbreak would become possibly the second important person in Maddie's life, after Zel. Jailbreak is worse with dealing with people than Maddie, with huge amounts of issues that make her keep people at a distance. Still, she would make sure Maddie is doing all right in school, that she remains safe, and that she was eating properly. As messed up as it might be, she was almost becoming a second parental figure (after Zel, her actual father nowhere in that description.)

It was while working for Jailbreak that things with the Elder Magi began to come to a head. Other fugitives from the Elder Magi and their system were appearing, often involving Jailbreak. This, by association, would end up involving Maddie. Marco, a magical boy who had been offered power by the Elder Magi and refused, was one such person. Then there was Lily, an incredibly famous magical girl who had publicly gone rogue and was now used as an example by the Elder Magi on why magical girls could never keep their powers into adulthood. They would come to Jailbreak for help, and Maddie would work with Jailbreak and them against the Elder Magi and solve their problems. They were even gearing up to crash some sort of Elder Magi-sanctioned tournament. And as Maddie's world slowly expanded to incorporate these new elements... she wound up in the rift.

Character abilities:
Maddie, civilian:
-Fluent in spoken English and writing/reading braille
-Excellent speaker, voice actor, and broadcaster
-Knows how to operate soundboards and podcasting programs
-Can transform at will

Maddie, transformed into Black Witch:
-In general, possesses increased strength, speed, and durability as a magical girl, roughly on par with what you'd expect from a magical girl. (i.e. about enough to fight large monsters.)
-Can create Zones focused around her where the laws of reality are altered. They expand slowly but can eventually encompass the area of about a city block if she concentrates on expanding it for about two hours. Anything that can think even rudimentary does not become a part of the Zone.
-Zones often look wildly different but recognizable. Objects might become different, patterns and textures might change, but the general shapes remain. They often follow a theme in their change.
-In a thread example, a forest turned into props in a stage play, trees and bushes becoming two-dimensional and made of paper or cardboard. If it helps visualization, think of a Palace from Persona 5 of a witch's labyrinth from Madoka Magica.
-Maddie maintains control of things within her Zone, and there are ways to manipulate the environment depending on the Zone's appearance. She might be able to unzip a wall made out of fabric, or rearrange scenery if it's become a stage play.
-There's often a manipulation of space within her Zones, controllable to an extent by Maddie, where distance and angle are harder to judge accurately. When distorted sufficiently, doors might lead to another entrance on the same wall, up might become down, or you might find walls work as ground - anything is possible when you fuck with reality.
-Maddie might be able to use the environment to attack depending on the nature of the Zone (a jungle theme might have entrapping vines, a lego theme might collapse a structure) but possesses no direct magical attacks whatsoever.

Zelnothoglys, mascot:
-Can talk
-When he talks, he can choose to be heard only by Maddie, but by default everybody can hear him like normal
-Is a cat
-Can possess many legs, but also can possess only four like a normal cat

Zelnothoglys, monster:
-Large size
-Bladed scythe-like arms
-To the nonmagical, eyes tend to gloss over him, making his form hard to pin down and see (this is a general thing for all monsters in this setting)
-Can create thin, gossamer threads that float through the air and attach to any surface. Once attached, they become almost invisible, and can become either unnoticeable and easily breakable, tough and rope-like, tough and sticky like you'd imagine from a large spiderweb, or even razor-like. No matter how the threads wind up, Zel has complete sense of any vibrations that occur from any thread being touched, moved, or manipulated
-which is good because he's blind in this form
-Can still talk though

Inventory:
-Clothes she's wearing; white t-shirt with SURELY NOT EVERYBODY WAS KUNG FU FIGHTING, red flannel shirt over it, jeans, socks, and canvas shoes
-iPhone 9s
-earbuds
-backpack, red and black canvas
-iPhone charger
-talking scientific calculator
-collapsible white cane
-braille writer + 2 styluses
-unused braille paper (thicker uncoated paper, 49 sheets left)
-unused braille notecards (clear plastic index-card sized, 26 left)
-3 folders with various notes on classes (in braille)
-1 folder with notes on broadcasting club
-math textbook (braille edition, algebra II)
-lunchbox with three granola bars inside
-half-empty bottle of water
-transformed, access to her magical girl outfit (which includes a long blindfold)

Samples: TDM top-level and thread
kingshaming: (26)

[personal profile] kingshaming 2018-04-23 12:42 am (UTC)(link)
OOC Information

Player name: Jess 2.0
Player age and gender: Old, she
Player Contact: raspberrydrink @ plurk
Any other characters in game? n/a
kingshaming: (75)

[personal profile] kingshaming 2018-04-23 12:47 am (UTC)(link)
IC Information

Character name: King Xander of Nohr

Character canon: Fire Emblem Fates: Revelations (Manakete AU)

Canon point: Post Game

Physical Description: Here, though with the AU his apperence chances slightly. His eyes are a slightly brighter shade of red, his teeth are slightly sharper, and his ears come to a point. He is around 6'1", and over 200 lbs. When in his dragon forms he looks like a healthier colored Morva, and is about the size of a large horse.

About the Character: Xander is the product of his situation. The former Crown Prince and only true born son of king Garon, his path was laid out for him with no other options. His right to lead is shown in his blood- his DragonBlood. Like all Nohrian and Hoshidan royals, he is a Manakete, a dragon shapeshifter. Gifted the power by their nations dragon patrons. But outside that power he is still human in most regards. When he was young he was, by his own words, a timid and talentless child. Something that apparently was a great disappointment to his father Garon. It was this disappointment, and a desire to live up to his father, that instilled a deep work ethic into Xander- he's not talented, but through pure effort he trained constantly and became probably the most feared swordsman in Nohr. He forced himself out of his timid nature by talking to the person he considered the most intimdating in all the world- his father. It was through pure will that he molded himself into the man he thought he had to be, both to 'earn' his father's love and approval, and to better serve Nohr. But by nature he is a kind and sensitive man. Attentive and empathic. He pushes these traits down, because in his mind they will only come back to bite him and keep him from doing what he has to do as the Crown Prince, and later the King. This puts an amazing amount of stress on him- a man that hates killing and only wants peace for both himself and for his country in turn has to be the most feared killing machine of the Nohrian army. The conflict of nature vs action tears him apart- to the point that the guilt haunts him. He fights for his people, but also fears that his sins mean he is unfit to lead them into a kinder and more profitable future. So he throws himself on the alter of self sacrifice with no hope of a better future. At least not for him. It is this conflict that leads him to eventually turn on his father- His adoptive sister Corrin fleeing both Nohr and her 'birth' nation of Hoshido leads to a domino affect where one by one his siblings leave his side to help her... and even though he fights it for most of the game, he too eventually realizes she was right to escape. Garon has gone mad, and in the end his loyalty is to his people, not his father.

His loyalty is both his most admirable trait and his most glaring flaw. Being the eldest of Garon's children he remembers most clearly the man the King once was. A stern but loving man that Xander adored and looked up to more then anyone else. So while he KNOWS the things Garon does and orders even his own children to do are not only wrong but outright evil and cruel, he refuses to stand against him outright for years. For so long he believed (or at least has told himself so often that it's become truth) that there IS no real right and wrong. That each person does what they must to survive and protect their own- that history will demonize or elevate their actions and that there is no REAL justice in the world. You can only fight for what you are unwilling to lose... anything else is mutable. But he questions his belief, and not only turns on Garon, but allies himself himself with the Hoshidan Dragonblooded royals as well, even making friends with many of them.

He follows Corrin into the hidden nation she originally came from, and so along with the others finds the mad dragon that was behind everything- that corrupted his father and was trying to destroy both nations- and grows into the King he was always meant to be... even if it's of a nearly ruined country on the edge of destruction. He is stressed and not even really allowed the chance to grieve fully for his father. Still, he will do what he must for his people.

While in public he keeps up this face of a stern and unflappable warrior and prince, in his personal life he is a bit softer. While he distances himself from his siblings for their sakes in a lot of ways, he also keeps a steady eye on them. He knows their likes and dislikes, their dreams, their quirks and their problems. And while he's no longer the one comforting them like he did when they were younger (that duty lies more on Camilla) he is alsways there with advice and a steady hand. He has a very paternal side to him, especially with those that have a similar sadness to them that he and his family have. Seeing someone hurting calls to him to try and help them- even if he will often deny his efforts. He might encourage others to go and cheer them up, or set up some surprise or gift for them. Or even allow them to win against him to bring up their self esteem. But he will always deny he did anything, even when it's obvious that he had a hand in it. He will stay up all night helping them train or work on a project, or just guarding someone against possible attacks from the background. Once Xander has befriended someone he will devote himself to their happiness- but in turn he expects similar loyalty. He detests betrayal, and even when his beloved Corrin is the one doing so he is willing to kill them if it comes down to it, though only as a last resort. He's stubborn and pig headed in a lot of ways, but CAN be convinced away from his course- but only with very clear evidence he can't deny. Otherwise he will stick to his guns even against the face of logic.

This doesn't help with his intimidating image- while he is naturally a kind man, when he is acting as the King he is all power and commanding presence. Which is great for leading a troops and earning loyalty- but awful for getting along with people on a personal level. Many people find him terrifying, or at least dull and unpleasant. It doesn't help that his natural awkwardness and stubbornness makes it worse. Even telling a joke is hard for him, let alone fun casual interactions with people outside his family. It's a wall he'll have to overcome if he hopes to get along with people outside his role as their King.

Character abilities: In his human form Xander is a skilled Swordsman, his strength and physical defense unmatched among his peers. He is also a peerless equestrian, able to take a mount to places no one else could.
Being one of the dragonblooded he also has the power to shapeshift into a draconic form. If he does this without a Dragonstone on hand, he will be a feral beast, giving into the magical power a human mind is meant to control. But as long as he has a Dragonstone he can retain his human mind and control, even being able to speak. In this form he can't use human weapons, but he can bite and claw, as well as use a Dark aligned breath weapon, and his wings also grant flight, though due to his size it require a lot of space to take off and isn't graceful. He can also shapeshift parts of his body, though they are harder to control and do not last long.

His royal blood also gives him the power to manipulate Dragon Veins. These are springs of natrual energy in the earth, and when used by those that can manipulate them they can be used to alter the natural landscape for a short time. Examples include drying up a stream, changing the direction of the wind, melting or creating ice or putting out flames, or even massive changes like shifting the very earth itself. Some Dragon Veins can even make healing spaces or cause overtly magical effects in the area. The user can not control *what* any specific Vein can do- though it is usually in line with the area around it.

His personal skills include:

Chivalry: When enemy’s HP is at maximum, damage +2 and damage received -2 during the battle.

Elbow Room: When user fights in terrain with no terrain effects (Open space with no natural or magical terrain that could get in the way of combat), damage +3 during battles.

Shelter: Select the “Shelter” command to make an adjacent ally the user’s support unit (Basically he can put himself in a position to take over a battle, acting as the 'lead' combatant and pulling focus of enemies away from his ally.)

Defender: Increases all stats by 1 when Pairing Up/in Guard Stance (When fighting side by side with an ally, and protecting them from harm)

Aegis: Halves damage from Bows, Tomes, Shurikens, Dragonstones, Breaths and Boulders (Basically from ranged weapons)

Draconic Hex: After battle, all enemy’s stats -4 (stats recover by 1 each turn). Only available in Dragon form.

He is also the chosen wielder of the Divine weapon Siegfried. This great-sword is not only a powerful weapon on it's own, but comes with a few magical abilities. It counts as a magical weapon, and when unsheathed, if the user wills it, can cause a local shockwave strong enough to make the ground tremble. In battle it can also fire a beam of dark energy to strike foes too far away for Xander to reach. When Xander has it on his person his ability to dodge is improved, and he gains Defense (+ 10 and + 4)

With the appropriate Seals he can change his class and gain new skills as well.

Inventory:

Seigfried
His Dragonstone
His clothing, including his crown and heavy fur cloak.

Samples: TDM

(no subject)

[personal profile] kingshaming - 2018-04-28 09:04 (UTC) - Expand
notjustahacker: (pic#12179514)

[personal profile] notjustahacker 2018-04-23 04:35 am (UTC)(link)
OOC Information

Player name: Mika
Player age and gender: 28 | F
Player Contact: lightningstrikes#6453 @ Discord | indulgentsin @ plurk
Any other characters in game? N/A
notjustahacker: (pic#12179519)

[personal profile] notjustahacker 2018-04-23 04:35 am (UTC)(link)
IC Information

Character name: Futaba Sakura
Character canon: Persona 5
Canon point: Just before the final fight with Yaldabaoth
Physical Description: Casual & Phantom Thief | 16 / 4’11”
About the Character:

History: here!

At her core? Futaba is a rather kind girl hidden underneath a tendency to tease and sass others she cares for, wrapped up in a lot of issues and hurt due to her past.

It’s turned her into someone who has a severe case of agoraphobia, to the point it discomforts her to really leave her room and it turned into that way for two years since her mother’s death. She came to be able to connect to the world through the internet, learning how to hack and becoming proficient enough in doing so that she managed to found the international hacking group known as Medjed. Disconnected herself from reality, it was furthered by her adoptive father Sojiro Sakura out of sheer guilt that he couldn’t protect her from the trauma that put her in this position to start with. Though of all people, he ended up being the best person to live with as after losing her mother, she was passed around various uncaring relatives and at one point lived with her uncle who didn’t even really treat her like a person. He wouldn’t even let her bathe or have a proper bed and only helped add to the list of issues that cropped up for her, since her own family blamed her for something that she didn’t have a hand in.

It caused her to end up living as someone without real passion or the need to really live, lonely and living with trauma, guilt, ptsd and extreme social anxiety. A huge part of it being that she believed she caused her mother’s death for the longest time, thinking she should just die and holding an incredible amount of self-loathing. Her shadow reflected that it’d sunk in deep enough to suppress her desire to live, making the aforementioned shadow be more helpful to the Phantom Thieves when they enter her palace to steal her heart. Her shadow went to so many lengths, trying to just get Futaba to be happy again and remember things she’d forgotten all this time. Only after her change of heart does she come out of her room, but at first hiding behind the protagonist if someone unfamiliar showed up, as to not be seen and even goes to lengths of trying to hide behind masks or some kind of face covering. It’s hard to not see her room being some kind of sanctuary or refuge to her, and she’d seen it as a place that nobody could enter. The Phantom Thieves all banded together to get her to let them in, otherwise they never could have gotten in to help her and in the end was the best thing that ever could have happened to her in the long run.

Likely due to all the time she spent closed off from the world, Futaba came to watch all kinds of various anime and played video-games as a form of escapism; to help with her depression as well. Maybe because she’d started to play them on her own, they’d begun to seem mundane and repetitive to her but it wasn’t as if she didn’t enjoy them. As a result of this, she tends to make numerous references amidst her dialogue from time to time. From just internet slang to referencing memes, she seems to do it without so much as a second thought.

“I’m gonna make like a hedgehog and roll out of here” A likely reference to Sonic the Hedgehog for example.

She can be rather good-spirited and casual with others once she’s comfortable around them, such as calling Sojiro by his first name despite him being her adoptive father. Probably due to since he was her mom’s close friend when she’d been alive, and has known him almost her whole life. From time to time she can be rather childish as well, able to tease both Ryuji and Yusuke whether it’s in person or just over the chat. Sometimes Morgana but not always, but it’s worth noting. Her anxiety and unusual habits still show themselves from time to time but otherwise she’s a cheerful and bright person when around her friends and does whatever she can to help them, determined to get to the bottom of why her mother was killed and who was responsible for doing so. She’s a girl who keeps to her word and is someone really quite intellectual when it comes down to it as well, such as promising to help take down medjed in return for stealing her heart.

Whenever she gets into the hacking mode, it’s rather intense concentration and she doesn’t tend to pay attention to anything else but the task at hand. While excelling at hacking she’s also exceptional at coding as well, able to not only hack into a site but re-code things to show things, such as images on other sites when needed. It was with her skills that they were able to actually deliver a rather notable ‘calling card’ to Shido in the long run and with her assistance that they were able to save the protagonist from actually getting killed after the incident with Sae’s palace. Noted that she’s also able to make her own app, as seen as part of the aforementioned incident, and able to plant bugs in someone else’s phone with the slightest ease, along with making her own jump drive able to clone a computer’s harddrive that would surpass even the OS password.

She sees things like school initially as not seeming worth the effort when she could just do it online and never leave her room, but is eventually coaxed into doing so. Seeming confident that she could do a lot of things as long as her ‘key item’ was around her, in reference to the protagonist.

A thing to note is that she has a love for a show called Phoenix Ranger Featherman R, something shown via the figurine set she has along with a poster on her wall for it. Yusuke dared to touch and rearrange her figures and it annoyed the heck out of her, perhaps not making the best impression even if things do get better later on since she gives him his own nickname of ‘Inari’. They do butt heads but get along for the most part asides from their occasional bickering.

In short, she’s a good-hearted young girl with a lot of spirit and a lot of talent under her proverbial belt. She’s smart enough to understand technical jargon, being able to code and hack like a pro but also understands things like the idea of cognitive psience and looking into the technicalities of how that works, so when the phantom thieves first came to her, she had an idea of what they were talking about when they initially sort of brought it up. Being a shut in has also given her a lot of odd habits such as the way she sits and does things in her daily life, and when she supports her friends in battle.

Her nerdy side does tend to show more often than not, via things like her clothes or the things she says. Such as when making membership cards in Sae’s casino, the name she puts on the extra card is Taro Tanaka which is a subtle reference to Durarara!!, the name belonging to an alias the main character used once in a chat. It’s not the first or last one she makes, and the others around her don’t seem to mind it.

Character abilities: As a Persona user, Futaba’s able to do a number of things to assist the other Phantom Thieves in battle. They go generally as such:

Moral Support - Is able to provide them with healing and support (buffs that boost attack
Mementos Scan - Upon entering, has the chance to scan the entire floor from the start.
Position Hack - Sometimes can start the battle with a Hold-Up (which leads to a powerful All-Out Attack)
Active Support - Allows her to recover SP for the team
Treasure Recover - Treasure chests may respawn after a battle.
Emergency Shift - The ability to allow reserve party members to substitute two or more downed active members in battle.
Final Guard - Negate/Nullify an attack that would otherwise kill any party member.

As far as mundane abilities go? She is a VERY skilled coder and hacker and can do everything from hacking a site to put images on it, to finding out someone’s personal information and releasing publically. Same with how she can hack into someone’s phone (like the protagonist’s) chat in order to speak with them and can view things through the camera. She is also capable of doing things like building her own PC as well as making her own applications and making a program that can clone a hard drive. She was also the individual who managed to plant a bug on Akechi’s phone to eavesdrop on his conversations in order to find out the truth about him being the traitor.

Inventory: Being that she’s a very tech-savvy young girl, Futaba seems to always have a couple of things on her at all times:

-- Her phone
-- Her laptop
-- A pair of over-the-ear black and red earphones
-- A small bag of chips in the pocket of her coat

Samples: On the TDM \o/
Edited 2018-04-23 04:36 (UTC)
theosophomoric: (and what will i know)

[personal profile] theosophomoric 2018-04-23 08:14 am (UTC)(link)
OOC Information

Player name: Bramble

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

Player Contact: [plurk.com profile] bramblepatch, discord bramble#6628

Any other characters in game? Sawbones Jetshard
theosophomoric: (while millions of lambs)

[personal profile] theosophomoric 2018-04-23 08:21 am (UTC)(link)
IC Information

Character name: Sonja Klee

Character canon: Fallen London (blank slate player character)

Canon point: The in-game date is April 1896; it's four and a half decades after London was stolen, and the current Lord Mayor of London is the supposed Tomb Colonist Feducci. As a character, Sonja is approximately mid-late game; she's progressed through as much of the Heart's Desire ambition storyline as has been released, and has acheived several other high-level plot milestones.

Physical Description: [An illustration + face claim is Camren Bicondova]. Sonja has recently turned 27 and at 5'2" is of average height for a woman of her time period. She has spent the past eight years living underground and studying things man was not meant to know, and she looks it; her already naturally fair complexion is very, very pale, and her curly, light-brown hair is both going prematurely silver and worn cropped very short for a late-19th-centry woman owing to the risk posed by frequent Correspondence-related hair fires. She does not typically wear cosmetics, and tends toward dark circles under her eyes. Occasional, but not as occasional as would be wise, contact with the godlike entity known as Storm has turned her eyes the mottled grey of stormclouds.

She prefers dark-colored, plain clothing, usually in brown or shades of blue and purple, and while she has no personal objection to donning trousers for the sake of practicality when undertaking strenuous work, she prefers period-appropriate women's clothing for everyday wear and when trying to make a good impression. She favors amber jewelry. Her hands and forearms are often stained with ink and speckled with minor cuts and burns, and she has two tattoos, although neither is typically visible when she's dressed - the likeness of a Rattus faber bandit on her upper right arm, and her own name, in script embellished with twining ivy, on her left hip. Most of her major scarring is likewise hidden beneath her clothes; while liberal application of the Neath's various questionably-safe curatives has prevented many of her serious injuries from scarring, she does bear the lasting marks of a number of wounds to the torso which should have been, and temporarily were, fatal, and the scar of a large dog-bite on her left forearm.

About the Character: A note on the world of Fallen London: while in our world, Prince Albert died of typhoid fever in December of 1861, in Sonja’s world things went a little differently, to the tune of “capitalist space-bats, in cooperation with a lovesick and frightened minor cosmic horror living under the earth, offered Queen Victoria the opportunity to save her consort’s life in exchange for the City of London.” Victoria accepted, becoming the Traitor Empress of the city of Fallen London. Albert survived, after a manner of speaking. London was relocated to the vast subterranean cavern known as the Neath, as the Echo Bazaar’s Fifth City - part of its research into the nature of love in a millennia-long attempt to draft a conciliatory message to its social superior and former lover, the Sun. Much of the oddness of the Neath can be traced, directly or indirectly, to the fact that the Sun and the other Celestial Judgments cannot see what’s going on down there and put a stop to it.

And the rest of the British Empire... persisted, without its capitol, although somewhat diminished in power and influence on the world stage. Sonja was born March 11, 1870, to an upper middle-class family in Salisbury, England. Her father was a Prussian expatriate and former Lutheran clergyman; after the publication of several writings that were fringe by the standards of pretty much any contemporary Christian sect, the Reverend Klee had been “encouraged” to leave his position. After emigrating to Britain, he restricted himself to secular philosophical scholarship and married Sonja’s mother, a schoolteacher. Sonja, born nearly a decade after London’s Fall, was a bright, inquisitive girl, and excelled academically throughout her childhood. She took an early interest in theology, the occult, and the nature of the soul, an interest which her mother tolerated with some concern and her father actively encouraged until his death in 1885. If anything, this loss only spurred her deeper into her darker interests, and at some point in the next couple of years, she began to chase rumors of a card game called the Marvelous, played for the stake of the player’s soul and potentially paying out their heart’s desire – and honestly, Sonja was as interested in the “betting one’s soul” angle as in so abstract a reward. According to the rumors, the game was played in the Neath. Although contact between the Surface and the Neath was limited, there were still a few known points of entry, and in 1888, at the age of 18 and without her mother’s knowledge, Sonja made her way to Italy and from there down the intricate locks of the Cumaean Canal and across the dark Unterzee by steamer to London.

Her early years in London were less than glamorous. Sonja took work and housing where she could find it, dabbling in poetry, pest control, and petty crime to keep a roof over her head, more or less identifiable – if heavily mushroom-based – food on the table, and books on the shelf. She was frequently in trouble with the authorities during this time, and did several short stints in New Newgate Prison. She also was less than cautious of her physical and mental health; death does not work quite right in the Neath and Sonja quickly learned not to fear the occasional stabbing, poisoning, or fall; the Neath’s proximity to the dream-realm of Parabola, along with the influence of certain entities found in the Neath, makes dreams potent and dangerous, and Sonja was sometimes hospitalized in the Royal Bethlehem Hotel with the dissociative condition known delicately as “a state of some confusion” among Londoners. And occasionally sheer social disgrace drove her to temporary exile in the Tomb Colonies, where those too frequently dead and as a result too physically deteriorated for polite society dwell. Sonja wrote to her mother a few months after reaching London, although only after she’d returned from the dead for the first time, a transgression against natural Law which would render sunlight instantly and irreversibly fatal to her. She was now a permanent resident of the Neath, for better or for worse.

The connections she made in those early years with London’s least and strangest would remain strong even when her fortunes improved, for Sonja has a soft spot for oddballs and a loyal streak a mile wide – she befriended the gangs of wild, half-mad urchin children who live in London’s twisting streets and the intricate ropewalks of the rooftops known as the Flit, the bizarre, squidlike Rubbery Men who trade in Deep Amber and are frequent targets of xenophobic violence from Londoners, and the intelligent, mechanically skilled rats of the neath, known politely as Rattus faber but more commonly as L.B.s. And she began her association with Hell’s Brass Embassy and with the Devils that work within.

Sonja was, and remains, less comfortable around most of the human factions of Fallen London; bohemians and society types are entertaining and spies and criminals are useful, but she feels no real allegiance or fondness for most of them. She’s perfectly willing to play the constables and the church for her own benefit, and does a pretty good job of charming them, but privately she’s both cautious and contemptuous of them.

She took easily to the more relaxed mores of a city existing at the whims of an entity that wants desperately to understand love, and after nearly a decade in the Neath, Sonja is notably promiscuous and hedonistic, pursuing partners of all genders and multiple species. Her longest-standing sexual relationship is her open “marriage” to a Rubbery – a physically and emotionally intimate relationship, but not perhaps a romantic one by usual human standards.

Eventually, she began serious study of the Correspondence, the language of the Judgments, and the history of the Neath before London’s Fall. At about the same time, she started working more closely with the urchin gangs, using them as a support network as she established herself as a minor trickster and con-artist. When her exploration of the ruins of the Forgotten Quarter lead her to the Cave of the Nadir, a wellspring of the color of purple darkness called irrigo which causes forgetfulness, she shared that knowledge with the urchins. As her scholarship became more esoteric, she began attracting more attention from the Brass Embassy, and her work shifted from the petty mischief to the darker and more dramatic showmanship of a street conjurer with the support and backing of Hell’s agents.

1891 saw several turning points for Sonja – she finally discovered reliable information on the Marvelous, and began the laborious process of convincing former players to meet for another round. It would take her a further four years to track down all of the players. Some she finds sympathetic and now considers friends and allies, such as the mad playwright-turned-beggar-king Tristam Bagley (also called the Topsy King), the Manager of the Royal Beth (who, thousands of years before, had been the king who naively sold the First City to the Masters), and the Bishop of St. Fiacre’s (secretly one of the monstrous shapeshifters known as Snuffers, but a good fellow for it). Others she has less patience for – Mr. Pages (a Master of the Bazaar), the Deviless Virginia (an archeological rival), and the Cardsharp Monkey (a monkey that plays cards). She now waits, impatiently, on word of the venue in which the game is to be played.

The other major turning point of this year was that Sonja, in an unwisely unguarded moment, allowed a Quiet Deviless of her very close acquaintance to take her soul.

Sonja believed, and still believes, that a person is fully within her rights to sell her soul. In her case, though, she was seduced into it, and quickly found that soullessness did not suit her. When confronted, the Quiet Deviless admitted to having already traded it away – it was at least probably still in circulation in the city rather than having been delivered to Hell. After a couple of months of feeling dully sorry for herself, she set out to investigate London’s illicit soul trade, eventually tracking down her own soul in the possession of an illegal soul-poacher, or spirifer. In the process, she discovered and began working with the church’s Committee for Vital Restitution, an organization devoted to reuniting the soulless with their souls. This association did not end with her own recompletion, and while Sonja remains generally apathetic or mistrustful toward much of the church’s activities, she is to this day an active and productive member of the C.V.R.

However, the ordeal did not actually do much to sour her opinion toward and relationship to the Brass Embassy; she still feels warmly toward many individual devils (though perhaps a bit chilly toward the one who Abstracted her) and is generally supportive of Hell’s recent overthrow of its nobility. Even as she committed herself to her work with the C.V.R., she also deepened her professional connections to Hell; a year later, she would persuade a priest to renounce his vocation as part of her initiation into the Counter Church. (The parallel to her own family history does not escape her.) Serving as a Crooked Cross, she doesn’t consider herself to be working for Hell as much as with Hell, quietly undermining the authority and influence of the church in London. As a Crooked Cross, she uses the title of Advocate - as in, Devil's Advocate, although she leaves the first bit implicit.

Her great passion, though, is her academic work; with the backing of the radical academics of the Dilmun Club, she’s embarked on a number of scientific voyages in the southern reaches of the Unterzee, as well as numerous visits to Polythreme, where everything is alive. Her major focus is theosophy, the study of the nature of the divine, souls, and sapience; her discoveries about the nature of the creatures she shares the Neath with have by now pretty much demolished her belief in traditional Christian theology. She is deeply fond of the oddities that can only exist in the Neath – creatures that could only arise out of sight of the Judgements, such as Snuffers and Clay Men, and beings who have undergone almost unthinkable transformations in their time in the neath, such as the Manager of the Royal Bethlehem (once the king of the First City) and the Third City tomb colonists of Tanah-Chook.

Her studies often become far more personal than is really safe. She over the course of several years cultivated her dreams of the sky and pagan rituals until she successfully invited Storm, the Unterzee’s god of retribution and foul weather and the Bazaar’s warden, into her dreams. She has worked closely with the Professor Emeritus of Infernal Rarefactions at Benthic College, feeding terrible secrets into the Truthbreaker Engine until even more terrible revelations are produced. She’s visited Flute Street, the haven of Rubbery-kind far below London, and occasionally she has allowed them to perform minor alterations on her with their flesh-crafting devices – although nothing that has persisted more than a few weeks after the treatment. She also has stumbled on the beginnings of lore about Mr. Eaten, the lost Master, often enough to know that she does not wish to look deeper into the matter – she does have a shred of self-preservation left.

Sonja currently lives as a voluntary guest – rather than an involuntary patient, having learned to better manage her mental health, albeit occasionally by indulging in alcohol, laudanum, or stranger neathy intoxicants – in a palatial suite at the Royal Beth. She continues a close alliance with the Urchins, supporting several of the gangs directly and also running an orphanage for those kids who are homeless in the city by circumstance rather than choice or close association with Storm. Most of the adult company she keeps is varying degrees of eldritch or mad; the sane and mundane tend to get hurt in her company.

Sonja still has no idea what boon she would claim, should she play and win the Marvelous.

(no subject)

[personal profile] theosophomoric - 2018-04-23 08:21 (UTC) - Expand
fistsofchange: (Default)

[personal profile] fistsofchange 2018-04-23 08:26 pm (UTC)(link)
OOC Information

Player name: Eric
Player age and gender: 33, he/his
Player Contact: [plurk.com profile] overbringer
Any other characters in game? no
fistsofchange: (Default)

[personal profile] fistsofchange 2018-04-23 08:26 pm (UTC)(link)
IC Information

Character name: Lin Bai
Character canon: Fists of Asphalt (Original Character from a table top RPG campaign)
Canon point: Post game ending
Physical Description: 22 years old, 5'5", athletic build, reddish hair, Chinese features, numerous small scars from various battles. Lin moves with the practiced grace of a martial artist or athlete, and makes little effort to hide how she's feeling. Her face and body language are honest and open. Starting clothes: Buddhist monk robes over tank top and shorts. Black nylon backpack. Conical straw hat. Sandals.
About the Character: Some background: As mentioned, Lin is a character from a tabletop game. The game, "Fists of Asphalt", was a loving tribute to series like Mad Max and Fist of the North Star, where civilization has collapsed, and all that stands between the wretched people of the nuclear wasteland and those who would use their strength to exploit others is a tiny band of people with cool cars and amazing kung fu.

Bai Lin hails from the imaginary Yuxi Valley, in the atomic wastelands of 22nd century post-apocalyptic China. In this grim future, fearsome warriors roam the wastelands, taking what they please while those relying on ancient technology fight against ancient monsters and magics that have reawakened with the end of the old world order. Yuxi Valley, however, was a safe haven of relative sanity, where people lived in peace.

She was the illigimate child of a village headman. Rather than have her remain in the village as a reminder of past infidelities, she was sent off to the local temple. The Temple of the Soaring Fist was devoted to martial arts, and situated at the mouth of Yuxi Valley. The monks who lived their defended Yuxi from the various desert raiders, warlords, and other nondesireables that wanted to despoil the fertile valley beyond. The temple was happy to take in unwanted children. They got new recruits out of it, after all.

Lin was a girl, so they trained her to be a maid for the temple, but she wasn't having it. She sneaked around so she could watch the martial arts classes, she practiced on her own, and then she started getting in fights with the students (and winning!). The abbot heard her case and decided that who was he to turn away such a promising student just because she wasn't a boy, and so Lin became "Brother" Lin, an initiate warrior monk.

Abbot Wu Qiang became something of an adoptive father to Lin. Despite being the leader of an order of warrior monks who regularly did battle with the worst the outside world had to offer, Wu Qiang was an optimistic and kindhearted man who would regularly spare defeated aggressors, and offer them redemption. Lin's admiration for the man was boundless, so she strove to absorb everything he had to teach.

One day, however, Abbot Wu Qiang started getting sick. He never recovered, and died a few weeks later. Lin was heartbroken, but her sadness turned to rage when she discovered a vial of poison that produced similar symptoms to Wu Qiang's sickness hidden in the new abbot's chamber. She loudly accused Zhou Chen (the new abbot) of murder. Zhou Chen was absolutely guilty, but he also was a fast thinker. He was able to get Lin stripped of her rank and banished from the temple before she could make her case.

After moping about the wasteland for some time, Lin resolved to go back and bring justice with her. First, though, she needed backup. She scoured the wasteland until, in the town of Hegang, she found a group of likely looking souls, who are listed here. She talked them into helping her take down the local warlord, because she thought it was the right thing to do, and then into destroying a slave trading organization known as the Valley of Fire, with a couple of other stops along the way. The group of hard bitten, cynical, but very dangerous wanderers started getting forged into a band of friends who would take on anyone in the name of making the wasteland a little less grim. Finally, they came back to Yuxi Valley. Lin enacted a plan to sneak into the valley and depose the murderous Abbot Zhou that absolutely failed the moment she stepped into the temple, when Zhou greeted her politely. Privately, he explained that no one was going to believe her no matter what she said, and that he feared her so little at this point that he was willing to end her banishment.

While Lin tried to figure out how she felt about this, she told her story to a pair of visitors to the valley. They declared that they were going to "test" the abbot, and that night they attacked, opening the gates to the temple from within so the hidden army of The Scorpion Queen could invade. Lin went on a one woman rampage, taking her frustrations out on the invaders. Even if she couldn't bring back Wu Qiang, or drag Zhou Chen to justice, she could still defend her home. The temple and valley were successfully saved. Not only that, Zhou Chen saw his temple almost destroyed, and saw someone he had dismissed as unimportant save the valley practically on her own. He had an attack of conscience, confessed his crimes, and took her place in exile. Sometimes, life just works out like that.

Lin had seen more of the outside world now, though, so she declined to return to her life at the temple. There was still too much that needed to be fixed in the world, and while it didn't have the same feeling of urgency to it, she also had seen so many things that looked like they might be fun, but were forbidden to the life of an ascetic monk. Now that she wasn't a monk, she figured she could use the opportunity to try it all out and decide if she wanted to go back to being a monk or if she wanted to try being a normal woman. First, though, she had to deal with The Scorpion Queen. With the Soaring Fist monks at her side, she and her friends took the fight to the enemy, facing down the Queen in her lair.

Her quest to fix the world went on well past the Scorpion Queen, finally coming to a climax in the city of New Hong Kong, where she and her friends went toe to toe with a newly born god known as the Yellow Emperor. Though he was defeated, some of her friends died in the final battle, and she decided to take a break for a while. The break was short lived, unfortunately, for it was then that she fell into the Phantasmal Rift.

In a world ruled by the cruel and cynical, Bai Lin is an optimist ruled by her conscience. She refuses to leave a bad status quo be, and rarely thinks her actions through once she’s decided she needs to act. She believes that if she turned her back on suffering she could have stopped, she’d become a different person. The Bai Lin she wanted to be would be dead, with someone worse taking her place. So in a way, she doesn't fear risking her life to help people, because NOT helping also feels like risking her life on a metaphorical kind of level.

She has a certain amount of personal charisma. Whether it's through guilt trips, personal example, dramatic speeches, or even just pleading, she is very good at getting people to do what she wants (She was able to at least partially redeem three of the five major villains across the campaign.), which was good for her, as she isn't actually very...smart...She flounders at things like long term planning and tends to trust people at their word even when it doesn't make sense to do so. She knows this about herself, and is happy to accept advice when she's trying to plan things. She also tends to avoid positions of authority, as they make her uncomfortable.

Character abilities: While all of her abilities are ostensibly explained as incredible skill that anyone could do with training, some of them definitely push into the supernatural boundaries. It's all meditation, chi, and sufficiently advanced martial arts.
Cloud Body Technique: Through intense focus and lots of practice, Lin can make her body lighter for brief periods of time, allowing her to make spectacularly high leaps and jumps. Think Wire-Fu jumps.
Lightning Chi: By storing up chi in her hands (or feet, or forehead, or whatever), Lin can perform a strike that stuns her target like a tazer, leaving them dazed and unable to fully defend themselves for several seconds. Relatedly, though it's not a specific power in the rule books there were several moments where Lin was able to perform incredible feats of strength such as punching people through walls.
Dim Mak: A super hard to do series of pressure point strikes that takes a foe directly to death's doorstep, though it doesn't leave her in much better condition.
Driver: She can actually drive pretty good, though she doesn't know SHIT about traffic laws.

Inventory: Other than the clothes on her back, she has a few items in her backpack for regular traveling:
- Canteen
- Roll of bandages (cleanish)
- Car keys (the car is not in this dimension)
- Change of underwear
- Jerky (don't ask what kind of meat)
- Notebook
- Pencil

Samples: Here's a thread and here's another thread
Edited 2018-04-23 20:28 (UTC)
misanthropicprinciple: <user name="twilightsaphir" site="tumblr.com"> (Why would you ever??)

[personal profile] misanthropicprinciple 2018-04-25 05:41 pm (UTC)(link)
OOC Information

Player name: Asher

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

Player Contact: [plurk.com profile] asherdashery; asherdashery#5061

Any other characters in game? Prompto Argentum [personal profile] photoshooter
misanthropicprinciple: <user name="waifujuju" site="tumblr.com"> (Yellow hearts)

[personal profile] misanthropicprinciple 2018-04-25 05:42 pm (UTC)(link)
IC Information

Character name: Junpei Tenmyouji

Character canon: Zero Escape series, [community profile] theairlock CRAU

Canon point: Original - CDQ-End 2: Payoff 2 (i.e., Zero Time Dilemma's true end)
Airlocked - Post-game

Physical Description: Average these two images and you more or less get the picture. Post-Airlocked, his right arm to the elbow has been replaced with a robotic prosthetic. He has two tattoos on his left arm: a circle formed of two stylized rabbits chasing each other on his inner wrist, and the Kingsglaive symbol taking up the rest of his inner lower arm.
At a glance: 5'8", brown, shaggy hair, 23 years old, average build for a young Japanese man

About the Character:

CANON HISTORY:

✗ (pre-999): Junpei Tenmyouji is born on February 8th, 2006, and enjoys a pretty average, happy childhood. He's best friends with the resident weird girl, Akane Kurashiki, and acts as her hero and protector until she moves away at the end of elementary school.

✗ (999): On November 1st, 2027, a kidnapped Junpei awakens aboard what seems to be an early 20th-century ocean liner not unlike the Titanic with eight other people and is forced by a mysterious figure named Zero to participate in what is called the Nonary Game. He solves puzzles, learns about strange scientific theories from fellow players, and works to discover Zero's motives in holding the deadly game.

999 features branching timelines according to the player's choices. In most of these timelines, at least some of the participants die--often including Junpei. In the True Ending, Junpei discovers that he "knows" information from these other timelines and uses his mysterious knowledge to get everyone to the final room alive. They find out that Zero is Akane and that this Nonary Game has been set up to accomplish two goals: 1) to wreak her revenge on the organizers of a previous Nonary Game in which she and seventeen other children were participants, and 2) to awaken Junpei's ability to access the morphogenetic field (i.e. become a telepath) so that he could save nine-years-ago!Akane's life.

✗ (post-999; pre-Zero Time Dilemma): After the Nonary Game, Junpei drops out of college and joins a private detective agency so that he can use their resources to search for Akane, who has dropped off the grid. For a while, nothing turns up, and exposure to the twisted underbelly of humanity erodes his faith in people. About a year after the events of 999, he hears that Akane will be participating in a "mission to Mars" simulation called Dcom; he threatens his way into participating as well.

✗ (Zero Time Dilemma): On December 31st, 2028, Junpei finds himself once again an unwilling participant in a "Decision Game" run by someone calling themselves Zero. The participants are split into three teams; Junpei's team includes Akane and an American firefighter named Carlos. The gimmick of this game is that each team is only conscious for ninety minutes at a time, during which they have to, you guessed it, solve puzzles, try to escape, and unearth the mysteries behind the game. They are also often prompted to decide whether to kill one, both, or neither of the other teams with a simple push of a button, as the deaths of six people will open the exit. At the end of each ninety-minute interval, they are injected with both a sedative and a drug that erases their memory of the last hour and a half.

Junpei consistently urges Carlos to kill the other teams, to his teammates' great disapproval, and in general acts like a gosh darn little shit. He also gets murdered a couple times, but again, branching timelines are in play along with the fragmented memories, making the whole thing a huge confusing mess.

Ultimately, Junpei, Carlos, and Akane pull themselves together enough to realize all three of them are SHIFTers--that is, ESPers who can use the morphogenetic field to transfer their consciousnesses to other timelines--and take advantage of this, with great difficulty and fatal trial and error, to jump to a timeline where they and the other participants all survive. Junpei also proposes marriage to Akane after revealing that he still cares deeply for her, despite his piece of shit attitude at the beginning of the game.

AIRLOCKED CRAU HISTORY:
I'm glossing over Airlocked's overarching plot, since I know both mods are well-versed in it. If players unfamiliar with Airlocked need more information, I can try to put something together, but good god, that was a year-long experience.

✗ Airlocked R2: The instant Junpei escapes the Decision Game--in fact, the last thing he remembers is ZTD's cliffhanger ending--InterGal7 grabs him for his third (chronologically, at least) death game. Since his memories are rewound to a pre-ZTD point, he makes every effort to be an asshole to his fellow Champions so he won't rekindle his belief in people and subsequently be disappointed. Despite his misanthropic principles, though, most of the people trapped in the Fantasy Sweet slip right through his guard and Junpei steadily grows closer to the friendly, heroic guy he's always been. Due to circumstance and shared trauma, he ends up particularly devoted to Ardyn Izunia, Leonard Church, and Wakasa Yuuri, and formalizes that four-way bond by becoming part of Ardyn's "you weren't supposed to take this seriously but here you are" Kingsglaive.

As a detective, Junpei takes a proactive investigative role in murders and trials, but his reckless nature often sidelines him due to injuries. Even as, in some ways, R2 takes him back to his heroic roots, he also starts to experience serious lasting consequences to his leap-first actions, not least of which is the loss of his arm. Yuuri is perhaps the strongest influence in his development here, as the romantic relationship that blooms between them leads to a deeper examination on both their parts of the structured roles that control their lives. Yuuri tells Junpei she wants to save him, and it turns his whole worldview upside down.

Somehow, Junpei and the rest of the Kingsglaive make it to the survivor pool and get outta town.

✗ R3-R4: For the most part, after Round 2 Junpei drives himself crazy compiling as much information about the show, the science, IG7, and the fandom as he can. His mad drive for intelligence leads to some pretty unintelligent choices, like fumbling the group's attempt to infiltrate a meet-and-greet and ding-dong ditching a private prison. That mistake and watching Rounds 3 and 4 get him questioning how his long-held heroic values might actually hurt the people he loves. By the time the pre-R5 intermission rolls around, he might even have started the process of learning how to do things differently. While he still sails straight into the trap, while he still makes reckless choices, Junpei's able to judge the most sensible way to go about their senseless mission--and of recognizing his own comfort and safety as something worth protecting, too. He wants someone to get out and be safe, not just for that person's own sake, but so that he'll know someone's out there. He wants it, and he lets himself want it, and if it comes to nothing plot-wise, it's no less a pivotal shift in Junpei's development.

✗ R5: That development evaporates once more when Junpei's reset back to the end of Zero Time Dilemma and he loses those memories. This season, Junpei starts out comparatively friendly and balanced--but losing Yuuri in the very first case, even though he doesn't remember his relationship with her, is the start of a rapid roller coaster-like decline. Helpless to prevent death after death, useless in freeing the group from Intergal7's clutches, bombarded with memories of people he didn't even know he lost, Junpei swings wildly between compassion, action, and despair. Ultimately, his desperation leads to his literal downfall--down an elevator shaft where he breaks his neck in an accident for which yet another of his friends is culpable.

After dying, Junpei spends a couple weeks in the simulation with the other deceased Champions but doesn't do much there of note, except propose to Yuuri once reunited with her and the full package of his missing memories. After the survivors free the dead from their comas, he goes with Yuuri and the rest of the R2 Kingsglaive to Persona 5's Japan, where he works odd jobs from home and babysits Yuuri's younger sister, Ruu-chan.

CHARACTER SUMMARY

In short, Junpei's what you get when you take a fairly average Japanese boy next door--one with a snarky punster's sensibilities and a heart of at least bronze, if not gold--and throw him into four death games in under two years. While Junpei remains essentially good-natured, a champion of children in particular and the weak in general, he's also seen far too much of humanity's ugliness and copes through cynicism and assholery towards those who can perhaps withstand it but don't usually deserve it. He's strongly oriented towards taking care of his own rather than saving the world, and he doesn't take kindly to anyone airing lofty ideals. Or someone trying to tell him what to do. Or people his people don't like.

That said, he can be weirdly easy to get along with if there's an understanding that he's going to be low-key antagonistic unprovoked, and he's adept at putting aside his pissiness and mistrust in order to get things done. Junpei is madly proactive, needs to be engaged at all times, and isn't afraid of working with people he finds unsavory for the good of his group. However, he can and will go to any lengths, including betrayal and murder, to keep his friends and family safe. While the Kingsglaive have overall had a positive influence on his nihilism, he still tends to place little value on his own health and safety in favor of getting things done and usually leaps before he looks, as trial and error is the name of the Junpei's game, really.

He's cleverer than he is wise, but more level-headed when it comes to interpersonal relationships than he seems. He excels at using his surroundings in creative, often reckless ways, and he can't resist a good challenge. Also, when the chips are down, he will usually do the right thing--as long as the right thing is in his loved ones' favor.

Character abilities:

✗ Morphogenetic Field

The morphogenetic field, a key mechanic of the Zero Escape series, posits that human thought, ideas, and memories are not generated nor stored within the physical brain, but rather comprise a separate plane of existence divorced from both space and time. All human thought takes place in this field or plane and is then relayed to the body that has to work in the physical, time-bound world.

In Airlocked, Church called it something like "cloud storage for psychics," which is a pretty good way of understanding it. Espers like Junpei are those with a higher level of access to the morphogenetic field, meaning they can come in contact with information they themselves--that is, the current iteration of them--did not experience. This special access to the morphogenetic field is boosted when the esper experiences danger and epiphany, thus Zero Escape's emphasis on mortal peril and multiple levels of puzzle-solving. These powers are also boosted by the presence of other espers, so it's beneficial to have more than one around.

Most ZE espers, including Junpei, access the morphogenetic field in one of two ways:

Transmission/reception
More prominent in 999 than in ZTD. Most espers find it easier to either transmit information through the morphogenetic field OR receive it, though they are all capable of both. This coincides neatly with a tendency for espers to come in sibling pairs of one transmitter and one receiver. An esper can't just think really hard at someone to send them a telepathic message; not only does the person they're trying to reach have to have the same ability, but they (usually) have to have a close connection. An esper can also send/receive information to/from themselves across branching timelines.

Though they aren't siblings, Junpei's esper pair partner is Kurashiki Akane. He was able to contact her nine years in the past through the morphogenetic field in order to save her life. He has not been seen to be able to connect with any other esper.

SHIFTing
Vitally important to VLR and ZTD, SHIFTing is the actual mechanism by which Junpei "time travels." It is not true time travel, but rather transferring his consciousness--which is, after all, nothing more than a complex bundle of thoughts, emotions, and memories--through the morphogenetic field to a Junpei in different timeline, effectively switching consciousnesses between two bodies.

*NOTE: Junpei is not a particularly strong esper on his own, but he grows significantly more powerful through the repeated stress of danger and epiphany in 999 and ZTD. While his powers were dampened in Airlocked, the same forces of danger and epiphany were constantly at play over a much longer period of time; it's reasonable to assume his psychic powers have become somewhat more usable, even without Akane or other espers around.

Transmission/reception won't really matter without other closely-bonded espers for him, but given PhanRift's supernatural setting, Junpei may at least be able to SHIFT or transmit information to himself when in mortal danger (i.e., if he died in another timeline).

✗ Kingsglaive: Ardyn

As a member of Ardyn's Kingsglaive, Junpei has access to the following magic powers:

Warping
Junpei's strongest suit, magically speaking. If Junpei throws an object, he can warp himself to it in a burst of magenta light.

Elemancy
In theory, like the Kingsglaive members in Final Fantasy XV: Kingsglaive, Junpei can draw from Ardyn's magic to summon fire, lightning, or ice, offensively; or a colorless wall, defensively. He hasn't experimented much with this and probably can't really do anything yet.

Armiger access
All the cool kids use their dads' magical hammerspace.

✗ Airlocked Nanites
Junpei's chock-full of healing nanites! Yaaay! They'll repair his body even if it dies! Y...aaaay... Generally, these provide him slightly faster than average healing. Also translation, in case whatever handles it in PhanRift ever goes down, I guess.

✗ Puzzles
You'll never guess, but Junpei's just, like, aces at puzzles. He's so good at puzzles, guys. Number puzzles, word puzzles, physical puzzles, puzzling out murders, turning his own death into a murder puzzle, he just. He's seen and solved so many goddamn puzzles, my dudes.

✗ Robotic Arm
His right arm can interface with Irken technology, and also, it vibrates.

(no subject)

[personal profile] misanthropicprinciple - 2018-04-25 17:43 (UTC) - Expand
makejapangreat: (wild)

here goes nothin

[personal profile] makejapangreat 2018-04-26 04:54 am (UTC)(link)
OOC Information

Player name: Rui
Player age and gender: 25/F
Player Contact: [plurk.com profile] gradient | Rui#4474
Any other characters in game? 0
makejapangreat: (ARKGHSDGLK)

[personal profile] makejapangreat 2018-04-26 04:56 am (UTC)(link)
IC Information

Character name: Shido Masayoshi
Character canon: Persona 5
Canon point: Post Change of Heart
Physical Description: old asshole, can u believe this dude's 53, kukuku, technically this is his shadow but u get the jist
Height: 6'0"
Age: 53
About the Character: If I don't steer this country, who will?!

A frightening tyrant of a man who can order the execution of even an extremely well-known, high profile person, all without raising the slightest suspicion that he's behind it. He had a dream of becoming the Prime Minister of Japan and tearing it down from the ground up, reforming it into a glorious country that could stand toe-to-toe with the greatest nations of the world— and maybe even surpass them. His brutal, means-justify-the-ends mentality meant there was nothing he wouldn't do in order to secure his position. He manipulated his opponents and had many killed off. Taking advantage of his son, Goro Akechi and his ability to use the Metaverse, he forced many of those opponents to have psychotic breakdowns, causing their inhibitions to be removed, allowing them to effectively destroy their own reputations by taking actions and saying things they never would otherwise.

It's possible that once upon a time, this meant something, and that once upon a time, there was a righteous feeling of justice in Shido, angry at perceiving Japan to be failing in multiple areas and wanting to wipe everything clean so he could start over fresh. But there was an anger at the populace, as well, for not taking more steps to correct what was going on. According to his Shadow, the useless masses wished for an easy life without the burden of working hard to get that life. In fact, his Palace, the physical representation of his mind, at large suggests the mind of a man who trusts only himself and expects that every other human being is only working to benefit themselves, while wearing a mask that's most appropriate for the situation. (Interestingly enough, his Shadow, all his repressed desires taken physical form, mentions being a "chosen one" a few times, and this may well point to direct interference by Yaldabaoth, who was using Shido's conspiracy in a bet against humanity). Of course, he has no qualms with using that to his advantage, promising, bribing and threatening others all into doing what he wants— but it's pretty lonely at the top. Maybe that's part of why his methods of coping include copious amounts of alcohol and pressing himself onto unwilling women?

If that disgusting behavior isn't enough, there's even more evidence of his blatant disregard for individual human lives: of the multiple women he's slept with, he caused one of them to conceive, with evidence pointing strongly towards two, and even more likely more that are forever nameless. He wouldn't dream of holding off on his career to be a father or investing money into a child and wife, so those women were left as single mothers to fend for themselves. What's more, well, it wouldn't do to have these women or his children outing him as an irresponsible, illegitimate father, would it? That could very well sour his reputation. It's only said in the game that Akechi's mother took her own life, but Shido has had a rather frightening amount of influence for a long time. Who's to say that he didn't set it up to look like a suicide? At the very least, it's exactly what he did to Futaba's mother, Wakaba Isshiki... and if it works so well the first time, or the first few times, why not do it again?

And it's not just women who he has a blatant disregard for. Indeed, he ruins the reputation of many men, has many who directly oppose him snuffed out, and manipulates and threatens others into compliance. He has the protagonist arrested for interfering when he was forcing himself on a woman, leaving a black mark on his record that would have him discriminated against for life. Perhaps the most notable of all is his relationship with his own son, Goro Akechi. In fact, from the moment he met him, he suspected that he was the child of a certain woman (a rather interesting fact to note, since he finds most people so insignificant that he forgets who they are... and this particular woman made enough of an impression to last a little over a decade and a half), but was careful to conceal his suspicions effectively enough that Akechi believed he didn't have the slightest idea who he was. Akechi then offered his services to him— his powers and ability to go into the Metaverse.

And here's where shit gets really fucked up.

Akechi had known how to cause psychotic breakdowns in people, but what he didn't know was that he could go one step further. By destroying a person's Shadow, he could effectively destroy a person's mind and send them into a permanent coma— a mental shutdown, and it was Shido who taught Akechi how to do this... how to teach his own son how to kill, all for the supposed greater good of the country. What's more is that he then trapped Akechi in his clutches, threatening to kill him should he dare try to turn against him. He even suspected Akechi's true intent in wanting to kill him when he finally became Prime Minister, and in turn, decided that he would have Akechi eliminated once he rose to position.

When the Phantom Thieves came about, he came up with a brilliant plan: he could pin the blame on them for causing the mental shutdowns that he had been perpetrating with Akechi. Heh, nevermind the fact that his son had gotten attached to them... Expertly, he cultivated the Phantom Thieves' rising popularity, then at the height of it, had their statistics manipulated to point to the president of Okumura Foods. Once they had done their thing, he had Akechi enact a mental shutdown. Not only that, but he set up a plan to essentially manufacture a Palace within one of the Thieves' sisters, Sae Nijima, so that they would be drawn in, a police force would be sent in while they tried to steal her treasure, and Akechi would kill him in the real world while setting it up to look like a suicide.

Safe to say, Shido is a pretty reprehensible man. And then his heart was changed.

A Change of Heart does an interesting thing where all your distorted thoughts are removed and you see reality for what it truly is. It strips you of the justifications you use to reassure yourself that you're not a bad person— this is just the way things work. The world is a cruel place, and you just happened to get out on top, that's all. A Change of Heart says "lmao no you're just a really fucked up person" and leaves you going "Oh god I'm a really fucked up person". It's a pretty startling and shattering revelation that has those affected often immediately breaking down into tears and subsequently confessing their sins so that they can be appropriately punished for their crimes.

Shido was no different. Upon waking up from the drug-induced temporary death he'd made in a last-ditch effort to ruin the Thieves' efforts, he was in shock, taking several moments just to get his bearings and figure out what the hell had just happened to him. Suddenly, everything... everything that he had done hit him like a brick wall. "What have I done?" he whispered in horror, right before being reduced to guilty, humiliated tears. So wrapped up in the weight of everything he had done settling down on him, he didn't even pay mind to his subordinates, who were desperately trying to figure out how to cover this whole debacle up.

There's very little to go off of what kind of man he's been transformed into, as we really only see that man in the scene where his heart was changed, and then subsequently in his inauguration speech. He starts out fairly innocently, thanking the people for electing him into position. And then it all goes to hell: he confesses all the terrible things he had done, believing that the people had a right to know. Curiously enough, his subordinates look alarmed and start frantically waving to cut the news feed off— suggesting that Shido had used his skills of manipulation and acting to make them believe that he was going to perhaps read from a script instead of confessing. Of course, everyone is too shocked to do anything, and the whole of Japan is made aware of his atrocities.

It's a far cry from the man who thought of the people as the "useless masses"— there really does seem to be a genuine appreciation for them when he thanks them at first, and a real belief that they deserve to know the truth about what he'd done. And now, he understands exactly the depth of what he'd done. He states that "I am a true criminal that can be tried for any crime, and it still wouldn't be enough!" In fact, he begs for the public to pass judgment on him, for him to atone with his life— after all, all of his crimes, especially to use them into get into such a position of power, would certainly warrant a capital punishment. He's incredibly passionate while he talks... his sense of justice has been renewed, and now, he wishes to uphold that justice by convicting one of the greatest criminals he knows: himself.

While he's had a few days to sort himself out, having a change of heart is... kind of traumatic, in a way, and he's still reeling from the consequences of it. He doesn't entirely know who he is anymore; only that he's wronged thousands upon thousands of people, and that he is a heinous man who has committed countless crimes and sins. The guilt weighs on him like several tons, and prior to being taken to another world, his plan was to get what money he could, make repayments to those he'd wrong, and do as much good as he could before he was ultimately executed, as he should be. But now his world has been turned upside-down once more, and now, he has more time to figure out exactly who he truly is— whether he wants to or not.

Character abilities:
- This guy is hella charismatic. Literally, that was his whole thing that had him very nearly win the election as the next Prime Minister of Japan (you know, besides all the awful manipulation and murder).

- He's also a fantastic public speaker, which ties into another reason why he came so close to winning the election. He knows what people want to hear, and how he can manipulate that to suit his needs.

- He's incredibly organized and actually makes a pretty damn good leader. He knows what matters need the most attention, how things can be used to their advantage, and how to delegate resources to maximize his benefits. This comes in the form of strategizing, as well— he used his knowledge of the metaverse to create a plan on how it could be used to trap and capture the Phantom Thieves.

- He is also authoritative. The way he carries himself, his demeanor, and overall personality demands respect and obedience. Less so after the Change of Heart, but it stands a good chance of resurfacing.

- He is intelligent and observant. He's good at reading people, figuring out what they want, and using that to his advantage.

Inventory: The clothes on his back, his glasses. Maybe a nice watch. His smartphone.

Samples: TDM Top and Tag Out
anarchia: (awoo rising revengence)

YOU'VE GOT THE TOUCH

[personal profile] anarchia 2018-04-26 08:25 pm (UTC)(link)
OOC Information

Player name: Jeff
Player age and gender: 21, he/she
Player Contact: oh...you know
Any other characters in game? Astolfo
anarchia: (BASS BOOSTED AWOO)

YOU'VE GOT THE POWEEEERRR

[personal profile] anarchia 2018-04-26 08:25 pm (UTC)(link)
IC Information

Character name: Carnivac
Character canon: Transformers (IDW continuity)
Canon point: Post-Sins Of The Wreckers
Physical Description: In his alt mode, he resembles a regular wolf with white fur. In his normal form, though, he's a large brown robot with wolf-like features, blue skin and red eyes. (the angry looking one in the front here)
About the Character: Carnivac is an ex-cop who once worked with fellow comrade Stakeout under Ultra Magnus during the time of the war between Autobots and Decepticons. They attempted to bring justice across both sides, but after some time Carnivac defected to the Decepticons.

Once the war ended, Carnivac was left with an anger at those that commanded from both sides, and towards the "ruling class" of the war; those who were not footsoldiers, but comfortably sitting and sending others to do the dirty work. His sense of justice and desire for change had him establish an underground group called Mayhem, planning to spark revolution by first taking out Prowl: high ranking autobot and war criminal. Allying himself with the mad scientist Tarantulas, he and his other members received bio-disguises that allowed them to transform and mimic earth animals.

During this operation he was reunited with Stakeout...in his final moments before death. Staying at his side until he passed, Carnivac provided him reassurance that his friends were safe, and that he feels that- despite the fact they are no longer on the same path together- he is going on the right one. Though he had lost one of his allies, Polar Claw, shortly beforehand, he is more concerned by Stakeout's death; Polar Claw knew the situation he was getting into, and the cause he was dying for, whilst Stakeout did not (as well as being a much older friend to him).

Despite them being dispatched to go against him, Carnivac shows little animosity towards the elite strike team of the Wreckers. He offers them the chance to ally with Mayhem, to work together towards change for the better. He doesn't care for killing them (killing without reason or remorse makes him no better than those he condemns) but sees that it may be a necessary measure to take to reach his goal. He's not one to blindly run into battle, but wait from the sidelines until it is appropriate and necessary to fight, and he just as well knows when to run from a fight too, believing it to be better to regroup and live to further the cause than die clinging to some flimsy belief of honor. Mayhem managed to avoid death by fleeing Tarantulas' Hell Dimension The Noisemaze and collapsing it behind them, unfortunately trapping Tarantulas inside.

Though they succeeded in initially kidnapping Prowl, their mission ultimately failed due to both the intervention of the Wreckers, and Tarantulas going off on his own and making the whole thing about his relationship drama with Prowl, who he apparently fathered a child with, and he left that child to die and trapped Tarantulas in the Noisemaze and also that child is the Wrecker, Springer (Carnivac absolutely did not sign up for this at ALL). It wasn't a complete failure as, even though they lost Polar Claw, they recruited the Impactor into their ranks, ready to start again with his allyship.

He tries to maintain an appearance of being cool and collected, but is often one to slip and let his emotions break that exterior. Usually these emotions are anger or annoyance, especially towards his teammates being embarrassing in front of the people he's trying to intimidate and fight. The impression he makes on others might be a little important to him, and he tries to keep it to this "cold rational lone wolf" type as much as possible, though around his teammates he's more at ease to show his true feelings. Anger is pretty much his most prominent, driving emotion, and though it's often from frustration, the anger that pushes him in life and achieving his goals comes from a place of compassion for his fellow man, believing that they deserve a better world than the war has left them with, believing they deserve a better future than it has given to them.

He has no strong opinions towards humans, unlike some cybertronians, he's rather apathetic to humanity. However, because Stakeout became close with human Verity Carlo, and she went into battle beside the Wreckers, he does have some respect for the guts that they can show. He, most likely, regrets that their planet was ever involved in the cybertronian's conflict. It's not something he's willing to let happen again, and may be a part of why Mayhem stationed themselves in a remote part of Alaska and away from most civilization.

Character abilities: As an outlier, he has a special ability: his howl forcibly transforms any cybertronian hit by it. It doesn't have any effect on other lifeforms, aside from being an annoyance.

He can also turn into his wolf form, which shields his "spark"; essentially giving readings of being a Regular Earth Wolf to anyone who might scan it.

Inventory:

- Blaster
- (Now defunct) communication device.
- That's pretty much it. He's a wolf of few possessions.

Samples:

TDM
This Visitants TDM thread because it was good
Edited 2018-04-26 20:25 (UTC)
ladytakamaki: (9609FyY)

[personal profile] ladytakamaki 2018-04-27 03:05 am (UTC)(link)
OOC Information

Player name: Coco
Player age and gender: 24 + she/they
Player Contact: [plurk.com profile] amplitude
Any other characters in game? n/a
ladytakamaki: (i hold resentment for you)

[personal profile] ladytakamaki 2018-04-27 03:06 am (UTC)(link)
IC Information

Character name: Ann Takamaki
Character canon: Persona 5
Canon point: Post-endgame
Physical Description: Here
About the Character: Ann Takamaki is a force to be reckoned with.

However, she hasn't always been that way. Ann's dealt with isolation almost her entire life before joining the Phantom Thieves. She lived abroad up until middle school despite being born in Japan; her parents are famous fashion designers and travel all over the world, so Ann has been left with caretakers. As a result, she did not have friends at school, and felt as though she was treated like she was invisible by everyone and kept to herself most of the time. However, when she finally made her first friend in Japan, Shiho, Ann showed unwavering dedication and loyalty which would also show through her relationships with the Phantom Thieves.

Ann is very supportive of her friends and willing to make sacrifices for them. The best example of this is Ann's relationship with her best friend, Shiho. She knew Shiho had low self-esteem and volleyball was the one thing she had confidence in; so she agreed to have relations with her school's former, corrupt volleyball coach, Kamoshida, so Shiho could be in the starting lineup for their team. As a result, rumors spread around school about Ann dating Kamoshida and she was further isolated from her classmates. However, despite all of this, Ann continued to stick around Kamoshida so Shiho could be happy despite herself.

Because Ann had been a victim to horrible rumors, she is understanding towards those who are also in that situation. The protagonist and Ryuji, for example, both have a bad reputation at school because of misconceptions about them. Ann befriends them while taking down Kamoshida, partly because of this, and even tells the protagonist that the rumors about him aren't true.

Ann is more compassionate than not, willing to help those in need. When Goro Akechi revealed his intentions behind betraying the Phantom Thieves, despite all the horrible things he'd done (such as trying to kill Akira), Ann was still sympathetic towards him because of how he was treated by his father, even extending an invitation to have Akechi come with them to settle things with Shido. It would have been easy to hold a grudge against Akechi after his defeat, but Ann, like the other Phantom Thieves, spared his life and showed him mercy. With that being said, it seems as though Ann's mercilessness is only targeted towards corrupt adults, which is the main reason behind her joining the Phantom Thieves to begin with.

Because if you're one of those horrible adults? Ann will just kick your ass.

Since the battle against Kamoshida, Ann has resolved to stop letting people step all over her. She promises to herself that she will never allow herself to be used like a slave ever again, marking one of the most drastic changes in her personality. Before, she had passively been avoiding hanging around Kamoshida, making excuses so she wouldn't have to see him after school. However, after awakening her Persona in a fit of rage after Kamoshida blamed Ann for Shiho's suicide attempt, Ann's become more outspoken and willing to fight against injustice.

She shows no mercy or forgiveness towards those who have done horrible deeds. Even when they experience a change of heart and own up to their actions, Ann still sees to it that they are punished in the worst way possible: living the rest of your life knowing what you've done in complete and utter guilt. Ann almost murders Kamoshida after defeating him, but restrains herself because of this; when Ryuji asks her if it's because she wouldn't be able to live with herself if she'd killed someone, Ann simply tells him that Kamoshida's worst punishment would be to confess to his crimes and repent for the rest of his life. Furthermore, she has a hot temper when faced with these kinds of individuals. Her language becomes very colorful when speaking of these sorts of people. She actively seeks vengeance, too, for Shiho after her attempted suicide, and extracts it on Kamoshida in the best way she knows how.

Because of her experiences, Ann has become headstrong and follows her own sense of justice: taking out the corrupt adults to help reform society. Sometimes, though, she wavers in her conviction and questions whether or not the Phantom Thieves are doing the right thing, usually when they're being criticized by the general public. Furthermore, she and the other Thieves get so caught up in growing their popularity to be nationally recognized heroes, that they lose sight of their original goal in making the corrupt adults have a change of heart. However, Ann realizes this and regrets her actions, showing that her sense of what's right and wrong hasn't really changed; she just let her other desires get in the way. She's never once sided with the enemy, however, and never turned her back on the Phantom Thieves and their mission.

Other than her justice, Ann is also highly motivated to become a top model. Her primary reason for pushing forward is Shiho; because Shiho transfers schools due to the Kamoshida incident, Ann resolves to become famous so Shiho can still see her from wherever she is. Before having this conversation with Shiho, Ann didn't take modeling too seriously. She showed up for photoshoots and shone through her natural beauty, but eventually started to become subpar to other models who worked hard such as Mika. Although her ways were wicked, Mika worked her way to surpass Ann at one point through manipulation, angering Ann and making her look like a fool. However, ultimately, Mika also became a source of motivation for Ann; Ann realized that Mika was just desperate to get ahead and actually came to admire her.

Ann can be a really quick thinker, especially while acting as a Phantom Thief. She'll come up with ideas on the fly and step in for her teammates if she needs to. For example, in Shido's Palace, the Phantom Thieves need to obtain a certain number of Letters of Introduction to get to Shido. The girls dress up in swimsuits to appeal to one of the perverted nobles lounging on a pool deck for a letter; they have a difficult time getting a letter from him, up until Ann puts her (terrible, according to Ryuji) acting skills to work. She pretends to be a British noble and successfully obtains the letter from him. Had it not been for Ann's ability to think on the fly, the Phantom Thieves may have not been able to get to Shido.

Other notes: Ann really, really likes desserts? Like. A lot. She's also not really a huge fan of school, often complaining about studying and wanting to take breaks and vacations to relax after studying and exam periods.

Character abilities:

- Persona. Ann has the ability to summon Carmen, based off of the fictional character of the same name. Ann's abilities are focused around utility, such as being able to heal her allies and providing debuffs. She can debuff the attack of her foes, heal one ally completely, and inflict confusion/sleep on her foes. However, she's also equipped with some offensive abilities as well that are centered around fire. With her fire-based attacks, there's a chance she can leave a burn as well. Ann has moves that can enhance fire attacks and increase their chances of burn; good news for any other fire users in the vicinity!

Furthermore, thanks to her Persona, Ann can resist fire since it's, well, her element. However, she's weak to ice attacks.

- Confidant. As you rank up Ann's social link in the game, you gain additional little bonuses from her as well. That being said, one of Ann's most notable moves is called Sexy Technique (i know) to charm and distract enemies during negotiations. She seems to use this even out of battle (see: Yusuke's arc), too. She can also occasionally heal status ailments inflicted onto other party members, withstand otherwise fatal attacks with a sliver of health, and protect allies from fatal attacks as well.

Inventory:
- Her cellphone
- The clothes on her back
- Her makeup bag

Samples: This is pretty last minute so here's a sample from Recolle
induality: (pic#7813905)

[personal profile] induality 2018-04-27 04:18 am (UTC)(link)
OOC Information

Player name: Michi
Player age and gender: 28, female
Player Contact: [plurk.com profile] cloudatlas or on discord at Michi#2437
Any other characters in game? No
induality: (pic#6538306)

[personal profile] induality 2018-04-27 04:19 am (UTC)(link)
IC Information

Character name: Touko Lucis Caelum (Formerly Fukawa Touko)
Character canon: Dangan Ronpa
Canon point: end of Ultra Despair Girls; post-Airlocked
Physical Description: Girl looks a little more like this now. She's gone back to braiding her hair; as opposed to the wild mess we saw in Ultra Despair Girls. Her wardrobe style is typically dark and mature, but still feminine. Her eyes are a bright red color, courtesy of Genocider Syo, since the two personalities merged. Her dark hair is a weird mix of black and purple.
About the Character: Warning-- mentions of abuse, survivor's guilt, depression, murder and a lot of other heavy subjects.

Fukawa Touko was born in a hospital alongside another child. They had different mothers, but the same father. But that other child died in the hospital, and in the process the hospital lost track of which mother Touko belonged to. Neither woman actually wanted the child-- and as a result she was raised in an unusual family with two mothers and a father. Yet of the three parents, not a single one wanted her. It's not explained in detail, but several of Touko's phobias, including that of water and the dark and even her odd eating habits are suggested to come from neglect at home. She didn't eat with her family and spent a lot of time isolated from others.

School could have become a good place for her. But she was similarly shunned by classmates, most likely in part to her stunted emotional and social growth. She wasn't able to properly judge the people around her; seeing friendships that weren't real. On top of that, she was humiliated by her first love. In fact, she didn't have a single friend-- with the exception of Kameko, a stink bug she kept as a pet.

As a young girl, she wanted to have friends and be liked. But not once was she able to find someone that she could connect with. Instead, when her teacher saw her writing and suggested she try it-- she delved into the world of fantasy. Touko believed that because of her horrible life, she was able to picture vividly the kind of world that she wanted to be part of and that's what made her writing capable of reaching people.

She never stopped wanting those wonderful things. But ultimately she became someone who didn't believe she deserved any of them. If no one liked her-- if not one person in her family could love her-- the problem had to be her. There had to be something wrong with her. As a result she began forming a great deal of hatred for herself.

And in the process she developed Dissociative Identity Disorder and a second personality formed. Although they didn't share memories, this new personality left in it's wake a trail of destruction that Touko couldn't miss. It began with the first love that humiliated her and turned into a spree of crimes against attractive men. The authorities had no proper leads and instead dubbed this serial killer "Genocider Sho", believing that their culprit was male. The two personalities couldn't have been different and as a result, they both think negatively of the other. They are, after all, just two halves of a whole person that hates everything about herself. Likewise, the two of them together make up Touko as a whole person.

Touko had several bad habits; including resorting to harsh words against herself and others because she would assume they thought the worst of her and ultimately felt bitterness towards other people. When talking, she stuttered like crazy. She didn't have any confidence in her ability to communicate with others. Likewise she had no faith in anyone and was suspicious and fearful of others. On one occasion she even went so far as to make a comment about being alone with Makoto in her room like she was afraid he would abuse her sexually.

Genocider Sho on the other hand, or Syo-- she doesn't care either way-- is a carefree spirit that's loud and boisterous, laughing maniacally and saying whatever's on her mind. That could be something perverse, rude or just or downright sick. She doesn't have shame. When she talks to other people, she tends to give them cute nicknames of all sorts. She's a fan of guy on guy action and has a preference for men herself, although even she reconsidered that towards the end of Airlocked.

The one exception for both girls in Hope's Peak was Togami. Byakuya was every bit as harsh and hateful towards her as she was on herself. He said nasty things but he was honest. And she latched onto that horrid relationship with great fervor. Because of it, she gave up killing and promised to take control of Genocider. So not everything about that relationship was so bad. And it was the one thing Touko and Genocider agreed on completely. Outside of Hope's Peak, when the horror was finally over she did make one friend. Komaru. At first their relationship was one of protector and protectee; and she was nothing but frustrated with the girl. But the two went through a lot together, and they both became confidants and pillars of strength for the other, to the point where Touko was willing to choose staying with her over going back to the Future Foundation with Togami.

But her real development took place in Airlocked. As a cast member from the murderers round, she was placed in Starfield Penitentiary. And for several reasons, she had no intention of trusting anyone. She recognized the situation for what it was before anyone wanted to believe her due to it's similarities to the Hope's Peak incident and on top of that, a classmate that should have been dead was among the other participants. But she didn't have her own room. She had to share a cell with two other girls. Even if she wanted to, isolating herself from everyone wasn't possible. And things got very chaotic very quickly. Two aliens died protecting them the first week and after that-- the game started.

Having to deal with other people again, she expected very much the same treatment she got from everyone else. But that's not what she got here. People... tolerated her. Some did more than that, even early on. And even when she said horrible things or got weird on them... a lot of them still kept talking to her. But she always thought that it would crack and fall apart eventually. They'd kill or be killed. But a lot of the people who showed her kindness didn't go away. They didn't betray her. She even found a love that-- loved her back. A weird bond formed among their little group that she'd never felt before. Like... family. That's why when they escaped, she was happy to stay with them. Like them, she wanted to stop the people responsible for what they'd been through.

Meeting the other survivors was a lot on her. There were so many people-- and she didn't know them. In truth, she was anxious while staying at Yl'lb's house. But even there, a few showed her this strange kindness, even though they didn't even know each other aside from what they'd seen of each other from the show. They accepted her despite Sho. Despite her awful habits. They weren't afraid of her-- they wanted her there. It was a weird feeling to digest.

And she didn't really digest it until the rescue mission. Because of her, the Doctor died. But when she thought they'd be rid of her for sure... they checked on her. They said 'of course' she could stay. She didn't get it. But it moved her heart.

So it was no surprise that when they were all captured and had to go through the game again with no memories, she connected with them again. And this time it was full of heartbreak. It sunk in just how important these people were to her, even the ones she was just really getting close to now. The family she'd made in her first season just kind of grew. Friends, family... she started to acknowledge it. Which is why she began trying so hard to help. Putting together a silly party for Valentine's Day, making chocolates... she wanted to do what she could to keep them all together. She didn't want to see this become Hope's Peak all over again.

But more than once she lost people she felt she should have protected. And then... Togami Byakuya died. Because of her, she'd tell you even now. What she thought was the worst kind of betrayal was actually a misunderstanding of the worst sort. Varric thought he was protecting her. And because of that, Togami died. Not only that, but she lost two other father figures and some dear friends. Emotionally, the last season was a lot harder on her than her own was as far as the cases went.

The trauma resulted in Sho and Touko merging; the personalities one again, and her eyes turning red. Since then, she'd used Sho at times as a shield when she didn't feel like she could handle things, but she'd come back out and force herself to face it ultimately. In her heart, she's grown a lot stronger, but she still wavers at times. Her confidence has grown and there are even things she'd say that she's done well and... is proud of.

Surviving Airlocked-- helping save PAL and protect the others-- was the greatest accomplishment she'd ever had. No book could even come close to being able to hug her friends and family again. Of knowing that they could have their lives back, or build new ones... and she helped do it. There's still a lot of guilt she carries. For living when other people could have... for what happened after Leon's case... for what happened to Varric and Togami... but it's healing. And terrible as it was, she's glad that she went through this.

Character abilities:

▸ Super High School Level Literary Girl The mundane skill that brought Touko to Hope's Peak was her ability to write compelling and heart-felt romance novels. She was published at a very young age and continued to excel in the writing world. It's something she continued even in Airlocked. She's very articulate and has neat handwriting-- despite that being one of the few things 'neat' about her. Her organization and personal upkeep have improved, but as bad habits, they still resurface from time to time.

▸ Super High School Level Murderous Fiend The hidden skill that Touko possessed latently, with her alternate personality being the culprit of a large number of murders. While she doesn't seem like an obvious serial killer, she's fast and stronger than she looks. Even after she stopped killing others, she fought numerous robots in Towa City regularly in an attempt to protect and save Komaru Naegi. She's also incredibly durable for her size. It's not terribly hard to knock her back, but it takes a lot to keep her down.

▸ Mecha-maniac After Togami's death, Touko picked up his work where he left off almost desperately. With the help of Ardyn, she was actually able to progress a great deal. She learned to splice wires and replace basic components. She can even recognize parts, if it's something basic she's encountered before. Learning to pilot a spaceship was only the start of her quest to conquer her allergies to electronics.

▸ Cooking Apprentice Airlocked introduced Touko to cooking. Before then, what skills she had in the kitchen were but the most basic. Instant things, really. But with the assistance of Yuuri, Jane, Noctis and the others, she's really learned to cook. It's probably best described as clumsy-- but it actually tastes really good.

▸ Nan-itis Thanks to some bitch named Nina, Touko has nanites in her body. What that means is-- even if she dies, the nanites will repair her body over time. They're all the rage in healing technology.

▸ Warp Striker Upon getting their powers back at the end of Airlocked, Touko learned a few tricks from her dad. The first of those tricks was the warp strike. Upon throwing an object, Touko can warp to it's location, allowing her to get a one-up on her enemies. In her case, the thrown item is typically her weapon of choice-- the genoscissors.

▸ Elemancy, my Dear Watson Because of her connection to Noctis, Touko has also learned how to draw power from the elements. It's an offensive form of magic that can vary in intensity based on the amount of power you put behind it. Although she'd like to put fighting behind her, she's absolutely tried it out. Considering the life she's lived up until now, she absolutely knew that she wanted to be able to use it if she had to. Besides... it was a lesson from her dad. She wouldn't miss out on that for the world.

Inventory:

▸ Moon Pendant - A small moon pendant necklace worn upon arrival.
▸ Promise Ring - A silver promise ring. A gift from Soma Cruz. It's... very important to her.
▸ Clothing - The clothes she wore to the party when they all gathered. She's still wearing them.
▸ Messenger Bag - A patchwork messenger bag made of various fabric squares. It's a bit clumsily made, but it was designed to work in a pinch after all.

inside the messenger bag--

▸ First Aid Supplies
- A mostly used bottle of painkillers. There are 12 pills left. The bottle has seen them through a lot of injuries since it came out of the Flavortown machine.
- One roll of bandages; slightly used.

▸ Cell phone - It's a newer model. She just bought it for herself before the party. There are a few apps on it, but despite no longer being allergic to technology, she's still a simple girl in that regard.

▸ Hardlight Projector - A tiny device designed to alter the wearer's appearance. It's designed to be worn around the neck. There are a few things programmed into it already.

▸ Personal Journal - A leather bound journal with a snowflake embossed on the corner. There's a lot of writing in it.

▸ Paperweight (Starscourge) - It's a large lump that's little more than a paperweight but it's design is that of a terrible plague from Noctis' world. He didn't want it so he gave it to her so she could use it.

▸ Scissors - Three pairs; sharpened. In her hand they're not just a tool-- they're deadly weapons.

▸ Photos and Letters - There are a collection of photographs and letters in the bag as well. Dead letters from Airlocked as well as photographs of her classmates.

Samples: Test Drive Meme + tag out
myocordial: (099)

[personal profile] myocordial 2018-04-27 06:54 pm (UTC)(link)
OOC Information
Player name: Rem
Player age and gender: 23, she/her
Player Contact: [plurk.com profile] remaix or Remaix#1545 on Discord
Any other characters in game? N/A
myocordial: (013)

[personal profile] myocordial 2018-04-27 06:58 pm (UTC)(link)
IC Information
Character name: Heart of Caledonia

Character canon: Kamen Rider Drive - Airlocked CRAU

Canon point: Kamen Rider Drive Saga: Mach/Heart (Canon) - Post-Airlocked (CRAU)

Physical Description: Picture. 6'2". Age is ???, but best guess is somewhere around 16, chronologically? not counting time spent dead. the timeline is a mess. goddammit toei.

About the Character: Canon History

Heart's name is very accurate on many levels. Not just aesthetically or power-wise. Rather, the word is a good summary of everything he is.

Back in the world he originally came from, Heart was the leader of all his fellow Roidmudes; a position he took very seriously. It meant being in charge of their revolution, calling the shots, deciding what was and wasn't acceptable. Keeping them in line when necessary. But it also meant looking out for everyone. He considered every member of their species one of his friends, after all, and you take care of your friends. You don't use them as pawns. No one is expendable. His loyalty is very intense - he'll do just about anything for his friends. Sometimes it can blind him a little, as he only sees the good in those he cares about and can miss their less... admirable traits, and he's very forgiving of them. But he just loves too strongly.

And he hardly let them do all the fighting, of course. For the sake of their mission he also fought with everything he had. Or rather, with more than he had. Heart can be very level headed and reasonable, even cool under pressure. You need a certain amount of calm to be a leader. But when he does get going, it can be hard to get him to slow down. He doesn't have much in the way of brakes. Once the heart gets the blood pumping, who can tell it to calm down, right? And he does love a good fight. The more brutal, the better.

Still, Heart is about as far from a cold machine as you could get. Not just because of how he treats his friends, but his enemies as well. He's rarely anything but respectful towards the Kamen Riders (especially Shinnosuke) and their allies, despite the fact that they're opposing him. He even refuses to fight when one doesn't have his belt - fighting him when he couldn't fight back would just be barbaric.

In the end, despite being on opposite sides for so long, he fights on Shinnosuke's side. Taking down Banno was more important than anything else. And at the very end he actually saves Shinnosuke's life and calls him a friend - even as he was dying from a fatal blow to his core. Because the longer the show went on, the less Heart could really be called a villain. So much so that, when he's briefly brought back to life, he becomes a Kamen Rider himself - protecting yet more humans and befriending another one.

It might have been more efficient to ignore his sense of honor. To care less and put the mission before anything else. But once a bleeding heart, always a bleeding heart.

It's that trait which led to him being called the Champion of Compassion when Airlocked selected him for their third season. Heart's time on the Fantasy Sweet was... troubled, to put it lightly.

With his memories taken from him, he did not remember managing to befriend humans or the fact that he was the only one of his kind left. So while he was always kind to his fellow Champions, he tried to stay distant from them, feeling like an outsider. But, well. That was never going to work out. He couldn't stop himself from caring and befriending the others; first and foremost growing closer to Rhys, his roommate - and being quite surprised when it was pointed out to him that, yes, of course they were friends. Which is how Heart ended up with his second first human friend... Memory loss, you know.

The trials hit very hard as well. The first trial was maybe the earliest sign that he was a fool to think he could keep his distance from the others, as he had a very emotional reaction to Mai being revealed as the culprit, being very sympathetic to her situation and regretful about her fate. The trials never got any easier... and one in particular harder than any before. The fourth trial of the season just about broke him. Not just due to losing Angel and Rhys, but watching Jack in Rhys' body and then watching Rhys die without being able to do anything about it...

Not to mention right after this he got to remember that he was the last member of his race, so yikes. It's no surprise that around this time Heart distanced himself more again, isolating himself in his room and not seeking anyone out. Which got a little better after the next week and everyone managed to save Choromatsu. Some real closeness happened right after that, involving a certain blonde witch, if you catch my drift.

...Which is honestly a miracle, not gonna lie, because Heart can be rather oblivious and you need to be very direct with him. The boy does not always get flirting, even when it's not subtle.

For the rest of the season and after the end of it, Heart was a strange mix of close and distant from the rest of the group. Because everyone was important to him - they were all he had left now, after all - but at the same time everything from R2 was difficult to recover from. In a way he fell back on being the way he was while leading the other Roidmudes. Sure, he didn't have to lead anyone this time, but the attitude was similar; when you're busy being strong for the sake of everyone else, you don't have time to fall apart.

A problem that only worsened over time, and especially during the final intermission, was the way Heart started feeling more and more useless. It built a lot on everything that happened back home, as well. It turns out that consistently losing people with no way to ever save them really gets to a guy and the whole thing with Choro was more of a band-aid on a gaping wound than anything else. And everyone getting captured by the network again, well, that just made the wound even worse. Not that he regretted trying to go back for those who had been captured, nor going out there in the first place. Leaving friends behind was never on the table, no matter how much of a trap the whole thing had been.

Then season five began and, for a little while, this was all gone.

The kind, polite distance was back once more, but it didn't really last long this time either. Heart was in a much better place to accept becoming friends with humans, as he had all his memories from home and... well, when the memories of season 3 started coming back piece by piece, that only sped up the process. It was much easier to let himself care about everyone and call them his friends. And his reactions to the trial became much more heated, as this time Heart was much, much more spiteful. Instead of breaking down, he got angrier, directing a lot of hatred towards their Overseer.

That spite, combined with a lot of bitterness about their situation and all the stress involved, also helped to make Heart a lot more sarcastic than he'd been before. Because boy, was there stress. And Heart trying to stay cool slowly became more difficult for him throughout the season. Rather than breaking as he had during season 3, Heart tried to power through it, which... was rather draining for him. But he was still determined to make it through everything, for everyone else's sake if nothing else.

Then the incident with Junpei and the elevator happened and he realized that wasn't going to happen. If failing to save his friends was getting him down, accidentally causing the death of one was just about the final straw. Even so, Heart just isn't the type to just give up quietly. Accepting that he was going to die, he used the magnet Junpei had prepared to attack PAL's robot body during his execution... which didn't entirely work out, but he managed to damage the body quite a bit before he died. The only way Heart knows how to go out is while fighting.

Everything that happened took a big toll on him, of course... And it's only when he got to deadland that Heart finally let himself be more vulnerable. In a way, being broken down constantly was necessary to allow him to finally open up and let people in more. His bonds with Ardyn and the rest of the Kingsglaive became stronger as well, to the point that he became a part of the group himself... before he even knew it, because some people just love springing things on others.

Patience isn't really one of Heart's virtues and his time in the simulation was very restless, because he does hate being forced to sit around and do nothing. But his faith in the other Champions - his friends - was always strong and he knew that he could count on them to put an end to everything. Faith which was rewarded when they did just that.

Now alive again and free of both the simulation and the network, Heart joined the rest of Ardyn's glaive as they settled down in Persona 5's Japan. And now he gets to be kidnapped to another world yet again, because sucks to be him.

Character abilities:
Roidmude: First and foremost, Heart, as a mechanical lifeform, has a bunch of advantages that humans don't have. He doesn't need to eat, sleep, or do any of the things humans have to in order to survive. He's also more durable, since his body isn't really organic. Furthermore, it means that destroying his body won't necessarily kill him outright. So long as Heart's core survives, he can live on.
Copying: Unlikely to come up, but as a Roidmude, Heart can mimic someone's appearance and even memories just by copying their data via physical contact.
Transformation: Heart is capable of transforming into a much scarier looking form, which is far stronger and more durable than his default human form.
Strength: Whether transformed or not, Heart's strength is far above that of a human. When transformed, he can easily throw cars around like it's no big deal.
Heat Absorption: Heart is capable of absorbing heat into himself by touching the source and can prevent other things from overheating this way.
Data Mimicry: While in his core form, Heart can transform into data to either phase through solid objects or travel through technology.
Dead Zone: A power very much unique to him. By building up a lot of energy in his heart, Heart can push himself way past his limits, becoming even more powerful. Doing this causes him to overheat and lose control of himself - if pushed too far, it requires outside intervention to stop him. This can have... explosive results. Literally.

Kingsglaive: Thanks to Ardyn, Heart has access to a few extra powers.
Armiger: Like the rest of the 'glaive, Heart has access to Ardyn's special hammerspace inventory. Always handy.
Warping: By throwing an object, Heart can quickly teleport to its location. The range being, of course, limited to how far he can throw something.

Kamen Rider: Using the Drive Driver, Shift Brace, and Shift Heartron, Heart has the ability to transform into a special armored form, aka a Kamen Rider. Like this, he's much stronger than he usually is. A downside is that the form uses up an awful lot of energy, which is extremely dangerous and fatal to Heart.
Viral Combination: Thanks to the cores of Heart, Brain, and Medic having powered up the Shift Heartron, Heart can access a few extra abilities. Using Medic's power, he can use a golden tendril to restrict and shock enemies. Using Brain's power, he can use a liquid, toxic tentacle to poison and similarly restrain enemies. And using his own core's power, Heart still has access to the Dead Zone even as a Rider.

Nanomachines: So thanks to Airlocked, Heart got pumped full of nanites. Which I guess worked out since this robot does have blood, of sorts. These speed up healing a bit and also act as a handy universal translator... which doesn't matter much in this setting, but hey, still good to have.

Regular Stuff: On a more reasonable level, Heart is, of course, a very capable hand-to-hand fighter even without the benefit of super strength. He's also reasonably intelligent and took pretty well to being a detective in Drive Saga, showing a lot of skill in that area. He's also a skilled driver. And, being a robot and all, he does have some experience with tech - he's no expert, but firsthand experience is still helpful.

Inventory:
» His regular outfit (minus his coat), worn on arrival.
» Shift Heartron: a small toy car, which is actually used for Kamen Rider henshin purposes. In his pocket.
» Drive Driver: A strange looking belt. Not very fashionable, but useful for henshin purposes. Stuffed into the Armiger.
» Shift Brace: A device meant to be worn on the arm. Useful for transforming into a Rider, but can also store data and receive messages. Stuffed into the Armiger.
» Phone: a bright red (of course) smartphone, kept in his pocket.
» Shared Inventory: Has access to whatever the hell is being stored in the Armiger.

Samples: TDM Top Level
halffamiliar: (Default)

[personal profile] halffamiliar 2018-04-28 01:09 am (UTC)(link)
OOC Information

Player name: Kaja
Player age and gender: 36, she
Player Contact: [plurk.com profile] kajarainbow
Any other characters in game? Nah
halffamiliar: (Default)

[personal profile] halffamiliar 2018-04-28 01:10 am (UTC)(link)
IC Information

Character name: Rachel Shaker and Rosewisp
Character canon: Original
Canon point: Some time before the magical tournament
Physical Description: Image of Rachel's PB, Rosewisp's PB, PB for monster form (note that their monster form is much smaller than that, more like 10 feet tall)
About the Character:
At first glance, it's a world where young mages, basically magical girls and boys and enbys, fight monsters with the help of familiars, cute creatures which appear to awaken their magical powers. Then at the age of eighteen, they give up their magic for the next generation. Or so the lie goes. The reality is that long ago some mages engaged on a scheme to harvest magical power to use to prolong their lives and enrich themselves. So they turned some monsters into familiars and had them tell the young mages the lie about having fight monsters until eighteen and then give up their powers. To secure this arrangement, they installed killswitchs in the familiars to be triggered, turning them into monsters, if the familiar's young mage didn't give up their magic.

For the first 11 years of her life, Rachel felt that something was amiss but couldn't put a finger on it other than she wasn't comfortable with being treated as a boy. Soon after her 11th birthday, her magical powers awakened and she received Rosewisp, her familiar. Rosewisp was a monster until the elder mages gave her intelligence and a cute form and made her agree to serve their purposes. The first thing Rachel with her new power did was try turning into a girl. And then she kept doing it because she liked it but couldn't pin down why. She also played around with other forms and generally had a blast, though in the end, she ended up with all female forms because she didn't like other ones. She also played with many different powers, losing interest in entire powersets before finally stablizing into a powerset of shapeshifting, flowers, and butterflies. Rosewisp encouraged her in those endeavors and even some mischief, having found a fun friend in her mage. It was a big and enjoyable change from being a mindless monster. But the knowledge of the inevitable end when Rachel would have to give up her magic made Rosewisp sad.

At the age of 13, after two years of combat experience, Rachel figured out that she liked being a girl because she's a girl. After that point, she shifted to permanent girl mode and stopped responding to her old name, asking others to use Rachel instead. At this point, her mage status was effectively outed to everyone she knew, because it's hard to overlook someone suddenly turning into a girl. That caused mild chaos in her life before her parents decided to simply move to somewhere people didn't know her. Rosewisp supported and comforted her, helping her deal with losing her friends. Rachel threw herself into her monster hunting work, focusing on helping others as a distraction. Eventually she made new friends, but monster hunting was still her passion.

At the age of 16, she began formally but secretly dating her familiar, who had grew up along with her. They'd been best friends, but over the years it'd grew into something more. This caused much Concern in many people, but Rachel refused to hide it. Meanwhile, Rosewisp became more and more melancholy as Rachel approached the age of 18 and told her to accept it and give up her magic. But when the time came, Rachel rejected it, causing Rosewisp's killswitch to be activated, the very thing the familiar'd been dreading. Immediately, Rachel sensed Rosewisp's panic and felt her own magic fading away. As Rosewisp began to transform into a monster, Rachel did the first thing that entered her mind: she tried fusing with her to stop the transformation.

It worked, but it left them in one body, part mage, part familiar, and part monster. It was a confusing time and they quarrelled over Rachel's action, but in time they smoothed things over and adapted to their new life... and to being an outlaw. Both Rachel and Rosewisp enjoyed the newfound freedom, even if they didn't enjoy being attacked by younger mages. Regardless, they went around doing whatever struck their whim, saving people, stopping monsters, having fun, making new friends among other outlaws, and so on. As they interacted with said outlaws, they ended up entangled a year after the fusion in a plan to overthrow the elder mages. Just as they were going to go with their allies to a tournament held by the elder mages, they encountered a rift.

Rachel at first impression is a coarse girl given to casual profanity and prone to mischief or at least shittalking and shitposting. But at her core, she cares about other people and has literally fought for them. It's her biggest motivation to fight monsters, though she'll freely admit she's enjoyed using tricky tactics or just plain showing off. She has a sometimes black sense of humor instructed by years of fighting monsters and seeing others' deaths, but is quick to apologize if it upsets people.

Rosewisp at first impression is a polite being who speaks in formal language, but that impression's quickly destroyed by her sense of mischief, and she's often conspired with Rachel to have some fun. She's just as capable of shittalking, but in a different style. She had a fatalisic streak, but that's largely faded since their fusion defeated what seemed an inevitable fate. However, traces of it still remain. When she isn't engaging in mischief, she has a caretaker nature and is responsible for their shared body's neat appearance. She's still trying to make up for her monster days when she terrorized people, though she barely recalls them.

Character abilities:
Rachel's abilities are as such:
- Fluent in English and in ASL which she learned because of a deaf cousin.
- Proficient pranker, decent at stealth
- Interent saavy.
- Eight years of fighting experience.
- Magical girl form with the usual increased physical capabilities to allow her to duke it out with monsters.
- Shapeshifting. She can take a variety of forms ranging in size from mouse to elephant, though using larger animal forms in combat has fallen by the wayside with her access to Rosewisp's monster form. Also, Rachel is permanently shapeshifted into a girl to the point where it's become her natural form.
- Butterfly powers. She can use butterfly themed attacks (which she often mixes with flowers) or summon swarms of them, usually to harass and slightly wound (they're attack butterflies okay) her enemies but sometimes just for aesthestics.
- Flower powers. Not only can she use flower themed attacks (which she often mixes with butterflies), she can cause flowers to grow even out of unlikely spots, and she often uses this to tangle up enemies and sometimes just to make the scenry pretty.

Rosewisp's abilities are as such:
- Same language fluencies as Rachel, though pre-fusion her body's lack of proper hands prevented her from signing in ASL.
- Better at stealth
- Familiar form.
* Unclear species, quadpedal with horns and floral features. (Picture linked in description section)
* Can speak.
* Can meld into shadows, holdover from monster days.
* Can maniuplate things with her 'tails' and has minor utility telekinesis for when that fails.
- Monster form.
* Sort of a large (10 feet) shadowy humanoid with red eyes. It used to be far less humanoid, but the fusion with Rachel influenced it.
* Basically a brute in terms of physical capabilities.
* Can meld into and manipulate shadows, even attacking with them.
* Hard for the nonmagical to focus their eyes on. (A general quality of monsters.)

Because of the fusion, they can access each others' forms and supernatural powers. They can also coordinate together so that one 'pilots' the body and the other uses a magical ability.

Inventory:
Large purse with the following in it:
- Black market and untraceable smartphone.
- Portable video game system.
- Keys to the family home, though she hasn't visited in a while. She still calls, though.
- Assorted pens and notepads.
- Saucy vampire romance novel.
- Hygiene products.
- Trail mix snack.

Samples:
Test drive thread
More test drive
Edited 2018-04-28 01:35 (UTC)

[personal profile] selfsacrificial 2018-04-28 03:16 am (UTC)(link)
OOC Information

Player name: Michi
Player age and gender: 28, female
Player Contact: [plurk.com profile] cloudatlas or on discord at Michi#2437
Any other characters in game? No

[personal profile] selfsacrificial 2018-04-28 03:16 am (UTC)(link)
IC Information

Character name: Velvet Crowe
Character canon: Tales of Berseria
Canon point: post-game
Physical Description: so she's a beast but unless she's fighting the demon hand isn't out, more like this
About the Character: Having lost her sister at a young age, and her parents even before that, Velvet grew up to be a responsible if not a little too strict. The only family she had left was Laphicet, her younger brother and Artorius, her sister's husband. She was forced to be self-sufficient and responsible for a young age. She didn't have room for wild dreams or ideas of romance. All she wanted was to take care of her family. Her brother was always sick, so she was always worrying about him. At times she felt bad that she had to be so tough on him when he had such big hopes and dreams, but she always spoke and acted out of love. It was a simple life, but she was happy.

Until the day her brother was taken away from her and she was turned into a Therion.

The Velvet that became the "Lord of Calamity" is a harsh, imposing woman who would use any tool, any person at her disposal in order to achieve her goals. She is aware of what kind of person she's become. Vengeance is the one driving force that's kept her alive. Until she defeated Artorius, she would do anything to keep fighting. It didn't matter to her if she died, as long as she could take him with her. Even Seres, the reincarnation of her sister, ultimately becomes a stepping stone on her path when the malak is fatally wounded and begs Velvet to consume her during their escape of the prison. She becomes someone who embraces the cruel title the people gave her, more than willing to play the villain. But becoming a demon didn't numb all of her human feelings. Unlike some, she does still express a sense of shame, even if she's more likely to cover it up. And she even shows disdain upon realizing that her sense of taste was taken from her. The idea that she could only taste blood, and not real food, cemented the idea that she was a monster through and through really early on in her journey. She hurts. And even as a daemon she still has regular nightmares about that night, when her brother was sacrificed to Innominat.

To the rest of the world, Artorius became their hero-- their Shepherd. Well, most of the world anyway. And likewise, she became the target of their distrust and hatred. Without understanding what his true goal was, most of the world blindly followed him for the fact that he could defeat the monsters roaming around and keep them safe. Or so they thought. But his plan would have had the world completely stripped of their feelings.

It didn't matter to her that the things she was doing would help humanity. It just so happened that the person doing those things was her target-- the person who hurt her. She had her own reasons, and that's what she focused on to survive. She didn't do the things she did for any sort of noble, selfless reasons-- even if they had those effects. She's a blunt and honest, which can often times come off as harsh and uncaring. She won't tip-toe around feelings, which can be both a blessing at times; telling people what they need to hear... and other times a curse, scaring or upsetting others. Despite that, a soft part of her still remains. The part that at times still results in her trying to act like a big sister to Phi, or stepping in on Rokurou and Eizen's idiot boy fights. That big sister Velvet sill lives deep inside of her.

Even in the thick of her quest for revenge, there is a moment where a large illusion is cast. Her hometown is made to look rebuilt, all the villagers are alive-- and most importantly, her brother Laphicet is at home waiting for her. Despite all the anger and that desire for revenge, a weak part of her still clings to that dream of those simple, happy days. Even though in her heart she knew... a part of her still longed for the blissful ignorance of that lie. She's hardened her heart a great deal towards the whole world, but her past is a weakness she can never really get rid of. That softness lurks deep at the core of her personality. That's why there are still times when she can laugh and joke. It will never be enough to pull her away from her goals, but it's there all the same.

While she made a number of allies along the way, they were all fueled by their own intentions. While she wouldn't say it, she does value their assistance, even if she'd leave them should their goals carry them in different directions. They're weird and troublesome... but she comes to enjoy their idiocy at times, playing along at times, even if poorly. By the end they are more than tools to her-- although she wouldn't know if she could really call them friends or allies. But it's a growth none the less.

As she finally closed in on Artorius she was able to think about the world that she got to see because of this adventure, and how it was all that her brother had ever wanted.

She told Artorius that believed that she and Laphicet should have been the one that died-- not Celica and her unborn child. Then Artorius... he would have done the right thing. He wouldn't have lost his wife and child and he would have avenged them properly. It wouldn't have been like this. But she remembers something important he said and latches onto it, banishing the malevolence of despair inside of her and finishing Artorius for good. And she gives her life to create a cycle; sealing Innominat before he could seal the human's emotions. Her last wish was to see Phi live. A selfless act to put a lid on a history of selfish ones.

By consuming Innominat and being consumed in return, she enters an endless cycle that seals him and prevents him from further trying to complete his plan.

Character abilities:

Daemonblight is a condition that humans named, for what causes daemons-- monsters-- to be born. The true cause of that condition is a substance known as malevolence; impurities born from negative emotions in humans. It can corrupt animals, humans, or malakim and turns them into daemons. In great enough quantities it forces malakim to turn into dragons.

Velvet is a Therion, a type of daemon that consumes all kinds of daemons and absorbs their power through her daemonic arm. Doing so allows her to grow and become stronger. But she can only do that with living creatures. Once they've died and their strength has left their body, even if she consumes them, that power is lost to her. They are designed to feed Innominat. What they are actually consuming more than just the body of the beings is the malevolence inside their body. Malevolence comes in a variety of different types: hatred, despair, greed, conceit, obsession, lust, cowardice, and selfishness. Velvet was initially meant to gather despair for Innominat, after losing her brother put her on a despair-fueled quest for vengeance.

▸ Swordswoman...? Velvet uses a self-taught style of fighting that utilizes a retractable blade as well as a flurry of martial arts moves; primarily in the form of kicks. It's a unique style that's commented on a number of times. While her style is self taught, however, she was also trained in certain areas by Artorius. He taught her his maxims, or life lessons about battle and influenced the way she takes on her enemies, even if she's loathe to admit it. As a daemon, her senses have all been sharpened with one exception. Her hearing and sight have improved; as has her reaction time, strength and speed. The exception is her sense of taste. There is only one thing she can taste-- blood.

▸ Hidden Artes Artes are special abilities that can be used alongside normal physical attacks. Many of hers introduce an elemental aspect to them. It combines her martial arts and bladework with magic.

▸ Cooking Blind Velvet's cooking is loved by many. She has coveted recipes that her sister passed down to her that villagers would rave about. She continues cooking even after losing her sense of taste and does so with great talent. Taking care of her brother and brother-in-law helped her develop a lot of skills -- she'd hunt and prepare her own food and help run the household even at only 16 years old. And she's only matured and learned since then.

▸ Break Soul Consuming Claw is her Break Soul ability. It allows her to use her daemonic claw to strike at her enemies and gain certain advantages based on the type of enemy she's up against. While she is in this state, she loses health consistently up until she uses a finishing arte and returns to normal.

▸ Mystic Arte Her ultimate ability. She has a few different ones that she can learn: Lethal Pain, Annihilating Crash and Impulse Desire. She also has a joint Mystic Arte with Laphicet called Innumerable Wounds. They are her strongest attacks and allow her to land a variety of strikes on one opponent.

Inventory:

▸ Gauntlet Blade - A retractable blade attached to her gauntlet.

▸ Clothes - Her... clothing. It's. Well. They're ragged. They've seen better days.

▸ Comb - Wooden comb. A gift from her brother.

▸ Apple Gels - 15 gummy-like candies that recover 30% of health.

▸ Menagerie Costume - A... unique garment designed for a showman.

▸ ...idol? Costume? - A very gothic one.

Samples: Test Drive Meme
Edited 2018-04-28 05:41 (UTC)
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Marla Sanzashi | Pokemon OC, Demeleier/Cosmographia CRAU

[personal profile] letsplayer 2018-04-28 05:27 am (UTC)(link)
OOC Information

Player name: Indy
Player age and gender: 26, she
Player Contact: [plurk.com profile] swirlix, snowpoff#4031 on Discord
Any other characters in game? Not at the moment.
letsplayer: (Default)

[personal profile] letsplayer 2018-04-28 05:49 am (UTC)(link)
IC Information

Character name: Marla Sanzashi
Character canon: Pokemon OC, but also Demeleier + Cosmographia CRAU
Canon point: After things start going to shit in Cosmographia (so, endgame, but that never got off the ground after the game died.)
Physical Description: A first impressions post! Marla is a pouty-lipped 20-year-old girl of about 5'6'' with a brown pixie cut, a sandy sort of skin tone, and bluish-grayish-hazely eyes with slightly bluish sclera. Her build is fairly androgynous and slender, and there's not a whole lot of muscle tone on her. Oh, and also, there’s a huge faceted copper-toned gem shoved into her chest.

Also as far as facial features go I kinda have an idea.

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[personal profile] daughterofthemark 2018-04-28 06:23 am (UTC)(link)
OOC Information

Player name: Andrusi
Player age and gender: 34/he
Player Contact: [plurk.com profile] Andrusi, Andrusi#0006 on Discord
Any other characters in game? e) None of the above
daughterofthemark: (05F. The king's roar sounds)

[personal profile] daughterofthemark 2018-04-28 06:24 am (UTC)(link)
IC Information

Character name: Arianna Wakasa of Caledonia (in canon, just Arianna Caledonia)
Character canon: Etrian Odyssey 2 Untold: The Fafnir Knight; Airlocked CRAU
Canon point: In between the two phases of the battle against the Calamity (canon); a few months after golden end (CRAU)
Physical Description: Image! She is 19 years old and 5'3".
About the Character:

Born in the Duchy of Caledonia, Arianna was the "Daughter of the Mark," destined to travel to the Temple of Ginnungagap near the town of High Lagaard to perform a ritual. She was kept from learning that this ritual was to transform someone into the "Fafnir Knight," who'd give up his humanity to become a living seal for a monster for a century, because of an older civilization's "Yggdrasil Project" meant to save the environment using giant sufficiently-advanced-technology trees. While on a trip, Arianna met two kids named Sven and Flavio and she accidentally made Sven the new Fafnir Knight, then they both suffered amnesia about the whole thing.

When Arianna turned eighteen, it was time to do the ritual, so she headed High Lagaard to visit Ginnungagap, with Sven and Flavio accompanying her as bodyguards. They met up with an older knight named Bertrand and his not-daughter Chloe, and then when they entered the temple Sven suddenly gained the power to transform because Fafnir Knight, leading Arianna to immediately decide it was her fault he wasn't fully human anymore.

Stuff happened and they ended up having to join the people who were exploring the forest Labyrinth inside Yggdrasil in hopes of reaching a floating castle at the top, so they officially became an exploration guild called Starlight. Along the way they met other explorers in Yggdrasil, like the guy who was planning on committing suicide by boss battle until Starlight convinced him he needed to live for his dog's sake, or the witch and her buddy who were murdering adventurers to stop them from repeatedly killing her sister who'd been turned into an infinitely regenerating monster.

Finally they went to perform the ritual, which meant they finally learned what it actually did. Arianna immediately realized she'd inflicted even more on Sven than she'd thought, and tried to sacrifice herself in his place. But it turned out Bertrand was the previous Fafnir Knight, whose corresponding Daughter of the Mark had found a way to take his place, and the presence of two Knights broke everything and forced them to seek an alternate solution. That meant making their way to the floating castle, in hopes that the Overlord who ruled it could help. That... became a boss fight.

With that done, Starlight headed deep into Ginnungagap to face the Calamity, and defeated it--only for it to rise again and surprise-attack them, knocking Flavio, Bertrand, and Chloe out. Arianna tried again to sacrifice herself to distract the Calamity so that Sven could escape, and Sven told her to stop--

And then Arianna was kidnapped to star in the third season of InterGal 7's hit show Airlocked! as the Champion Sovereign, with her memories reset back to shortly after she met Bertrand and Chloe. Despite not really understanding the situation, Arianna was optimistic, trying to befriend everyone she could. When P.A.L. took control and started encouraging the Champions to kill each other, Arianna sprang into action immediately, exercising her order skills to try to spread that optimism around. This optimism was soon put to the test, though, when her roommate turned out to be the unwitting first culprit, and Arianna's desperate attempt to prolong the trial until they could find a way out of executing Mai went nowhere. She focused on keeping herself together, thinking that the best way she could help was to be strong for everyone... though she found a different way to comfort an inebriated Clarith, who very unexpectedly kissed her.

So Arianna had romance on her mind the next week, when she accidentally caught on to Yuuri's crush on Junpei and began "subtly" attempting to push them together. At the same time, she also started to see Yuuri as more of an older sister figure, someone she could come to for the same kind of support she was offering others. This, combined with her own budding relationship with Clarith, helped keep her in an optimistic mindset, and after the next death she was better able to show the strength she'd meant to all along, even organizing an afterparty herself after the third case ended up being a clusterfuck of tragedy.

In week 7 she said a fuck after finding an exciting new way to doubt herself: suspecting that she'd been deliberately raised to be naive, so she wouldn't question anything about the Ginnungagap ritual. This wasn't necessarily a bad thing at the time, as it led to her reevaluating how she'd been thinking of P.A.L., realizing she'd been edging toward a dehumanizing hatred that's dangerous in a ruler. In any case it kind of got lost when the last case became an emotional roller coaster. First she found herself suspecting Yuuri, then Clarith managed to knock herself out for part of the trial, then actual culprit Queenie didn't even know she was the culprit, and Arianna did a frankly amazing job of publicly appearing to be holding herself together while privately staying up all night banging on Clarith's door until she let her in. Then Queenie miraculously turned up alive, and then Clarith offered to perform weddings which somehow turned into them getting married and it was all very exciting and also panic-y but they were happy and that was what really mattered, and she maintained that good cheer through the final investigation, escaping, and meeting the season 2 survivors.

Then some of the survivors fell into a trap. Despite her worries, this was initially a shining moment for Arianna as she successfully led a team to infiltrate the prison where their friends were being held, but things started going south for her in the aftermath--heated arguments broke out that she couldn't seem to calm down, and her doubts came back with a vengeance. She carried on, continuing to lend the other Champions her support wherever she could and watching out for anyone who seemed particularly affected by the fourth season or the re-airing of the first, but she never felt like it was good enough. She hated not being able to do much other than support people emotionally, and in particular she was never satisfied with her mastery of futuristic technology. Privately, she also constantly compared herself to the various leaders, seeing them as having leadership skills she felt she lacked. (It didn't help that the fandom seemed to largely regard her as "one of the kids.") After the first trial of season 1 was re-aired, she finally admitted this to Yuuri, whose vote of confidence helped a little. It also helped when, through shenanigans, they all got to talk to their dead friends, and as season 5 approached Arianna felt much better about herself..

Finally an opportunity to do something came up: an apparent chance to rescue the dead. Arianna was assigned to a team that would be acting as a distraction by pretending to be their "actors"... only for everything to come crashing down when it turned out to have been a setup all along and everyone got captured by Rox Petuu. She was left in a prison cell with Clarith, hating Rox and trying desperately to sound hopeful.

The next time Arianna awakened, she was in the unfamiliar environment of a mall, with her memories now reset to the last moments in Ginnungagap, unaware that she was now starring in Airlocked!'s fifth and final season. Although she seemed much the same, starting from this new "canon point" left her with a sometimes painful awareness that the relationships she formed couldn't last forever. Still, while her memories were gone, she still felt emotional connections to the people she'd been close to before, particularly Yuuri and Clarith. With their support, and that of the mysterious "Lady Consequence" who was sending them messages, she kept her optimism up... for a while.

Two weeks in, Yuuri turned up dead in the Starbucks, and that was the start of a downward spiral. In that first trial, Arianna realized that she'd had a chance to stop the killer. In the second trial people accused her the murder, and pushed her to admit there were circumstances where she would kill. The third murder happened as a result of people not trusting each other, just when a disaster of a meeting had her blaming herself for divisions between the three groups of Champions. Her memory regains made things worse, showing her a group that got along better and close friendships with people who were now gone. Still, despite everything, she managed to at least put on the appearance of bouncing back every time, and in week 5 she started to cheer up a bit upon learning that her dead friends were still alive in some form and could potentially be saved.

Then Lady Consequence was exposed and killed, and the next morning Arianna woke up to an explosion; despite her Dauntless Order, she watched Clarith die. This was, at last, too much, and she found herself tempted by the Doctor's plan to prevent the whole game from happening. A sudden awakening in an even more futuristic spaceport with new Overseer PAL 7.0 didn't help, either, and as the motives got even worse and her remaining close friends kept dying, she began contemplating suicide. After learning Junpei had considered the same thing and regaining memories of Choromatsu's close call, she resolved not to go through with it, but that didn't make the thoughts go away, not when she felt so useless and increasingly alone.

Near the end, she finally started improving again, with a little help from Fukawa and, thanks to her new Animal Voice Choker, her pigeon companion Sir Canaan. It helped even more when Nari turned up alive after her "execution," and she went into endgame resolved to do everything she could, whether that meant fighting a robot or interrogating a pigeon. In the end she argued for letting the mastermind live, but pointedly did not forgive her. Fortunately she didn't have to dwell on that for long, though, as in relatively short order Nina was arrested, the PIPs were removed, and the dead Champions were revived. The introduction of worldhopping technology even meant she could "commute" to Caledonia, so she didn't have to choose between her duties and her new family, whom she decided to stay with in a version of Japan, where she's lived for a couple of months now.

Despite everything, Arianna still looks for the best in everybody, believes in them, and wants them to be happy, no matter who or what they are, and naturally that attitude makes her a lot of friends. Her cheerfulness is infectious to the point that it's literally one of her class skills. And since she's so sure that there's always a right solution that's best for everyone, she always looks for that solution, and won't quit until either she's found it or she's exhausted every possibility, even if that means going through another 10 floors of the Labyrinth.

All these traits would be great if they were attached to someone with any damn sense. Sadly, Arianna is not that person. She's not stupid, per se, but it's an easy impression to get. She's easily distracted, somewhat lacking in common sense, and not what you'd call the world's foremost expert on situational appropriateness. Things like deciding a mushroom must be edible because it's a pretty color, or discussing whether the monster that just ambushed the party would be good at playing hide and seek (instead of actually, you know, fighting the monster), are just normal behavior for her. She has good observation skills when she pays attention, but she's not always all that good at following observations to conclusions--even ones that seem obvious such as "waiting for people from x to do y + people from x have arrived to do y = these are the people I'm waiting for." She's not nearly as bad about this as she used to be, after going through two rounds of a murdergame, but she's never going to exactly be an ace detective.

Of course, those problems aren't as severe as long as she has friends to "babysit" her, which is rarely something she lacks for very long. What's more of an issue is what happens when things start to go wrong--when her optimism fails her, she goes downhill fast, and if there's a way for it to be her fault then she will find it and beat herself up over it. Despite her friends' efforts, this has only gotten worse in Airlocked.

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