awashmods: (Default)
awash mods ([personal profile] awashmods) wrote2019-07-01 07:00 pm

APPLICATIONS.




NAV.
[community profile] awashrpg
[community profile] awashlogs
[community profile] awashooc
NAV
PREMISE
FAQ
RULES
TAKEN

APPLICATIONS ARE CURRENTLY OPEN

Applications will remain open indefinitely.

Applications received: 00/48

Casts at Cap:
- Fate/


Welcome to Awash's applications, and thank you for your interest! Before applying, please be sure to read the FAQ!

For new players, there is an application cap of however many applications will bring us to the game cap of 80; we will only be reviewing the applications received that fit into that number.

For current players, there is no cap. Please feel free to submit an application for your second character if you would like to; that application will not count towards the application cap.

  • Please note that a reserve is no longer required to app, as we will not be having a reserves round before application rounds any longer with the small number of slots that are open!

  • Please paste your app into the comments; do not link to your application. This is for the sake of fairness when judging applications.

  • Please do not delete and repost your application. That makes it difficult for the mods to keep count of how many applications have been submitted!

  • If you receive revisions, you will have 48 hours to submit your revisions before the application is automatically declined.

  • If your application is declined for any reason, you may contact the mods here or via PM for more information; however, there is no guarantee the decision will change.

  • Applications will be processed twice: once halfway through the app round, and once at the end of the app round.


APPLICATION FORM

Applicant Info

Name:
Contact:
Current Character(s):

Character Info

Character's Name:
Character's Canon:
Character's Age:
Canon Point:
Background/History: A link is fine! No more than 500 words if not linked.

Strengths:

Three strengths: 250 words min, 500 words max total.

Weaknesses:

Three weaknesses: 250 words min, 500 words max total.

Powers/Abilities: Can be bulletpoints.
Other Noteworthy Traits: Can they pick locks? Can they bake a mean cake? Are they blessed with the ability to remember the capital of every country in the world? Tell us here!
Weapons & Other Special Inventory:
Whatever they have on them plus one (reasonable!) item of the player's choice. Pets/Pokemon/etc can be brought along, and don’t count as an item. Please don't try to bring in things like jet planes, for example! If you're not sure, feel free to ask! Please mark which items are on the characters' person, and which item they're bringing in as extra.

Color: Please choose between red, blue or yellow; this can be chosen due to aesthetics or personality reasons. Please explain in a brief sentence why you chose that color. You're welcome to choose a particular Hexadecimal code if you have a preference, so long as it has not already been used in game, and fits within one of those three colors. Please do not choose a shade of green, purple or orange, as those will have a different role in the game!

Sample: Links to threads from within the last 6 months with at least 5 replies from you -- enough to get a sense of the character's voice and motivations. TDM threads are easiest but not required.

[ OPTIONAL ] World Aspect: Characters will be impacting the Town just from living there -- tell us an aspect of the character's world that you'd like to see implemented in the game, whether in events or setting changes! Please choose one, and give us plenty of information to work with (wiki links help too)! This is an optional portion of the app; if there's nothing you'd like to see used in events in the future, feel free to use N/A or leave it blank. For further clarification, please see this question here.



RECLAIM FORM:
parodeity: feastings @ tumblr (DISCUSS 🎧 nah son)

dave strider | homestuck | reserved

[personal profile] parodeity 2018-03-08 02:00 am (UTC)(link)
Applicant Info

Name: Lucy
Contact: [plurk.com profile] lucylovespluto
Current Character(s): n/a
Reserve: here

Character Info

Character's Name: Dave Strider
Character's Canon: Homestuck
Character's Age: 16
Canon Point: [S] Game Over
Background/History: i'll spare you a sbahj quote

Strengths:
CHILL: While he frequently commentates on how bullshit his own universe and situation is, Dave is fairly even-tempered and go-with-the-flow. He's dug his heels in on shit a few times (most notably when Jade was trying to get him to time travel for evil training) but is more often willing to kind of just cave on whatever and/or deal with whatever comes his way. He's good at adapting to bullshit, and generally Dave gets along with most people; even when he doesn't, he doesn't seem to get angry all that often but instead just occasionally indulges in internet troll tendencies, winding people up. There are a few examples of him generally getting upset in comic, but he tends to keep it to himself (or tries to) or just doesn't confront people about whatever that often; he's fairly non-confrontational and more than willing to let anyone else take on the leader role as long as they don't, like, ask him to murder babies or something obviously "no?" worthy. He never really tries to snag the leader role for himself, although he does actively work towards getting shit done; Dave's actually more a team player when it comes to action than he isn't, preferring to work with the Betas and later the trolls.

INTELLIGENT: Dave is actually a smart dude, but tends to apply his clever nature to sort of inane shit when he isn't using his brains to find loopholes or to get around new obstacles. He's not a scholar by trade like Rose, but instead is sort of functionally intelligent and savvy, and he uses it to roll with the punches. He tends to display knowledge on a wide variety of topics (though he admits he considers this "faking it") and unlike other characters never seems to have trouble understanding game mechanics. He's good at picking things up on the go and is excellent at finding and abusing loopholes and cheat codes.

HEROIC: Though he definitely doesn't consider himself a hero, Dave is one. It may be more of a weakness by some standards since he 100% will always throw his life down for other people without a second's thought (see: arguing about why he should be the one to take the green sun suicide mission, and then stubbornly sharing it with Rose instead of leaving her to it), but Dave is pretty much always willing to help and do what has to be done even if he complains about it or acts reluctant at times. Dave's the stereotypical hero in ways he will never acknowledge: self-sacrifical, loyal, and dedicated as fuck.
Weaknesses:
AWKWARD: Dave is also just really fucking awkward sometimes. A lot of it is verbal awkwardness. Dave basically has no filter, and tends to engage in a sort of flow-of-consciousness commentary style conversation rather than anything else. A lot of times no one else even has to be involved, as he finds his own voice soothing and will just wander around muttering to himself at length without even really noticing he's doing it. Beyond that, he tends to be a little touchy and weird about certain things (read: his brother) and cagey about yet others, and once you get to know him he comes off as less cool and more dorky and sort of a disaster.

DICKISH: Dave Strider can be a jackass. He likes to troll people (he actually manages to get one of the trolls to block him during the whole troll-the-humans campaign because he made the guy so uncomfortable just by spouting bullshit at him) to a certain degree of just messing around with them for kicks, and he's frequently sarcastic and deadpan. He riles people up on purpose sometimes and isn't particularly apologetic about it. However, Dave also is an inherently decent dude. He admits that Karkat, for example, is fun to mess with, but says he'd never want to actually upset the guy and that there's a line. This comes across in most of his conversations - whenever someone he cares about seems to be getting genuinely seriously upset, he'll usually back off or flip to serious if he was joking around previously. That said, he tends to give into his trolling/sarcastic instincts pretty often.

INSECURE: Growing up in the tender care of his Bro (read: actual child abuse and neglect) had a lot of effect on him - beyond the whole worrying about being a good guy and not wanting to be a hero and hating fighting (although he will always fight when he needs to) and being kind of messed up in other ways, Dave is pretty fucking insecure and is extremely clingy and attention-starved. He frequently bothers his friends for attention, and poor Rose Lalonde gets a fuckton of this on the meteor. Dave even at one point asks if he can go along with Rose on one of her dates with Kanaya, and otherwise just kind of invites himself into her vicinity and starts rambling at her. This is a thing that hasn't really changed since he was thirteen - once Dave likes someone (and it is so easy to get him to start paying attention to you, because you just have to give him some sort of vaguely positive attention and you're in, like Terezi managed) he's unlikely to ever leave them the fuck alone. He is a loquacious friendship barnacle, attached to you for life.
Powers/Abilities:
• In the non-ridiculous normal abilities section: Dave is good at mixing music, amateur photography, and making terrible comics. He's also really fucking amazing at building things (or at least building houses upwards) and is able to handle computers/technology in the sense he's a capable user (he does not build or code anything). He also likes to rap a lot.

• Dave can utilize a hammerspace storage system known as a sylladex. His fetch modus is the hash map.

• Dave's strife specibus is 1/2 bladekind and bladekind. This means he uses swords as his weapon of choice (and also broken swords).

• He's an excellent combatant, having been trained from basically birth to fight someday by his anime ninja older bro. Beyond the ninja-esque speed and flashstepping (which he could do even as a baby, wtf - also, flashstep is basically teleport spam without the teleporting), he's just pretty good at sword fighting and is very much a combat pragmatist, going so far as to use Jade as a shield against Jack once he figured out Jack wouldn't hurt Jade.

• As the Knight of Time, Dave is able to manipulate the flow of time and is (according to another time player) a "powerful warrior class who uses the flow of time as a weapon". He is shown to be able to hop through time (and to be able to hop himself and EVERYONE ELSE forward through time 5000+ years, what the fuck), but in a way that he has to maintain a series of stable timeloops unless he wants to stack up a shitload of doomed Daves. Dead Daves are the enemy, man - and to explain that, any Dave that isn't part of a stable time loop (i.e. Dave at some point in the future backtracks and becomes that Dave) is fated to die because...time travel. In battle, Dave's time manipulation is shown to allow him to flashstep all over the fucking place and/or spam himself in battle (he can flashstep normally, but adding time travel to it makes it Worse) and backtrack the fuck up if one of his allies goes down, to "fix" things (shown in stellar stereo when he teams up with the Seer of Mind, who can see the best way to rewind). Another time player is shown to be able to freeze an enemy in place, and apparently time players are really fucking good at managing their time shit (if they aren't, they're p much dead), so Dave tends to have a pretty good grasp on timelines and consequences and when and where he is; I generally play him with an exact internal clock.

• As a god tier player, Dave is conditionally immortal. Unless his death is deemed Just or Heroic, he will simply revive. For the canon unfamiliar, a Just death comes after you do something/a lot of things villainous enough that your death is considered Just; a Heroic death is the opposite, and if you die doing something Heroic you're shit out of luck. The other abilities that all god tier players receive also apply to him, and those are the ability to fly/float, and the ability to change into his god tier pajamas at will. Said pajamas are magic in the sense that they are apparently always clean even if not laundered, and they're super comfy.

• He can apparently breathe in space? Since he flies around in legitimate outer space sometimes? SO THAT'S A THING.
Other Noteworthy Traits: He mumbles under his breath a lot and really fucking hates puppets.
Weapons & Other Special Inventory:
ON HAND:
-knight of time godtier clothes which are apparently magically self-laundering (i don't know! why the fuck! they also apparently grow with the kids??? they wear these things for three years fairly constantly. WHY)
-ben stiller shades
-caledfwlch (his sword)
-for some godforsaken reason a wrist comm with a foam butt on it, which muffles anything coming out of the comm. the wrist comm works better without the foam butt on it but like. #aesthetic
-iphone and headphones, presumably his charger
-timetables, apparently (they're...floating records he sometimes but does not always use for time travel. THEY BASICALLY SHOW UP TO LOOK HELLA, AND DO NOTHING ELSE? #aesthetic)
-it's safe to assume he has his timetop or some other computer in his sylladex but idc if he doesn't have it on hand in game. it's a computer "with time related powers, you guess?" but basically is just His Computer. it has nothing special on it except probably various sbahj comic files and a music mixing program and shit?

ONE REASONABLE EXTRA ITEM:
-i want his stupid captcharoid camera, it is functionally probably completely useless
Color: RED. #e00707 red if possible. Dave's color-coded that specific shade of red in his canon; it's everything from his eye color to his text color to That Color He Wears A Lot.

Sample: TDM link here!

[ OPTIONAL ] World Aspect: Dream bubbles are kinda cool? They're like. Shared dream sequences, although (hilariously) they are physical things too sometimes so you can just be going into it physically (against your will usually) and there are people dreaming there, and people who are dead, and people who went in normally/physically. Being Homestuck this sometimes results in people physically being in the bubbles, falling asleep, and being able to stand there staring at their actual body as they are a dream hologram projection. IDK, Homestuck does what it does.

Alternately if that's like not viable by all means torture Dave with smuppets.
Edited (fixed a link i broke on accident...my b) 2018-03-08 02:15 (UTC)

(no subject)

[personal profile] parodeity - 2018-03-11 02:02 (UTC) - Expand
unfatalist: and i live to serve so your ass is grass mooglefarmer (DEFY ⚔ his majesty said knock you out)

ignis scientia | final fantasy xv | reserved

[personal profile] unfatalist 2018-03-08 02:01 am (UTC)(link)
Applicant Info

Name: Alex
Contact: PM to this journal is preferred!
Current Character(s): None
Reserve: Here he is!

Character Info

Character's Name: Ignis Scientia
Character's Canon: Final Fantasy XV
Character's Age: 22
Canon Point: Immediately before the "Fight Back / Go With Ardyn" decision in Episode Ignis — so, around Chapter 9 of the main plotline.
Background/History: "I was simply doing my job. I have no regrets on the matter — not even now."

Strengths:

Tactician: The designated "smart guy" of the group, Ignis is more of a strategic fighter than an all-out brawler. He's the member of the group that everyone tends to look to when there's trouble afoot and they're in need of a solution; one of his late-game skills allows him to identify the variety of elemental magic that any given opponent is weak to and exploit it by chucking a magical Molotov Cocktail at them. He's brilliant, educated, and likes to see the world with "perfect clarity" — all of which allows him to quickly assess a situation and work out how to turn it to his best possible advantage. A perfectionist through and through, Ignis is serious, precise, and always happy to serve as the Exposition Guy when the situation calls for a critical eye and more than a little brilliance.


Determination: Gods help the person who gets between Ignis and his goals — most often of which is safeguarding Noctis. When the two of them are separated in Altissia after the catastrophic summoning ceremony, Ignis sets out to get back to his king's side and protect him from harm, which can involve singlehandedly retaking the entire war-torn city from the clutches of an invading empire essentially as an afterthought. He even shows the willingness to put on the Ring of the Lucii — which he knows full well stands every chance of permanently maiming or even outright killing him — for the sake of acquiring the power to defend Noctis from harm. (Also, he's willing to spend over a decade trying to perfect a particular baked good just to make Noctis happy — now that's determination.) When Ignis sets his mind to something, he's bound and determined to succeed at it, or die trying.


Loyalty: Ignis was tapped to be Noct's royal advisor at the age of five years old, and has devoted his life to the royal family ever since. In a way, his life isn't really his own; he's willingly spent his youth and young adulthood cultivating all of the skills he needs in order to serve his prince to the very best of his ability. He is a member of the Crownsguard and went out of his way to develop his own physical skills in order to be able to support Noctis in a fight and defend him when necessary; he also acts as Noct's driver, chaperone, personal chef, housekeeper, and quasi-mother when the situation calls for it, and in many ways is Noct's oldest and closest ally. He's utterly committed to the life of service he's chosen for himself (and for which he was personally chosen by King Regis himself), and takes those duties incredibly seriously.


Weaknesses:

Interpersonal Difficulties: Despite his logical and tactical brilliance, Ignis isn't always the best on the interpersonal side of things. He sometimes has difficulties with reading people's intentions, and isn't always the best at making the jump from objectively perceiving a person's behavior to discerning the thoughts and emotions that might be informing that behavior. While not outright lacking in empathy, he doesn't tend to have the range of emotional intelligence that his counterparts do, and can sometimes handle sensitive situations poorly if he fails to properly account for the other person's feelings — as in the case when Noctis is acting out during his late teen years and Ignis scolds him for it, never taking into consideration that Noct's behavior might be the result of bad coping mechanisms for his worries about his father's waning health. Even for someone he's known as long as Noctis, Ignis can struggle in situations that necessitate emotional support, and will often be found at a loss in scenarios that demand it of him.


Self-Sacrificing: To say that Ignis can be reckless when it comes to carrying out his duty to protect and serve Noctis would be an egregious understatement. In the fallout of the catastrophe in Altissia during Chapter 9, Ignis willingly accepts the consequence of being permanently blinded in exchange for the temporary power to save Noctis from harm. As he says himself, "Even if it costs my own life to save [Noctis], I will pay that price." Though he seems perfectly conscious of the fact that his quickness to martyr himself for the cause is a flaw of his, as evidenced by the fact that he can be seen apologizing for his choices in the aftermath, he also doesn't seem to regret them. He's determined to stay the course and to serve, no matter how that might put himself at risk; even after he is blinded, and struggling to cope with his inability to function within the team as he had prior to Altissia, he still insists on staying with them, regardless of how detrimental it might be to himself to do so.


Parentification: As a result of being tapped so early to serve as Noct's advisor and servant to the crown, Ignis was forced to grow up very quickly and has essentially spent his entire developmental period living for someone else. He never really had a childhood of his own, as his entire life has been spent training for his duties. He began Crownsguard training at fifteen and officially joined three years later; by the time most children are going to their senior prom, Ignis was already attending advisory meetings at the Citadel among councilors twice or even three times his age. Though he doesn't regret his life choices, it's undeniable that he matured by necessity far faster than most children, which can sometimes make him the odd one out amid the more youthful antics of his friends.


Powers/Abilities:
• Combat — Ignis is a proficient fighter skilled in lances, throwing knives, and dual-wielding daggers.
• Magic — Ignis is capable of wielding elemental magic through the use of Magic Flasks (essentially grenades of fire, ice, or lightning) or by imbuing his weapons with elemental spells to make them more effective and deadly. He also has access to Noct's Armiger, which is essentially the Lucian Royal Family's magical hammerspace for storing weapons, items, and nonliving objects, and is capable of healing the party with various skills and abilities as well.
• Gymnastics — In battle, Ignis is a highly athletic and flexible fighter, with a moveset that consists of a lot of jumping, cartwheeling, handspringing, literally kicking his daggers (why is he like this), and so on. He's also clearly got a lot of upper body strength and can effectively use a grappling hook.
• Favored by the Kings of Lucis — whether or not this is really a relevant "ability" is debatable, but Ignis is shown in canon as being capable of using the Ring of the Lucii, albeit at great personal cost. This is a rare sign of favor on the part of the Lucian Kings of Yore, as people unworthy of wielding the ring are hideously maimed or killed without being afforded the power it holds. Ignis, on the other hand (pun intended), is at least able to access the benefits of the ring in exchange for the hideous maiming thing.
• Devastating Puns — A true master of the laser-targeted precision pun strike. Incredible.


Other Noteworthy Traits:
• Cooking — Ignis is a proficient chef, having worked his way up into a certain mastery over more than a decade of trying recipes and cooking for Noctis. He tends to be inspired by new ingredients that he sees, and is enthusiastic about coming up with new recipes in which to use them.
• Driving — Being the Only Responsible One™ of the party, Ignis is the designated driver when Noctis himself chooses not to take control of the Regalia. He's also evidently capable of piloting a speedboat and presumably can drive most vehicles with some degree of proficiency. This includes being able to ride a chocobo!
• A Breathtaking Sense of Style — It should be criminal for a man to look this good. In seriousness, Ignis is probably the best-dressed member of the party and knows how to present himself appropriately in essentially any given social situation, as a direct result of learning at an early age that he needs to dress well in order to be taken seriously in the circles he moves in.
• General Knowledge — Ignis is a bookworm of the highest order and is exceedingly well-read; he's very good with random trivia and obscure facts, and tends to know at least a little bit about a whole lot of things in a wide variety of different disciplines.


Weapons & Other Special Inventory:
• Spelldaggers (on his person/in the Armiger)
• Polearm (on his person/in the Armiger)
• Cooking Utensils (on his person/in the Armiger)
• A (Limited) Supply of Cooking Ingredients (on his person/in the Armiger)
• A (Limited) Supply of Potions/Curatives (on his person/in the Armiger)
• Two Changes of Clothes (on his person/in the Armiger)
• Grappling Hook (on his person)
• Radio Headset/Earpiece (on his person, presumably nonfunctional)
• Chocobo (plucky animal companion)
• A Precious Photograph (one additional reasonable item!)


Color: Blue, please! Mostly because as far as color theory is concerned, blue is a cool color in comparison to red and yellow, and has associations with things like loyalty, wisdom, and levelheadedness.

Sample:
Awash TDM with Noctis
Texting with Prompto
Memory Share Memeing with Ardyn
Ship Prompts Meme with Noctis (note: given the meme, this prompt goes in a direction that is overtly shippy in nature, but there's quite a bit of gen introspection in there too)


[ OPTIONAL ] World Aspect: Elemancy! Essentially, elemental magic shows up in natural deposits around the world, which can be absorbed and stored in Magic Flasks to create what are essentially magical Molotov cocktails! Thematically appropriate for Awash, these deposits come in the form of fire (red), ice (blue), and lightning (yellow), and when jammed into Magic Flasks, basically allow users to cast fire, ice, and electric spells by throwing them. In the world of Final Fantasy XV, the absorption of this magic from these deposits is an ability that's essentially exclusive to Noctis, but many of the characters can be seen using elemental magic in one way or another; Ignis in particular tends to use a fair amount of elemancy in his battle style, either by tossing Magic Flasks to exploit an enemy's elemental weakness, or by imbuing his Spelldaggers with elemental magic. Giving the game access to Elemancy in some form might lead to interesting results!

(no subject)

[personal profile] unfatalist - 2018-03-11 03:03 (UTC) - Expand
glaciers: (21)

Shouto Todoroki | My Hero Academia | Reserved

[personal profile] glaciers 2018-03-08 02:03 am (UTC)(link)
Applicant Info

Name: Mira
Contact: Aureatian @ Plurk
Current Character(s): --
Reserve: Here

Character Info

Character's Name: Shouto Todoroki
Character's Canon: My Hero Academia
Character's Age: 16
Canon Point: 166
Background/History: Here

Strengths:

* Loyal- If somebody's earned Shouto's trust then he trusts them fully and completely. They can ask for his help at anytime and Shouto will drop absolutely everything to go to their side. His best friend gives him a cryptic message and Shouto ditches his assignment to make sure his friend is safe. Later on, his friend suggests doing something illegal in the name of trying to get a classmate back, and Shouto still agrees.

When his friends face authorities, Shouto will always take his friend's side. It doesn't matter how far up the ladder they are, whether they're the police chief, pro hero or a teacher, he'll back up his friends. If he notices that they aren't how they usually are, he'll ask if they want to talk about it or try to comfort them as much as he can.

* Straightforward- In all things, Shouto is straightforward. He doesn't mince his words. Everything he says he means. When he says he's worried about something he very seriously means it, even if it's as silly as thinking he's the reason for a string of unfortunate coincidences. There's no deception with Shouto.

It can sometimes help give other people useful advice. Words alone don't mean much, but words and actions do. He speaks honestly and directly.

* Willing to work on his weaknesses- Shouto doesn't realize he's unobservant until somebody else points it out. But once he knows there is a problem, he works to fix it. Some things are easier, like listening to his partner during an exam. That's a weakness he solved right in the moment. Listening to his teammate's thoughts about how to solve a problem is something easy to fix.

Other things can take more time, like accepting that he's his own person separate from his father. He made progress in one day, and then backslid later in the day. It's not as easy to heal wounds that have existed for years. Though he does eventually talk to his mother to gain her well-wishes and he's finally able to use his ice and fire without his mental blocks.

Weaknesses:

* Spite- A lot of what Shouto does is based off of spite. Before his big character moment, the reason he was even pursuing heroics as a career was because he wanted to become better than Endeavor, his father. But he was going to do it his way, even if it meant intentionally handicapping himself. He didn't want to use his fire side because he still considered it his father's, so he did everything he could to not use it. Simply to spite his father.

It comes up again during an anime only scene, where Endeavor gets the credit for capturing a villain. An injured Shouto leaves the hospital to watch Endeavor's reaction specifically because he knows it's going to frustrate Endeavor.

* Unobservant- While Shouto is usually present and calculating during a fight, that same awareness isn't everywhere. When he fought a villain with Izuku for the first time, he didn't realize that he had seen those moves before. Shouto didn't notice that Izuku's fight style was exactly the same as one of his classmates, despite the fact that everybody else watching Izuku could immediately recognize those moves and where they came from.

Also while in the middle of a crisis siutation, Izuku was being supported by another one of their classmates. Izuku couldn't walk and Shouto only noticed it after somebody else said something. He'd been with Izuku and the rest of his classmates for a while at that point.

Shouto meets people and immediately forgets them as well. Granted, they only met once, but the other person was loud and trying very hard to be his friend.

* Lack of self care- When talking about his family situation, he focused specifically on his mother. He barely even touched on the fact that he was also physically abused. For years he was pushed past the breaking point all in the name of becoming a hero. Shouto thought he could be a hero with just his ice half, despite the fact that quickly makes him surrender to frost-bite. That's a perfectly acceptable consequence to him. He does things he knows aren't strictly legal in the name of his personal pride, and he'll deal with those consequences later.

Powers/Abilities:
- Higher durability than average. Survives being super strength punched and tossed around.
- Can create and shape ice from his right side.
- Can create and throw fire from his left side.
- He can use both around the same time to generate explosions.

Other Noteworthy Traits:
- Amazing at interior redecorating and remodeling.
- Surprisingly fashionable.
- His body runs slightly too cold on the right and slightly too hot on the left.

Weapons & Other Special Inventory:
- His uniform jumpsuit, vest, wrist guards, boots, first aid kit (on person)
- His phone (bringing along)

Color: Blue: #57A7C5. It's the color of his left eye.

Sample: This way

[ OPTIONAL ] World Aspect: Setting change: The Beast's Forest! Link. It's a big, dense forest. Despite the name, there aren't any beasts running amok. One of the hero's powers is to shape earth into beasts. There's a mountain range that runs along it. The office of the heroes that work in the forest is also located within it.

The office contains a dining hall, hot springs and dorms.
Edited 2018-03-10 05:35 (UTC)

(no subject)

[personal profile] glaciers - 2018-03-11 02:04 (UTC) - Expand
windeity: (GRIN ♫ windy things)

John Egbert | Homestuck | Reserved

[personal profile] windeity 2018-03-08 02:04 am (UTC)(link)
Applicant Info

Name: Ty
Contact: [plurk.com profile] alternatively or a PM.
Current Character(s): N/A
Reserve: Link!

Character Info

Character's Name: John Egbert
Character's Canon: Homestuck
Character's Age: 16
Canon Point: Act 6, Intermission 4, Pg 8957
Background/History: Sweet, another link.

Strengths:

-An optimistic leader. John tends to be the one who keeps his team together by looking on the bright side of things, driving people forward and refusing to let his teammates fall behind. Throughout his journey, John finds himself doing things that others may deem as silly or flighty, and at one point one of his friends even calls him a fickle idiot. But the thing about that is even if his actions seem irrational or goofy John seems to know what he's doing about half the time. John isn't afraid to experiment and he isn't afraid to explore new environments even if he doesn't always quite grasp the situation at hand. Though "smart" isn't necessarily a word one would automatically associate with him, John is what one could describe as clever. He's quick to think on his feet and capable of making plans when he really puts his mind to it.

-Easygoing nature. John's also incredibly easy to get along with and some may even say that he's prone to being passive in a lot of cases especially around his friends. The core of who John is as a person resides in being able to support his friends in action and help them get to where they need to go. John has a tendency to see most people as an equal and he's not one to turn his back on someone in need whether it's a friend he's had for several years or it's someone he's just met that day. He's the type of guy who's thoughtful and generous, and though sometimes he puts his foot in his mouth he's quick to correct himself and think of people's feelings. It's in his nature to forgive people and even those who have manipulated him tend to be forgiven. He has a tendency to want everyone to get along and even in other timelines it's hard for anyone to say anything bad about John Egbert.

-Determination. John's not great at giving up! John actually sucks at giving up! Even when he's faced with the end of the world John does his best to try and find a way to fix things and no matter how frustrated or downtrodden he is, he's quick to bring himself around and not wallow for too long. John recognizes the value of teamwork and making sure people aren't left behind. He tends to usually be the calming force. Unlike some of the other kids, John has the ability to stay grounded even in crisis and doesn't let things knock him back that easily. He doesn't let very much bother him overall and his motivation very rarely wavers. It's a certain kind of bravery that comes from someone who knows what he has to do and refuses to let things fall to the wayside for long. Though sometimes John can find situations hard to believe and even grow a bit frustrated, he tries to see the positive and neutral grounds in all situations.

Weaknesses:
-Anger. John can get easily frustrated and a lot of John's anger that manifests tends to come from preying on his interpersonal relationships with people. When there's a threat to his friends/ family John springs into action without second thought. On the other hand, there's anger and there's frustration, and with his frustration comes John's self-doubt. Though he is the leader John does have a sufficient amount of self-doubt especially later in his journey. Wanting to be reassured his friends will still be his friends in the end, and later feeling like a failure for being unable to stop the events of Game Over, give us an inside look to how he really views his flaws. Though he doesn't let negative thinking impact him for too long, it's something that shapes a lot of his drive. If he were a less optimistic person John could easily resign to his own feelings of doubt and uncertainty.

-Impulsive naivety. John's fairly easy to influence and often times doesn't really question when people tell him to do things. This is seen especially early on when Terezi tricks him into seeing his Denizen and he gets himself killed in an alternate timeline, forcing Dave to go back in time and stop him. This is also seen when John follows Vriska's advice and seeks out his quest bed, not knowing that Vriska had rigged things so that John would die and ascend to his godtier status. Along with being easy to influence, John has really poor impulse control and he tends to act and then figure things out later. There are several instances in canon where this, along with some of his absent-minded traits, end up putting him out of touch with the others in his session. A running gag in canon is John's inability to hold onto a phone or computer for very long as he has a tendency to either leave them somewhere without thinking, or in one case throwing it into an ocean of oil simply because he was annoyed and only later asking "why did I do that." John usually can bail himself out of tough situations, but it can be said that if he put a little more thought into things he wouldn't get in those situations in the first place.

-Stubbornness. Like any teenager, John likes to think he's right and he knows what he's doing even though that's not always the case. John can be awkward and fumble on serious subjects, often times turning things into a joke to make things more light-hearted when he refuses to back down. In some cases he can be blunt or sarcastic to the point that he's outright rude to people, seeing how John isn't exactly someone who hides his true feelings very often if at all. In addition, when he really sets his mind on something it takes a large force to interfere and derail him, and even then that doesn't always work. There are just some opinions he won't change.

Powers/Abilities:
-John is capable of using an item called a sylladex! This is essentially a magical inventory system that he can shove Captchalogue cards with items on them to carry at his leisure. This also allows him to house a strife deck (see below.) Each sylladex comes with a Fetch Modus that the kids use to obtain items. Over the course of the Homestuck canon, John obtains three different moduses.

The first is the Stack modus which is just about as stupid as you'd expect. The Stack modus allows players to pull items out of their sylladex one at a time based on what is at the top of their stack. While they can combine items should the items be able to fuse (hammer + nails for example), if the sylladex is too full while using this modus the item at the bottom of the stack will drop out. This is the most inconvenient modus ever.

The second is the Queue modus which is also pretty useless. With Queue, only the card on the bottom of the stack may be used as this is essentially the reverse of the Stack modus.

The third is the Array modus which allows John to draw any card from his sylladex at will! What a useful and simple modus to use, this must be the perfect modus for John Egbert!

...but no. This ties right back into John being "inventive" and "creative", as he finds the Array modus to be fairly useless to him. With the ability to combine his moduses, this leads to his final modus.

The Queuestack Array modus is a combination of the three above and divides all of the cards in John's sylladex into four stacks of six cards each. This allows John to take either the first or the last card from one of these four stacks. Why he decided to do this is still a mystery to literally everyone, but he sure does have that ability.

-All of the kids also have access to something called a strife specibus, i.e. their specific form of fighting. Of note, John actually has two.

The first and his main strife specibus that John uses is known as Hammerkind. Hammerkind is exactly what it sounds like in which John can utilize any kind of hammer of his creation to attack his enemies. Examples of hammers John's used over the course of his adventure include a regular hammer (claw hammer), the Wrinklefucker (a hammer alchemized with two irons), the Warhammer Zillyhoo, and the Pop-a-Matic Vrillyhoo.

His second strife specibus is known as Bunnykind. This is essentially useless, though it does make a specific stuffed bunny (Liv Tyler) loyal to John so I guess there's that.

So now. Godtier! In the Homestuck canon, godtier status means a whole lot of things and essentially means that the kids have become gods and have tapped into their aspects and classes. John's class is that of the Heir and his aspect is Breath.

-As an Heir of Breath, John is capable of manipulating the wind around him! Basically this means he's just a whimsical asshole who can change the direction of the breeze to suit him. Examples of this include being able to change the direction of the breeze, create tornados, fly, use the breeze to mask his scent/cover his tracks (as seen while hopping timelines to hide from Grimbark Jade), and even playing the breeze with such immense power to clear out the clutter on his planet and fulfill part of his personal quest. There's also the fact that he can turn himself into the wind and disappear whenever he feels like it. Thanks, John.

-As just John Egbert, Heir of Breath, John has also gained the ability to travel back and forth to different points in a timeline to help manipulate/change events in history. Thanks to sticking his hand through a powerful magic item, he has the ability to concentrate on certain points in time and appear there in order to observe and change events subtly to change the overall timeline. This is best seen through Terezi's quest for him.

-Being godtier also comes with its own perks such as the ability to fly and being immortal! Mostly. However, this doesn't mean that John can't be killed. John can definitely be killed, but the only time he will actually stay dead is if his death is considered heroic or just. Being godtier also means he gets to rock a cool set of threads in his favorite color that are eternally clean and comfortable. ...no seriously, they're self-cleaning and seem to grow with the kids? Who knows how they work.

I understand some of his powers may need to be capped for the game (particularly his conditional immortality) but please let me know!

I'm really sorry for Homestuck specifically.


Other Noteworthy Traits:
-John's a talented musician when it comes to the piano, capable of playing complicated pieces and he has been playing since he was at least a toddler.
-He knows some computer coding! He's bad at it, but he knows it! (Save him.) Additionally he knows how to utilize technology enough to work his way around computers and PDAs.
-John's other "talents" include beginner's stage magic, pranking, and proooobably some second-hand baking skills as much as he doesn't want them.
-In a whole other vein, John is very clever at alchemizing items/inventive when it comes to alchemy. He's the first of the kids to figure out how to take ghost captures of items to put onto cards, not to mention combining two punched cards to create new items. (This is probably not relevant without an alchemiter, but he's generally a creative person who tends to find loopholes in things.)

Weapons & Other Special Inventory:
On his person

Everything in his sylladex, technically, which includes:
-His hammers (though most likely due to alchemizing he only has Vrillyhoo on his person. It's an incredibly strong hammer and it's also equip with a roll mechanic that means when John delivers a final blow, the dice at the top will roll and produce a random pre-programmed outcome.)
-Whatever other random crap he carries in there so nothing super detailed. Think like maybe some candy, snacks, random rocks he's picked up, playing cards, a laptop, his phone, (both of which will not work), etc.
-His godtier outfit, which is this stupid thing.

Additional item:
Ideally I would like a piano but obviously this may be too large to be considered reasonable. If so, is it possible to have something he lost earlier in canon? Specifically this stuffed rabbit from the movie Con Air.

Color: #0715cd, which is a blue. This color was chosen solely because it's the exact hex color of the font he uses in his canon texts/chats with the other characters + it also matches his exact eye color (a trait all of the Homestuck kids share.)

Sample: TDM top-level!

[ OPTIONAL ] World Aspect: In the Homestuck canon there are these friendly (usually) and helpful (sometimes) little guys called Sprites which serve to be as Sburb players' guide through the game! Initially they're just floaty little energy balls, but once prototyped (i.e. you throw inanimate stuff into them, they take on those forms) and even further customized prototyped, they can help with quests by providing information and intel and generally being chatty friends. All of the information is on the page which is a lot but for game purposes I thought perhaps the following could be a thing:

-Characters can obtain Kernelsprites (the little balls) and prototype them with anything they find/anything they have on them/etc.
-These Sprites can then accompany characters on quests for the Town and serve as a guide while the characters do the work on these given quests.
-Unlike in Homestuck, these would be downgraded so they cannot fight for characters (i.e. they don't shoot lasers, etc.) and they cannot use powers to create things that do not already exist.

(no subject)

[personal profile] windeity - 2018-03-11 02:14 (UTC) - Expand

(no subject)

[personal profile] windeity - 2018-03-11 03:35 (UTC) - Expand
crosswind: 001-054 by <user name="crosswind"> (Default)

[personal profile] crosswind 2018-03-08 02:04 am (UTC)(link)
Applicant Info

Name: Jay
Contact: [plurk.com profile] centerfold and disc: trash#2958
Current Character(s): n/a
Reserve: here

Character Info

Character's Name: Gran
Character's Canon: Granblue Fantasy
Character's Age: 17
Canon Point: Anime, episode 12; prior to Leviathan's defeat
Background/History:

(General world building information can be found here and here)

Gran was presumably born in Zinkestill, a floating island located in the Port Breeze Archipelago. Generally outfitted with what most people would assume typical country bumpkin lifestyles, the denizens of this small land mass typically live quiet, meaningful existences and don't venture too far away from the comforts of tradition that they've known. His best friend from a young age, a flying (totally-not-) lizard named Vyrn, accompanies him throughout most of his adolescence.

Gran's father left when he was young, bound for the land of Estalucia, the home of the Astrals, mysterious beings who once vied for control of the world and were put down by the resistance of the Skydwellers. Gran's token memento of the memory of him lies solely in a letter he was written once. No matter how many years pass, Gran doesn't lose hope that he will, one day, claim the skies and find his father; so much so that he practices his swordsmanship daily, knowing that the wanderlust is deeply rooted inside him.

This all changes when Lyria, a ward of the militaristic Erste empire, escapes from captivity with her protector and overseer, Katalina. Lyria has a strange power within her that allows her to awaken guardians known as primal beasts. Found by the empire, Gran sacrifices his life to protect Lyria, Katalina, and his hometown, but is brought back by a strange and unknown power that Lyria possesses. That same ability has bound Gran's life force to her, making him unable to separate from her for extended periods of time. At a moment of true need, when all else is nigh lost, Lyria summons the power of a fallen star and awakens the primal beast Bahamut from his sleep. Embedding that power into Gran, he's able to stave off the encroaching empire, but it puts a hefty target on his back. Knowing that it's no longer safe to stay within the quiet, tranquil hometown that he's grown up in, Gran sets for the sky and doesn't look back. This is his chance to find his father, become a skyfarer, and see what's beyond the small bounds of Zinkestill.

In his travels, he befriends a broad range of crew members. Notably among this group is Rackam, a helmsman who eventually becomes the pilot of the Grandcypher, a vessel that Gran and his crew use to island hop from place to place- either to escape the clutches of the empire, or to soothe the hearts of primal beasts and uncover pieces of a sky map that leads to Estalucia. Io, a young mage, and Eugen eventually join as well throughout his adventure.

Gran trusts in his companions and believes that they will eventually uncover the puzzles of the skies. He continues to serve as captain of this unlikely crew and will stop at nothing to help them achieve their dreams as much as his own.

Strengths:

☁ The will of a Shounen Protag
Death can't even stop Gran from continuing on. There's a sheer amount of determination that exists in Gran that has him never back down when there's an opportunity to fight for the things that he believes in, or to protect the people that he cares for. Several examples of this shine throughout the anime, but particularly in the event that reveals Lyria has locked herself inside her own mind in the midst of learning that she's a weaponized tool that can cause destruction at any turn. Gran heads off on the hint that he alone can shake her out of it and drops everything to venture off and find the primal beast that can help guide him through Lyria's subconscious and talk her through waking up and returning to the real world. This act of devotion shows his true faith in his friends; he warms up to people fast and wants to protect them at all costs. If there's something that needs to be done, he's going to go for it, even if it's at a 1% chance of success.

☁ Maxed out charisma
Gran's particularly good at getting people to follow his lead. Throughout the adventure, he's put into odd circumstances that cause him to work together with people he's never met. Even when Io, a young mage, happens upon his party as they're exploring the reason behind the leader of her town going AWOL, he attracts her in an amicable manner. She had been spying on them to see what their efforts were leading to, and Gran welcomes her knowledge of the town and the missing leader with open arms. It's not long after that he's acting like a big brother to her, helping her meet her potential as quickly as possible (and it's sorely needed, too).

Maybe it's because he's endearing in his earnest demeanor, but there's something about Gran that makes strangers trust him. They see that he's giving it his all, and naturally want to help him achieve his dreams. He's a trustworthy person, easy to open up to, and cares deeply about the lives of people around him.

☁ Jack of all trades
Gran is versatile in almost everything he does. He doesn't have a lot of innate knowledge, but rather, depends on his courage to get him through things. He'll improvise when it's needed, and it often comes up with fruitful results. With a little bit of training in something, he really shines and his strengths comes out naturally.

Weaknesses:
☁ The will of a Shounen Protag
Gran continually makes brash, uncalculated, spontaneous actions. His fierceness in protecting his friends can make him an entirely too easy target when he rushes off headfirst into battle. He's in no way the team strategist, and depends too much on his training in sword skills over prudence in determining whether or not an attack is survivable. If it weren't for unnaturally good luck and the help of friends, he wouldn't be able to keep going like this. For example, when surrounded by the empire on the island of Port Breeze and facing impending doom, he puts his life on the line (again) to protect Lyria. Outnumbered at least 10:1, he still thinks he can hold his ground, and it isn't until Rackam showing up and providing an escape route does he actually back down. This is the kid who gave his life trying to protect someone he just met. He's bound to get nicked, stabbed, shot at, bludgeoned, and magically blasted to the face. Good thing he has his friends to watch his back.

☁ Can't read a map
He gets lost. An awful lot, actually. He has no situational awareness of where he is sometimes, and tends to rely on instinct for the path forward rather than rational, logical steps. He's gotten the party lost on the way to a set of ruins for a job that they were going to collect some extra cash on. Vyrn has referenced that it took Gran years to figure out the layout of the woods in his hometown, and even then, his acclimation to it was faulty at best. It's a direct character foil for someone who dons the moniker of "captain" - and when it comes to deciding where to go next or what to tackle when, it's best left for the other members of the crew to figure out until he makes the call on it officially.

☁ Naivete
Gran has led a sheltered life for most of his existence up until Lyria and Katalina disrupt the little bubble that is his life in his rural, humble upbringing. He's very much the type of person to see the world as it should be, and it's not that he skimps on the details of the harsh reality of the way things are, but rather that he believes in the potentiality of things. He trusts his gut on issues where it matters the most, but he can be a bit gullible and easy to sway in the right light. For example, when entering the ruins for the first time, he doesn't know the identity or intentions of two tomb raiders (Mary and Karva) that are also in the vicinity, but when they're chanced upon by a sand golem, he rushes in and tries to save them. These sort of actions are dangerous, as he could be double crossed quite easily without even noticing he's being played.



Powers/Abilities:
☁ Charge: can build up attacks to unleash a limit break style attack
☁ Rage: increases the attack power of people around him
☁ Has the ability to draw magic into his blade under the right circumstances and attack an enemy with an elemental aspected strike

Other Noteworthy Traits:
☁ In the anime, he can sense Lyria's presence. I'd like to explore a similar type of relationship in game with someone as he's bound to her essence, and if he gets too far from her, he can perish.
☁ Excellent eye for treasure/good items at shops


Weapons & Other Special Inventory:
☁ Sword
☁ Armor
☁ A few (5?) healing potions
☁ Requested item: a magical compass to help him find his way to places. Bonus if he gets lost anyway

Color: I'd love to have a light blue color like #ccdfff for Gran. The sky represents a lot of different things for him. From his desire to sail across it to find his father, to the amount of times he looks over the balcony of the Grandcypher at the roaming world ahead of him, there's no better color than something that represents the sky.

Sample: TDM toplevel, practice thread with Henry

[ OPTIONAL ] World Aspect: I'd love for the concept of primal beasts to be brought in somehow; either through extra special hunt marks or something like that. Even some sky exploration would be great if that's ever a possibility in the future!

Re: REVISIONS

[personal profile] crosswind - 2018-03-11 05:04 (UTC) - Expand

(no subject)

[personal profile] crosswind - 2018-03-12 00:47 (UTC) - Expand
murdery: id: 27242112 (Default)

Henry | Fire Emblem: Awakening | Reserved

[personal profile] murdery 2018-03-08 02:07 am (UTC)(link)
Applicant Info

Name: Sean
Contact: [plurk.com profile] cerebrah or PM
Current Character(s): n/a
Reserve: here!

Character Info

Character's Name: Henry
Character's Canon: Fire Emblem: Awakening
Character's Age: Unstated, but I estimate 17-ish
Canon Point: After the Lucina reveal but before any other kids are recruited
Background/History: here's his wiki page!

Strengths:

Willpower: His sunny disposition is nigh-unflappable, and he's pretty near impossible to disturb or intimidate or upset. He's usually the one doing those things, actually. He even suggests this is why his curses are so effective in his support conversations with Sully; if the person he's trying to curse has a stronger will than him, the curse won't work. And generally they almost always work. This could also extend to his own durability as a fighter--he's very hard to kill.

Sincerity: According to him, he's never told a lie in his life (aside from his jokes), and his genuine desire to help people out is his major saving grace in the face of all the creepy shit he likes to get up to (see the next bit). This is probably also part of what gives him so much skill in magic (according to Tharja). This is also why he can be so blunt. He's also insistent that his off-putting cheer and morbid sense of humor isn't an affectation in the slightest, for better or worse. He really is just like that; simultaneously a creepy weirdo and a pure soul.

Compassion: Henry can actually be very thoughtful and compassionate, despite impressions--even if he doesn't necessarily go about it the right way, he'll go out of his way to do favors or try to cheer up people he cares about without being asked. He asks Cordelia to go shopping with him to snap her out of her depression, he conjures illusions for Nowi to play with, he casts spells to help Lissa sleep, he offers Maribelle the guarantee of a painless death (look, he meant well). And when these things don't work the way he intended them to, he changes tacks immediately, because his goal really is to help his friends, not to show off his magic. He genuinely cares about being helpful! And according to the epilogues, he makes a "surprisingly good" father.

Weaknesses:

Lack of empathy: Henry was apparently abandoned by his parents in the woods as a child and only survived due to being taken in by the local wildlife. As a result he relates more easily to animals than people, which seems to be reciprocated, and has difficulty understanding other people's priorities. In particular, he comes off as very amoral by most standards, and doesn't seem to understand the value of human life. He also has difficulty socializing and expressing himself--he actually has to be taught how to frown--and often missteps in trying to cheer up his friends due to misunderstanding why they're feeling the way they are. By missteps, I mean he casually offers to commit mass murder on their behalf.

Fear of abandonment: Being abandoned by his parents has given him something of a complex as an adult, and he's displayed very clingy behavior on a number of occasions. When Panne deigns to give him the time of day he apparently takes that as permission to literally follow her around forever and reacts with childlike panic when she's understandably put off by this. He's also exhibited an impulse for reacting with extreme violence when people he cares about are hurt. As in: if a friend of his is killed, he will go on a bloody warpath.

Recklessness: Henry does not fear death and apparently desires a particularly grisly one when it has to happen. In addition, he takes some enjoyment from killing, so this means he tends to wade right into a battle without considering how squishy he is. In fact, he's completely failed to notice being seriously injured on occasion. Oddly enough, though, he does not enjoy pain, and prefers to avoid it as much as possible (as well as spare those he cares about if he can). This may or may not be due to trauma from the orphanage/magic school/whatever that he was dumped at.

Powers/Abilities: Henry is a dark mage, meaning he can cast non-elemental curses and hexes and the like. These are just as spoopy as they sound, and frequently require some sort of animal sacrifice or a body part from the intended target--which can be a strand of hair, but Henry has made jokes ("jokes") about needing internal organs or limbs as well, and other spells have required him to kill birds. How magic works isn't really well-defined because it's meant just as a category of combat in a tactics game, but outside of battle (i.e. in support conversations) Henry has accomplished things like switching bodies or temporarily reversing time. He's also particularly skilled at deflecting curses placed on him. I'll be using my own best judgment in determining his limits on a case by case basis in-game, but please let me know if anything needs to be clarified.
Other Noteworthy Traits: He apparently has some "nerve damage" that gives him a high level of pain tolerance to the point where he may not notice if he is grievously injured. Also, he can apparently communicate with animals and plants. It's not entirely clear whether this is actually true or he's just nutty.
Weapons & Other Special Inventory: He'll have a magic tome on his person, and while he doesn't explicitly have pet crows they do tend to follow him around and it would be neat if one or two came with him for funsies!

Color: Blood red or something close to it would be perfect, as he has a fascination with the macabre. Very dark or very light blue would also work since they can be associated with concepts like loneliness or purity (and his eyes have been drawn as a very light blue).

Sample: here!

[ OPTIONAL ] World Aspect: Risen could be fun! They're essentially zombies, and they exist because of Grima's reign of terror in the Days of Future Past bad end alternate future, but it'd probably be easy to make them fit the town.

(no subject)

[personal profile] murdery - 2018-03-11 02:10 (UTC) - Expand

Emma | The Promised Neverland | reserved

[personal profile] keeneye 2018-03-08 02:11 am (UTC)(link)
Applicant Info

Name: beans
Contact: [plurk.com profile] chocoletto
Current Character(s): n/a
Reserve: Reserve

Character Info

Character's Name: Emma
Character's Canon: The Promised Neverland
Character's Age: 11
Canon Point: Chapter 76
Background/History: The wiki is sparse.
Emma, Norman, and Ray join forces to escape from their orphanage after they find out it's actually a farm to feed 'demons'. Emma's main goal is to escape with as many of her siblings as possible, including the toddlers. Some important facts they find out: there is a transmitter in their left ear, the demons have been in power since before Mama was born, and their brains are the prime delicacy. They discover William Minerva who donated a number of books to the library. These books contain morse code and hints on how to escape. A special decoder/map pen is found which was also created by Minerva and given to them by Sister Krone. Ray builds a device that can deactivate the transmitter. Norman is shipped out prematurely as a warning to the other two, they believe him dead.

They plan their escape on the night before Ray is shipped out. All the supplies are gathered and all they need a distraction. Ray proposes setting the house and himself on fire as Mama will be forced to save him to ship. Emma stops this at the last second but improvises with the original plan. She cuts off her left ear and throws it into the fire with clothes, hair, and pork so the smells will trick Mama into thinking a real child is being burned. It works, however they are forced to leave all the children under the age of 6 behind. They escape with 15 children, including themselves.

Outside the walls the world is foreign and unlike the Earth they read about in books. They survive the dangerous flora and fauna and are saved by two demons, Musica and Sung-joo, on a whim. The demons don't eat humans for religious reasons. The demon world and human world split over 1000 years ago due to a 'promise' to prevent hunting. They teach the humans how to hunt, cook, and identify medical herbs. They follow the map pen to the designated coordinate which proves to be a self sustained bunker. There is a single adult man living there already.

The Nameless Man does not want to see the children and threatens to kill them instantly. Emma and Ray negotiate a tentative deal with him. He promises to take them to the next location on the pen and they promise to leave him alone asap. He is reluctant to go because he fears the poachers living near that area. He teaches them the demon's weak spot: their eye. He guides them to the target location, attempting to kill them multiple times along the way, until Emma is eventually captured by the poachers. She wakes up in Goldy Pond, an illegal hunting ground with a stock of 50 children. There is a resistance led by Lucas, a friend of the Nameless Man. Emma joins up with them to save the children and kill the demons.

Strengths:
• Adaptable. While all of the Grace Field kids are fast learners, Emma is cream of the crop. She only has to observe someone or something for a short time before she has the gist of it and it'll only take a few moments of training after that to nearly perfect it. The best examples of this is how quickly she learned marksmanship and tracking in a forest. After a week with a bow she can hit targets with near perfect accuracy and learned how to completely mask her footfalls in a single day. As long as she has a general lead she can figure out how to survive in almost any situation. Abstractly, her out of the box thinking helps her to face complicated problems. It may have been difficult but she quickly accepted the fact that her life in the orphanage was a lie and adapting her mindset from a carefree girl to an escapee and then to a revolutionary.

• Optimistic. Emma has a uncanny ability to stay positive even in the worst imaginable situation. To the point that she takes any of her negativity and actually turns it into a resource to succeed in the end, even if doing so is't the best for her mental health. She would have to be dead before she considered something helpless. That doesn't mean she is immune to fear or doubts, far from it, but she will bounce back in record speeds. When there is a roadblock, like having to leave the toddlers behind at the farm, she will just construct the next goal on how to return and save them. She's always forward thinking.

• Care giver. Before the escape Emma was on the fast track to becoming a future Mama. She was groomed by Isabella as she was given the responsibility of taking care of the toddlers, younger children, and generally having additional responsibilities as the eldest girl. This melded perfectly with Emma's natural personality as an observant, patient, and mediating girl. She loves to play, comfort, and encourage all the different goals of her siblings. She's intuitive to people's needs and empathetic towards their true feelings. A example is when she learns that Ray used their siblings as guiene pigs for his experiments. His actions most likely sped up their death which sends her into a fury, but she forgives him because she is sympathetic of the stress he must have been under as the only kid aware of the demons. It's not limited to children either, when faced with emotionally stunted adults she will still try to help. As a busybody she just can't let sleeping dogs lie. She even feels sympathy for Sister Krone's death, despite knowing Krone would continue shipping the children off, simply because of the loss of human life.

Weaknesses:
• Naive. The downside of all that can-do attitude. Emma can be extremely stubborn about her ideals and refuse pragmatic reasoning on principal. For example, when Norman was shipped she attempted to break her own leg before allowing him to leave, even though his death provided a key strategy for their ultimate escape. When she does go along with the pragmatic plans over the ideal it weighs heavily on her. In her ideal world she would sacrifice herself before others were hurt, and she stubbornly chases that ideal.

• Overprotective. Emma is one of the eldest children and sees herself as the caretaker of her siblings. She loves her siblings and their gifts but struggles to make use of them for plans when she can take on the threat herself. When Gilda and Don were originally brought into the plan she was the one that suggested lying to hide the truth, instead leading them to believe it was human trafficking. When that blew up in her face and they yelled at her for not trusting them she swore to never hide anything again. Except bad habits are hard to break. Even after becoming aware of the problem he continues to put herself in danger before others and tries to shield even strangers if it's within her power. If she can do something, even if it's super dumb and dangerous, and protect someone weaker than herself she'll do it.

• Emotional pressure cooker. When you're the emotional pillar for a gaggle children then you have to be a damn good actor. Emma is an emotional child. Just, so many. However, she can hardly act on any of them for fear of dying right then and there. After becoming aware of the demons she learned instantly how important it was to squash any negative emotions and present the happy, peppy, normal Emma. At first it was a defense mechanism so Mama wouldn't ship her, but then it became a staple to protect the other children. Constantly, she has to battle against her own emotions to stay logical and present a poker face. Seething under the surface is rage, grief, fear, and so much more that she struggles with constantly. Whenever these emotions do show through they are Intense but she reigns it in disturbingly quickly. A good example is when Sung-joo teaches her how demons bleed a carcass, or exactly what she saw when she first discovered demons. She breaks down, all the suppressed emotions surging up, but then simply stops them and continues to process the animal. When a literal demon worries and asks if she is OK she replies with a smile. One day she'll have to work through her pent up emotions but she sure isn't doing a great job of it by herself.

Powers/Abilities:
• Exceptional reflexes and stamina, although still noticeably less than a physically fit adult.
• Marksmanship. Skilled with bow and rifle, can reliably hit her target even in stressful situations. Limited by the fact that she cannot carry heavy weapons.
• Genius. Within universe Emma scored full marks on daily tests, which are harder than they appear as they have to answer 300 questions with only 10 seconds given to each question. The questions appear to focus on math, logical sequences, pattern recognition, and spatial awareness (like IQ tests). Practically, she shows this ability through quick reasoning and learning ability.

Other Noteworthy Traits:
• Emma is skilled in miscellaneous house chores thanks to Mama. She can cook, sew, clean, and knows first aid.
• Mild acrobatics... This girl hasn't been formally taught by anyone but she climbs obstacles easily, can jump off surprisingly high ledges, and can use ropes to wall run up a wall. We just have to accept some shounen things.
• Hunting and tracking, including skinning the animal or pulling feathers. She also has been taught the basics on how to identify plants and use herbal remedies.
• Physically, Emma has a tattoo of 63194 across her neck. Additionally, her left ear has been cut off and is covered with a gauze pad.

Weapons & Other Special Inventory:
• A light rifle + ammo. Slightly too heavy for her.
• A utility knife.
• A unique four barreled pistol that shoots special ammunition. It can shoot a flash bang, concussion shot, tear gas, and some sticky net substance. However, she's out of ammo at the moment.
• Bonus item! Emma will have her entire collection of polaroids. There's at least one photo of every sibling.

Color: Yellow! The color is bright and warm like sunshine while also being just a tad bit obnoxious. Perfect for Emma. Something like #F1C40F because it's a more saturated color.

Sample: Sample 1 and sample 2 from the TDM.

[ OPTIONAL ] World Aspect: Goldy Pond is the setting of a demon hunting ground. It's essentially 'the most dangerous game' but the setting is an idyllic fairy tale village and the demons hunt every three or so days. They are so confident that humans can't kill them that they even hand out weapons to taunt them. I think it might be cool to utilize the fairy tale setting hunt as an aspect of an event or you can just use some designs of the demons. The demon designs in this story are honestly rad.

Re: ACCEPTED

[personal profile] keeneye - 2018-03-11 03:30 (UTC) - Expand
queenofminiskirts: (Default)

Akashi Kaoru || Zettai Karen Children | Reserved

[personal profile] queenofminiskirts 2018-03-08 02:16 am (UTC)(link)
Applicant Info

Name: Orange Crates
Contact: orangecrates @ plurk, [email protected]
Current Character(s): n/a
Reserve: Please link to your character's reserve here Reserve Link!

Character Info

Character's Name: Akashi Kaoru
Character's Canon: Zettai Karen Children
Character's Age: 16
Canon Point: Chapter 397


Background/History:

Kaoru had awakened as a Level 7 psychokinetic around the age of three and she was sent to Babel after she accidentally hurt her mother. She was in isolation until she was around five when her powers finally stabilized enough that they can risk putting her with two Level 7 psychic girls around her age.

Because they were so powerful, the supervisors they were assigned would react to them in negative ways. Coupled with the fact that Kaoru could be volatile because of her temper and her desire to protect her friends, many supervisors quit until the government assigned them someone from the Ministry of Education. The Children started off trying to impress their supervisor, who saw them as uncontrollable with powers to rival weapons of mass destruction. She put a limiter on them that they can't take off and worked like a shock collar.

This incident shattered any trust the Children had towards others. Kaoru belived that the only way she can protect her friends was by using her power to attack and intimidate people who tried to hurt them.

Eventually they met Minamoto Kouichi who will finally undo the damage that's been done. They didn't trust him at first, believing that he will give up on them. That never happened, and after Kaoru's powers went out of control, instead of abandoning them, he said, "Your powers are the problem but you can stay right here." They opened up to him and they slowly began to heal..

Then a Level 7 precog made a prediction that in the future, espers and Normals will go to war with one another...with Kaoru as the leader of the espers.

In addition, an esper criminal organization called Pandra and its leader, Hyoubu Kyousuke seemed to be anticipating the predicted future and considered Kaoru their future queen, in opposition to Minamoto and Babel which wanted to prevent the predicted future. This is the conflict that dominated Kaoru's elementary years though it happened in the background mostly without her realizing.

When they got into middle school, they started receiving more missions and, two new espers began to help support them. The two espers who came to act as the Children's back-up were both espers that had been saved by the Children when they clashed with Black Phantom, an orginization which uses espers as tools through brainwashing.

As the Children entered highschool, their powers continued to grow until their bodiescouldn't handle the full brunt of their powers for extended periods of time. When Kaoru caught a cold and she had to come face to face with her own powers and came to accept them, stating that while she hated it and was afraid of it, it was a part of who she is.

(Word Count: 457)


Strengths:

Kindness
Although she has a temper, she is, at heart, an incredibly kind person who feels strong connections with others. Whether they are espers or Normals, she values them all equally and will push the boundaries of what is possible in order to protect them.

And she tries very hard to protect people, but she never wants to do it at the expense of anyone's happiness or safety (except, perhaps, that of her own). She won't sacrifice one person in order to protect someone else, no matter who the people involved are. When she was forced to make this choice in one instance she had been devastated. She understands that at this point in time she can't save everyone, but it says a lot about her personality that, instead of beating herself about it or dwelling on it or giving up, she decides that she'll simply have to get stronger until she can protect everyone.

Never Gives Up
Even against great odds, Kaoru will not give up. She may not be the best at planning or figuring out a new, creative solution to a problem but even if it seems hopeless she will throw herself into a hopeless situation if the only aternative is to give up. While this can cause problems, it was also this strength of hers that saved many people. For example, during her elementary school years they met a brainwashed esper assassin everyone told her could not be saved, only put down. Instead of accepting that she had not only stopped others from killing him but through sheer force of will, converted her own psychic power into a new ability: the Force of Absolution whihc allowed her to free the esper from the brainwashing. The fact that a fraction of this power stays behind in the assassin's mind to protect him from future attempts ta brainwashing is another testament to her will and determination.

Looks Towards the Future

That's something else about Kaoru: she's always looking towards the future. While she values her memories, while she still carries scars from the past, she'll always choose to look to the future. Instead of focusing on past wrongs, she works on preventing the same thing from happening again. Instead of being preoccupied with how things are, she thinks about their potential and how things can be and works towards that.

It shouldn't be confused with optimism. While she does have a great deal of that, the reason she can look to the future and believe she can make it what she wants to is confidence. Someone dear to her had told her that an esper like her could become anything and go anywhere. They weren't, as someone else implied, destined to become a criminal if that's not what they want. The future isn't set in stone because, being Level 7 espers, they have the ability to change even a prediction that's said to be 100% accurate. She was once a child who couldn't control any aspect of her life, whether it was her powers, whether she can go to school or even go home. But now she knows she can do anything she sets her mind to. If she stumbles and fails, then she just needs to get stronger until she has the power to save everyone.


Weaknesses:

Self-Doubt/Insecurities
Some of it stems from her childhood, the distance people who didn't have psychic powers put between themselves and her, probably without noticing it. She understands on a logical level why they did that. Why her mother never dared to really discipline her because she's afraid of Kaoru getting angry and losing control of her powers. The way she wasn't allowed to go with her parents to something as simple as an amusement park because of the multitudes of restrictions on high level espers. She understands it, but it doesn't mean it didn't hurt and that can't be reasoned away as easily.

Before even though she was growing and maturing as a person, she still felt uncomfortable if she believed she really was being rejected or left behind. This stemmed from her insecurities when her father left their family and from the belief that she was a monster. So she clung to the people important to her very stubbornly. By the time she gets into highschool this is less of an issue now. Her confidence is no longer just bravado and she accepts that she will always be important to the people in her life as they will always be important to her regardless of whatever relationship they have with other people.


Growing Up Is Hard
Also, Kaoru is at that age where she's transitioning from being a child to an adult. She's becoming more mature and adult-like and yet she's not quite there yet. She wants to be treated as an adult and she's trying her hardest to grow up and understand everything. Yet at times she still needs to be comforted and protected though she doesn't like admitting it. She's gotten to the point where she's beginning to outgrow all this, however and is becoming increasingly independent.

That's also a part of Kaoru's personality, the desire to be strong and protect those around her often manifests as her not wanting to admit to any kind of weakness or brushing her problems off when they're serious. She does it less now, but it still crops up from time to time.


Temper Temper
As mentioned previously, Kaoru has quite the temper even if it's not as bad as it was when she was younger. It's improved in that she doesn't fly off the handle at as many things, and she's less likely to let her anger cause her to seriously hurt someone. However, when she does get angry she's still capable of holding a grudge and could cause her to do impulsive things like running away from home while it's raining. Also, while she won't cause serious harm while angry, there's nothing stopping her from taking revenge in petty ways or just hitting the person.


Powers/Abilities:
- Psychokinesis: Kaoru is a Level 7 psychokinetic. She has the power to move things around with her mind, which includes the ability to fly and create barriers as well as create a pocket of air so she can go underwater or into space. Level 7 just means that her powers go beyond what can be accurately measured (in her canon, Level 6 is the last level where an esper's powers can be measured, anything beyond that is considered Level 7) which means that there's no standard for how strong a Level 7 esper really is. It's implied though, that Kaoru is on the stronger end of the spectrum and that her possibilities are nearly limitless. Of course, this comes with a price as her powers, since she was little have always developed at a rate faster than her body can handle. Injuries to the head can cause them to go out of control but she can lose control even without one because right now her body as well as her powers are in a period of rapid growth, if she experiences a spike in power without her limiter on, she could lose control of her powers temporarily. Also, after she finished middle school Kaoru's powers have grown to the point where if she uses her powers fully she can only use it for 22 minutes and 30 seconds before she loses control of her powers and destroys both herself and everything in the surrounding area.

- Triple Boost/Force of Absolution: Kaoru's limiter has been modified to allow her to borrow the powers of the other two members of the Children when their limiters sync their powers with hers. This is called the Triple Boost or just the Boost and allows Kaoru to use an even more powerful version of her normal powers. Another power that can be used with the Boost is something called the Force of Absolution that Kaoru created in order to break the mind control of the strongest hypno user in the series, Phantom's daughter.

- Resistance to psychic powers: in Zettai Karen Children, telepaths and psychometers can't read a psychic with a higher level than them. Kaoru, being such a strong esper cannot be read by psychic powers (though it doesn't do much when anyone can read her like an open book even without psychic powers) and she's shown to be the most resistant to mind control and hypnosis.

- Queen Sense: Kaoru is the prophecized Queen of Espers in part because she will eventually grow to become the most powerful esper in the world (in terms of sheer, raw power) but also because she has a deep connection with the suffering of other espers. This manifest in something another character has nicknamed her Queen Sense which means she can locate espers from a distance and sense when an esper is in peril or distress. At this point this sense is underdeveloped and she really only gets a bad feeling when an esper friend she cares about is in danger or when she focuses really hard.


Other Noteworthy Traits:

- Kaoru is fairly athletic
- She has a complete inability to cook. She can even burn omlettes.


Weapons & Other Special Inventory:
Whatever they have on them plus one (reasonable!) item of the player's choice. Pets/Pokemon/etc can be brought along, and don’t count as an item. Please don't try to bring in things like jet planes, for example. If you're not sure, feel free to ask! Please mark which items are on the characters' person, and which item they're bringing in as extra.

- the Children's uniform consisting of an entire outfit including shirt, jacket, skirt, boots and cloak. It is made of a specially designed material that is lightweight, fireproof, weather proof and bullet proof. It is the uniform they wear for missions in order to give them better protection. It also helps regulate their temperature, keeping them cool in the summer and warm in the winter.

- Limiter: Kaoru's looks like a bracelet with a star design on the top. It limits the output of Kaoru's power when turned on but because her powers are at such a high level it cannot suppress her powers entirely. It has a newly added fail-safe that allows her to use her full, unrestrained powers for no more than twenty minutes before it automatically turns back on.


Color: Red

Kaoru follows the typical trend of the "leader" of a group being represented by the colour red and her most striking feature has to be her bright, fire-engine red hair. Beyond that she has the usual personality of the "red" character in Japanese media: brave, a leader, friendly and outgoing.


Sample:
TDM Top Level
TDM Thread 1
TDM Thread 2


[ OPTIONAL ] World Aspect: Characters will be impacting the Town just from living there -- tell us an aspect of the character's world that you'd like to see implemented in the game, whether in events or setting changes! Please choose one, and give us plenty of information to work with (wiki links help too)! This is an optional portion of the app; if there's nothing you'd like to see used in events in the future, feel free to use N/A or leave it blank..
Edited 2018-03-08 02:17 (UTC)

Re: REVISIONS

[personal profile] queenofminiskirts - 2018-03-11 07:10 (UTC) - Expand

Re: ACCEPTED

[personal profile] queenofminiskirts - 2018-03-11 22:14 (UTC) - Expand
dreidels: (🎸 Sᴍᴜɢ Aʟᴀʀᴛ!)

Kyle Broflovski | South Park | reserved

[personal profile] dreidels 2018-03-08 02:44 am (UTC)(link)
Applicant Info

Name: Alice
Contact: [plurk.com profile] calaveras
Current Character(s):
Reserve: here

Character Info

Character's Name: Kyle Broflovski
Character's Canon: South Park
Character's Age: 10
Canon Point: 21x10
Background/History: character wiki

Strengths:

• Kyle is intelligent, and often cited as one of the smartest kids in his class; he's a straight-A student, and is often quick to pick up new concepts and willingly reads complex philosophical theory. The latter is the sort of thing that can cause an existential crisis for him by simply overthinking and trying to make sense of conflicting theories and his place in the universe. He is also the sort of student who has the work ethic and determination to stay up late into the night to finish insane amounts of assigned homework; he's been known to stay up until 2 am to finish homework despite still being in elementary school.

• He has a strong moral code, instilled in him by his parents and their religion (Judaism) and firmly believes in right/wrong; he strives to be a good person and genuinely wants to help those who need it. This can be misguided on occasion; he is fairly gullible and was convinced that an orca at a sea park was actually an alien who lived on the moon and needed to rescued and returned home. He still hasn't realized that he and his friends accidentally killed said whale by sending it to the moon. Sometimes he makes mistakes; he's a kid, but he tends to learn from his mistakes and experiences. ("I learned something today...")

• Out of all of his core friends, Kyle is easily the most compassionate. He takes his role as a big brother seriously, and often goes out of his way to look after Ike; he even goes all the way to Canada and appeal to the government to get his brother back after Ike's birth parents want him back. This instinct extends to other little kids too; he willingly takes up the helm to help and bandage other kids who need it.

Weaknesses:

• Kyle is very much like his mother in that he not only has a temper, but he often thinks he's right. This not only leads to frequent arguments with his frenemy, but it also results in his taking his convictions too far; if he thinks something is wrong (or no longer funny, in the case of Terrance and Phillip), he will go out of his way to try change things without regard to how it might effect those around him. Most recently, his deciding that Terrance and Phillip was terrible resulted in him starting a campaign to get it taken off the air. Unfortunately, his bullheadedness meant that he refused to listen to his friends to chill out, and wound up siding up with President Garrison, who subsequently bombed Toronto.

• Despite having a strong moral code, Kyle is corruptible particularly when it comes to earning money, even if it's in an unsavory manner. In these circumstances he tries to convince himself that it's okay that he's doing these things, because he can still somehow help, even if it still makes him feel guilty. A key example of this is when Cartman convinces him to join his Crack Baby Athletic Association. Kyle genuinely wanted to volunteer at the hospital to help with the babies, but wound up being lured by making a lot of money, which he tried to rationalize by trying to convince himself that he could do some good for the babies by being involved.

• He also tends to soapbox a lot. Kyle is capable of being quiet in many circumstances, but the problem lays in just how opinionated he is. He is incapable of not expressing his opinions, and when he does it tends to be in mildly condescending speeches. They're long, drawn-out, and often grating to those around him.

Powers/Abilities:
potentially a little bit psychic
• his "alter ego" when he plays pretend superheroes with his friends has the ability to fly and shoot lasers from his eyes but it's completely make-believe.

Other Noteworthy Traits:
• proficient in Pig Latin and Marklar
• ridiculously good at Guitar Hero
• basketball fiend

Weapons & Other Special Inventory:
on his person:
- one green ushanka
- his clothes: pants, shirt, orange jacket with green collar
extra item:
his kite

Color: #00AC51 (within the range of blue); this is one of the shades of green on his ushanka which he wears everywhere, even with formal attire.

Sample:
TDM links: top-level + one, two, three

[ OPTIONAL ] World Aspect: N/A

(no subject)

[personal profile] dreidels - 2018-03-11 02:15 (UTC) - Expand
ifionlyhadthecourage: (lionboy)

Caramia | Ozmafia!! | Reserved

[personal profile] ifionlyhadthecourage 2018-03-08 02:49 am (UTC)(link)
Applicant Info

Name: Rubie
Contact: Rubie#6621 (Discord), @rubiesriot (Plurk)
Current Character(s): Caramia
Reserve: Caramia's Reserve

Character Info

Character's Name: Caramia
Character's Canon: Ozmafia!!
Character's Age: No canon age. Confirmed to be "lots of generations" old. Headcanoned to look physically mid/late-twenties.
Canon Point: Pre-game canon (Just before the protagonist shows up)
Background/History: As this is spoiler-heavy, here's my synopsis in a link.

Strengths:

[Insert Katy Perry's "Roar" Lyrics] Caramia was once a lion, and since becoming a human, a few of those traits carried over. His eyesight isn't great, but his sense of smell and hearing are excellent, exceeding the standards for a majority of people. His hearing being his best sense and is capable of picking up on sounds within a reasonably large distance. Because of this, he's also very sensitive to noise, and highly concentrated scents. Too much perfume or harsh smells will avert him, as well as loud or high pitched sounds.

Lion Kind hearted Caramia's often put down for being a "bleeding heart" and told that he's not how people pictured a don to be. However, Caramia himself views his kindness as a strength, and he isn't completely incorrect. His kindness is a heavy drive for him, using it to protect those he loves, make friends easily, and be naturally protective and fatherly to those smaller and weaker than he is (generally children). Stemming from this kindness, Caramia is also very optimistic, and it's extremely hard to get Caramia down on anything. I'd say he's "always looking on the bright side", but this sunshine-embodiment is the bright side on most occasions. He's always doing his best to keep spirits high and people happy.

Not a Cowardly Lion And finally, his courage-- it was a gift he got in Oz from the wizard. It takes the form of a pendant, and reacts to his desire to be courageous, and will work even when not on his person (within a reasonable mile of his vicinity). Because of his boundless courage, he's able to do things instinctively, without having to worry about what scares him or having fear hold him back from anything. Even without his pendant, Caramia still has the will to be brave, and values it immensely. He may be anxiety-ridden and utterly terrified of most things, but the urge to protect could convince him, through much hesitation, to put aside his fears briefly.

Weaknesses:

Reckless With great courage comes great recklessness. Because of Caramia's immense courage, he acts before thinking most of the time. He means well in most of what he does, but he'll always do what's instinctively available for him, instead of planning something out. It's why he has a competent, level-headed consigliere around, to keep him from foolishly doing things. A good example of his recklessness is just how trigger happy he is. In canon, there's a scenario in which he's on patrol for a dangerous criminal, and when his love interest surprises him, he shoots her without thinking, so sure that it was his target. He beats himself up over it horribly.

I'm not sick, this is normal- [COUGHS] Caramia's body is also not extremely healthy. That's not to say he's not fit or he's fragile-- quite the opposite, actually! His immune system is the issue. Being a mortal lion transformed into an immortal human has not been well on his health, as he's well exceeded his lifespan, and as such, his body can't keep up with it. He takes plenty of medications so he can function on a day to day basis, and still he gets constantly sick, usually during cold season. Not to mention he's a nocturnal creature trying to stay on a "normal people" schedule. All of this takes quite a toll on him.

But just a bit Too Kind And then, of course, as much as it is a strength, Caramia's kindness can also prove to be a very potent weakness for him as well. It makes him an overly trusting person, and makes him want to help everyone he can, even when it's none of his business, or if he already has too much on his plate. This is especially bad for Caramia, as he lives in a town where not interfering with the other families is crucial, as it could ruin his reputation, or even have consequences for the Oz family as a whole. Despite this, he still wants to help if there's something serious (i.e. a murderer) and often has to be calmed by his advisor.

Powers/Abilities:
  • He has a magic pendant, containing his courage, making him immeasurably brave.
  • Due to his previous lion state, he now has a "feral" form, heightening all of his senses, increasing his speed/endurance/stamina and sharpening his nails to resemble claws. It takes a few hours to wear off.


Other Noteworthy Traits:
  • Caramia is a really good cook, and absolutely loves to do so.
  • He's a tinkerer of sorts. A hobby of his was to disassemble guns and other tools to make them better. He's no gunsmith or engineer, of course, and anyone with proper training would be much better than him, but he could make a decent makeshift mechanic if it were needed.
  • Caramia loves to read and is particularly quite good at it. He's gotten his hands on a lot of how to's in his life, and as such, has a lot of useless trivia rattling around in his head.
  • He naturally has fangs.
  • Knows 4 different languages: Swedish, Italian, English and Japanese. "Lion", too, technically.
  • He loathes water. Appearing in a well? Soaked? Really?
  • He's afraid of things being too tight around his neck.


Weapons & Other Special Inventory:
On person:
  • Two loaded, semi-automatic pistols
  • Medications
  • Reading glasses
  • Hooded coat
  • Courage pendant

Extra Item of Choice:
  • An acoustic guitar


Color: Red suits Caramia best, as it is not only the color of the Oz family, but one of his favorite colors. He associates it with bravery and lions, and as such, is an important color to him, personally. I use #b90b3c for him, let me know if I need to pick a new one!

Sample:
1 2 3

[ OPTIONAL ] World Aspect:
If I had to say something off the top of my head, there are annual meteor showers in his universe, of which his town celebrates and make wishes on. Seeing those, even if colorless, would make him a little more a peace with the world, if just because who doesn't feel a little at ease after they make a wish?
Alternatively, group the characters with their colors up, introduce chaos and weapons, pit the colors against each other. Boom, families and mafias.
Though, really, I can't think of anything big.
Edited 2018-03-08 05:34 (UTC)

(no subject)

[personal profile] ifionlyhadthecourage - 2018-03-11 02:24 (UTC) - Expand
swordfucker: (150)

Guren Ichinose | Owari no Seraph | Reserved

[personal profile] swordfucker 2018-03-08 03:09 am (UTC)(link)
Applicant Info

Name: Ash
Contact: [plurk.com profile] zeloser, zlos#3826 @discord
Current Character(s): N/A
Reserve: Here

Character Info

Character's Name: Guren Ichinose
Character's Canon: Owari no Seraph
Character's Age: 24
Canon Point: Chapter 61
Background/History: Wiki

Strengths:
    Driven
      Since he was young, Guren has been someone so motivated towards his goals that he stops at nothing. He's risen to a high rank despite his lower family name in comparison, and has caught the eye of multiple members of the head Hiiragi family with his actions. Even if it means lying, faking being weak, putting up with abuse or struggling for his life, Guren goes hard at his goals and refuses to give up on them. When his demonic personality is in control, this becomes even more intense; he becomes completely ruthless, cutting down anyone in his path to achieve his end goal, even going so far as to kill subordinates and friends that he treasures. Because demons can emphasize the desires of their host, his demonic personality takes that driven attitude of his and goes too far— but because it helps him move towards his goal, even his human personality allows it.


    Caring
      This may sound cliché, but Guren's overwhelmingly kind heart is the main reason that he hasn't been turned completely into a demon and still has both personalities. He cares so much about his friends that he jumpstarts the apocalypse to bring them back to life, knowingly killing the rest of the adults on the planet just to gain ten years of life for his friends. He's embarrassed about being so kind and refuses to admit it, instead throwing out insults and cold, blunt words that hide the affection behind his actions, but everyone close to him can see that he has a kind heart. Along these same lines, he values teamwork and the idea of establishing a "family" so much that he refuses to let Yuu join the army until he's managed to make a friend. He believes it's an important role in success, and in making sure humanity can survive and push on. Even when his demonic personality is in control and ruthlessly killing his comrades, we see Guren begin to cry as he struggles to wake up, showing just how much they mean to him.


    Strategist
      Guren shows incredible leadership. He's able to pick up on small details and apply them, can think quickly and outwit his targets, and has shown this ability since he was young. Even as a teen, he knew to disguise and hide his strength and bow his head, giving up his pride to get where he needed to be. He's managed to keep the large secret of his own friends' deaths from them for 8 years, along with working together with vampires all to further his own plans. He knows when to take hits and when to order them, and thanks to all he's dealt with, he's incredibly intelligent with everything from science to military missions. His demonic personality uses this to his advantage, and this leads to the large betrayal of his friends and killing of comrades all as sacrifices to further the Seraph of the End project that will help him reach his goals.


Weaknesses:
    Selfish
      For as selfless as Guren is, it practically bends inward on itself into selfishness. He was willing to bring on the apocalypse just to see the smiling faces of his friends for ten more years. Deciding that on his own, and keeping it to himself, he is selfish. He's constantly doing things that he wants, leaving others out of the loop but moving forward in reckless and ruthless ways. This goes so deep that his demonic personality feeds on it, and when it takes over, all of his desires are clear. He states that he wants to dethrone the Hiiragi family, to stop the hierarchy, and to complete the Seraph of the End project that will apparently help his cause. His main goal is to revive all the people who he'd gotten killed in the apocalypse, a task that seems impossible and morally questionable, especially since bringing humans back from the dead is what jumpstarted the apocalypse in the first place.


    Distant
      Though Guren values his friends and friendship very much, he's a hypocrite himself. He's always been someone who doesn't share when something is bothering him, but with the fact that his friends would turn to dust if they knew they were brought back from the dead, the pressure is put on Guren even more to hide everything from them. He carefully hides all of his feelings and keeps his emotions controlled, even hiding the fact that he has a second personality thanks to being turned namanari*, all not to worry them. Even before then, Guren believed that it was better for people not to get attached to him. When he wasn't allowed to be close with Mahiru due to his family name, his naivete of the world died, and he realized that his place in the hierarchy could be a danger to others if they're seen speaking with him. He repeatedly tries to push them away, but all through school he ends up making the close friends that he's come to love so dearly now. Still, in the end, that distance leaves him in trouble, shouldering all of the burdens he has on his own and pushing himself to the edge of becoming a demon. He even has to force himself to be a tiny bit more open with his friends, which is a huge risk to their lives, all so he doesn't become a full demon himself.


    Emotional
      His emotions, though he hides them out of embarrassment, are a heavy weakness largely thanks to the demon part of him. Demons feed on emotions and desire, so every time he's upset, he can lose control even more. His empathetic heart can lead to this happening more often than not, and it's why he's so close to the edge of becoming a full demon, with only his kindness keeping it back. Even then, like stated above, he has to carefully monitor it and take actions to be sure he doesn't fall into despair and become a full demon.


Powers/Abilities:
    Spell Tags - The Owari no Seraph universe allows magic in the form of these spell tags (through Fudo Myo-o) that can do various things. What has been shown in canon is mainly things like exploding tags (place the paper on someone and it explodes), sound muffling tags (literally just muffles noise by sticking the paper on things), blocking demonic energy, talismans on equipment to suppress power, and things similar to that. Guren is very capable with these, even if they're kind of a minor side thing. Since they're so vague in canon and I literally have no more information, I'm just giving him 8, and they won't be doing anything fancy, if used at all.

    *Namanari - A namanari is a "half-demon", or a human with two personalities (the human and the demonic) that's one step short of becoming a full demon. For Guren, his demonic personality has been coming out since he was young through his various black series weapons, and now with Mahiru-no-yo, it can completely blend in with his human personality. It's his own personality but more ruthless and focused on desires/emotions, so I felt including it in the strengths/weaknesses above was enough. Though namanaris usually can show physical differences in the appearance of the human's body, Guren's doesn't change at all. It does, however, show curse marks over his skin when his human personality begins to struggle to fight off the demon side.

    Demon Blade Mahiru-no-yo - This is where the majority of his abilities come from. The demon inside of his cursed gear has the appearance of his dead lover, Mahiru. This is because Guren killed her when she transformed into a full demon and lost herself, and sealed her into the sword. (That's how demons are formed.) It is her, technically, but Guren stresses in multiple cases that "Mahiru is dead" and that this is just a demon. Mahiru went through many changes in personality due to becoming a namanari, vampire, and then full demon, so this Mahiru is completely different from the Mahiru that was alive. Due to being born with a demon inside of her already, and going through so many changes, Mahiru is kind of a strange case that is still being explained in the manga, but I'll go into details of what role she will play in RP with Guren, as long as it's okay.
      • She can speak to Guren through his mind, and manifest in front of him. In the manga itself, she has a strange ability to project herself further than that and is even noticed by one other demon in her form and by a vampire as a "strange feeling", but that isn't explained yet, so in RP: only Guren can see and hear her, but she may pretend to interact with others just to get a rise out of him.

      •Extra power/strength. Just by drawing the blade, Guren's strength increases considerably. By calling Mahiru-no-yo's name, it increases even more.

      • Accelerated healing. He has taken stabs through the chest multiple times and healed quickly. He's also lost an arm and was able to have it reattached thanks to the healing. He can only accomplish this with the demon's power, though since the demon is always a part of his soul, it automatically begins to heal him when he's injured. Something like a stab to the chest can take a day or so to heal, but smaller wounds can seal up much quicker.

      • Possession. Mahiru-no-yo can tempt Guren from his own mind with illusions and visions in order to try and gain control of his body. If she succeeds, she'll gain control over Guren's body.

      • Namanari. While Guren is in his "namanari form", so to speak, his demonic personality comes out and works together with Mahiru-no-yo. This increases his power incredibly, but also has the downside of Guren being cruel and ruthless, excessively so. However, that demonic personality also is intelligent enough to pretend to be his human one, so it's been mentioned that this side of him is out more than it seems.

      • Demonic aura. He can strike his sword into the ground and summon the demonic aura from it. This can cause normal people and even well-trained soldiers to pass out instantly or struggle in pain. You're able to resist it with wards/spell tags, or if you have enough strength and willpower, but those who have high psychic resistance won't feel anything at all.

      • Devours attacks. He calls on Mahiru-no-yo to "devour" an attack. He's used this both to strike his sword through an oncoming attack and make it vanish (if it's not strong compared to him), or to take part of an attack or force and lessen his impact when falling.


    Drugs - Drugs are heavily used in the Owari no Seraph universe. Guren has been shown giving all kinds of cocktails to Yuu to keep his crazy powers in check, but he has a couple that he uses himself. The first is the standard doping pill set for the Moon Demon Company. Taking one tablet increases his synchronization with his demon up to 150%, 2 tablets would take it up to 180% but risk death due to shock on the body, and 3 would just rupture all internal organs. They take ten seconds to work, and then work for 15 minutes before that synchronization drops to 0%, leaving the user completely defenseless. They're for emergency situations where it's important to increase power in a short amount of time, even while decreasing endurance considerably. The other drug Guren uses is a newly developed one taken by syringe that allows him to suppress the demon and stay in control, even while using its power. He's shown using it and speaks about it, saying that it allows him to stay in control, and that he's not possessed by his demon.

Other Noteworthy Traits:
    He's a great swordsman, with or without his demon, and can hold his own in a fight. He also picked up on human experimentation after he took it over from someone else, and has shown to be an excellent scientist with it. He's able to create many successful candidates for the black demon series, which is something that's incredibly rare. He's a good leader, a very intelligent and analytical person who can look at any situation and think his way through it, and also comes with plenty of knowledge that he's absorbed over the years about his world.

Weapons & Other Special Inventory:
    His uniform, his demon blade, a pack of doping pills, (5) syringes of the new drug that helps keep his demon under control (not on his person, extra item), (8) spell tags, his cell phone


Color:
    Red. Guren is themed with the color red throughout canon, including his demon blade having a red streak. It also represents the blood of all of the people he's responsible for the deaths of thanks to canon reasons. Because of that, I'd like if he could have the hex code #a5211f!


Sample: TDM thread

[ OPTIONAL ] World Aspect:
    For a simple one, Horsemen of the Apocalypse! In summary, they're monsters that attack humans and only humans. Vampires and animals are ignored. Their existence seems to be meant specifically to cull the sinful human race, and focus in on killing any human they notice indiscriminately. It's a fun and easy way to throw monsters anywhere!

(no subject)

[personal profile] swordfucker - 2018-03-11 02:13 (UTC) - Expand
whereabout: in your bed. i would check (there may or may not be knives)

joshua bright | legend of heroes: trails in the sky | reserved

[personal profile] whereabout 2018-03-08 03:14 am (UTC)(link)
Applicant Info

Name: Sam
Contact: [plurk.com profile] atkascha
Current Character(s): -
Reserve: here

Character Info

Character's Name: Joshua Bright
Character's Canon: Legend of Heroes: Trails in the Sky
Character's Age: 16
Canon Point: End of Chapter 6 in Second Chapter. (The second game is called Second Chapter, but contains chapters. Yeah, I know. I know. ¯\_(ツ)_/¯ )
Background/History: On Kiseki wiki.

Strengths:
Joshua is a smart, rational thinker. He doesn't easily fly off the handle and he's very good at logically looking at the situation and coming up with the best possible way to deal with it, without getting flustered or panicking about the potential outcomes. While this skill has a dark origin, being one of the things that was drilled into him as part of Weissmann's conditioning to make him the best assassin possible, he puts it to excellent use for better reasons after leaving Ouroboros; his calm outlook balances out Estelle's fiery go-getter demeanor, and is a great asset in resolving many of the jobs they take as Bracers.

He's compassionate, although he doesn't always see it that way himself. While he spent years suppressing that part of himself so strongly that he believes it doesn't actually exist, Estelle sees straight through him, pointing out that it's because he feels so deeply for others that he's been lying to himself about it just to keep functioning. He does well with other people - he's polite, gets along easily with the people they meet throughout their journey, and he's especially popular with children. Despite the fact that he sees his own sense of kindness as being artificial, and just going through the motions to try and seem normal, the fact that it persists in his later canon appearances after he gets his mental baggage sorted out speaks for itself: he really is a kind person, despite the way he's grappled with it over the years.

Finally, he's responsible, both in mundane matters and in serious emotional ones. Between himself and Estelle, Joshua was the good student in Sunday school, Joshua is the one who can actually cook a meal without bringing disaster on the kitchen, Joshua is the one who usually steps in to keep things on track and nip any poor behavior in the bud. And on a deeper level, Joshua has a deep sense of guilt about the things he did as an assassin - even if his own culpability in those matters is dubious at best. If he does something wrong, he wants to make up for it, whether that wrong is making a mess in the house or making a mess of somebody's life.

Weaknesses:
Joshua's weaknesses are really just the flip sides of his strengths, because all of his personality traits are things that can go to dangerous extremes, and that he's still learning how to balance out and handle with maturity.

First, that calm and logical thinking, which can go straight past "calm" and into "cold" when he allows it. One of the first signs the player is given that Joshua is not exactly okay inside is an early quest to take care of a monster problem at a local farm; while Estelle and the owners decide to just scare the monsters away, Joshua very coldly argues that it'd be better to just kill them and not risk a repeat performance. In the first half of SC, he drops his more "normal" behavior and just takes everything this way, resulting in him being kind of a dick and being willing to probably get himself killed taking out the Glorious, because he doesn't think anything less will accomplish his goal of stopping Ouroboros.

And that behavior comes from the fact that his compassion was a liability to him as a child. A combination of himself trying to overcorrect by lying himself about how much things hurt him and the influence of Weissmann's conditioning resulted in him acting without any remorse or compassion, and believing himself to be too broken to have functional feelings. He simply started thinking of himself as an object rather than a person, because then he didn't have to feel bad about anything he'd done or anything that had happened to him. The only way he's learned to deal with his own emotions is to detach and get as far away from them as possible.

That, of course, doesn't work so well - and when his emotions catch up to him, his sense of responsibility manifests as an overwhelming, crushing sense of guilt for what he's done. He blames his sister's death on himself, since she was protecting him; he blames all of his kills as an assassin on himself, because regardless of his clearly compromised mental state, if he'd been stronger, he wouldn't have been in that situation to begin with. He hates himself for his inability to handle things that no child should ever be expected to handle.

Powers/Abilities:
• Enhanced physical abilities via his Stigma, although canon is very vague on the exact extent. To quote directly: "Your ability to reason through and execute a solution to a problem, no matter the circumstances... Your physical strength and reflexes, better than an entire squadron of normal soldiers..." Cassius describes his skills as "almost superhuman," so I tend to think he's probably at peak human performance, definitely beyond what someone would probably suspect, but not comic book levels of ridiculous. (He gets to anime-superjump over a couple of walls. I guess that's ridiculous.)
• The downside of said Stigma, on the other hand, is that it functions as kind of an emergency brainfuck switch, used by Weissmann to snap him into a mindless state where he obeys Weissmann's orders without question. Unlikely to come up in RP stuff, but it's there.

Other Noteworthy Traits:
• Spy/assassin hax. He's extensively trained in stealth, infiltration, and killing from the shadows. He mentions having used explosives, and he knows how to make sleeping drugs (and dose them with impressive precision in how long they'll keep people out for).
• Combat. He's no slouch in a straight fight, although he is very clear that he's not on the same level as the top tier badass fighters in his canon - he specifically states that his training was entirely for stealth, and Loewe points out that as soon as he's seen, he loses his greatest advantage. Still, he managed to hold his own going toe to toe with some real heavyweights.
• He whips out some assorted other skills that aren't really focused on, but are justifiably useful in his former line of work - i.e. basic airship piloting, both sabotaging and fixing orbal engines (sabotaged an airship engine, fixed a car).
• He plays a mean harmonica.

Weapons & Other Special Inventory:
• two knives
• a few smoke bombs
• a few sleeping gas bombs
• his harmonica, just returned to him by Estelle
• I can't think of any additional item I particularly want to give him, so this is just the things he would already have on his person.

Color: Blue (probably a shade that is ~dark like his soul~). Joshua is a generally calm, collected person, especially in contrast to Estelle, who he plays sidekick/foil to. In the first game, the two of them even wear blue (him) and red (her) to drive the point home.

Sample:
test drive meme
i have been involved in murder cases, yes
romance isn't dead, but we might have set it on fire

[ OPTIONAL ] World Aspect: The Salt Pale, a mysteeeerious disaster that popped up out of nowhere, turned half a country into salt (killing a lot of people in the process), and then just kind of stopped for unknown reasons.

If that's too complicated, though, then I guess there's always creepy sheep.
whereabout: why i woke up under a twister sheet (can someone explain to me)

ADDENDUM

[personal profile] whereabout 2018-03-08 09:16 pm (UTC)(link)
Not edited in because some games don't like if you do that? Not sure here but I'd rather be safe than sorry.

I completely spaced on one power/inventory item, so to add:

Orbal arts, the obligatory JRPG magic system. Spells ("arts" in Trails parlance) depend on the type/combination of quartz installed in a combat orbment's slots. The arrangement of slots in an orbment (how many lines they're grouped into) affects a character's effectiveness as a mage, with the ideal arrangement being a single unbroken line. Joshua has two, one longer and one shorter, which puts him slightly above average as a caster, and two of the slots in his orbment are locked to time element quartz, so he's the guy most likely to be carrying the speed buffs/debuffs, which pairs nicely with his natural agility.

Thus: his orbment and the installed quartz should also be in the list of things he's bringing! I can work up a specific list of quartz/spells if "generic JRPG magic, decent but not gamebreaking" is too vague.

Sorry for the last minute addition!

Re: ACCEPTED

[personal profile] whereabout - 2018-03-11 02:35 (UTC) - Expand
passio: (Default)

koriel xii (dextera) | baroque | reserved

[personal profile] passio 2018-03-08 03:16 am (UTC)(link)
Applicant Info

Name: mary
Contact: [plurk.com profile] pavaal
Current Character(s): N/A!
Reserve: here!

Character Info

Character's Name: Koriel XII (Dextera/Number 12/Twelve of the Right)
Character's Canon: Baroque
Character's Age: Unknown to the character; 22 canonically.
Canon Point: After failing to fuse with God for a second time.

Background/History: (Note: I’m drawing on the Sega Saturn/manga version of the canon, since it has the most supplementary material. It’s almost exactly the same as the more easily accessed PS2/Wii version (which has just a few more NPCs and a slightly different ending), but if you need clarification on anything, I’m happy to provide sources! The existing fan wiki is not so good, hence a written background.)

Dextera grew up in the care, and then employ, of a religious cult in the 21st century as the younger and healthier of a pair of conjoined twins. His older brother was considered a drain on their shared body, and at seven years old, they were split apart and the older brother died.

This left Dextera with a scar on his hip and an emptiness in his heart that made him the only person viable for something called the Dabar Fusion—a way of giving God a human vessel, able to speak a human language so that She could tell the world what was wrong with Her. According to the cult (and, nefariously, in reality), God had gone mad, and their goal was to protect Her until She could heal.

The Fusion went awry thanks to the interference of the megalomaniacal leader of the cult, the Archangel, who wanted to become God rather than heal Her. God’s subsequent agony at the failed ritual ended the world on May 14th, 2032. Dextera lost his memories (and, tentatively, his ability to speak), but gained the powers of God in exchange. The Archangel used Dextera’s amnesia against him to put the blame of the apocalypse on his shoulders, and told him that the only way to heal this “sin” was to purify the Absolute God according to the Archangel’s will. Dextera, knowing nothing besides his formless guilt and what the Archangel told him, followed his orders.

Ultimately, after interacting with the cast and getting his memories back (more or less), Dextera chose to go against the Archangel’s wishes and successfully completed the Dabar Fusion on his own, restoring God’s sanity and providing the groundwork for the world to begin healing itself.

At the end of the game, the world has not immediately changed, but life is once again able to grow, and Dextera resides in a ghost town called The Outer World with the Archangel and other members of the cult. As Dextera lived exclusively in cult housing in his youth, before the apocalypse, the only “outside” world he knows is this small city, dusty and run down with a stark red sky.

He also received a thorough religious education and was a high-ranking faith-scientist during his late teens to the point of the failed fusion, but he only recalls snippets from this even after he remembers his past. He had a given name once—but “Dextera” is a nickname that was applied to him when he had nothing else, and it stuck.

(At this canon point, his ability to speak has been partially restored, though he’s still primarily silent unless speaking with God, the Archangel, or the ghost of his brother. He remembers that he “killed” his brother, though not the how or why.)

Strengths:

RESOURCEFUL. Every time Dextera dies and is restored (a mechanic of the canon), he’s reverted to a blank slate in terms of ability and equipment. He learns no “skills” outside of swinging a sword, and so the only way for him to get through anything he does is to use the items and tactics available to him—some are as simple as pressing a button to kill an enemy, and others require more careful planning, such as finding ways to save food or gear between his “deaths.” He has the experience of countless lives to rely on, though with the one caveat being that these preceding lives have been doing the exact same thing. He’s a good person to take on a mission.

RESILIENT. Although he’s weighed down for most of the game by a heavy guilt, he never lets himself stop because of it. As long as he has a goal, regardless of the pain it causes him to get there, he won’t give up until it’s been achieved. In addition to this motivated resilience, he’s quite emotionally capable as well: he suffers from an onslaught of negativity from the Archangel at every turn, and many others are not particularly kind to him either. He takes all of this with a grim determination—not because he believes he deserves it (though sometimes he feels he does), but because his success matters more. He’s internalized enough of the agony of the world that he comes across as numb to the smaller things.

CARING/FORGIVING. It’s perhaps because of all this pain that he’s largely a kind, harmless person underneath it all. The nature of the world means that no one can truly die—both a blessing and a curse—unless their twisting gets out of control and/or Dextera specifically purifies them (thereby killing them), and he’s reluctant to do that unless he sees no other possibility for salvation. On a smaller scale, he’s gentle with people, willing to help any individual that’s suffering, because he himself knows what it’s like to be buried under the weight of sin. He has trouble seeing the forest for the trees, but when encountering someone face-to-face who is in pain, he can’t help but empathize. Even if they’ve hurt him immensely, he can’t truly hate anyone if he knows they’ve been through something traumatic. This is most evidenced in the ending: the Archangel manipulated Dextera from beginning to end, blaming Dextera for the Archangel’s own apocalyptic mistake, but when the Archangel loses hope and asks Dextera to stay by his side, Dextera agrees. It’s a decision made not because he had to, but because he knows what it’s like to feel hopeless and alone, and he would never inflict that on another person.


Weaknesses:

SELFISH. Although Dextera’s “mission” is to save the world, he doesn’t truly carry any desire to fulfill that mission for the sake of the world—he’s only doing it because he might be able to ease the guilt that gnaws at his heart. This weakness is commented on by several characters, including his brother and God Herself, as a reason why the fusion can’t succeed: that is, he asks too much of others, and doesn’t give enough of his own. He’s still motivated to succeed, but his primary loyalty is to himself—although he “loves” the Absolute God and Her facets, it's initially only for the sense of fulfillment that they offer him. While he obviously isn’t incapable of caring about others, he’s motivated largely by his need to feel whole, and may inadvertently (he isn’t cruel) hurt people in his quest to get there.

OBEDIENT. It may seem contradictory then, to say, that Dextera is obedient to a fault. Before he regains his memories, he only does what he’s told, even if the instructions themselves conflict with each other. He bends to power: the Archangel is the one who gives him instructions with the most purpose and clarity, so he follows those instructions despite personal misgivings, until he remembers that he, once, disagreed with the Archangel’s approach. If there’s an area in which he has no opinion, he follows the leader—at least until someone tells him something else. He’s terrified of leadership for himself; when he has the chance to recreate the world, he creates the same world over again, to be a human trapped in his post-apocalyptic hellscape once more, because he wouldn’t know what to do with the responsibility of a god.

DEPENDENT. Dextera's greatest weakness, however, is his need to be with someone. This, in and of itself, isn’t always a weakness—but it’s something Dextera suffers from and must reckon with throughout the arc of the canon. At first, he ascribes his emptiness to his separation from his brother, and then from God, but in the end, the truth is revealed: Dextera feels empty because he has never learned to stand on his own. This, too, is something that gets resolved, but it provides the thrust for Dextera’s character and, most importantly, his betrayal of the Archangel. His emptiness is the catalyst for his other weaknesses, as well; in his fleeting moments of wholeness, or moments where he’s caught up in something, he’s an open, honest person. When alone, he’s emotional and will lash out—though not without remorse—at the world around him.

Powers/Abilities: Dextera is largely just a normal human being, unique in his world in that he’s immune to corruption. This is due to his ability of purification, meaning he’s able to take any living creature that’s twisted and purify it. In the canon, this is shown as killing things and crystallizing their souls into a “pure” consciousness, but the fact that it’s a literal gift from God suggests that he has some nuance to it. He’d been molded by the Archangel to use this ability to purify God in particular, but he can use it on anyone.

Other Noteworthy Traits: He can eat anything! It’s been a long time since he’s had a real meal, and so he’s gotten used to eating raw and rotten meat—his stomach can take it. Whether or not he likes it is a different matter.

Additionally, although he is human, he’s said to have a “resonance” near to that of God Herself even before the fusion—so much so that he was hailed as a deity for a brief period in childhood (though he doesn’t remember this, and even if he did he’s mostly relieved not to be). This has no bearing on his abilities, but he does have a particular ~aura~ around him.

Weapons & Other Special Inventory:

Dextera is a man of items, so he’s bound to have quite a few on his person at any given time. Probably these:

• Homing Bone (a small section of a vertebral column able to be used as a kind of homing device)
• Ache Parasite (a parasite that’s been fused into his bloodstream; he can eat anything without getting a stomachache!)
• Angelic Rifle (a big gun used to purify God; it uses special bullets, though dextera currently has none)
• “Your” Crystal (the crystallized form of his soul, basically useless to him but unable to be shattered. may be a good nightlight.)
• Cleansing Sword (a strong sword. nothing else to it.)

Color: Blue; the exact shade doesn’t matter too much, but either a dark blue (for aesthetic reasons) or a water-blue because his soul is equated to “pure water” in the canon.

Sample: sample 1—normal behavior!

sample 2—a little more of his actual voice/themes of guilt when he gets in his feelings.

sample 3—just in case!!

[ OPTIONAL ] World Aspect: The world Dextera comes from suffers from a condition called “Baroque/Baroquism Syndrome”—anyone is susceptible, as it manifests because of insecurities or a need to cope with some kind of suffering. A Baroque usually displays itself in the form of a physical/tangible alteration to a person in response to their needs. In its most basic form, it’s intended to be helpful, or a way of surviving. (The change isn’t necessarily always immediately useful, but it isn’t intended to harm the individual!) The problems arise when people delude themselves into thinking existing with the Baroque is better than without it.

For example, a couple of the Baroques that form in the game:

A girl who had been bullied completely lost her sense of identity. In the beginning, the Baroque was intended to help her blend in and become less of a target, but by the point of the game, she has no thoughts or words of her own.

A girl who suffered a trauma swallows the memories of others to bury her own. She remembers everything she sees or hears, but is unable to recall her own memories from her perspective. She speaks entirely in the quotes of other people, and even her own memories are related as if from an outsider’s point of view. She also physically turned into a bag, as if to say that she's storing the memories of others. Spooky!

These are pretty extreme examples, however! Others are quite innocuous—a boy who likes to collect things, as little boys often do, grows a bag on his head so he can collect all the things in the world. If this is too grand anyway, something like the grossnasty Meta-Beings would also be possible.
Edited (f... formatting) 2018-03-08 03:40 (UTC)

(no subject)

[personal profile] passio - 2018-03-11 08:39 (UTC) - Expand
crowsigliere: (Default)

Kyrie | Ozmafia!! | Reserved

[personal profile] crowsigliere 2018-03-08 03:22 am (UTC)(link)
Applicant Info

Name: Laci
Contact: Lacilia#3006 (Discord), [plurk.com profile] Lacilia
Current Character(s): N/A
Reserve: Link

Character Info

Character's Name: Kyrie
Character's Canon: Ozmafia!!
Character's Age: Unknown (Confirmed to be old enough for several generations to pass; Appears to be in his mid-twenties)
Canon Point: Pre-game canon, just before the protagonist arrives
Background/History: Link to his horribly lacking wiki, and Link to a self-written synopsis of the game’s background--exceptions apply in regards to Kyrie being the only one to remember Dorothy, due to his gift rejecting the magic that erased everyone's memories of her.

Strengths:

To call Kyrie 'clever' would be an understatement at best. Not only does his gift allow him to effectively learn anything both quickly and efficiently, the countless years that he has spent doing so has provided him with a veritable surplus of experience and knowledge on a vast variety of topics--and he's well aware of his ability to make use of it. Tell him to think of something and in an instant he'll have a dozen possibilities to offer, and a hundred insults for the one unable to think of them in the first place.

While some might consider 'manipulative' to be a negative trait, there's no doubt that it is a skill that Kyrie has honed into a strength. He is naturally most comfortable taking a role as second-in-command under someone he believes he can use to his whims, preferring the role of puppet master to that of a full-blown leader. In doing so he is able to push blame off on others and avoid responsibility whenever possible, allowing himself free reign to do as he pleases in the meantime. Words are definitely his strong suit and he can wield them as well as weapons or soften them to the sweetest honey as required in any given situation.

Lastly, his ability to remain level-headed in anything short of dire life-threatening circumstance (and even then, in some cases) could certainly be considered a strength. Kyrie is able to focus, strategize, and think rationally under even extreme stress, and aside from some bursts of intentional theatrics, he very rarely allows himself to become properly distressed. If something goes badly for him, he always has a backup plan so he can play it off as though it was all intentional from the very beginning. His poker face is as commonly found in the casino as it is in everyday life, and he tends to show only what he wants to be seen of himself.

Weaknesses:

First and foremost, while his intellect is undoubtedly a strength, it's also one of his biggest flaws. His ability to envision a multitude of possibilities leads him to overthink more often than not, and because he genuinely believes himself to be the smartest person in the room, he tends to consider his final decision to be the right one, regardless of the situation or those involved. Now, that isn't to say he doesn't consider others' feelings on the matter--he simply believes that he knows best, and has a tendency to make decisions for people based on that fact. His overthinking also leads him to fall prey to boredom due to just how predictable things become. This brings with it his rather negative outlook on life, and he takes more of a jaded realist's stance than that of someone more willing to look to the positive.

Secondly, he is emotionally distant to a fault. Kyrie generally enjoys seeing others suffer on an emotional level, and his interpersonal relationships are often motivated by some desire to see the other fail. Although he is perfectly capable of making close connections with people, his past experiences have instilled a deep-seated belief that he shouldn't; he wholeheartedly believes that his presence in someone's life will inevitably result in their suffering, whether he intends it or not. As such, he generally opts to maintain a clear distance between himself and others, regardless of his own wishes.

And of course, due to Kyrie's origin as a literal scarecrow, he is terribly fragile. He is extremely lightweight and, while he's able to withstand quite a bit of pain, it's purely through a too-stubborn will to hang on, rather than any ability to power through. Initial blows are often enough to take him out of a fight entirely; given this fact, he prefers to hang to the sidelines, allowing others dirty their hands for him.

Powers/Abilities:
  • A Truly Splendid Brain: Impeccable intelligence and memory, as gifted by the wizard. For better or for worse, Kyrie's 'brain' has taken the physical form of a pendant. This gift grants him with the ability to remember things down to the smallest detail, and to master most any skill he puts his mind to. Of course, on the same token, it has also cursed him with the inability to forget--even when he would much rather do so. This pendant is not invulnerable, and should it be taken away (a minimum distance of about a mile) or broken, its loss will cause Kyrie to revert back to his original, brainless state.
  • Crow Manipulation: The ability to summon and manipulate crows at will. With only a snap of his fingers, Kyrie is able to summon crows and use them to his advantage as he sees fit until they are dismissed. Summoning enough will allow them to carry him, effectively granting him conditional flight. Using this ability darkens his hair to the color of burnt straw, though the color will return to normal after only a few hours.

Other Noteworthy Traits:
  • Although Kyrie prefers to avoid fighting and resolve situations with words--or, to stay out of the way while others do the fighting for him--his gift and the time he's had to make use of it have provided him with an expertise on a vast variety of combat skills ranging from sword-fighting to sniping and most things in-between. His weapon of choice is a rifle, but he tends to favor the subtlety of carrying a single pistol.
  • Given that thinking is his strong suit, he is a skilled strategist and advisor to those who can make use of his skills.
  • As a hobby, he took up gardening. He most enjoys tending to flowers that take particular care to grow, and favors roses.
  • The casino in Oz territory belongs to Kyrie, and his skill when it comes to gambling is a reflection of such. He'll often gamble for the sheer pleasure of seeing his opponent lose, rather than any real interest in winning. He prefers games where betting is required, such as card games--especially poker.
  • Back when Kyrie was a scarecrow, because his hat was put on crooked, the paint for his right eye was often washed away with the rain; the farmer would then come back and repaint it, but in a different color each time. Because of this, while his left eye remains its natural blue, his right eye (usually hidden behind his hair) will change colors according to how he is feeling at the time. The colors range all over the rainbow, but they follow the same guidelines each time: red for anger, yellow for happiness, etc.
  • It is extremely difficult for Kyrie to get sick, given that he used to be a man-made object.
  • He can speak multiple languages--English, Italian, Japanese, and Swedish, to name a few.
  • He can make really good tea.
Weapons & Other Special Inventory:
On person:
  • One loaded semi-automatic pistol
  • Brain pendant necklace
  • A deck of cards
  • A violet coat and hat
  • A pair of white gloves
Bonus Item:
  • An old, red, somewhat tattered scarf

Color: Taking into consideration the wheat fields that Kyrie once called home, it's only fitting that he be associated with yellow--preferably #FFE094. If for any reason that hex isn't available, then #FFDE78 or #FADA5E is fine!

Sample: 1 2

[ OPTIONAL ] World Aspect: In regards to a setting change: A ridiculously tall tower (and I mean ridiculously tall)at the center of town would be neat! It could serve as a landmark, and potentially even have ~*~mysterious unknown magical purpose~*~ later on.

(no subject)

[personal profile] crowsigliere - 2018-03-11 02:36 (UTC) - Expand
flamebringer: (spiral uppercut)

Mòrag Ladair | Xenoblade Chronicles 2 | reserved

[personal profile] flamebringer 2018-03-08 03:41 am (UTC)(link)
Applicant Info

Name: Amy
Contact: PM, or ask for my discord!
Current Character(s): n/a
Reserve: here!

Character Info

Character's Name: Mòrag Ladair
Character's Canon: Xenoblade Chronicles 2
Character's Age: unconfirmed, but I’ll put her at 25.
Canon Point: right before Chapter 8 begins, when the party falls into the Great Void.
Background/History: since the wiki is barebones rn!! —

Mòrag was born to Lord Eandraig Ladair and an unnamed mother. When she was very young, both her parents passed away and she was taken into the care of her uncle, who was then the Emperor of Mor Ardain. At the time, the Emperor had no children of his own so he raised Mòrag as his heir, grooming her to someday become Empress. However, he did eventually have a son, Niall Ardanach. Ardainian law dictated that the throne always be passed to the son first, so Mòrag lost her right to it when Niall was born.

It wasn’t really a big deal to her, though, and she never held any resentment towards him. She thought of Niall as her own brother and the two grew up together in Gormott, becoming close. Once the Emperor passed away and Niall took the throne, she volunteered to become Special Inquisitor and essentially reforged their relationship as ruler and retainer instead of brother and sister. They still care for each other very deeply, but Mòrag has placed his role as her Emperor first and foremost instead of her brother, and as such rarely even addresses him by name anymore.

At some unspecified point in her life (probably somewhere around 10 years ago) she resonated with Brighid, known as the Jewel of Mor Ardain and the Empire’s most powerful Blade. Though it’s implied that Brighid was always reserved for Emperors and Empresses, Mòrag must have been a unique exception since she still is of royal blood and would have been Empress had Niall not been born. Her backstory with Brighid is never delved into, but in the present day Brighid is fiercely loyal to and protective of Mòrag, and Mòrag considers Brighid to be her most trusted companion and partner rather than just a weapon.

Strengths:

RELIABLE— her motives revolve around her steadfast loyalty to her country and its people— initially, despite being presented as an antagonist, she clearly states that she only wishes to capture Pyra because she’s concerned that the Aegis’s power would bring destruction to the world. Once she sides with the party, she quickly proves herself to be a trustworthy ally despite being at odds with them before, easily reconciling with them and admitting she had judged them wrongly. She’s remarkably grounded for someone of royal blood who’s touted as the most powerful fighter of a militaristic empire as well; she values her strength not for the sake of power, but because she needs that strength to help and protect others.

COMPASSIONATE— a trait largely hidden beneath her rather icy demeanor. After she joins the party, she begins to show her kinder side in greater amounts, especially when addressing other Blades; she’s remarkably patient with Kora’s chattering, enjoys Finch’s company despite Finch being a forgetful idiot, and doesn't seem to mind Nim's anti-Ardainian sentiments, to name only a couple examples. The Grand Marshal himself notes that Mòrag is an exceptional Driver because of her compassion and consideration for her Blades. She doesn’t exactly wear her heart on her sleeve and still has an image to uphold as Special Inquisitor, but actions do speak louder than words. She has her imperial airs but she’s never above it all, always willing to help others in need no matter their race or status.

SELFLESS— she serves as a shield for the Emperor, but for others as well. Her selflessness is also transparent in her scenes with her younger brother: she emphasizes that she doesn’t mind that he had inherited the throne instead of her, and states that she’s satisfied with her current station in life as Special Inquisitor. The status and power that would have come with being Empress meant nothing to her. She only does what needs to be done, nothing more and nothing less. Also, this can actually be interpreted through her playstyle in the game where she works best as an agility tank who draws aggro off her teammates to bear the brunt of enemy attacks.

Weaknesses:

SHACKLED— her personal self-doubts are never really elaborated upon, only alluded to in one of the final scenes of the game where she wonders if she would ever find her purpose in life. It was an odd remark considering her dedication to the Empire, but it implies that a part of Mòrag is actually unhappy with her lack of agency. In a way, her life was never hers to begin with because everything she had done was for Mor Ardain, rather than for herself, ever since she was a young girl being raised as the next heir to the throne. Her steadfast loyalty to the Empire is something of a double-edged sword and only results in her holding herself back; if it weren’t for her brother’s encouragement and orders, she probably would have left the party to stay in Mor Ardain simply because she felt it was her duty to, even if she personally wanted to continue traveling with the Aegis. Niall remarks that she seems much happier and livelier when she’s with them.

VAIN— she possesses an oddly competitive streak and apparently hates to be outdone. This trait is played off as something for comedic moments, but she does tend to take things too seriously and treats everything with about the same grave approach whether it’s a murder investigation or an attempt to cook a fish. She also takes offense to being referred to as masculine and threatens bodily harm to Zeke a couple times when he remarks that she’s manly. A similar thing happens with Pandoria, when she unintentionally insults Mòrag by suggesting she’s more masculine than feminine and Mòrag angrily ends the conversation right there without even letting Pandoria explain herself.

HASTY— both of her first two encounters with the Aegis’s party has her attack them almost immediately, even though both situations could have easily been resolved through words (the first instance was a misunderstanding of intentions, while the second one was a case of mistaken identity). She’s quick to act, but sometimes Mòrag could stand to have more restraint. After the first battle with Mikhail and Patroka, Mòrag is the only one who runs after them as they escape and is shot at as a result. Much later in Tantal when they face Torna again and the party is beaten and restrained, Mòrag is the sole party member to break free— but rather than trying to help her allies first, she immediately rushes at Mikhail (alone) and is quickly defeated. Brighid also regularly reminds Mòrag to be careful in battle.

Powers/Abilities:

- Arts— the unique skills Drivers in XC2 use in battle, utilizing ether from their connections with Blades to unleash powerful attacks. Arts must be recharged after each use. Mòrag’s Whipsword Arts incorporate Brighid’s flames to incinerate and slice/whip things. This won’t be particularly relevant since Mòrag can’t use Arts without ether or Brighid.

- Military prowess— Mòrag is hailed the most powerful Driver in the entire Ardainian Empire, which is kind of a big deal when Mor Ardain prides itself on its military strength. Even without Brighid she’s a force to be reckoned with. Once, she was directly hit by cannonfire and seemed more or less fine after it. She’s also knowledgable in various things like history and culture, as part of her life training.

- Weapon proficiency—she dual wields a pair of swords that can turn into whips and can also use a wide variety of other weapons, from lances to axes to ether cannons. She can also fight hand-to-hand.

- Agility— she’s fast. Really fast. She has the highest agility stat in the entire party (which means she’s really, really good at dodging shit). Without a Blade she’s an ordinary human, but she’s still fast and athletic enough to perform acrobatics with ease.

Other Noteworthy Traits: Aside from her military skills and imperial etiquette, she can play the piano and has a healthy appreciation for the arts. And, uh, she’s great at setting things on fire. Don't let her in the kitchen.
Weapons & Other Special Inventory:

- ... Nothing! She needs Brighid around to have her swords! Sucks to be Mòrag!!

Color: Blue; the flames she wields are blue, and the color is generally associated with calm and wisdom. #000066 specifically if it isn’t taken!

Sample: with Pyra

[ OPTIONAL ] World Aspect: A setting change that I think would be neat is the incorporation of Titans— giant creatures which make up the landmasses of Alrest, wandering around an endless ocean of clouds. The Titans come in all sorts of shapes and forms from smaller ones used for transportation to the continental Titans like Uraya and Tantal, which respectively resemble a whale and turtle. The continental Titans are each host to different cultures, creatures and climates. Some live on top of them, while others live inside them. The huge variety leaves a lot of room for creative liberties as far as appearance and terrain goes.

(no subject)

[personal profile] flamebringer - 2018-03-11 03:32 (UTC) - Expand
axefaire: (Default)

Charlotte | Fire Emblem: Fates | Reserved

[personal profile] axefaire 2018-03-08 03:57 am (UTC)(link)
Applicant Info

Name: Redd
Contact: [plurk.com profile] pokerap | Discord: pokerap#0934
Current Character(s): N/A
Reserve: Here

Character Info

Character's Name: Charlotte
Character's Canon: Fire Emblem: Fates
Character's Age: Unknown, but she's presumably in her early twenties. For headcanon I'll be using 21.
Canon Point: Revelation route, end of Chapter 14: Orders.
Background/History:
    Fire Emblem: Fates | Charlotte @ Fire Emblem Wiki | Charlotte's supports

    Charlotte is taken from the Revelation story, though Fire Emblem: Fates has three different routes. In the Revelation route the player refuses to side with either Hoshido or Nohr and learns the truth of the world while recruiting allies from both armies. Charlotte is a border guard for Nohr and joins after being talked to by Princess Elise. If I choose to canon update her in the future, she'll continue to follow the Revelation version of events.

    As far as supports go, Charlotte is entering the game without having any of her supports; she's not married to anyone and doesn't have a child at this point in time.


Strengths:
    CARING
    While she doesn't seem very caring at first, Charlotte actually does treat the people she loves very well. Her parents are a good example - Charlotte was raised in poverty which is a large reason why she acts the way she does now, but she sends at least half of her earnings back to her parents and seems to have a good relationship with them. In Fire Emblem: Fates Charlotte can be a mother to most of the children in the Conquest route of the game and she's surprisingly competent at it. In the ending quotes of the game, she's noted to have been "a caring wife and mother, and they [Charlotte and her family] had a happy family life." She may start out brutish and cold, but Charlotte can and will warm up to people and treat them very well.

    DEDICATED
    When Charlotte wants something, she'll go to extreme lengths to get it. She usually knows how to manipulate people pretty well, but she's taught herself to cook and she's taught herself impeccable manners to pull off her act and while she does slip up sometimes, she doesn't give up. She's damn determined to land herself a rich husband and live in the lap of luxury!! This dedication also applies to the people she's come to care about - she will gladly put aside her act to protect the people she cares for and she's got the physical strength to back it up.

    FEARLESS
    Charlotte is very physically strong and while she doesn't like to show it for fear of men rejecting her, she tends to act without thinking and will jump in to save others. Charlotte seemingly has no fear of anything and will fight to the best of her ability when the situation calls for it; she won't let others get hurt on her behalf even though she does like to pretend she's a delicate, helpless maiden. She faces off against all sorts of threats without running away, but she's not fearless to the point of recklessness, thankfully.


Weaknesses:
    TEMPER
    The nice, cute act can only last for so long, and when Charlotte's not getting her way and things aren't going according to plan, she lashes out. She never hurts anyone, but Charlotte does say some pretty nasty things... and then pretends that it was just the wind or the other person misheard her. This happens a lot in her supports. Sometimes she's not even mad when she slips up, but usually it's a direct result of her trying to do something for someone and for them not to show the "right" appreciation for it. That temper of hers can easily break down her act and get people to see the "real" Charlotte that she doesn't want them to know about.

    MANIPULATIVE
    This one's pretty obvious considering everything else Charlotte has chosen to be. She's not the best at manipulating people, but Charlotte is used to putting on an act to get what she wants. What she wants is usually money. Sure, she shares it with her parents, but that doesn't mean what she's doing is right. She has no problems manipulating people for the most part... but during her support with Kaden (in the Revelations route of the game) she discovers that he's putting himself in danger for her and she immediately feels guilty for using him. So she can feel guilt, but that usually only occurs when something bad happens to the person she's manipulating.

    RIVALRY
    Every character in Fire Emblem: Fates has a personal skill and Charlotte's is called "Unmask". It gives her an advantage in battle against female units. Unsurprisingly, her supports with the other women in the army are usually combative in nature and when the others don't fit into her worldview she's very confused. While Charlotte doesn't hate other women, she does tend to see them as rivals and doesn't keep her "mask" up around them. (Unless they're rich, of course!)


Powers/Abilities:
    ★ Charlotte is a playable character from Fire Emblem: Fates, where she's a Fighter. Fighters are a class that wields an axe and hits hard, though they don't have the best accuracy. Charlotte is strong and fast, with lower defense and magic resistance.
    ★ Fighters promote into either Berserkers (basically stronger Fighters) or Heroes (axe and sword-wielding combatants). At this point, Charlotte has not been promoted.
    ★ Charlotte is capable of reclassing into a Troubadour (a horse-mounted healer who cannot attack), but since she doesn't have access to a Heart Seal, this is mostly useless. Troubadours promote into Strategists (magic-wielding horse-bound units that can heal) or Maids (knife-throwing... well, maids). Charlotte isn't really suited for any of these jobs.
    ★ By becoming friends with certain units or marrying certain units, Charlotte can obtain new classes as well. This won't be a concern without a Friendship or Partner Seal, but it's worth mentioning it.
    ★ Aside from gameplay mechanics, Charlotte is also said to be strong enough to punch over a tree. Her physical strength is truly terrifying and using a weapon actually weakens her. With that said, there's nothing supernatural about her strength.


Other Noteworthy Traits:
    ★ Charlotte's an excellent cook! She prepares meals as a sign of affection - or more accurately, as a way to men's hearts. Still, it's a valuable skill to have!


Weapons & Other Special Inventory:
    ★ Steel Axe - A large, steel axe perfect for fighting. (On her person.)
    ★ Vulnerary - A medical solution used for healing wounds. (On her person.)
    ★ Clothes - The clothes on her back, including her armor. (On her person.)
    ★ Friendship Seal - Changes a character's class into that of their friend's. (Extra item.)


Color: Red. Charlotte's fiery temper coupled with her immense passion for money men love makes her a perfect fit for red. If it's possible, I'd like to claim #CD2626 for her!

Sample: TDM top level & TDM with Sigurd

[ OPTIONAL ] World Aspect:
    Do you need monsters for any plots in the future? Fire Emblem: Fates has you covered with the Faceless enemies! They're hulking behemoths created by dark magic that will lumber around and attack anyone they see. If you need something even bigger, try the Stoneborn enemies! They throw rocks at their enemies when they're too far away and they can also hit enemies that get too close with rocks or axes!

(no subject)

[personal profile] axefaire - 2018-03-11 02:18 (UTC) - Expand
skatebird: (Default)

Misaki Yata | K

[personal profile] skatebird 2018-03-08 04:00 am (UTC)(link)
Applicant Info

Name: Kei
Contact: [plurk.com profile] begleiter
Current Character(s): N/A
Reserve: Here!

Character Info

Character's Name: Misaki Yata
Character's Canon: K
Character's Age: 20
Canon Point: End of Season 2
Background/History: Yata @ K Wiki

Strengths
Determined: While calling him simply 'stubborn' might be a more accurate way to describe Yata, 'determined' is still more than fair. If Yata wants to do something - be it dropping out after middle school and moving out on his own, or joining a gang, or wading into enemy territory to rescue a friend - he's going to simply do it. He's not someone that worries too much about the what ifs of situation, and even less likely to let setbacks (be them major or minor) discourage him - and considering his lack of foresight and tendency to jump to conclusions, Yata is someone that suffers a lot of setbacks.

Loyal: Yata's loyalty to the Red Clan, also called HOMRA, is without question. After the death of their previous King, Mikoto Suoh, Yata was one of the few people that stuck around at the bar that served as their home base to keep an eye on things. He's run embarrassing errands, put aside his personal pride to both ask an enemy for assistance and thank him enemy for it later, thrown himself into dangerous fights, and put his life on the line all for the sake of protecting HOMRA and upholding its ideals. He's quick to take offense over insults against HOMRA's pride, but that goes both ways. Just like Yata won't hesitate to defend HOMRA's pride he's loathe to do anything to damage it. That means no betraying his friends (even when they're jerks), no damaging property for no reason (except for unavoidable collateral damage), and no traumatizing innocent bystanders (except when they absolutely have to because they're hunting down a murderer)... obviously there are a lot of grey areas in Yata's moral compass, but he does do his best to adhere to it and doesn't (usually) (intentionally) stray.

Resilient: Yata is insecure, too sincere for his own good, and trusts people far too easily. He's been burned in ways both major and minor by people he thought were his friends in the past. He's been left feeling completely helpless while a man he deeply respected died, and a different man that he respected just as much died in his arms - literally. These things all resulted in Yata lashed out in anger or sinking into a deep depression. Even so, he's okay. Yata isn't someone that can just sit around waiting when something needs to be done. Even during the deepest, darkest moments of his life Yata was able to push past his misery and depression the moment someone he cared about needed him. He'll get worked up when re-confronted with a problem, but he doesn't dwell on it. While it's easy to get him down about something, he's very hard to actually break.

Weaknesses
Unsubtle: Yata is an earnest and straightforward person. He doesn't try to hold any of his emotions back and he's frank about his intentions. When he's happy he's overjoyed, when he's angry he's furious, and when he's sad he's crushingly depressed. He's also always, always obvious about these things. He's terrible at lying in any form, be it with words, actions, or expressions, and his attempts to play off upsetting or embarrassing situations often fall completely, pathetically short of success. In turn, he's bad at recognizing subtlety in the actions of others. If someone seems sincere, then they're as good as such in Yata's mind.

Dumb: Yata is, quite frankly, not very bright. Though he's far from a moron, he often makes the first and most 'obvious' assumption in a situation - even if it's a very silly one upon further reflection. He's not very good at controlling his gut reactions or picking apart why he feels the way he does about something. This applies doubly so to matters relating to emotional or interpersonal issues. He says outright that he's someone that needs to have things explained to him plainly because he's not any good at subtlety.

Insecure: While it's not quite right to call Yata needy, he's still someone that frequently doubts his own place in the world and value to the people he cares about. Even when he tries to move on from failed friendships he has a terrible habit of doubting himself, dwelling on the past, and questioning where he fell short - even in situations where it should be obvious that the fault isn't with him. Furthermore, his pride and ego is as easy to stroke as it is to bruise, and he's especially vulnerable to verbal attacks. Finding out that he had a bounty placed on his head left him feeling very cocky, whereas finding out that his ex-friend turned arch rival had a slightly bigger bounty just pissed him off. Insulting Red Clan in particular usually sends him flying off the handle. Overall, Yata is a very easy person to provoke and bait once you figure out which button to press - which, in turn, is an easy task because Yata makes no effort to hide said buttons.

Powers/Abilities: • Red Aura: The ability to create and control fire, ranging from small enough to only light candles to large enough to engulf himself in a literal tornado of flames. He can also transfer heat to anything he touches (such as heating a gun from room temperature to glowing red in a matter of seconds); make his skateboard go much faster than is typically possible (though the mechanics behind this are never explained); and manifest his Aura in a visible red (or sometimes pink) haze, which heats up the air around him but otherwise it serves no purpose beyond looking cool.

• Enhanced Physical Abilities: Yata is, quite simply, a hell of a lot stronger, faster, and more durable than he looks. He's strong enough to throw someone through a brick wall, fast enough to dodge or block nearly a dozen knives thrown at him in rapid succession, and can shrug off getting crushed by billboards.

• Melee Combat: Yata is a fair hand in unarmed fistfights and brawls, but does best when armed with blunt weapons like baseballs bats, pipes, and staffs.

Other Noteworthy Traits: Yata's adept at cooking, especially with weird or limited ingredients. He's also pretty handy with a skateboard, both as a weapon and as a normal means of transportation.

Weapons & Other Special Inventory: Yata will have his skateboard, combination wristwatch/phone, his metal staff, and his headphones. All four are items he keeps on/with him.

Color: Red, hex code #dc0017 ;; Not only is red part of Yata's character design (he has reddish hair, a red sweater, and a red and black tattoo), he also takes enormous pride in being part of a group of pyrokinetics called the Red Clan.

Sample: TDM thread with Keith and another thread with Mikiya

[ OPTIONAL ] World Aspect: Strains! In Yata's world, a Strain is someone that develops special powers through random chance (versus Yata, who was given his power by another person). Strain powers are as wildly varied. Some of them are very benign (seeing in the dark, or a horse that can transform itself into a pegasus), some are quite dangerous (enhanced strength, or being able to shred things with a touch), and some are very powerful if used correctly (visual and auditory illusions, or the ability to see the future). Potentially fun for events, especially considering animals can be Strains as well.

Re: ACCEPTED

[personal profile] skatebird - 2018-03-11 02:19 (UTC) - Expand

Terezi Pyrope | Homestuck | reserved

[personal profile] drubbings 2018-03-08 04:09 am (UTC)(link)
Applicant Info

Name: Laura
Contact: [plurk.com profile] magikarping
Current Character(s): n/a
Reserve: here

Character Info

Character's Name: Terezi Pyrope
Character's Canon: Homestuck
Character's Age: 16
Canon Point: Page 9082
Background/History: wiki

Strengths:

+ Terezi's main strength is her mind. She's very clever and manipulative and it gets her far. Her literal superpower also has to do with her mind: predicting things and seeing the outcome of actions. She tricks an omnipotent figure into acting on her behalf to get revenge on Vriska showing she is cunning and smart about her manipulation. She is known through out her group of friends as being a bit of a conductor; she was initially chosen as team leader until Karkat convinced her to step down. She is shown to be observant and able to understand the subtle workings of situations around her.

+ She is loyal to those she cares about and it can make her resolve even stronger than it normally would be. When Aradia and Tavros are hurt, Terezi takes it upon herself to seek justice for her friends. This is seen again when Karkat is killed in a retcon timeline, Terezi rallies herself and is able to attack the enemy even after being hurt. Her friends give her a certain amount of bravery and motivation that she might not have taken on just by herself. Seeing all her friends die gave her the motivation she needed in order to use her powers once more, something she felt defeated and insecure about to the point of avoidance.

+ Her persistence is another strength. Dave is reluctant to accept Terezi's help at first but she keeps pestering him until he agrees. She can be very irritating and persuasive when after something she wants. She has no shame in pulling out all her tricks, whether it be bribes, friendly banter or straight up trickery in order to get a person to comply. She also single-mindedly pursues justice and tracks down the guilty. When she knows she is on to something she pushes for it diligently knowing the pay off is worth it in the end.

Weaknesses:

- One of her weakness is her self-esteem. It has been damaged from an abusive relationship and self doubt in her judgement and abilities. It cripples her belief in her powers and makes her second guess everything she does. Gamzee had duped her once and then continued to torment her in a way that no one else ever had. Being unsure and in the hands of someone who doesn't care about her wellbeing depresses her. She tends to get into relationships that are no good for her as a result, something she recognized when she sent back a message to her past self reassuring her that she “does not need him”. (It is left rather ambiguous which of the three boys in her life that she does not need.)

- Her strict belief in the law complicates things for Terezi. Sometimes she has to choose between what is lawful and what is the right thing to do. She knows that Vriska had killed many innocents to satisfy her guardians hunger and this is a point they often fought over but she lets it slide in the name of their partnership. Terezi is again faced with this decision when Vriska killed Tavros and was set to fight a supreme enemy. Terezi had to choose between between killing Vriska (the lawful thing to save everyone and reap revenge) or to let her go and let her friend live. In the end she did the lawful thing and regretted it heavily. Further in canon she seems to relent a little in her beliefs allowing for more grey area.

- She's has a mean streak and it allows her to be able to send people to their death. She apologized for every time she killed John and Dave, even crying over Dave's death, but she is comfortable enough with the idea that she can orchestrate the demise of people around her. She always justifies this from a place of justice but it's clear that it comes from a more love of trickery and manipulation than anything else. She has no problem laying down some devastating insults and barbs, as well as harassing others until she’s gone a step too far.

Powers/Abilities:
Fruit Sensation: Due to her past blindness Terezi has the unique ability to see the world through smell and taste. Different colours smell like various foods to her. She is able to navigate her surroundings by relying on her smell (it paints a blurry vision for herself). She can also lick a book or a screen and taste the text. 

Hammerspace: Terezi has a thing called a sylladex which is basically just a video game inventory system. She can store items away in meta space and pull them out when needed.

Basically Daredevil: She has skill with a blade and walloping people with her cane.

Actual Superpower: Most importantly Terezi is a fighting class known as Seer of Mind. While not fully explained in canon, she seems to be able to use this power to understand how to fix things that have happened in the past, or to see the outcome of certain choices by viewing alternative timelines. When using her powers she has in the past picked out certain points in time that she deemed as significant mistakes that were critical to the construction of their current timeline. She sent John Egbert back into the past with a list of hints on what to do to make a more favourable outcome. In the retconned timeline Terezi mourns the fact that she can't remember the previous timeline she helped fix, but by using her Mind powers she is able to access these alternative timeline memories.

Other Noteworthy Traits:
- Very bad at drawing
- Can make plushies
- Good at tricking people

Weapons & Other Special Inventory:
- Walking stick / sword
- One scalemate (dragon plushie)
- A scratched coin

Color: Red. For Terezi, red has been a life long obsession. She has described it as “the best colour” and frequently incorporates it in her drawings and outfits. Her most important relationships have always had red themes (whether it be Karkat’s red blood, Dave’s red eyes, or Redglare’s whole ensemble, which she copies at any chance she gets), it has always been a constant presence in her life.

Sample:
log staple
network sample

[ OPTIONAL ] World Aspect: We’d like to request an Alchemiter to be eventually available/show up at some point! To paraphrase all the Homestuck lingo, it’s a machine that reads a cylindrical dowel and produces a new item from two previous existing objects using the power of alchemy. For example, Dave combines sunglasses and an iPhone in to a pair of sunglasses that have the capabilities of a smart phone, thus creating “iShades”. A few of the kids use their favourite items (like movie posters and plushies) to create new clothes and weapons. Most of the time the items end up being silly and novelties, but every once and again something very valuable is made. This is more a testament to how the kids and trolls don’t really understand how to use the machine in the most effective way and are experimenting with its capabilities.

(no subject)

[personal profile] drubbings - 2018-03-11 06:12 (UTC) - Expand
thriftea: (Default)

ochako uraraka | my hero academia | reserved

[personal profile] thriftea 2018-03-08 04:36 am (UTC)(link)
Applicant Info

Name: Elia
Contact: Elia#6729 on Discord / PM this journal
Current Character(s): n/a
Reserve: Here!

Character Info

Character's Name: Ochako Uraraka
Character's Canon: My Hero Academia
Character's Age: 15
Canon Point: Ch. 168, post-training session with her class
Background/History: Ta-daaaa.

The summary leaves a few important recent developments, though:

-Near the end of the rescue mission, Ochako ends up carrying a critically wounded Sir Nighteye to a nearby ambulance. He is taken to a local hospital and dies shortly after.
-Ochako admits to Aizawa that she feels like she should have done more to help Sir Nighteye. Aizawa tells her that she did all that she could + she should think on this incident and figure out what, exactly, it is that she wants to do.
-After thinking about it for some time, Ochako realizes that she doesn't just want to be a hero to earn money; she also wants to be a hero "to save people."

Strengths:

  • Empathetic

    When people are baffled by an individual's behavior, Ochako is usually able to pinpoint exactly why the individual is acting the way that they are. Her classmate Bakugou, for example, is always quick to snap at one person in particular, and Ochako is the only person thus far who has managed to point out the true cause of these outbursts: fear. Other onlookers tend to attribute the eruptions to the boy's notoriously explosive temper, but she is able to see past that angry facade and recognize the complicated feeling below. Being able to understand the emotions of others also means that she frequently tries to jump in and help those around her, and while she can sometimes be a tad blunt she tries her best to tailor her approach to the needs of the individual. When one of her friends hid in her room due to guilt, Ochako recognized that the girl needed space and steered others away from her; when her friend later emerged and wanted to apologize to a handful of people, Ochako made sure to stand right beside her and offer quiet encouragement.


  • Outgoing

    It's incredibly rare for Ochako to meet someone she doesn't get along with. Even with the many clashing personalities in her class, she's able to freely drift between cliques and interact with almost everyone in an open, easygoing manner. Sometimes, however, she can be a bit too open and wind up making a rather blunt-sounding observation, but there's never any ill intent behind the words; she just gets extremely comfortable around others and believes that they will take things as casually as she does.


  • Determined

    If Ochako has a tangible goal in mind, she tries her best to accomplish it. It doesn't matter how long it might take, or how many times she might get knocked down along the way; Ochako will stubbornly refuse to back down until she absolutely can't keep pushing forward. This fierce attitude is clearly displayed in her one-on-one match during her school's sports festival. Despite facing an incredibly powerful opponent who continuously blasted her off her feet, Ochako pushed herself to keep charging toward him; in fact, even after her last-ditch attempt to overwhelm him failed and she collapsed due to sheer exhaustion, she was so determined to succeed that she tried to crawl to him. This will to win came from her desire to get a jump-start on accomplishing her ultimate goal: becoming a professional hero to financially support her parents. She pushed herself well beyond her limits because she was just so determined to help her family as soon as she possibly could.

Weaknesses:

  • Imitating Others

    Watching her classmates improve both as heroes and as individuals has given Ochako a strong desire to follow suit; however, instead of spending time reflecting on her shortcomings and finding ways to overcome them, Ochako frequently settles for simply imitating those she admires. This can be seen in her midterm battle, when she spends so much time thinking about how her friend Deku would handle the situation that she never considers how she should utilize her strengths. It's only after her partner shocks her into acting naturally that she manages to use her unique combat abilities to take down their opponent, but even then she considers their victory to be a fluke because she didn't act in a Deku-like manner. This habit of focusing on the successes of others prevents her from learning from her own mistakes, and thus she ends up being the biggest hindrance to her own personal development.


  • Hiding Emotions

    In an attempt not to worry those closest to her, Ochako tries to hide any emotion she considers to be negative. Refraining from openly expressing any discomfort or dissatisfaction around her friends prevents them from offering any comfort or advice, which, in turn, only allows her internalized feelings to grow even stronger. She knows, for example, that she only earned her provisional license thanks to her friends jumping in and assisting her, and she feels incredibly inadequate because of it; however, when Deku--arguably her closest friend--mentions that the license represents growth, she buries her misgivings and forces herself to agree. If she had been honest with him, she could have lifted the weight from her shoulders and received advice on potential improvements from someone she genuinely admires.


  • Relying on Friends:

    While believing in your friends is generally a good thing, Ochako tends to rely on them a little too heavily in high-pressure situations. If she's working as part of a team, she's content to sit back and let one or two people come up with a plan of attack; even when others question this plan or suggest improvements, she usually keeps her thoughts to herself and agrees with whatever the majority decides. If she ends up making a mistake, she also depends on her friends to help her fix it. After rushing in to save a crisis actor during the provisional license exam, she fails to properly survey her surroundings and almost causes further damage. Momo manages to stop her just in time, but instead of thinking of her own plan Ochako simply waits for Momo to tell her what to do. Even though she has displayed moments of independent planning--especially during the sports festival--it's easier for her to go with the flow than to set off on her own.

Powers/Abilities:
  • Zero Gravity: Ochako's unique ability, or "quirk," allows her to remove the gravitational pull of any object/person she touches, making it/them float into the air. She can only activate this ability by touching the target with all five fingertips from the same hand, and she can cancelsits effects by pressing the fingertips of both hands together. However, she can't allow things to float indefinitely, and while she can use her quirk on multiple things at once the total weight can't exceed three tons. If she overdoes it, she gets extremely nauseous and usually ends up incapacitated for a good amount of time.

    She can also make herself float, but it causes her to get nauseous very quickly. Increasing this limit is her current goal!

  • Hand-to-Hand Combat: Having interned with a pro-hero who specialized in martial arts, Ochako is fairly proficient in hand-to-hand combat. If someone comes at her with a knife, she knows how to dodge their slashes and disarm them. If someone just winds up getting too close to her, she knows how to put them on the ground.
Other Noteworthy Traits:
  • She's pretty darn frugal, thanks to her family's financial situation, so she can probably find all sorts of ways to stretch things out. Who needs food when you can just... drink water and go to sleep...

  • If she's super embarrassed or really caught off guard, her quirk will activate and she'll start floating up into the air!
Weapons & Other Special Inventory:
  • Her hero costume (on person, but individual pieces can be seen here)

  • EXTRA ITEM: A photo of her family!
Color: Red! I think the color #E07CA0 suits Ochako very well! Aside from being the accent color on her hero costume, it's just a bright, happy shade of pink that really reflects her cheerful personality.

Sample: Some action samples and a network sample.

(no subject)

[personal profile] thriftea - 2018-03-11 02:21 (UTC) - Expand
inheritance: commission; DNS (Default)

Izuku Midoriya | My Hero Academia | Reserved

[personal profile] inheritance 2018-03-08 04:38 am (UTC)(link)

Applicant Info

Name: Kamilah
Contact: PM this account
Current Character(s): N/A
Reserve: Here

Character Info

Character's Name: Izuku Midoriya
Character's Canon: My Hero Academia
Character's Age: 16
Canon Point: Chapter 168
Background/History: "I'm the Deku who always does his best!"

Strengths:

Willingness to help others: This is his most obvious strength, and the facet of his personality that caught All Might's attention in the first place, as well as got him enough points to pass UA's entrance exam. At his very core, Izuku is someone who can't turn his back on anyone who needs help. Even if it's someone like Bakugou, who had bullied him in middle school, or someone like Todoroki, who he'd barely spoken to at that point, Izuku will always do his best to reach out to those who need it. In extreme cases, like when he's rescuing Kouta from Muscular, Izuku's willing to go past his own physical limits and risk permanent injury to protect people in danger.

Determination: Because Izuku inherited his quirk, rather than being born with it, he starts out miles behind everyone else. Instead of being daunted by the amount of catching up he has to do, Izuku embraces the task with a determination that impresses even All Might. Throughout the series, Izuku shows how hard he's willing to push himself to succeed, whether it's doing even more than what's already on All Might's hellish training schedule, or practicing through the night to learn a new technique. Izuku knows better than anyone else that he has to work many times harder than his peers to reach his goal, and he has the drive to get himself there.

Intelligence: Though Izuku had probably cultivated this side of himself to compensate for his lack of quirk (in the beginning), his intelligence quickly becomes recognized as a strength even among his classmates. He has an analytical mind that allows him to make detailed observations about the people around him, which then allows him to come up with effective strategies even when he's under pressure. It's something that makes him stand out in class and also gives him an edge when faced with real danger. Without his quick thinking, for example, Izuku wouldn't have been able to narrow his search to fewer locations and reach Iida in time to help him fight Stain.


Weaknesses:

Lack of self regard: While it can be admirable just how much Izuku's willing to put himself through for other people, it's also a trait that can be damaging to himself and others. For one, the injuries he inflicts on himself through his quirk are debilitating enough that they'd slow him down in a fight, which would then put himself and his allies in danger. This side of him is a constant source of distress for his friends and his mother, and in a way, his disregard for his health can be called selfish. This is especially true when paired with the way he sometimes brushes aside his mother's concern, like he did in the hospital, when she asked if he had to go back to UA. Even if Izuku means well, he can often be so focused on reaching his goal that he becomes blind to the concern of the people around him.

Rashness: Most of the time, Izuku's wits can pull him through a tough situation, but sometimes his judgment can become incredibly clouded by his desire to help someone. For example, when he sees All Might is in danger, Izuku throws himself into the fray without thinking and puts himself right in Shigaraki's path. In that case, he most likely would have been killed if the other teachers hadn't intervened just in time. It happens again when he meets Eri, realizes that Chisaki is harming her, and almost tries to rescue her right then and there. Though Izuku had the best intentions in mind, his actions at that point would have made it much harder for them to capture Chisaki in the end, if Mirio hadn't stepped in and kept to their orders.

Awkwardness: Though Izuku has positive qualities that draw people to him, none of that completely erases the social awkwardness he developed after years of bullying and having no friends. There are times when he's not completely sure how to handle himself around other people, like when he doesn't realize that there's a friendly kind of teasing at first when it's directed at Bakugou, or when he completely clams up when he's talking to a girl he isn't familiar with. On top of that, there's also the way that Izuku can completely get lost in his own head often. Though the other students in his class have basically learned to accept this part of him after repeated exposure, it can be, as Tokoyami points out once, very off putting to other people.


Powers/Abilities:

▶Quirk: One For All
Super strength: When his quirk is activated, Izuku's strength increases, giving more power to his punches and kicks.
Wind pressure: When Izuku uses his quirk in his punches (and probably kicks), he can create wind pressure strong enough to blow things away.
Maneuverability: The quirk gives a boost to Izuku's movement, letting him jump longer distances, scale buildings, etc.
Speed: When the quirk is activated, it increases Izuku's speed, depending on how much power is used.


Other Noteworthy Traits:

▶ Good memory: Izuku has the ability to recall minute details about the heroes he's studied before, including their quirk abilities and weaknesses. Though this ability usually goes hand in hand with his fanboy tendencies, he can probably recall details about things other than heroics if he needs to.

▶High pain tolerance: Though Izuku has a better grasp of his quirk now, he's been shown breaking his fingers, hands/arms, and legs multiple times and can somehow manage to keep going even if he breaks several of these in the same fight.


Weapons & Other Special Inventory:

Hero Costume (On person)

▶ Backpack (Extra item)
↪ 3 notebooks
↪ a few textbooks
↪ a pencil case filled with writing utensils
↪ a (probably useless) cellphone
↪ wallet w/ provisional hero license


Color:

Yellow: It's a warm color that seems suited for Izuku, considering his normally cheerful disposition, and especially since one of his goals as a future hero is to be able to reassure people with his smile.

Hex code: #FFDF00 (first choice), #FBF0A1 (second choice)


Sample:

Sample One: TDM Top Level; Sample Two: TDM Thread

[ OPTIONAL ] World Aspect: N/A

(no subject)

[personal profile] inheritance - 2018-03-11 02:23 (UTC) - Expand
cestmagnifique: (Default)

Mitsuru Kirijo | Persona 3 | Reserved

[personal profile] cestmagnifique 2018-03-08 05:10 am (UTC)(link)
Applicant Info

Name: Freya
Contact: [plurk.com profile] doggystyle
Current Character(s): N/A
Reserve: Right here.

Character Info

Character's Name: Mitsuru Kirijo
Character's Canon: Persona 3: FES
Character's Age: 18
Canon Point: Post-The Answer
Background/History: Mitsuru @ SMT Wiki

Strengths:

Intelligent ▶ Her expectations of herself and of others are high, but she is not without understanding. She is constantly advocating for the academic achievements of the other me members of SEES and it is actually impossible to form a Social Link with her in game until the protagonist's academics have reached their maximum level. For her part, she has a knack for foreign languages and holds the highest test scores in her school. Though, it can be difficult for her to really see where others are coming from, she does make an effort to try.

Natural Leader/Duty-Bound ▶ With Mitsuru, duties come first, above her personal comfort and individual preferences. This was what drove her to, originally, go along with the arranged marriage that was set for her in hopes that it would be best for the Kirijo Group, despite her dislike of the man and the fact she simply didn't want to marry him. However, her relationship with the protagonist helped her understand that her fiancé was not what was best for the Group and that she shouldn't have to sacrifice all of her own happiness and well-being for it. She has a knack for leadership and tends to take that position even when the official title is given to someone else.

A good listener and a thoughtful advisor, though she tends to keep her personal problems to herself. They can eat away at her for months or even years, but Mitsuru sees it as her own battle and a burden she must carry on her own. Despite her insecurities, she is still able to move forward and do what she believes is necessary for the survival of her friends, her company, and herself.

Poised ▶ Upon first glance, Mitsuru comes off as a put-together woman. She stands tall with good posture and walks with confidence that does not seem grand nor out of place. She has an aura of sophistication that may be due to her high class upbringing, but also something that just seems to come natural to her as well. It's not surprising that she seems untouchable and inspires the students at her school.

It is difficult to fluster Mitsuru, but not impossible. She can hold her composure well and often stands as an example of maturity towards her peers. To be honest, part of it comes from the fact that certain idioms and implications go over her heard.


Weaknesses:

Awkward/Out of Touch ▶ She is a tad socially awkward in certain situations. She has a tendency to over-analyze the simplest things just because she is not familiar with them. (Ramen, for example, she could go on forever). She once felt inferior to the girls around her, like Yukari, who seem to come by all this so naturally, but has since decided to learn from them and befriend them instead.

As accustomed as she is to the high life, Mitsuru does feel confined by it at the same time. She is not one to flaunt her money for the sake of reputation, but instead feels it as something natural. Her clothing is all expensive and chosen by the family stylist--though she has expressed a desire to have a better handle on fashion, she admits that it's not her forte. There was a sense of disconnect with self-expression, which she tried to make up with by "rebelling" through her motorcycle in her youth, but as she's gotten older Mitsuru has become more comfortable with who she is. Popular culture and fast food are things that interest her, but at the same time, she is too afraid to delve into the strange world on her own. She's shown to being jealous of Yukari's ability to understand these things so easily, but also accepting that it's simply "not her", as if she expects certain roles to be filled by herself and others, even implicitly. Despite her charming way of speaking, it is still easy for her to feel like a fish out of water.

Cold/Aloof ▶ Her analytical nature and upper class upbringing can make Mitsuru seem emotionally closed off. She prefers to refer to people with proper surnames in most cases and also tends to speak more formally, which puts her socially at odds with most of her peers. Holding herself to high standards makes her do the same with others, which if they do not meet them, Mitsuru is less likely to engage. She is socially put on something of a pedestal which also puts distance between herself and others. She prefers to stand back quietly and observe, if given the option, and has difficulty realting to people (see Awkward and Out of Touch), which can make her attempts at connecting be stilted and unsuccessful.

To reflect all of this, her Persona's elemental affilitation is literally ice.

Controlling ▶ As much as she is a natural leader, Mitsuru is also used to calling the shots. Because of this and her high standards for herself and others, she makes assumptiosn and decisions for people around her. For example, signing the other members of SEES up for summer classes regardless of whether or not they expressed interest (no one had) or they needed it (mostly Junpei). Good intentioned though it may be, it's in situations like this where it's unappreciated (and unwarranted). She can be pushy and demanding--on the battlefield and in tactics it is useful, but interpersonally it's less appropriate.


Powers/Abilities: Though a skilled fencer and an excellent student, Mitsuru's special abilities beyond that of a normal human are her ability to summon a Persona. A Persona is the manifestation of someone's personality, used in battle and in the Dark Hour. In The Answer, it is revealed that Persona are essentially tamed Shadows. SEES uses an Evoker to summon a Persona, which is a gun-shaped device created by the Kirijo Group. The user must "shoot" themselves with it, imitating the act of suicide. This is to put the Persona-user under stress and fear and triggers self-preservation, which instigates the summoning of a Persona. Mitsuru's combative style is fairly versatile, as she relies on series of quick strikes with her rapier to attack her opponents. Her attacks are fairly forceful and she has decent range.

Mitsuru's current and Ultimate Persona is Artemisia. Though she is mainly a Persona designed for combat, she does have some support capabilities that allows Mitsuru to sense her allies and enemies --as well as discern their strengths and weaknesses if she's given a moment to perform said scan--as well as communicate with the former, though to a limited distance and accuracy. Artemisia is well-versed in Bufu (ice-based) attacks and consequently makes Mitsuru well-equipped to deal with them in turn. She is weak to Agi skills (fire). She has healing abilities as well as some status changes, the most notorious being Marin Karin, which casts charm on an enemy and makes them favor the party and attack its former colleagues. Here is a list of skills she comes with:

Mind Charge ▶ Doubles magic damage dealt next turn. (2.5x damage)
Bufudyne ▶ Deals heavy Ice damage / Freezes one foe. (10% chance)
Mabufudyne ▶ Deals heavy Ice damage / Freezes all foes. (8% chance)
Marin Karin ▶ Charms 1 foe. (25% chance)
Ice AmpPassive Greatly strengthens Ice attacks by 50%.
Spirit Drain ▶ Drains 20 SP from one foe.
Tentarafoo ▶ Makes all foes Panic. (25% chance)


Other Noteworthy Traits: Mitsuru can ride a motorcycle and has little frame of reference for the cost of an average banana.

Weapons & Other Special Inventory:

▶ Rapier (one-handed sword)
Evoker

Color: While red would make a lot of sense due to her hair color, much of her standoffish "ice queen" personality and actual affinity to the element with her Persona leads her to have more of a icy blue color.

Sample: TDM!

[ OPTIONAL ] World Aspect: Well, the Dark Hour would be interesting! Essentially it's a hidden "25th hour" of the day where time freezes for MOST people, but those with the "potential" (aka maybe just...any playable character/not NPCs?) are awake and can experience it. During this time things get super creepy and Shadows come out. (Which could be a world aspect in and of themselves.)

(no subject)

[personal profile] cestmagnifique - 2018-03-11 03:07 (UTC) - Expand
good_ideas: (Default)

Sannomiya Shiho | Zettai Karen Children | reserved

[personal profile] good_ideas 2018-03-08 05:33 am (UTC)(link)
Applicant Info

Name: Kim
Contact: [plurk.com profile] mochimaruvii or PM
Current Character(s): n/a
Reserve: here

Character Info

Character's Name: Shiho Sannomiya
Character's Canon: Zettai Karen Children
Character's Age: 16
Canon Point: Ch. 397
Background/History:
Born an esper and a Level 7 Psychometer to a normal police chief father and a normal house wife mother, Shiho was sent away at a very young age into the care of what everyone thought was the very qualified government institution of BABEL.

At five years of age, Shiho was already convinced she was a monster, a fact not helped by all her caretakers avoiding her touch like the plague. It’s only through the introduction of Aoi Nogami and Kaoru Akashi, both also level 7 espers that she eventually learns to open her heart, at least to those who were exactly like her. They defended each other and were their own found family, allies against the world they knew that both feared and hated them despite the fact that they just wanted to be good. Changing supervisor after supervisor only made Shiho more convinced that adults were expendable and untrustworthy, especially when the second to last puts shock collars on them.

It was during this period that they met Minamoto Kouichi, who was the sole person that refused to turn a blind eye to what was happening to them, and who reached his hand out for Shiho's despite knowing she could read every one of his secrets and told them that they could become anything and go anywhere. Which they promptly treated as idiocy and took advantage of to try and escape from BABEL forever. The plan backfires spectacularly into nearly dying from a chemical fire until Minamoto arrives, and manages to direct them to extinguish the fire as well as to earn their grudging respect and trust.

Not long after, he was made their supervisor and he has been stuck with them ever since despite the fact that in the beginning they tried their best to force him to leave. It was thanks to his efforts that Shiho and the rest of the Children were able to go to school, make friends and experience life without the limits that others would have imposed on her because of her powers. And it is also this strength and this safe place that gives her the conviction to believe in herself and the people she loves regardless of who comes to tell her otherwise, or the knowledge that there is someone out there who wants there to be a war between Normals and Espers while in middle school. They are able to end the war (and the doomed timeline that would have resulted) and move successfully and safely to high school.
[word count: 420]

Strengths:

Empathetic
Thanks to her psychometry, Shiho has always had a very nuanced glance into people’s thoughts, emotions and motivations. She can understand why someone would do the things they do because she can read them as if they were a book with annotations and footnotes included. This understanding, however, doesn’t change how judgmental she naturally is.

Protective
However, despite the fact that Shiho trusts no one to be completely truthful with her, she is fiercely protective of those who trust her and who reach out for her hand willingly. This is partly to do with the fact that as a child, with no one to trust or turn to, the only thing that she could do was use violence to protect the people she cared for. The people who trust her, are also the only people in this world that she would never read with psychometry unless absolutely necessary because she knows that it's an invasion of privacy and she both respects them as well as puts her trust in them.

Kind
Shiho's still the little girl who at five years old, first learned what it meant to be loved unconditionally and deeply by someone just as terrifying and terrified as she was. And it's people like those: the weak, the broken, the bullied that Shiho is always kind to. She can see herself in them, and she knows that what she wanted most at that time was for someone to tell her that it was fine and that they loved her no matter what. Her kindness is also seen in her open body language and in how aware she always is of where her hands are at all times in order to make sure anyone who knows who (and what) she is will never be made to feel threatened. (Though this also serves as a way to catch them off guard, as well, of course.)

Weaknesses:

Trust Issues
Being a psychometer, Shiho has seen quite a lot of the darker side of human nature whether it be people's private perversions, murder, or lying with a smile. As such, her first inclination is always: no one is to be trusted. While her second is: maybe, just maybe this time. She wants to trust people, because Aoi and Kaoru can, but her experience and her powers have made it difficult. Her trust is difficult to earn, especially as she never stops testing people, little good-natured digs as she tries her hardest to believe in the inherent goodness of people. She also tries her very best to avoid using her powers on people she cares about or on strangers, knowing it to be a breach of privacy and a potential sticking point if they ever learned that she’d used her powers on them.

Vindictive
Shiho returns the suspicion cast on her with a petty vindictiveness and a gleeful desire to utterly break anyone who wrongs her. She can understand why they say and do those things because she can see the jealousy and the fear. But just because she can understand doesn't mean she feels that jokes made at an esper's expense (especially a very young esper who is just as afraid of themselves as others are) or people who treat espers like beasts should be forgiven. If she can't make them love espers or accept espers, then she will put the fear of her in their hearts using every method at her disposal. It helps that the psychometry puts her into a position to know exactly what to say to cause the maximum amount of pain and hurt.

Tsundere
As a child that had been neglected by the adults around her, who out of kindness had tried her best to pretend nothing bothered her, Shiho is absolutely terrible at being honest with her feelings. She often acts as if nothing bothers her with a sweet smile and an arch attitude, arms crossed over her chest. Be rude to her and receive a mature, well-crafted response and a raise of her eyebrow. Be kind to her and watch her melt into a flustered, angry mess as she succumbs to her greatest weakness: honesty and genuine care for her well-being.

Powers/Abilities:
Shiho is a level 7 psychometer. In canon terms, being level 7 is both the highest level and tantamount to being so powerful that her level is no longer measurable using the technology available to them. Psychometry gives Shiho the following abilities:

  • read any information from thoughts, feelings, to histories from any person or object

  • give herself a complete mental picture as to the layout of a location just by touching the wall or the floor

  • instantaneously learn to use tools and objects. For instance, if she were to drive a car driven by a professional stunt driver, she can pull off the same stunts and have the same skills. However, if she's driving a normal car owned by a normal person, she can still use it, but only to the extent of the original owner's skills.

  • Psycho Dive, which allows her to delve straight into a person’s memories and feelings, and if anything has been changed by another esper with mind-controlling or memory-altering abilties, she can find it and put it back to normal. This is shown to be extremely dangerous to both her as well as the person she’s performing the Psycho Dive on.


There is a limit to how much she can read depending on a person's state of mind: the more guarded they are, the more difficult it is for her to read. Memories, especially old ones are also very difficult to read because they are often buried deep and would take a lot out of her in order to bring to the surface. It is possible to block her reading entirely by overwhelming her with other thoughts like complicated math problems, for instance. Those who also have high-level powers are very difficult for Shiho to read as well unless they're in a completely unguarded state like being unconscious. In canon, her powers have now grown too powerful for her body to handle and if she were to use them without any limiter she would go into cardiac arrest within 24 minutes.

She also has the ability to use firearms, but as she unconsciously uses her psychometry to aim, she is a terrible shot when her powers are suppressed.

Other Noteworthy Traits:
Shiho has a deep, completely irrational fear of ghosts and anything to do with the occult. If it looks like ghosts are somehow involved, she’s going the other way, fast and trying her best not to get spooked and to scream. Someone has put out the explanation that maybe she’s afraid of them because they’re intangible, something she can’t see with her powers. She refuses to even admit she’s afraid.
Her psychometry and her enabling friends have both also made her rather lazy. She doesn’t need to work hard at learning anything because her powers mean instantaneous knowledge from tools. She doesn’t need to wake up early in the morning or move because one friend is a teleporter and the other is a psychokinetic who can puppet her around until she feels like joining in, usually sometime around one in the afternoon.

Weapons & Other Special Inventory:
On Person:
  • specially crafted gun with the ability to fire a dart attached to a long wire, doubles as a taser and a flamethrower

  • limiter in the shape of a ring that puts a cap on her powers. It also has a mic that records and transmits sounds.

  • High school uniform


Special Inventory:
  • The Children uniform with skirt, socks, shirt, shoes, tie, blazer and hat, specially made to be bulletproof, fireproof and weatherproof. It is lightweight and helps regulate their temperature as well.



Color: Please choose between red, blue or yellow; this can be chosen due to aesthetics or personality reasons. Please explain in a brief sentence why you chose that color.
Bright and sunny yellow because it represents both Shiho's warmth and kindness as well as representing caution and danger which is the personality that Shiho projects. Also because she’s the metaphorical third Power Ranger in her group, being neither the red leader nor the smart blue one.

Sample: Links to threads from within the last 6 months with at least 5 replies from you -- enough to get a sense of the character. TDM threads are easiest but not required.
1, 2, 3, 4

[ OPTIONAL ] World Aspect:
Esper powers, I think, could be a pretty interesting thing to get incorporated into an event. They’re not always something that the characters in ZKC are born with, and can also sometimes manifest because of trauma or injury. The strength of the powers are categorized in levels from one to seven, with seven being anything that surpasses science’s ability to measure it. The powers are also not limited to humans, as there have been examples of animals being induced to having those powers, too.

Re: ACCEPTED

[personal profile] good_ideas - 2018-03-11 02:55 (UTC) - Expand
satanslash: (Rin5)

Rin Okumura | Ao no Exorcist | Reserved

[personal profile] satanslash 2018-03-08 05:51 am (UTC)(link)
Applicant Info

Name: Rin
Contact: [plurk.com profile] rubberfaceokumura
Current Character(s): None
Reserve: Reserve!

Character Info

Character's Name: Rin Okumura
Character's Canon: Ao no Exorcist (manga)
Character's Age: 16
Canon Point: Ch 96
Background/History: "Yukio! This is a rescue!"

Strengths:

● Loyalty: Rin is just about the most loyal person you'll ever meet. If you can get past his attitude and awkwardness enough to befriend him the chances of losing that friendship is incredibly slim. Even a tsundere like Izumo couldn't keep Rin from rescuing her when she told him not to, Rin caring more than someone had made her cry in pain than her supposed pride. There's always a chance something like this could be his undoing someday, but for now he's proven to be the bond that has kept the cram school students together through incredibly difficult and potentially life threatening situations.

● Empathy: Though Rin's intelligence level, at least from an academic standpoint, is well below average when it comes to people and emotions he's actually very in tune with those around him. Years of being stuck on the sidelines, watching rather than interacting, has surprisingly given him a lot of insight in to humans. He generally has very good intuition about others, isn't particularly gullible despite his lacking intelligence and connects well with people, especially those that he's similar to.

● Determination: Though some see it as merely the blind stubbornness of someone too dumb to know any better, Rin holds the belief that all he can do is "keep moving forward". He sees no reason to look back, not even to the things that deserve at least some questioning like the circumstances of his birth. He knows the only way he will be able to continue living is by continuing to put one foot in front of the other. Even with something stands in his way, or the way to helping the people he cares the most about, he'll do whatever he can to beat that obstacle.

Weaknesses:

● Obstinance: Rin doesn't really do well with authority. Like many of his traits this has ebbed some over time, but given that he's been something of a foul mouthed, ill tempered punk for years now its not an easy habit to shake off. It mostly gets directed at Yukio, given that they're twins yet the younger of them has more authority over him, though Mephisto and Shura equally get flack and snide nicknames from the half-demon. Chances are now, though, that he'll begrudgingly do as he's told even if he's grumbling the entire time.

● Insecurities: Though over the course of the manga Rin has come to terms with a lot of his shortcomings and even the issue of being a literal spawn of Satan, he like any teenage boy still has plenty of things he worries over. Though he knows better than to live in the past, that it does nothing to help him, he still wonders sometimes why he was even saved by Father Fujimoto, or what his true purpose in life really is. He tended to hide a lot of his insecurities by a false bravado, an inflated sense of pride over even tiny things, but that as well as toned down now that he's found people that aren't nearly as willing to put up with his bull and will call him out when he's being a bullheaded, impulsive fool.

● Intelligence, or rather the lack thereof: Even when he was in school the first time, Rin was barely passing most of his classes. He dropped out of middle school only to be dragged back to an academy that was far and beyond his level of learning, though through the support of his new friends and teachers he has actually been able to bring his grades up to relative snuff. Still, he's well, well below his brother's genius intelligence and often has trouble understanding large words, idioms and other complicated concepts.

Powers/Abilities:

🔥 Flames of Satan, the power inherited from his biological demonic father. Unlike Satan, though, Rin has trained hard and struggled to bring this power in control to the point where he can use them without harming innocents and instead focus them on demons and demonic possession.
● Pyrokinesis: Creating and controlling fire with his mind.
● Demon Form: Upon drawing the sword, Rin takes on physical traits of his demon-self including longer ears, fangs, and flames on his tail and around his body. He also has access to true power, making his attacks and body stronger. Unfortunately this also counts as a potential weakness - his demon heart can be exposed while the sword is out, which is weakest point for a demon.

🔥 Knight Meister Training, the training he's been undertaking since he joined True Cross.
● Flame-Emitting Meditation: Only usable when he is channeling the demon Ucchusma, who won't be available to him in Awash. He was capable of unleashing a massive cleansing flame across an entire mountainside.
● Satan Slash: A channeling of flames through Kurikara that are unleashed in a wave at enemies.
● Satan Bomb: Flames put in to the ground via stabbing Kurikara downward, causing them to explode at various points of his choosing.
● Satan Campfire: Stronger version of Satan Bomb, with a larger more centralized explosion.

🔥 High Speed Regeneration, the ability to close wounds quickly, survive severe damage that would otherwise kill a normal human and even reattach limbs.

🔥 Demon Telepathy, the ability to hear the thoughts of and speak to demons. Also gives him the ability to sense where demons might be in the area.

🔥 Enhanced Strength, what it says on the tin. Has had this since he was a child, even when his powers were completely sealed.

Other Noteworthy Traits: Rin is stated as being "surprisingly good with his hands", and is known for being a very skilled chef, especially for his age.

Weapons & Other Special Inventory:
🎒 Kurikara, the sword where his demon heart is sealed

🎒 Shoulder bag

🎒Camouflage poncho (Camouflage in terms of hiding the person wearing it. The actual color is a desaturated blue-green)

🎒 Wallet with True Cross Academy student ID and Order of the True Cross Exwire ID

🎒 Off-white jeans, teeshirt, PacMan hoodie and shoes

Color:

#a2f9ff


The series is called "Blue Exorcist" due to the blue flames of Satan that Rin inherited upon his birth and the fact that he denied his demonic heritage after learning of it in order to become a force for good against demons. He has been referred to as the "blue exorcist" in canon and is often seen with something of a blue motif (though by trope standards he is usually the Red Oni, rather than Blue), with even the sheath of Kurikara being a cobalt blue.

However in recent chapters his true demonic side has been revealed, physically changing his black hair to a pale, snowy white with equally pale blue tips. Hence I chose a color closer to that of his flames and his newer look.

Sample: TDM threads
Caring for Night-chan on Bakerstreet

[ OPTIONAL ] World Aspect: N/A
Edited 2018-03-08 05:52 (UTC)
messianic: (Death is a road)

Minato Arisato | Persona 3 | Reserved

[personal profile] messianic 2018-03-08 05:53 am (UTC)(link)
Applicant Info

Name: Cal
Contact: [plurk.com profile] kalisona
Current Character(s): N/A
Reserve: boop

Character Info

Character's Name: Minato Arisato
Character's Canon: Persona 3
Character's Age: 17
Canon Point: Post-the Journey, good end
Background/History: A link!

Strengths:

As a note, as a silent protagonist, Minato can be interpreted in a lot of ways; I'm interpreting from his endgame canon point, with the assumption the correct options for his Social Links are his "canon" options. I'll be using pieces from the drama CDs, stageplays and Persona Q as well, but not so much from the movie, which takes his characterization a different direction for the most part.

Giving - Minato won't ever hesitate to give someone what they need. He's the sort of person who goes out of his way to deliver what even a stranger asks of him, and even more so his friends; he'll go above and beyond what's even logical in order to help out the people he cares about. Even if it's doing things like cleaning bathrooms, or feeding a small child out of his own pocket. He gives to all of his Social Links constantly, never really asking anything in return, and the same is true of his teammates. Of course, this culminates in his existence as a Messianic archetype--Minato gives his life so that other people can live, because that's the sort of person that he is.

Accepting - One of Minato's greatest strengths is how accepting he is as a person. He doesn't care what sort of person someone is--he'll hear them out. He loves people, he'll chat with anyone, and he helps however he can. It takes a lot to get him to dismiss someone; he only puts his foot down in canon when someone is putting themselves in danger, with his Moon Social Link, and in the drama CDs when Ken almost puts himself in danger with his zest for Shadow fighting. For the most part, though, Minato just takes care of everyone, regardless of what sort of person they are.

Adaptable - A hidden hour of the day where coffins appear? Shooting spirits out of your head with a fake gun? Minato copes with it all surprisingly well. He barely ever bats an eye, that's something that's consistent across all of his spin-offs and appearances. He copes with things with dry humor, flat expressions and sometimes quirky responses. No matter what comes his way, Minato can deal with it, and even rebound strongly. He's initially elected field leader thanks to the ease with which he deals with shooting himself in the head, and the only time he's ever properly in shock is after Shinji's death and Ryoji's ultimatum, as the game explicitly states.

Weaknesses:

Passive - On the flip side, Minato is about as passive as it gets. He only shows his backbone in very, very dramatic situations; otherwise, he's pretty content to let his friends do dumb things. He'll even encourage them, because stopping them is apparently too much effort. He might occasionally be like "uh...", but actually lifting a hand to stop them from dumb life choices seems like too much work. This has improved a bit by his endgame canon point, but he still has a terrible tendency to be entirely passive--especially when it comes to his own health and well-being.

Self-sacrificial - If the fact that he's willing to sacrifice himself for the fate of the world doesn't make it obvious enough, Minato's a self-sacrificial person. He'd rather give up his own health, time, or well-being in favor of someone else's, and would do whatever it takes to take care of someone else, even to his own detriment. Really, he can be comically stupid about it, staying out in the rain and falling ill, and then not even bothering to tell anyone that he's sick before being bed-ridden for a few days. SEES has to go check on him themselves to know what happened, because he tends to keep his own problems to himself, even when it would be far more logical to share them. At the end of the game, he doesn't even bother to tell anyone he's struggling or dying--true, SEES wouldn't remember, but he still could've gotten help and chose not to. This undoubtedly helps to lead to SEES fracturing later in the Answer, which is something that rests firmly on his own shoulders. It's a big character flaw, and one he's very, very prone to.

Apathetic - When your catchprase is どうでもいい, or "whatever", it's probably not surprising that being far too apathetic is a problem for him. Caring about people comes easily to him, but caring about anything else...? Eh, it's kind of up in the air on any given day. He likes to talk to people, but doing other things can often take too much effort for him to care--or too much effort for him to decline. He gets wrapped up in all sorts of clubs and shenanigans because he's pretty much too apathetic to say "no" at any point, and it tends to get him into trouble. Hell, he even puts up with Tanaka threatening him in all sorts of creative and colorful ways with a flat sort of deadpan apathy, when he probably should've been running the other way very quickly.

Powers/Abilities:

Minato's a Persona protag, and with that comes the ability to summon all sorts of Personas. In Awash, he will naturally be restricted to the Personas he has on him, which can be found here. They can be restricted or pared down however's necessary! However, I'll be automatically assuming that summoning his Personas too many times will leave him exhausted--using them requires SP, and he only has a finite amount of that, after all!

He otherwise is competent in a variety of weapons--swords, gauntlets, spears, bows and arrows--but competent only in the sense that he kind of picked them up and did his best with them; he doesn't have any sort of formal training, or a particularly impressive technique.

While his Personas make him pretty tough compared to normal people, he is otherwise a very normal teenage boy; in comparison to trained fighters, he'll be at a very large disadvantage.

Other Noteworthy Traits:

- He can sew, since he spends plenty of time at the sewing club.
- He can cook, as seen in the manga.
- He also can pretty much fall asleep on any flat surface, I think that's a noteworthy trait.

Weapons & Other Special Inventory:

- Evoker - on him
- Headphones - on him
- MP3 player - on him

Plus:

- A Sword

Color: Blue! He's...the blue Persona protag, his character color is blue...his hair is blue......... there was really no other option. Any shade of blue is fine, honestly.

Sample: A thread | TDM threads!

World Aspect: Making use of the Major Arcana a la Persona lore would probably be pretty fun at some point! They could be used for all sorts of things, like classifying characters or having certain effects.

(no subject)

[personal profile] messianic - 2018-03-11 02:40 (UTC) - Expand

Page 1 of 11