Application

Apr. 4th, 2013 06:09 pm
bastionmods: (Default)
[personal profile] bastionmods

Before you app
Applications are always open, but are processed every other Saturday. You can apply for any character from any canon as an OU or AU. You can also apply for an OCs. Be sure to copy the correct form below when you go to write your app.

Currently there can be only one version of each character within the Bastion. That character can be either OU or AU. This is subject to change at a later date.

The character limit is currently three. You can app up to two characters from the same canon, so long as the characters do not interact in canon and would not interact within the game. Exceptions to this rule will be allowed for special cases, so if you think you have a possible exception please contact a mod about it.

If you would like to app a fourth character, you must have passed the previous two ACs in order to do so. If you did not pass the previous two ACs, then we will reject your application.

Apps will be read in the order they are posted. If two people app the same character, we will make a decision on the first application before reading the second. The only exception to this rule is in the case of a reserve, where we will read the app from whoever has the reserve first. There are no app challenges.

Please read the rules, FAQ, and setting pages before applying. Also be sure to check the reserves page and taken page.

Please finish your app before posting. Once you are finished, post your application here. If you need more than one comment to post it, then respond to your first comment to finish your application.

If your application is accepted, be sure to read all the information and follow all of the steps in the acceptance post. If we ask you for revisions, you will have 72 hours to post those revisions. If you are rejected, you must wait two weeks before applying again.

As a note, OCs will be held to high standards. Do not skimp on details in any section of the application if you are planning to app an OC.

Application: OU


Player name: whatever name you want to go by OOCly
Age: 17 and up please!
Contact: A personal journal, a plurk name, an email, whatever. We just need some way to contact you.
Other characters: Please list all the characters you currently play.

Character name:
Series: If there is more than one version of canon, please specify which one you will be playing from.
Canon point: Please keep in mind that there is no way to canon-update your character when you choose a canon point to take them from.
Summary: Sum up the character's history and personality. This doesn't have to be long, a few paragraphs should be fine.
Powers: If your character has canon powers, please describe them and how they will be changing to fit within the setting. More information on powers can be found here.
Entry: How will your character be entering the game? They can either find their way to the Bastion on their own, or they can be found on the Skyway by someone else. This is not a sample! This is to tell us if your character will need to be rescued from the Skyway, so we can arrange that. Don't put the day of entry in your app, we will do that for you.



Application: AU
Player name: whatever name you want to go by OOCly
Age: 18 and up please!
Contact: A personal journal, a plurk name, an email, whatever. We just need some way to contact you.
Other characters: Please list all the characters you currently play.

Character name:
Series: If there is more than one version of canon, please specify which one you will be playing from.
AU info: Please describe how the AU differs from canon
Summary: Sum up the character's history and personality. Be sure to include how the AU has affected the character you are apping.
Powers: If your character has canon powers, please describe them and how they will be changing to fit within the setting. More information on powers can be found here.
Entry: How will your character be entering the game? They can either find their way to the Bastion on their own, or they can be found on the Skyway by someone else. This is not a sample! This is to tell us if your character will need to be rescued from the Skyway, so we can arrange that. Don't put the day of entry in your app, we will do that for you.



Application: OC
Player name: whatever name you want to go by OOCly
Age: 18 and up please!
Contact: A personal journal, a plurk name, an email, whatever. We just need some way to contact you.
Other characters: Please list all the characters you currently play.

Character name:
OC info: Please describe the world the OC is from. This section should be a couple paragraphs long at a minimum.
Summary: Describe the character's history and personality. Both should be covered in this section, but more attention should be paid to personality.
Powers: If your character has canon powers, please describe them and how they will be changing to fit within the setting. More information on powers can be found here.
Entry: How will your character be entering the game? They can either find their way to the Bastion on their own, or they can be found on the Skyway by someone else. This is not a sample! This is to tell us if your character will need to be rescued from the Skyway, so we can arrange that. Don't put the day of entry in your app, we will do that for you.



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Ryuuji Suguro | Ao no Exorcist | OU

Date: 2013-04-14 09:00 pm (UTC)
kyotoprincess: (Default)
From: [personal profile] kyotoprincess
Player name: Mandy
Age: 26
Contact: [plurk.com profile] husbando / [personal profile] maplepancakes
Other characters: None

Character name: Ryuuji "Bon" Suguro
Series: Ao no Exorcist (manga)
Canon point: The end of chapter 43

Summary:At first, Bon looks like a punk. He's got a streak of bleached hair, several piercings, and a glare that would scare off even the toughest of guys. It isn't easy to approach him, since he looks like he would snap someone in half if they pissed him off. It doesn't help that he has a terrible temper and is prone to yelling when provoked.

The 'provoked' part is the key word there, though: Bon can keep his cool when he needs to. It's just that there are so many things that can set him off (being a slacker, looking down on him, getting an attitude with him, the list goes on) that it is more common to see him angry than calm. He happens to share a class with several infuriating people, which makes this even worse.

But even though Bon looks like a rebellious teenager, he's actually a very serious person. He takes his schooling seriously, so much so that he spends a lot of his free time studying. He takes himself very seriously, and any task he is given gets his full attention. If something is worth doing, it's worth doing right, and Bon won't accept anything less than his best effort. This has helped him in the past, he got a scholarship to exorcist school because he is so smart, but it also makes him critical of others. He really doesn't like to see other people slack off.

Bon has a lot of trouble making friends. Because of his serious attitude, he isn't exactly a warm and friendly face. Along with that, Bon is very headstrong, and he has a hard time seeing things from other points of view besides his own. He has a bad habit of assuming people are doing things wrong just because they do it differently than he would, and it's something he's only beginning to work on.

He isn't all prickly and cold, though. Despite his outward appearances, Bon really does want to make friends, and the friends he makes are ones he trusts completely. It just takes a lot of effort to get past the scary demeanor. And the prejudices. And the short temper.

Powers: Bon is studying to be an Aria, which means he can chant bible verses at demons to exorcise them. In this game, using his Aria powers will fall under the rules for abilities, IE he will only be able to use them three times a day unless he drinks tonics.

Entry: Bon appeared on the Skyway on Day 55. He was not far from the Bastion, so he was able to make it there on his own.

Other: Bon will be using firearms as his primary weapon, once he acquires them in-game.

Crona (and Ragnarok) || Soul Eater || OU

Date: 2013-04-14 09:52 pm (UTC)
blackblooded: (Default)
From: [personal profile] blackblooded
Player name: Hydok
Age: 22
Contact: [plurk.com profile] hydok
Other characters: N/A

Character name: Crona and Ragnarok
Series: Soul Eater (anime)
Canon point: Post-series
Summary:
History
Crona was raised by hir mother, the witch Medusa Gorgon, who was an absolutely horrible person. First Medusa replaced all of Crona's blood with a magical substance called "black blood", which she made by somehow melting down a perverted bully with impulse control problems who could turn into a sword, then she physically and emotionally abused Crona for years with the intent of turning the child into a heartless killer, so that Crona could eventually become a demon god. Crona was starved, beaten, locked dark rooms for days on end, and forced to kill small animals, and eventually, humans. This treatment went on for years, until one day Crona and Ragnarok got in a fight with Maka Albarn and her weapon Soul Eater. Crona and Ragnarok defeat the pair fairly easily, but are then beaten by Dr. Franken Stein and his weapon (Maka's father) Spirit Albarn. Crona and Ragnarok leave, and then are next seen on the ghost ship Nidhogg, where they consume the souls that its captain had been collecting to sacrifice to the Kishin Asura. Crona and Ragnarok fight against Death the Kid, who had come to investigate the Nidhogg, and then leave.

When next we see Crona, zhe is providing backup for Medusa's attempt at reviving the Kishin Asura, who was imprisoned beneath Shibusen. Once again, Maka and Soul fight Crona and Ragnarok, but this time the ending to the fight is very different. Maka reaches out to Crona in a way no one ever had before, literally going into Crona's soul and extending an offer of friendship, which Crona accepts.

This new friendship with Maka (and Medusa's apparent death) results in Crona being accepted into Shibusen as a trial student. Crona begins to learn to interact with people more, going to school and carefully forming friendships. Then Medusa shows up again, tells Crona to turn traitor to Shibusen, and everything very quickly goes downhill. It is incredibly difficult for Crona to make a choice between hir new friends and hir mother, and Crona chooses to follow Medusa's orders. This choice absolutely wrecks Crona, who winds up running away from both Shibusen and Medusa. Maka tracks hir down and confronts Crona, who explained what zhe did and why. Crona hates Medusa, but feels loyal to Medusa, but doesn't want to hurt anyone ever again.

Because of Crona's betrayal, zhe is officially thrown out of Shibusen. However, zhe goes with Marie Mjolnir to track down Medusa, determined not to run away anymore, not to be the sort of person who is too weak to protect anyone. This leads to a final confrontation with Medusa, as Crona finally stands up against hir mother. Despite Crona's determination, Medusa is still able to seriously injure hir, as Crona's black blood abilities are nearly useless against the woman who created the black blood in the first place, and knows the best ways of hurting Crona. However, Crona's loss against Medusa does not trivialize the development that it took to get Crona to the point where standing up to and fighting against hir mother was a possibility. Once again, Maka comes to Crona's rescue, and kills Medusa.


Personalities:
Crona
Crona’s gender is unknown, so this (and any sort of third-person section) will sound kind of awkward.

Nervous, jumpy, submissive, usually terrified, and soul-crushingly pessimistic (reading one of Crona’s poems made a zombie so depressed he regretted he had ever been brought back to life), Crona is described on TVTropes as “the woobiest woobie that ever woobed”.

Crona’s mindset and personality have been shaped by the actions of Crona’s mother, the witch Medusa. When Crona was very young, Medusa began conducting a variety of experiments on Crona, in an attempt to create a Kishin (because every loving mother tries to turn their child into a demon god of insanity). So, Medusa melted Ragnarok down into Black Blood, replaced Crona’s blood with this wonderful magic substance, and then abused, starved, and forced Crona to kill small animals in an attempt to utterly break the child.

Medusa's actions resulted in Crona becoming violent and unstable, a traumatized child who doesn't know how to deal with normal interaction and very quickly resorts to destroying anyone or anything that unnerves hir. Crona claims to hate everyone, and says that no one is able to understand hir. In the anime version of the Soul Eater universe, the loss of fear is a major sign of insanity, and while insane, Crona fears nothing, willingly starts fights, and rushes to attack enemies head-on.

In addition to the violent side of Crona's personality, Crona is also fairly curious, constantly asking questions of anyone and everyone. This aspect of hir personality does fade somewhat as the series progresses and Crona's more timid side comes to the front, but it is still part of how Crona's mind works.

After Crona and Maka become friends, Medusa apparently dies, and Crona begins attending classes at Shibusen, Crona's insanity fades and Crona's timid and pessimistic side comes to the forefront for a bit. Crona hides behind Maka, sits curled up in the corner of hir room hugging a pillow, can't stand going out in crowds or walking around the school, and is terrified of one of the teachers (who happens to be a zombie). When Maka suggests that Crona write poetry in order to express hir feelings, Crona's attempt is so soul-crushingly depressing that it makes everyone who reads it wish that they had never been born.

However, Crona does eventually become more comfortable around people, even without Maka around to provide support, and manages to settle in to a fairly normal school routine. As Crona gets more comfortable around other people, zhe becomes less and less of a pushover, and starts standing up for hirself more. This is seen in everything from Crona standing up to Ragnarok's bullying and telling him to behave to Crona's eventual decision to go and attack Medusa with the intent to kill her.


Ragnarok

Noisy, overbearing, bullying, slightly perverted, and self-centered, Ragnarok is pretty much everything Crona isn’t. He bullies Crona, stealing his meister’s food and liberally delivering noogies and light punches, carrying on running commentary about Crona’s fighting skills during battles, and letting Crona take light blows (not in combat) that were meant for Ragnarok. Additionally, he enjoys the taking and eating of souls, even without Medusa’s mind-altering spells. However, he is somewhat fond of his meister (because of their shared bodies and symbiotic nature), and protects, heals, and at times even encourages Crona.

He's something like an annoying, bullying older brother to Crona, and influences and forces Crona to follow Medusa's orders. Greed, boredom, and his temper and pride are usually his main motivations, and he doesn't really have any sort of conscience holding him back.

As the story progresses, Crona begins standing up to Ragnarok and refusing to cave in to his bullying, and usually that's enough to get the sword to back down and let Crona be.


Powers:
Soul Perception: Crona can see souls. Power levels, species, and some basic personality traits. It's not a very strong ability, just enough to identify and track people at close range.

Ragnarok’s abilities: Transforms into broadsword, which uses sonic vibrations to act a like a buzzsaw, shredding in addition to slashing. Three different forms of his Screech attack (α, β, γ) which unleash a devastating sonic wave in conjunction with slashes of the sword.

Black Blood abilities: Blood hardens to provide protection against all by the strongest cutting attacks. Enhanced strength. Inhumanly fast healing if injured. Manipulation of blood outside of body (for example, the bloody needles attack, transforming blood splatters into flying needles, or the bloody slicer attack, in which Crona slits hir own wrist and uses that blood as a blade). Can use the black blood to grow dragon-like wings and fly.


In game, all of Crona and Ragnarok's abilities will be kept to the three-uses-a-day limit.

Entry: Crona and Ragnarok arrived on the Skyway on day 60. They were close enough to the Bastion that they made it there without trouble.

Other:

Rin Okumura | Ao no Exorcist | AU

Date: 2013-04-15 04:35 am (UTC)
hellfirekitten: (ღ beh...)
From: [personal profile] hellfirekitten
Player name: Jeni
Age: ancient 29
Contact: [plurk.com profile] jenioctavia
Other characters: N/A

Character name: Rin Okumura
Series: Ao no Exorcist (Manga) / Chapter 39
AU info:

Differences (or things that stay the same even when it seems like they shouldn't):

✓Rin was born female, as was Yukio, however she was named "Yuki" instead. Nothing else changed, though. Yuki's personality is pretty much the same and she deals with the same issues as her male counterpart, including all of her problems with what her sister is and how long she's kept her own secrets.

✓Reiji Shiratori and her gang were female, but they still tortured animals, which started the fight at the beginning of the series between her and Rin. "Rei" was still possessed by Astaroth and still inacted the events that led to Rin learning who she really was.

✓Amazingly, gender does nothing to her rivalry/friendship with Bon. She gets treated the exact same way because boobs don't make him look past the fact that she's a lazy, over confident idiot who does stupid things like running off and playing hero when she could just as easily use help from her friends. The fact that Rin tends to act like "one of the boys" anyway does go a long way towards this (but Bon isn't exactly the type to give two fucks about gender ANYWAY).

✓It does strain her relationship with Kamiki some. Not because she's a girl, but because she acts like one of the guys, which just rubs Kamiki the wrong way at first. They manage to forge a friendship regardless, unlike how Shiemi and Kamiki are still at odds in spite of being workable teammates.

✓Her relationship with Shiemi is more or less the same.

✓Oh and when she took her sweatshirt off to give to Kamiki in Chapter 5, she wasn't entirely shirtless, but running around in a sports bra with a bunch of guys around is probably still pretty wtf-inducing. Sorry boys.

✓Girl!Rin still takes as much damage as Boy!Rin in any fight. Being just as reckless as her male canon counterpart means that she still throwself herself in to battles with no concern for her own well being.

✓So yes the Amaimon fight(s) went exactly as it did in canon. Did you really think Amaimon was going to care what gender his punching-bag-slash-sibling was?

✓Shura still has boobs. Rin is jealous of them. But she's jealous of her sister's too, so yeah. And no Shura doesn't care that Rin is a girl, though finding out the children of Satan were daughters might have warranted slightly more surprise.

✓(Flashback) Rin still punched guys. Hell she probably punched more guys because they were douchebags to other girls.

✓Trial arc went the same, Angel was still a douchebag and tried to cut her leg off to silence her.

✓The reveal of Rin's heritage went the same. Izumo was slightly more reluctant to talk to her since their relationship hadn't been great up to that point, but the conversation still went the same way.

✓Everything from there on out was the same. Again, Rin being a girl doesn't change that much and none of the characters really seem to take issue with the gender of one another. No one ever gets flack for being male or female, so it all works out that there's not a lot changed.

Summary:

History

Rin's canon history @ AnE Wikia

Personality

The first thing most people think when they see Rin is “punk brat”. Even in her school uniform, she exudes the outward personality of some one who just doesn’t give a shit, who would rather punch you in the face first and ask questions later. Mussed long hair, slouched posture, a constant scowl are usually the things that make up the first impression of Rin Okumura.

However there is a lot more to her than that, and she often surprises people with just how deep her personality goes. She’s certainly not as intelligent as her sister (or other people she’s around, really) but that’s not exactly by choice as her problems with fighting, lack of attention in school and inability to get along with other people her age most of the time prevented her from getting a proper education. She’s not against learning, she’s just not good at it, and struggles through even basic things like reading scriptures out loud or studying for long periods of time. This leads to her being a tad clueless, and often saying common phrases wrong, struggling with use of proper kanji and even getting basic facts wrong,

If presented with something she’s actually genuinely interested in, though, she will actively find ways to learn, like with cooking. She knows Japanese and Western recipes and is shockingly good at it, but likely had to learn some of them from books that weren’t in Japanese. Since she wouldn’t be able to read them he probably taught herself to learn from the pictures instead of asking for help with reading.

Which brings us to one thing that is very apparent about her, underlying personality be damned. Rin is very, very prideful. She sports a flash of arrogance that borders on egotistical, but a lot of it his is pride covering up many of her other insecurities and shortcomings. When she thinks she’s done something good, she’ll tend to gloat and be overly enthusiastic about it. When she thinks she’s right, she refuses to listen to others or even listen to common reason. She’s headstrong to the point of literally headbutting a cat sith demon straight on in order to make him stop charging because she knew, in her mind anyway, that it was better to face Kuro head on rather than let the other exorcists potentially kill him just to end his fit. She’s often immature, demanding, noisy, easily frustrated/angered and even a bit annoying at times.

All that aside, though, she does have a lot of good traits that go hand in hand with some of his worse ones. She can connect with people on many levels - loss, grief, sorrow, ambition, drive, a desire to protect family and the people he cares about - and will often make friends (or even enemies) based on these connections. There isn't a lot that gets her motivated, but the plights of others often drives her to heroics, however reckless they might be.

Befriending people, to her, brings about a level of connection and strength in relationship that cannot be broken for her by trivial things. Even when she was outed as Satan’s daughter, she struggled and tried as hard as she could to keep the friends she had made and make them believe that she could be trusted. She strongly believed that she wasn't her father, and she swore up and down that they shouldn't judge her just because fate dealt her a shitty hand.

She is actually surprisingly kind beneath her rougher exterior. She supports her friends and family no matter what, even going so far as to put their ambitions above her own, even when her ambitions are something like ‘surpassing Yuki (in rank)’ or ‘killing Satan (which is Bon’s desire also)’. That’s not to say he forgets her own - she just wants to be supportive of them more. A part of this likely comes from a deep seeded insecurity that she himself could never amount to anything due to her previous failings in life, though it’s unlikely she’d ever say this out loud unless put in a situation where her failings are shoved front and center in a way that's impossible to ignore. She, at the very least, can take pride in one major thing - her cooking. There is something about the way she smiles when she boasts these skills over any other that is much more genuine than the others.

She also has a soft spot for animals, a bit of a mischievous prankster side, and has a difficult time being serious in less dangerous situations or when her sister wishes she would be. She will probably be called childish and immature more than once, but it speaks a lot to what kind of person she really is when she’s not trying to prove something, or hide just how insecure she really is.

Powers:

➤ Blue Flames: The kurikara acts as a a channel as well as a seal for demonic powers - when sealed it keeps her demonic blue flames from appearing unless she deliberately lashes out with them, and even then they are toned down a great deal. They are still dangerous, though, capable of burning anyone who can’t physically handle Satan’s flames and potentially injuring them.

When the sword is unsheathed she taps in to more of his demonic power, lengthening her ears and teeth and surrounding her in blue flames, making her stronger and more difficult to take down. She can launch his flames outwards, either in bursts or in a certain direction, like when he rescued Shiemi from falling debris in Mephyland with a claw made of her flames. She can also use his sword to direct the flames in arcs at her enemy.

Unfortunately this comes with a massive risk - the increase in her flames also decreases Rin’s control over them and herself, and the more she fights and loses control the more she risks going in to a berserk rampage, potentially hurting anyone who might get in her way. There's the added risk that her demonic heart is within the sword as well. A demon's heart is a weak point, and if it's crushed it could very well kill her.

➤ Super strength: able to lift cars, metal debris and other very heavy things without much effort at all. He even pulls a cart carrying a massive stone monument that even two or three normal people wouldn’t have been able to pull.

➤Swordsmanship: Due to having possession of the kurikara, Rin does have some skill with a sword, but it’s very limited in comparison to other sword wielders like Shura or Angel. She’s training to be a Knight, but she hasn’t been training very long at all - a little less than a year. This makes her rely more on her other demonic abilities when fighting. If she trains hard enough in the future, though, she could eventually reach a level of skill like other Knights and learn to use other bladed weapons.

➤Regeneration/Self Healing: regenerative powers from her heritage make it so that even gunshot wounds do little more than knock her unconscious for a time (five minutes to a half an hour depending on the severity of the injuries). That’s not to say she can’t be seriously wounded or even killed, though, it would just take a massive display of power equal to or greater than her own to actually keep him down. Anything holy (water, light, power, ect) still causes her a great deal of pain or even slows/stops her regenerative ability. She’s also immune to most energy-draining attacks and things like miasma and gases that would normally knock people out or make them sick.

➤Demonic telepathy: Rin has the ability to communicate with other lesser demons through telepathy - she can hear them even when others can’t and can respond to them and be understood by them mentally.

➤Cooking: Also, she’s a really, really good cook.

➤➤Immunity: Some people have a unique immunity to Rin's flames. Rather than being burned or injured by them, they will instead feel little more than warmth and a bit of wind. There will be a permissions post for this.

➤➤Limitations: Due to the nature of the game, Rin's strength, regeneration, and demonic telepathy will be considered "always on" (though the demon telepathy is only going to work with other demonic characters of course). Her flames, however, will be restricted to three times a day unless tonics are used.

Entry: Rin arrived on day 35 and was just barely close enough to the Bastion to make it on her own.

Maka Albarn | Soul Eater | AU

Date: 2013-04-15 09:29 pm (UTC)
unflattering: ([...] you guys.)
From: [personal profile] unflattering
Player name: Mozart
Age: 23
Contact: [personal profile] owlzart | [plurk.com profile] noctowlnal
Other characters: n/a

Character name: Maka Albarn
Series: Soul Eater (manga) chapter 109 wow that's certainly a thing to happen when you're fighting the big boss anyway

AU info: Virtually the same, except Maka and a few others have been raised with different genders. Obviously since Maka was raised male, he will have some changes in his personality and experiences, though not his goals or core personality.

Some significant events:

→His parents have not switched genders, his father is still a cheating screw up and his mom is still a Meister he admires and speaks highly of.
→He still accidentally killed a Highly Magical Animal and Soul still ate this animal's soul. They gained +1 annoying roommate, though Blair is male and Maka is highly critical of his personality as opposed to how their female counterparts relate to each other.
→Soul still got in the way of an attack on him that left her with a scar. Maka got ridicule about this from less mature students since he "needed to be saved by a girl."
→He still resonated with and subsequently learned of Demon Swordsman Crona's loneliness and horrible life, and decided to befriend them. This, in contrast to the female counterpart, taught him the value of being more openly friendly with people.
→He is still the "normal" and less strong Meister of his squad, but still the leader regardless.
→He doesn't get teased about having small breasts, though people do make assumptions about him being like his father which pisses him off. He's assumed quite often to be a closet pervert even though…nope, that's still Tsubaki.
→He swears a bit more than his female counterpart. And that's saying something considering Maka can swear a blue streak when she's mad.
→Though leading up to the episode in the chapter of Envy he was being petitioned by some Weapons to be their Meister, he still worries about not being a good enough Meister for Soul--or anyone, really. Thus his hallucination in Envy remains the same.

Summary: History in the SE wiki

Personality:

Maka's a weird gamut of shonen hero clichés, some even subverting these clichés. For one thing, he's an excellent student, and actually gets a thrill out of studying and testing himself to see how well he's absorbed the material; he studied three months in advance for a super important exam in fact. He's well-known for being a good student, too, even so far as having a rivalry with another academic type in his class (though they became friendlier towards each other and exchanged notes and experiences on missions eventually) He was described as "a serious person that tries hard" when Stein viewed his soul through Soul Perception. The fact was, Maka took things very seriously in the beginning of his role as a Meister, as per the example of his mother and…well…

He wanted to prove he's not a lecherous screw-up like his father and make a better Weapon than him.

Maka's father—Spirit Albarn—is the current personal Weapon of Lord Death, the only one worthy to be called by the title Death Scythe as a name. He's also a rampant womanizer that cheated on his wife, who subsequently left him a few weeks leading up to a fateful mission Maka took on with Soul Eater—his own Weapon partner. Given that Maka is Death Scythe's son, most expected him to have his father's charm or fun-loving attitude. No, in contrast Maka was serious and cold towards people, even outright mistrustful early on. Some part of that was overcompensating for his father's behavior and another part was actual talking himself into it because "this is how it's supposed to be."

But that didn't mean he was completely lost, no, upon meeting Soul Eater Evans and partnering with her he became friendlier, if nothing else so he can be a good example and let Soul--a newcomer to Death City--feel welcome at the Academy...though he still has a fiery temper to shock anybody out of the idea that he's just a quiet bookworm. Soul has to reign him in during those times, and--yes--many immature arguments tend to blow up between the two.

Whatever the task is at hand, Maka wants it done and wants it done correctly to better serve his duties; if this is homework or if this is saving the world, he puts his all into it at the risk of his own life (or, god forbid, his grade). He even comes up with absurdly fast maneuvers or ideas even though Soul often serves as the "brains" in battle. He doesn't have an easy time with joking around about the usual topics with other guys (mostly because, again, it reminds him too much of his dad and he doesn't like it, he relates well enough to them when they're not talking about who has the finest ass), actually he prefers the company of his partner and fellow Meisters (most of which happen to be female) though he does worry about people assuming this must mean he's dating one or all of them.

Though Maka doesn't take everything said at face value, he does especially worry about turning into his father, and quite a lot of other things one wouldn't expect a ~serious student~ kid or...any kid, really to worry about. Some are even quite silly, really, like the house being messy when guests are coming over, or getting a bad grade on a test, or even having to sell his beloved books (albeit so there's more room in the house). He might just worry about those things more than actually being seriously injured in battle, whatever, it's just another day working as a Meister! Rather odd for a kid that tries to be stoic, he's not that good at reigning in his emotions like his partner or even fellow Meister Death the Kid. Okay, maybe he is a little like his father in the emotions aspect.

Regardless, he's a huge perfectionist, and it's not just for comedic reasons of worrying about what his grades are going to be like. When mistakes are made, Maka beats himself up for it, very hard and for a very long time, but he resolves to work harder and overcomes his insecurities. This is often in tandem with his bond with Soul, who--yes--he is grateful to for sticking by him all this time and being the coolest partner.

It's not all overcoming insecurities and defeating enemies with the power of a strong resonance link between him and Soul, though. Most significant in Maka's life was the solution he discovered for defeating the Demon Swordsman Crona. It was not by defeating them with brute force, but by reaching out to them and befriending them. If Maka's bond with Soul forced him to open up more, this bond drastically opened up his heart; he could still be a little awkward and overly cautious about intentions at first, yes, but he became more willing to give others a chance regardless of who they are, what they look like or what they even are considering the world he's from. He wanted to introduce Crona to the world and show them that not all people were bad, and if he could do that by example--to show them that it's okay and safe, he certainly would. Maka was warming up to people and deepening the bonds he already had--no matter how stupid or irritating some of them could be, they were his friends and he treasured them.

This is offset by him saying whatever's on his mind, though. He often has to play the straight man in the middle of his usual group and usually has a sarcastic quip in response to what's going on or an exceedingly blunt comment that--though it's true--no sane person should ever say.

But he's a good kid! Once he trusts someone, they have his unwavering loyalty no matter what terrible, awful things they do. Heck, Crona went insane later on and killed or suspended in limbo between life and death an entire continent and he's still willing to go after them to "beat logic back" into them. "How could you do that, you idiot" is his thoughts on the matter as he bears witness to the atrocities Crona has committed. This is not the Crona he knows, definitely! He reached into their very soul and befriended them, of course Maka knows his friend better than anyone else. For someone that started out in life determined to not be frivolous and be a Meister that's taken seriously, he does go out on a limb for people he's devoted to. Crona's effect on him is strong, once he found out they had left the Academy, he retreated back into himself to contemplate what was going on in his environment and what could be done about it. Yes, he even temporarily allied himself with Medusa, someone whom he said he would never forgive for the pain inflicted onto Crona or the chaos caused in the world, all for the sake of finding Crona again.

Has he gone so far as to make a power of friendship speech yet? No, although he has had them said to him quite recently lately as a reminder that, yes, the loyalty does go both ways and his friends are all there for him too. So chastened and touched by their loyalty, Maka only becomes more courageous in battle--even when his friends have been knocked out of confidence by an unexpected twist (like the Kishin turning out to be Death the Kid's biological sibling or the same Kishin suggesting that Kid will become a Kishin as well if she develops fully into her godhood) Maka spurs them back into it and they fight on.

Powers: Maka has the ability Soul Perception, which allows him to sense the souls of others to get a read on where they are or—if concentrating on them hard enough—learn what type of person they are. Since his range is about stupid powerful, I'm going to limit him doing this to once a day.

Another ability, as it goes for Soul Eater, comes from his soul--an angelic "Grigori" type soul that purifies afflictions of the mind from himself and outside his range. This is powered purely by his courage. Since it probably wouldn't get much of a use but is still fairly powerful, I'll limit this to three times a day.

Entry: Maka arrived on day 35 and made it to the Bastion himself, though he was extra bruised and beaten up anyway from the fight with Asura and needed a loooong sit down.

Other: Maka usually uses a scythe, but it's been implied that he has knowledge of other weaponry as well as hand to hand combat, as with his female counterpart.

Revisions (maybe)

From: [personal profile] unflattering - Date: 2013-04-16 03:13 am (UTC) - Expand

Marie Mjolnir | Soul Eater (OU)

Date: 2013-04-17 05:59 am (UTC)
goodlifechoices: (pic#6013394)
From: [personal profile] goodlifechoices
Player name: Poppy
Age: I am an eldritch god.
Contact: [plurk.com profile] poppyflails
Other characters: NA

Character name: Marie Mjolnir
Series: Soul Eater (anime)
Canon point: Post-Series
Summary: Marie is a goodhearted woman with a very friendly nature. She is compassionate, rarely having a bad word to say about anyone, and does whatever she can for the welfare of other people. Her ultimate goal is to fall in love with a man, get married, and retire from her job. Unfortunately, she’s one of the DWMA’s best weapons, a hammer-type death scythe, and that puts a huge crimp in the pursuit of love. During a time of relative peace, she chose the quietest post that she could because she hoped the environment that would let her pursue relationships.

It didn’t last when the Kishin, a god of madness, was revived and she was called in.Even when she complained about her reassignment to the DWMA, she was almost immediately attached to her students and cares deeply for them. In particular, she developed a bond with one of the more vulnerable and emotionally fragile students, and tried to find ways to help Crona adapt to a very new lifestyle. She has a wavelength to her soul that is very soothing to other people, and it complements the way she treats others in most situations.

Like everyone else in this world, she’s eccentric in some interesting ways. Her sense of direction is hilariously abysmal, and she has a pleasantly ditzy way about her in circumstances that aren’t serious. She’s very emotional and expressive of it, not afraid to tear up in front of her colleagues. Her temper can be hilariously short as well, suddenly snapping about certain subjects and lashing out. Discussions about romance tend to be a particular hot-button issue for her.

One of her major personality traits can be summed up as “she once decided that she should marry a toilet because it would be accepting of anything she gave it.”

To her credit, the toilet thing was a brief affair that ended badly more for it than herself when her colleague pointed out that it might leak behind her back and she annihilated it with a punch. This is not a joke, and it illustrates her priorities very well.

Unfortunately for her, none of her romances have ever quite panned out for a variety of reasons. It certainly doesn’t help that she always took her job seriously despite her desires not to, something that didn’t change when she was transferred to a position with even more requirements for her. One of these days, she truly hopes to find a man and settle down, but it seems like there's always something new to do.

Powers:
Weapon Transformation: She is able to transform herself into a powerful hammer-type weapon, but she is at her best when paired with a meister to use her. Working as a unit, she can augment their effectiveness in combat and the sum of their efforts far outstrips anything that could be accomplished separately. The three times a day rule applies.

Partial Weapon Transformation: Marie is able to transform parts of her body to increase her power in a fight and to act relatively independently unlike normal weapons. She’s an accomplished hand-to-hand combatant, and utilizing her weapon abilities allows her to use a form of super-strength in conjunction with her skill. The three times a day rule applies.

Healing Wavelength: Marie is capable of mitigating and healing spiritual disturbances. It’s been used to cure someone of madness, and threatened against a witch that possessed a child with the implication that it could drive her out of the girl. The three times a day rule applies.

Her wavelength also has a passive ‘always on’ component to it that is basically a particularly calming vibe that she gives off.

Entry: Arrived Day 59 on the Skyway, she was close enough to get there on her own and not even that far off from safety. However, she doesn’t make her way to the Bastion until late into Day 60. Despite the beacon, she managed to get turned around because she is Marie Mjolnir and a horrifyingly bad direction sense that defies logic is how she rolls. It was certainly not the most enjoyable experience
Other: Seriously, she once decided to marry a toilet. That’s exactly everything anyone could ever need to know.

'Duke' Pantarei | Tales of Vesperia (AU)

Date: 2013-04-19 03:58 am (UTC)
notduchess: (Were you dropped on your head)
From: [personal profile] notduchess
Player name: Samm
Age: 22
Contact: [personal profile] dreamoftrees, [plurk.com profile] radiantwingedone
Other characters: n/a

Character name: (Captain) 'Duke' Pantarei
Series: Tales of Vesperia, PS3 (Flynn is in the party, Patty exists-)
AU info: Twins Duke, girl and boy. Boy follows game-path, lady is a knight in his place.
Summary: In true fashion of high nobility within a moderately medieval society, when albino twins were born, out of expectation one would probably die, magic healing available or no, they gave them the same name. The twins (who I will be referring to as Knight for the one this app references, and Hermit, for the other) eventually used this to their advantage; if no one could tell them apart, they could make use of this shared name, particularly when it started to become a case of Knight having different subjects to learn than Hermit.

Rather early into Hermit's studies to join the knights, he met Elucifur. Without any warning, the pair ran off. Knight was a little troubled by this, but not nearly so much as their parents; it was one thing for the daughter to run off with someone, much less the son to the eyes of their peers (never mind that there's no emphasis on gender for inheritance). So the girl became the Knight, slowly reaching the rank of Royal Guard Captain, something close to Alexei's lieutenant.

By the time the Great War hit, Knight had made clear that the reason they had strived for the more mobile captain's position was to 'search for my sister', further spreading the lie that Hermit was the girl twin. Hermit had also asked Elucifur to help that, and the War continued as it had; reducing the Empire's cities, growing the Union and Guild's numbers, the creation of Schwann/Raven, victory in a combined effort of Elucifur and the twins, although Knight's aid in that was less extravagant than Hermit's.

The last true contact Knight had with Hermit was before the theft of Dein Nomos. After this, contact was one-sided and very indirect; knight would find folded bookmarks of notes, books rearranged in her small bookshelf and new ones added to her desk.

Knight managed to maintain a fairly professional-friendly relationship with Brave Vesperia, even before its forming. As a captain of the Royal Guard, she had a little more say in things than Flynn, and made life a little trickier in small ways for people like Ragou and Cumore (up until Yuri removed them). After Yuri hinted that they had met before—thinking that Hermit and Knight were the same person—Knight occasionally aided Brave Vesperia, simply because 'You lot have found my sister more often than I have, and you're not even trying', after Yuri questions/hints that they've met and they hadn't the way he spoke of.

The events of Aer-infested Zaphias had the frustrated captain re-collecting some of the Royal Guard who were a little torn on loyalties, making it easier for Brave Vesperia to reach and stop Alexei; both times(He may be a friend, but who else is going to point out when he needs a kick in the balls?), regardless of the use of Dein Nomos beyond a comment of 'I ought to be asking for that'. Knight spends time in the search for Yuri at sea, only to find out that Hermit had been using her room to patch him up.

Knight remains focused on patching up the internal workings of the empire with Ioder, until the meeting in Aurnion about Tarqaron. Knight is not allowed to go along with Brave Vesperia simply because of the family tie to Hermit, although this is something she ignores, reaching Tarqaron far after the Guild.

She was climbing the long staircase up to the Garden Level when she arrives in Bastion.



Due to her higher level of interactions with people, Duke has a bit more obvious of a personality. She is still generally quiet, not particularly likely to share random thoughts or do well at more than basic small-talk. She does her best to keep a watchful distance on the members of her brigade; distance because she must still keep her gender from being clear, watchful because she feels responsible for the lot of them, having worked to shape them into something better than the other brigades. Having worked with a great number of people for the better part of 16 years, she is better at vocal expressions and actually understanding all the small parts of spoken language that are lost without exposure—things like tones, how things are said, sarcasm. Her voice rarely rises outside of extremes of emotion or in fights where it would be hard to hear her otherwise, her expression is just less open than expected of a long-time captain. She understands the need for lies, white and otherwise, as technically she's living one. She's more than capable of taking mocking jabs at people, skirting the edge of what is able to be called out on and what could just be a rough way of speaking rather than an outright insult. The only times when this is breached is when her temper actually overflows, then all the words and phrases picked up from a career in the guard are put to use.

Her years of working in the royal guard has resulted in a fairly constant air of confidence; always standing balanced and ready to move—or in a way that would make it so she could stand there for hours. Lots of military time on the feet does that, even with hours at a desk to average it out. This is less of the meditative tranquility of the wandering hermit and more of the statuesque standing of someone who is supposed to be furniture; the guard who is overlooked until needed.

Because she was never betrayed in the way that her sibling was, Duke does not have so much of a problem with trusting others. True, she trusts no one a great deal, but that is more because she isn't going to trust anyone in keeping that 'Captain Pantarei' is a woman a secret. It puts a bit of a damper on personal life, but does give her plenty more time to study, which makes her happy. A positive side effect of not getting attached is that she did not blindly follow Alexei; perhaps it was also that she was supposed to be the head of the second group of Royal Guard, but being attached to him simply as 'that's the man who gives me my orders' rather than out of any hero worship helped her keep her head when he went off on a power trip.

To her, people are people. Some are stronger than others, some have more arrogance than others, some are more naïve than others. Money doesn't really come into it as much as other nobles would like; she's a knight, if you're an imperial citizen, Krityan, or some guildsman, if you're in need of some sort of aid she is supposed to be able to provide, she will try. True, her manners might slide about on a scale depending on how rude or in genuine need the person is, but people are people.

A great deal of the differences between this Duke and her brother / OU Duke is that she simply never had her world shattered. She had no Elucifur to be betrayed, and never truly learned about why her brother vanished. She is withdrawn and guarded, but due to not wanting a lie to be discovered, rather than any traumatic event.

Powers:
• Magic: Duke collects small particles in ... everything, and molds them with formula into spells. She's particularly skilled with fire, wind, light, darkness, and unaligned elements. She has also learned the Rizomata Formula, but she's slower at casting than people who use Bodhi Blastia. Not particularly good at healing.
• Research Magic: With enough time and books at hand, Duke can create and alter previously known spells. She isn't terribly skilled with creating new spells, but she had been working on 'holding' spells, in physical forms or just for pretty intimidation factor. (think magic grenades, or Garista's little purple balls over his hand from the First Strike movie)
• Swordsmanship: Duke uses heavy long swords (There's a sword in DnD called a "mythril sword", which means it weights half more, but is the same balance as a normal long sword. Just there's mercury in it, so when swung it flows to the tip and hits heavier than a long sword ought to). She's best with both the heavy and normal weight long swords. She is good enough to have "special physical attacks" / Strike Artes with that size of sword.
• Other weapons: She can pick up and use a spear/polearm that's close, and bow, without hurting herself. Does not have any "special physical attacks" / Strike Artes with these weapons.
• Overlimit: By getting enough adrenaline running (either through taking hits or doling them out), she can up her physical abilities for a time, also giving her a red aura. This would include cutting casting time and the pause between chaining Strike Artes and allow her access to far more powerful things called Burst Artes and Mystic Artes. Level Four is most dangerous as it works as a pain-reflex blocker, and that just.. isn't safe.


•o Limitations: Spells will be limited to three per day.
•o Limitations: Strike Artes that are not Havoc Heaven, Ill Wind, Guardian Field count as "talents". Havoc Heaven, Ill Wind, Guardian Field count as Abilities, and will fall under the 3/day rule.
•o Limitations: Overlimit doesn't go beyond OVL1, if she can get it to work at all- (would be a 3/day, including fails, and doesn't refill any 3/day uses-)


Entry: Day 58, close enough to make it on her own with much frustration, will probably either run into people or draw them in with her frustrated yelling.

REVISIONS

From: [personal profile] notduchess - Date: 2013-04-20 01:37 am (UTC) - Expand

Osahar Solarin | OC

Date: 2013-04-21 05:58 pm (UTC)
From: [personal profile] orison
Player name: Jade
Age: 26
Contact: ArmorAlchemist on AIM, and JadePen on plurk
Other characters: n/a

Character name: Osahar Solarin
OC info: Osahar's 'world' is galactic in scope. Humanity has expanded throughout the Milky Way, and yet, technology has hit its upper limits in some regards. There has never been, for example, a breakthrough for faster-than-light travel. There has never been communication faster than light. Moore's Law was finally proven to be a description instead of a law- computational power has hit about its limit, with the only recourse being ever larger banks of parallel processing.

In short, humanity's bright future has stretched it too far, and now it has begun to disintegrate. When it takes several lifetimes for a message to go from one planet to the next, anything approaching a unified government is a hollow farce. Each settlement- whether space station, settlement-ships, or planetary colonies- is essentially autonomous, trading and communicating regularly only with those within a certain radius, and forming their own distinct culture and language... and their own brand of 'advancement.'

With many of the traditional approaches to meaning cut off- 'ex nihilo' cosmology being an accepted fact of life, many sciences hitting dead ends, and no social causes to advance- these cultures have begun scrambling for other ones. New cultural identities, transhumanism, competition or conquest, hedonism, or the like.

By contrast, Osahar and his people are known as Singularians- adherents to an interpretation of the Cosmological Singularity. They long ago settled an orphan planet- one that had left the orbit of its home solar system- and thus they've seen many of the worlds over their long journey. The reason for that is as simple as it is frustrating- long ago, the Singularians were engaged in the last major cosmological debate humanity would have as a unified whole. The question was one of mereological nihilism- did the universe begin to exist and thus could be argued to have a purpose, or was the ex nihilo view of chance and chaos to be the dominant paradigm.

The Singularians lost. In the process, along with several other passionate disagreements, their position became precarious. It was at that time that Orphan was discovered passing relatively nearby to the Sol solar system. The Singularians took that as a sign, colonized the planet, and never looked back.

While they still tend to face some suspicion and hostility, humanity has become so fragmented that they often don't draw as much attention as they used to. Besides, they tend to be helpful where they can, sharing technology and technical expertise in exchange for the materials they mine from local asteroid belts and the like, and then return to their planet as it hurtles on. So their encounters tend to be relatively peaceful.

This planet, called- understandably- Orphan, is a mostly-barren rock of a world, with most of the atmosphere having been burned off or frozen from its trips through the galaxy. Despite that, the inhabitants have made a living there, digging deep beneath the surface or living in space stations. While there have been tantalizing hints that there is more to the world than meets the eye- some anomalous geological formations, hints of water, indications of other tunnels even further beneath the surface- the people haven't had the time or manpower to explore them fully. Making a living on such a barren world takes enough time of its own, and of course, all hands are to be busy whenever they're in a new system that has potential resources or trade to be had.

Technology is as one would expect from such an advanced setting. Particle weaponry, both plasmas and lasers, are as common as firearms are in the modern setting. Advanced physics has led to things like baryonic annihilation, literally tearing materials into their component particles and antiparticles, and annihilating them- hence the name- for large-scale explosions. This creates, in essence, almost unlimited energy, but an extremely dangerous one.

The trick is that each culture has different focuses as well. Orphan, for example, has focused a great deal on physics and chemistry, forming powerful alloys and advanced devices. However... their knowledge of biology and genetics is antiquated by comparison to some other cultures, leading to a lack of genetic engineering that others take for granted. Likewise, while the people of Orphan have mastered graviton beams and the like, other cultures simply haven't had that kind of technology. A lot of it depends on what the focus has been, even within the sci-fi 'baseline'.

As a note, the planet has had a lot of newcomers over the years, forming a diverse- and sometimes barely-functional- culture. That being said, Osahar's last name indicates that his ancestry on Orphan goes all the way back to Earth and the original group of Singularians.

Summary: In terms of history, Osahar was naturally born and raised on Orphan. He had a natural knack for mechanics and engineering, and so as he grew older he began studying that. It wasn't until his twenties, however, that he first got a chance to use it in a major way. Orphan passed through an uninhabited solar system, and he was allowed to join the asteroid miners in their work. It was to be a fateful decision.

Asteroid mining turned out to be incredibly boring work. The other miners took things slow and cautious, allowing advanced robotics and automated calculations to do their slow, calculated work. Osahar, knowing that this would cut down on the amount of resources they could take in, and knowing also that they didn't have much stockpiled, he decided that he'd hurry the process along in his own way.

It was a disaster. Part of the reason the miners took things so slowly was because they understood the effect their graviton fields could have on the 'shrapnel' they received from the asteroids. When Osahar rushed things along, the gravity field sent the shards flying. A few slammed into Osahar himself, pulverizing his left arm and part of his rib cage, barely missing his heart.

With prompt medical treatment, he survived, but his arm was a complete loss. He had to have it replaced with a cybernetic limb, and from that moment on he never made the same mistake again.
He also swore off mining, focusing instead on engineering projects within Orphan, or in helping communities that they ran across. Part of the end result of humanity becoming so fragmented was that some communities no longer had the technical expertise to maintain their own technology, and so Osahar would often be sent as both engineer and ambassador.
By and large he enjoyed it, although a few cultures were... problematic. Some because they had formed a strictly matriarchial culture, some because they had never seen a man with dark skin within living memory, some because they held holistic standards of beauty and couldn't stand someone as overtly imperfect... but by and large it was fine.
All of that changed when he was dispatched to Sango Colony. This space colony orbited a massive gas giant, and primarily engaged in atmosphere skimming- the gas giant had abundant supplies of hydrogen and oxygen, as well as other elements, enabling the colony to serve as a supplier of fuel to both ships and individuals. However, something had gone catastrophically wrong, and Osahar was sent, with an engineering team, to investigate and repair if possible.

What he uncovered, through the course of his investigation, was horrifying. Sango Colony had turned to extreme genetic engineering, making use of their abundant biological material to change everything. The station itself had been redesigned with this in mind; forming, among other things, a 'living' station that could reproduce several biological functions, such as automatically patching itself in the case of a hull breach, as though with platelets, and turning waste into usable energy or parts.

It had all fallen apart, though, when the station disrupted a baryonic annihilator, vaporizing the central hub and leaving the outlying sections isolated and helpless. Among other things, Osahar encountered individuals who had been designed to survive vacuum, in a manner similar to that of tardigrades. Thus, even though he arrived over a year after the station was damaged, he was attacked the instant he restored life support to a single section.

At first he didn't know that these were people, and he used lethal force to defend himself. However, after the first section was nearly cleared out, and after he encountered one who was intelligent, he realized what had just happened. The people were ravenous and nearly desecated, their higher functions disabled until they could feed and rehydrate. When that one, Bernard, showed that he was normal enough, the plan changed.

The next section's recovery went much more smoothly, with the two men arranging food and water supplies before restoring the life support, allowing the people there to avoid attacking them. Needless to say, some were curious about what happened to their friends and family on the other segments, and Osahar had to admit what happened.

It was another fateful decision. The third section also went according to plan, until one of the men in the second tried to get his revenge for Osahar killing his family before he realized what was going on. A planted charge blasted open the section after Osahar restored power, sucking out the water and food before the ship could patch the hole.

Osahar very nearly died there. The creatures had bioengineered weapons, after all, and he hadn't been expecting a fight. He managed to survive, barely... until a second charge went off. That one was a toxin, designed to break down the ship's temporary patches. All at once, the atmosphere was sucked out of the station, and Osahar blacked out minutes afterward, since his space suit was too badly damaged to maintain any seal.

Bernard was the one that saved him. Being capable of surviving vacuum, he risked it to bring Osahar supplies to survive, and escorted him to safety. After being resuscitated, and the person responsible being brought to justice, they worked together to repair the last section, and the people of Sango Colony were relocated to other locations while the colony itself was repaired. Bernard stayed with Osahar during that time, and as Orphan left the solar system and Sango was reopened, Bernard decided to go with Osahar and start teaching the Singularians more about the possibilities of genetic engineering and to help them better survive their harsh world.

Unfortunately, that's when the events of Bastion happen.

Personality-wise, then, what can be said about Osahar? First and foremost, he's an engineer. He's logical, he's rational, and he's given more to concrete action than emotions or theories. Building things and maintaining them is his life, and he's taken to that with a great deal of zeal. From space stations to children's toys, he builds up and provides, even if he's not that good at doing things with them or presenting them nicely. More than just an engineer, though, he's a leader- he's used to working with and leading teams, and he's naturally given to organization. While he often can and does work alone, he feels most comfortable in a group united by a common purpose.

Osahar does tend to lean toward being cautious and risk-averse, though. His arm is a constant reminder of what happens when he gets too cocky, and sometimes he over-corrects into pessimism or over-analyzing risks. This sometimes leads to friction with his teams, particularly when he insists on having extra time to ponder over things before letting them work.

That being said, he is very dedicated to his people- and to a broader sense, anyone he's working with or for- and he truly wishes the best for them. He tries to find out what they need or what's bothering them, and as best he can, he tries to be there for them. This can lead to a bit of self-sacrificing, but more often it leads to a better situation for all parties.

Along the lines of dedication and common purpose, he is also a Singularian, and while he's a bit quiet about his beliefs, they're very strong and animate him. It's partially from those teachings that he draws his love of creation and building, and similarly continues to have an impact on his generally upbeat and confident outlook on life. Likewise, it's a belief with a strong focus on community and giving to others, which influences his decisions in those regards.

When faced with adversity, he tends to find it as more a challenge to overcome than a 'problem' in the usual sense. He tries to break down what's facing him into its component parts, and tackle them as needed. It's rare for him to ever feel overwhelmed for long periods of time, and he usually tries to help those with him to get over those kinds of feelings, as well. By extension, he acts the same way with something new- he'll want to understand how it works, and so he'll do the best he can to approach it in that way, as an engineer would.

The only two things that really tend to get under his skin are failure and rejection. He tries to be very careful and precise, and so when things don't go according to plan- or worse, go horribly wrong- he tends to blame himself. This can sink him into deep depression, depending on how bad it is, or it can drive him into near-obsession with trying to find out what happened and how to never, ever do it again. While he's often successful in finding the flaws he's committed, it tends to make him a nightmare to be around in those times.

Rejection is a bit more complicated, depending on who does it and why. By and large he can deal with a lot of it, since his culture and experience has been one of dealing with such things, but... when it's someone he cares about who does it, or if it hits him in a vulnerable spot- his confidence, his talents, his basic worth as a person- even if he shrugs it off on the surface it will still bother him on a deeper level. Often he'll look for some kind of reassurance from people he trusts, even if it's in a casual or indirect way. If he can't find one, then he'll likely try to deal with it on his own, with... varying degrees of success.

On a more personal level, Osahar is very impressed- and a little intimidated- by people who are clearly good at something he's horrible at. For example, he may greatly admire a talented virtuoso's talents, but if he were to be asked to take part, he'd be embarrassed and try to refuse. Likewise, if he knows someone is a very talented cook, he'll try to find ways to avoid inviting that person over for a meal- whether it's going to that person instead or finding a third party to both go to, because he wouldn't want to show that he's bad at cooking or feel like he's inferior.

It should be pointed out that the exposure to vacuum did lead to some odd effects for Osahar. For example, it led to the saliva in his mouth boiling, so he both has a much more muted sense of taste than he used to, and he now has a natural aversion to hot liquids. Likewise, he'll start getting a little panicked if he's in an area with low oxygen or the like. Not to the point he can't function, but certainly with a great deal of anxiety.

Osahar Solarin | OC (Part 2)

Date: 2013-04-21 05:59 pm (UTC)
From: [personal profile] orison
Lastly, for Bastion, he'll be dealing with a lot of new things. Arable farmland is a novelty to him, and children are rare enough that he'll feel a little awkward around them. Likewise, a lot of the technology common to the setting will be so obsolete by his time that he'll have to learn how to use them. He's also completely unfamiliar with anything supernatural, leading to a great deal of confusion with that basic idea. While he's not agoraphobic, he'll still feel a little uneasy while planetside, since he grew up in stations or tunnels, and he's never been to an earth-type world. Natural smells and sunshine too are going to be a novelty. Some more pleasant than others, naturally.

Powers: Osahar doesn't have powers per se. While his cybernetic arm is quite a bit stronger than a human one, it's just a function of mechnical principles, not super powers. Likewise, he has a plasma pistol and it can do a lot of damage, but it's just coherent energy, not supernatural stuff.

That being said, his hypertech does tend to skirt awful close to that line. His arm's strength, and his wrist-mounted computer's functionality, are passive and won't be power-limited. His pistol, though, can store up to three shots, and after that will draw on shards as an additional energy source if needed, instead of tonics.

It should be noted that, in his world, energy weapons are keyed off of specific individuals, with biometric 'locks' preventing unauthorized use. Thus, he can't divvy out more of them to other people in Bastion.

While he does have a great deal of engineering knowledge and the like, those are really more 'talents' than 'powers.' It's worth noting that there's not a lot he can do with his level of tech unless he gets a workshop with the tools he's used. Needless to say, such a workshop is not currently in Bastion.

Entry: As befits someone like him, he'll be on the Skyway on Day 61, and barring any opening events, will be able to get to Bastion on his own.

Re: REVISION

From: [personal profile] orison - Date: 2013-04-21 11:20 pm (UTC) - Expand

Date: 2013-04-23 04:17 pm (UTC)
spotofsunlight: (Default)
From: [personal profile] spotofsunlight
Player Name: Matcha.
Age: 25.
Contact: [personal profile] rsvp, [plurk.com profile] heatandclockwork.
Other characters: N/A.

Character Name: Shiro.
Series: The tankouban, not the Shounen Sunday serials. There are significant differences between the two despite the fact that they're both manga.
Canon Point: End of volume 5, after Icoro has gone missing and Shiro joins Yona.

Summary:
The 'world' is a miserable, dying kingdom—a frozen wasteland surrounded on all sides by unscalable Walls, trapped in a state of perpetual night, and doomed by an unending snowstorm that threatens to bury existence as we know it. Houses must be rebuilt atop themselves annually in order to stay above the continuously rising snow, and technological advances that once provided warmth and comfort now rot away into scrap metal. The people are heavily segregated into tribes and forbidden to leave their parts of the dying world, toiling their miserably short lives away until they dig their own snowy graves. The only gift parents can give their children is cyanide pills; the only thing children can do is take up arms against the tribes that oppress their parents and die early deaths. The Sun—a great ball of light and warmth that could melt the snow, save the country, and bring happiness to everyone—is nothing more than a legend.

So, at first, Shiro doesn't seem to fit into the dreary setting of his own home world. He is simple-minded, honest, and happy—blissfully, hyperactively happy. He is quick to laugh and quicker to smile; his attention span is nigh non-existent. He is friendly and approachable, talkative and curious. Abstract concepts are almost impossible for him to grasp, but that doesn't bother him—in fact, it's hard to gauge if anything ever bothers him. Shiro's childlike innocence walks a fine line between naiveté and stupidity and usually jumps enthusiastically over to the 'stupidity' side thanks to his amazing ability to forget his own name on a regular basis.

But that's the thing: see, Shiro's forgetfulness isn't normal amnesia, nor is it a coping mechanism to deal with the hopelessness of the world around him. Shiro forgets all kinds of things: personal experiences, people he once knew, definitions of words. The only things he seems unable to forget include certain motor skills, specific phrases that he repeats over and over again like mantras, and that he should be searching for something—anything, regardless of what that something is—in order to not forget why he's alive in the first place. When he has something to search for or something to protect, even when he forgets everything else, he remembers little bits and pieces of what matter most... but only the most general aspects. For example, Shiro knows how to eat, but not that you can eat food. He knows that his 'grampa' taught him to protect his friends and kill his foes, but he doesn't remember who his 'grampa' is, how to protect, or how to kill. He remembers that he is searching for a 'hitogata', but he has no idea what one is. He remembers that he made a promise, but not what that promise was or even who he made it to. Shiro lives in a world in which the important things and the unimportant things all disappear, because Shiro isn't human. Long before the world became the snowy wasteland it is today, Shiro was manufactured as a weapon of mass destruction, a drop of the Sun itself harnessed and turned into a relentless killing machine. "Hitogata", they were called: man/rabbit-shaped murder-dolls programmed to identify friend and foe, protect allies, slaughter enemies. They took on the sins of their masters and bloodied their hands for the sake of those they fought for, and all the while, they would absorb whatever bits of Sun were contained in the dolls they slaughtered, slowly monopolizing the Sun as the ultimate power source. Shiro's inability to remember anything important to him is because according to his internal programming, nothing is important. Not even the fact that he is one of the few keys left to reactivating the Sun.

Whenever Shiro forgets things, he starts off like a blank slate. He is a quick learner when rote memorization is involved; for example, he can recite his multiplication tables after going over them once, but he doesn't actually understand what multiplying is. He talks to himself as if there are people around to hear; he talks to others without suspecting them of any foul play. In fact, just like a child, he'll believe anything you tell him. If you tell his name is Shiro, he'll believe you. If you tell him he's your bodyguard, he'll believe you. If you tell him who is friend and who is foe, he'll protect or kill accordingly. Suffice it to say, in this state, one should hope Shiro doesn't fall into the wrong hands.

In truth, as a hitogata, Shiro completely lacks one of the four main human emotions: 'joy, anger, pathos, and humor'. In Shiro's case, he lacks 'pathos'. Shiro cannot feel physical pain, cannot empathize with the pain of others, and is physically incapable of shedding tears. However, this doesn't mean he's completely numb to sadness—he can feel it, somewhere inside—but he is incapable of expressing it or even recognizing it as 'sadness'. In volume 6, when trying to mourn a friend who sacrificed herself for his sake, Shiro is only able to express his grief by smiling even more than usual and showing how happy is he that he didn't forget all his friends and commenting on how beautiful and sparkly everyone else's tears are, and how can he make those things? Can you tell him? In volume 7, further attempts to mourn fallen friends or to even die with his friends result in Shiro lashing out in anger as opposed to sadness, until Icoro convinces Shiro to just smile, smile and smile and mourn in the only way he knows, while she cries in his stead.

Shiro does, however, know 'fear', and he knows it quite well. Once he learns what it means to repeatedly forget everything he holds dear, he becomes afraid of forgetting, of 'being empty', of fighting, and of dying. Whenever the words 'death', 'destruction', and the like are mentioned around him, he seems to go into a trance. He doesn't know why—and it's sometimes questionable as to whether or not he even knows what the words mean—but they appeal to his programming and to his less than human side, and for that reason alone, they are capable of striking fear in him.

And about that less than human side... Shiro does not remember that he is not human, that he is a war machine, programmed to destroy. When he holds a weapon, particularly a sword or anything with a blade, Shiro's happy smile becomes something more sinister. More sadistic. He might not remember how to fight, but his abnormally heavy body can deal considerable damage simply by stomping on your toes. He can bite through swords, copy your swordplay until he matches your level—he can even cut through air and make it burn inextinguishable flames. Unable to feel pain or empathize with that of others, Shiro becomes a killing machine that can take heavy damage without relenting and that just keeps fighting until anyone who previously identified themselves as a 'foe' is dead. Or until you disarm him, at which point, he'll forget why he was fighting, where he is, who he was fighting, how to fight, and—oh hey! are you 'friend'? or 'foe'?

Activating Shiro's programming is what resets his entire world. And then there's nothing left but for him to rinse and repeat.

Things change for Shiro when an old bandit and his gang of thieves attack a train, inadvertently making themselves enemies of the hitogata inside. Shiro attacks, and though his entire band of friends is slaughtered, the old man manages to survive. Once defeated, he tells Shiro that he is no longer an enemy and is instead Shiro's 'grampa'. This confuses Shiro's programming—since 'grampa' isn't an option Shiro is prepared to deal with—and that resets him from war mode into… confused kid who has no idea what his name is mode. The old man takes this opportunity to teach Shiro several tenets that eventually become a code the human side of Shiro strives to live by: he should not kill the weak, the wounded, the sick, or the young. He should never leave his wounded behind. He must search for something—and here, his grampa suggests he search for a hitogata—in order to have a purpose in life. Shiro takes these teachings on as new programming and eventually wanders off into the world again after fighting someone else and forgetting who his so-called 'grampa' is. Whoops.

Then Shiro runs into the Warmonger tribe who are also searching for a 'hitogata', though they also have no idea what one is, and they accidentally wind up identifying themselves as foes, so Shiro basically eats through their tank, forgets he's fighting them, and then breaks into the shack of the royal family while following the scent of their dinner.

Princess Kamui Chise Poro Icoro is also a hitogata, not in the sense that she is secretly a rabbit-shaped war machine, but in the sense that she entirely lacks the capacity for joy. Not once in her life has she smiled or laughed, and when she feels any emotion too strongly, the only way she can express it is by crying. The Warmongers attack her home in pursuit of him, and in order to protect her blind younger brother, Icoro lies to Shiro, saying the Warmongers are 'foes', and she is his 'friend'. Icoro also lies to the Warmongers and claims that she has the hitogata they are searching for in order to force them into following her and leaving her blind brother alone. Now that Icoro is his 'friend', Shiro protects her accordingly—claiming she is the first to ever answer his customary question with 'friend'—and promises to help her find a Sun, not knowing that Shiro himself is what they're searching for. Thus, the two go on their first and final journey to find the legendary Sun, and as their first big step into said journey, they dive headfirst off a cliff to what could be their impending doom. Hey, it's not that hard to do in their world: when the entire world is coated in white, even a fatal drop-off looks just like a snow-covered field.

...Luckily, and despite all odds, diving headfirst off the cliff turns out to not be their impending doom, but the two are still being chased after by the Warmongers. Having fallen from the Upper World, where the Royal Family and Politicians reside, they find themselves in the Lower World, where the commoners, the warriors, and most importantly, the Warmongers live.

Shiro and Icoro accidentally take shelter in a temple housing the Spirit, a ball of warmth and light—a small portion of the Sun in its raw form—that is protected by the Resistance, a group of warrior children sworn to kill all who come near the Spirit. During the ensuing battle, the Warmongers attack and steal the Spirit, thinking it is the 'hitogata' they were searching for, while Icoro is taken prisoner by the Resistance. Feel free to assume from this point on that whenever they encounter the Warmongers, Shiro forgets everything all over again and only rejoins the story by following 'the smell of a good friend' unless otherwise specified.

The Warmongers steal the Spirit to use it as an energy source for a giant flying catfish (re: an ancient spaceship). Icoro, Shiro, and Yona, a girl from the Resistance, sneak aboard in order to steal back the Spirit, which Icoro mistakenly thinks is the Sun. They discover that the Politick tribe is working with the Warmongers in order to breach the Walls and see for themselves whether or not a world outside exists, but the catfish is breaking down from the strain of the flight, and they are more likely to crash before they manage to reach the height of the walls. Upon reaching the Spirit, they also discover that the catfish's power source is running out.

And then they are attacked by the Walls as punishment for reviving ancient flying technology.

The catfish is overrun by rabbits, the weaponized form of a hitogata. Shiro fights off the hitogata in order to protect his friends; Icoro saves both Yona and the Warmongers by loading them onto an escape pod. The catfish explodes.

Shiro survives the explosion and joins Yona in a quest to find Icoro, who has gone missing. The Warmongers take over after the Princess goes missing and the Politick tribe is crippled by the shame of their experiment going wrong. Under Warmonger rule, crime and hunger grow even more rampant than before. Despite this, Shiro is able to make friends with the Warmongers who had previously been chasing them, Beth and her two henchmen, thanks to Icoro saving their lives.

As Shiro and Yona travel together, they gather children orphaned by war and disease and become expert scammers: they find inns that are under attack by Warmongers and offer them protection in exchange for free food and lodge. Sure, every time they do this, Shiro loses all his memories again, but Yona always reminds him of who he is (her servant) and what he needs to do (protect her and the other kids). However, he seems to remember something else! He knows the name 'Icoro', though he doesn't know who she is.

And here be Shiro's entry to the game.

Powers:
For the purpose of this game, Shiro will be incapable of turning into/reactivating the Sun. However, passive abilities that come with being a 'hitogata'—his inability to feel pain, his inhuman strength and weight, his ability to breathe normally at ridiculously high altitudes, his imperviousness to biological weapons and poisons, his ability to bite through steel, his uncannily acute sense of smell—remain active.

If given a sword, Shiro's programming will activate as normal, but unless a swordsman he can copy swordplay from is nearby, he will have absolutely no technique or finesse with the weapon. He'll just flail about and stuff. His ability to cut air and create inextinguishable flames will be limited to three times a day... not that he even remembers he can do that anyway.

Entry: Day 58. Shiro basically wanders the Skyway admiring the Sun and having absolutely no idea where all the snow went. Probably needs to be found by someone else, possibly might find Bastion on his own by sheer virtue of smelling food.

Re: NOTE

From: [personal profile] spotofsunlight - Date: 2013-04-23 06:20 pm (UTC) - Expand

(no subject)

From: [personal profile] spotofsunlight - Date: 2013-04-23 07:52 pm (UTC) - Expand

/slams app down

Date: 2013-04-27 05:24 am (UTC)
superdrowningskills: (Hmm.)
From: [personal profile] superdrowningskills
Player name: Endless
Age: 22
Contact: [plurk.com profile] FistFullofMagic
Other characters: N/A

Character name: Adrian Fahrenheit Tepes, alias Alucard
Series: Castlevania, going by the original continuity, not the Lords of Shadow reboot.
Canon point: Castlevania: Symphony of the Night, post Dracula fight
Summary: Once upon a time known as the Fourteen Hundreds, Dracula - vampire of many titles and eternal enemy of the Belmont clan - fell in love with a human woman by the name of Lisa. The two came to have a son they named Adrian. The boy spent his earliest years with his mother, who was a skilled healer, and loved her dearly. Tragically, these same skills in medicine that had save the lives of others lead to her being mistaken as a witch, and subsiquently executed by the villagers for it. Severely traumatized by having had to watch his beloved mother burn at the stake, and having been raised to be a warrior for his grieving father's war against God and humanity, Adrian grew to be cold, pessimistic, and mistrustful. However, he had taken his mother's dying words to heart; he did not hate humanity as his father did, and eventually disappeared for a time when he could not stand to take part in what would grow to be a war against humanity.

He would reappear again in 1476 under the alias of "Alucard" - a name chosen to reperesent his opposition to Dracula's philosophy - seeking to stop his father's reign of terror through whatever means necessary. Alucard appeared to a vampire hunter of the Belmont clan named Trevor, and after ascerning his worthiness in battle, joined him and his other two companions to destroy the lord of Castlevania. Although they were successful, Alucard felt overwhelming guilt for his part in destroying the only living family he had left. Unable to cope with this, he sealed himself away in what was intended to be an eternal sleep.

Three hundred years and a number of clashes between the Belmonts and the forces intent on resurrecting Dracula (some attempts even briefly successful) later, something goes wrong in the year 1797, causing Alucard to awaken. Realizing that his father's castle has once again risen, he sets off to investigate, feeling it his duty to stop whatever dark designs have caused it to reappear. Early in his exploration of the castle and the trials to regain the powers and equipment - his mother's sword especially - Death had stolen from him, he meets a young woman named Maria who is searching for Richter Belmont who disappeared one year previous. He shows little care to her cause, having actively been closing himself off from human attachments since not long after his mother's death, knowing that he would inevitably outlive them for one reason or another. Eventually, after finding out that the apparent new lord of the castle is in fact the missing Belmont, Maria manages to convince him not to take his original intended course of action and instead seek to free Richter from the curse he's under.

Surprise, surprise, it was a plot by the ghost of the dark priest Shaft to resurrect Dracula, which Alucard and Maria find out after Richter has been freed from Shaft's control. To prevent the plan's success, Alucard follows Shaft into an inverted version of Castlevania, leaving Maria behind with Richter. This was no longer their fight. Just his, and his alone. Alas, though he struggled through the castle and even defeats Shaft, he was too late to prevent his father's revival. Though it pains him, Alucard fights and destroys his father once again, although not after finally delivering his mothers last words to Dracula.
That is the last thing he remembers before waking up...

Powers:
Weapons Master: Thanks to the the training he went through early in life, Alucard is skilled with a variety of weapons, although he is most masterful with the sword he inherited from his mother.
Vampiric Traits: Being a Dhampir, Alucard has inherintly superiour strength, speed, and durability to a normal human. He's fortunate in that he has no need to drink blood or breathe, and sunlight is no worse for him than it would be for an albino basement dweller. The downside? He can't come into contact with running water without it injuring him. (He's possibly weak to holy elemental things, although I'm still trying to find a difinitive answer either way.) These are always on.
Relics: Certain powers of his are enhanced (such as his already fairly impressive jumping ability being upgraded) , or in the case of his inability to touch running water, negated. Some are utterly useless outside of his homeworld though (or are things the player rather than he would see). All are auto-effect, but can be stolen if someone is so inclined to do so.
Magic: He has a number of spells he can do, including throw fireballs, heal himself by getting blood splashed on him, summon one or four spirits to attack, or directly sap the life energy from nearby enemies. He also has the ability to shapeshift into a wolf, a bat, or mist. These are all limited to the thrice a day category.
Familiar: Although he has multiple familiars, the only one that came with hims is the Sword.
Entry: Arrives on Day 61
Other: Alucard can and will eat anything that happens to be available, even if it's rather... questionable if it's fit for human consumption anymore. Including meat found in a wall, or a banana a skeleton was holding. Yeah, this series is kinda weird.

Re: REVISION

From: [personal profile] superdrowningskills - Date: 2013-04-27 10:29 pm (UTC) - Expand

Kuro | Blue Exorcist | OU

Date: 2013-05-05 02:02 am (UTC)
goodlifechoices: (unsure; I have no idea)
From: [personal profile] goodlifechoices
Player name: Poppy
Age: still ancient
Contact: [plurk.com profile] poppyflails
Other characters: Marie Mjolnir

Character name: Kuro
Series: Blue Exorcist (manga)
Canon point: directly after chapter 34

Summary: Kuro is a cait sith, a type of demon that possesses cats. A long time ago, he became the guardian deity of a village of silkworm farmers. He would kill mice that preyed on the worms and warded the village against disaster in exchange for being given a good life where he received many delicious sacrifices by the villagers. He loved the humans, but his purpose within the village was gradually lost as it shifted away from silkworm farming. Over time, they stopped worshiping him entirely and came to forget their feline deity.

That he still cared for them made it all the more painful when people made the decision to bulldoze his shrine and build on the land. Feeling abandoned and betrayed, he went berserk and began destroying machinery and terrorizing the area around his shrine. There was nothing more to be done but to try to have him exorcised, and True Cross was called on when local shaman failed.

Shiro Fujimoto led the group and knew exactly how to handle him. Rather than slaying the demon, Shiro realized what the problem was and decided to talk him down instead. With Kuro’s abandonment issues identified, the man befriended him and shared catnip wine with him. He became very attached to Shiro, agreeing to be his familiar and to act as guardian of one of the gates to True Cross Academy.

When Shiro died, Kuro’s feelings of abandonment led to acting fierce and wild. He denied that his master was dead, and fought against the people he thought to be lying about the death. His rampage led to meeting Rin who was able to understand his pain and to bond with him over their shared loss. He became attached to Rin, and acts as his familiar instead. He is very much a cat, and he has his pride about the whole situation. He doesn’t like being belittled or treated as lesser than he thinks of himself as. He can be quite sensitive and doesn’t take jokes directed against him very well. Overall, he’s playful and enjoys a lot of attention from people, but is also a fierce creature when he believes the situation calls for it.

Powers:
Nekomata: Kuro can change from a tiny cat into a gigantic beast with increasingly demonic features, growing to enormity and getting incredible strength to match. He is particularly durable and agile in this form, and can be used as an excellent mount for multiple people. This can go under the three times per day power rule.

Entry: Awakening surrounded by ‘statues’ in True Cross uniforms, Kuro touches one and it falls apart. The rest of the time is spent rampaging on the Skyway as a giant angry monster cat. Short of Rin’s intervention or a powerful enough force to beat him down, he’ll just keep doing what he’s doing.
Other: He’s capable of communication with anyone that might have some sort of telepathy with demons or perhaps people that can talk to animals, but otherwise he meows a lot.

Nezumi | No. 6 | AU Reserved

Date: 2013-05-13 05:56 pm (UTC)
vindico_mus: (pic#3724193)
From: [personal profile] vindico_mus
Player name: Laure
Age: Too Old 35
Contact: [personal profile] reflected_stasis
Other characters: NA

Character name: Kobayashi Nezumi (Surname name given for AU character)
Series: No. 6

AU info: Please see below - it's described in each section.

Summary:
| CANON HISTORY (OPTIONAL): The Wiki

No. 6 is part of a post WWIII dystopian world where there are only 6 places left on the world that can support habitation, with each of the cities numbered according to their founding and each having signed the Babylon Agreement which stipulated that they would no longer produce or bear military arms. No. 6 is the most technologically advanced - and the most closed off and secretive.

Book quote: 'It was also built on the lands where the Forest People had once flourished. They were a people that, since ancient times, had lived in harmony with the wind, the earth, lakes and rivers, and the sky. They nurtured, respected, and continued to protect the forest. They lived peacefully within the bounds of nature without desiring prosperity or development. Even those who lived in the Town of Roses [the original founding of the city of No. 6, later known as the West Block] had no idea about their existence.

The entity worshiped by the Forest People was named Elyurias, however it wasn't Elyurias' power that allowed the abundant forest to survive on this land. It was because the Forest People protected it. Through the long, perpetual flow of time, they continued to protect the forest.

Nezumi is a descendant of the Forest People. He's also a descendant of the "Singers" -those who had the power to appease Elyurias and converse with her - [through his mother]. There were always a number of Singers among the Forest People.'

After the founding of No. 6 and construction of the wall that encircled the new city began, the city discovered the settlement of Forest People near the Mao lake, and learned of Elyurias and her powers. Shortly thereafter, the Mao Massacre occurred - wherein soldiers from No. 6 went into the settlement and slaughtered the unarmed villagers, burned their settlement down, then drained the lake and paved it over to make room for their airport. All for the purpose of capturing Elyurias and using her powers to their own ends, not that they were entirely successful in that endeavor.
Nezumi was four at the time and was saved by an old woman from the village. Unfortunately, when he was ten, she took him and attempted to kill the leader of No. 6 and was shot. Nezumi was thrown in with the other captives of the Manhunt. He managed to survive by climbing over the dead and dying, then scaling a rock wall until he found some underground caves where others had managed to escape to and were dwelling. He was taken in by the leader there and taught to hone his natural abilities and taught to fight... and then he was given a knife and handed over to the officials in No. 6 by the very leader that had trained him, with the suggestion that he be examined as the last survivor of the Forest People. That's when he escaped, met Shion, was helped by Shion, then escaped to the West Block. He's been on his own ever since.

| AU CONCEPT & HISTORY: New Babylon Game Overview

According to Nezumi’s earliest memory, his mother’s stories, their family had once lived outside the dome. They’d lived in a quiet village far removed from the large cities and their wars, under the true sky and a canopy of trees, in the serene shadow of a white-capped mountain. It was a place where technology was the exception rather than the norm until the last great nuclear war.

He always hated those stories.

Because for Nezumi, his reality has always only ever been New Babylon and the atrocities that were carried out in the name of Branch Industries, most especially by Harmonia Industries. In truth, Nezumi’s clan had once been one of the largest in New Babylon, back when it had been formed, before they’d even reached above ground – and they’d been one of the first to naturally develop mutant powers.

Most died at the hands of Harmonia ‘energy research’, but the vast majority of those remaining died in the civil war brought about by the Fire Bringers, save for a small, scattered handful – one of which was his grandmother and her young daughter, his mother, whose voice carried like an electromagnetic pulse (EMP) and was capable of shutting down entire blocks around her when focused enough.

She disappeared during the last Mutant March somewhere on L7 and hasn’t been seen or heard from since. Nezumi was around four at the time. After that, the old matriarch of their broken clan took him in. She had all traces of his true name and lineage removed from all the records, including his own memory cortex, save the ones she couldn’t reach at Branch and Harmonia. She gave him a new history and name: Kobayashi Nezumi.

From the day she took him in until the day she died when he was fourteen, she trained him, educated him, and carefully sculpted a wholly independent, emotionally bankrupt being. Her words, her lectures and commands were engraved into his deepest memories:

”Never sigh. Never cry. Or the demons will take advantage of your weakness. Sighing makes you vulnerable, so it’s best to keep your mouth shut. Don’t let your heart fall for anyone. Trust no one inside it.” ((direct quote from canon))

She was the one that taught him how to hone his connection with the rats that were allies to their clan, trained him mercilessly every day, and ensured he had the best instructors from near god-level hackers. She was the one that never let him forget the stories passed down, generation after generation, of the things that were done to their people in the name of New Babylon… and she was the one that got him involved with the remnants of the Fire Bringers, of whom hold his tenuous alliance.

Now, he does what he must to get whatever ‘ins’ he can get with the upper levels, all in the hopes of bringing them down. He makes enough hacking to support himself on Level 4, but works for the twins at the HostWorld, and has for the past two years, both as a host, a sometimes hacker, and a spy on his fellow workers for the twins, though he reports directly to Kaoru.

Due to his diligent efforts of attending school all the way through high school (a rare feat for those that live on L4 and below), he’s managed to catch the eye of the scholarship board at Harmonia and has received a full-ride sponsorship to University of New Babylon from them, which he started this last term with a dual major of Bioengineering and English Literature. The irony that they’re the ones paying for his education, just so he can find a way to tear them down from the inside, is one he relishes with absolute delight.

He’s currently living in his grandmother’s old apartment on Level 4 - which is nothing more than a small apartment crammed full of digital books and equipment used for his less than legal activities. Work life and personal bled together for a time, as Nezumi and Kaoru spent time as temporary lovers after a series of traumatic events on Kaoru's part - enough, at least, for Kaoru to provide an alibi for him when he got arrested for terrorist activities. After this, Nezumi realized that their arrangement was starting to become more personal that he was willing to allow and cut that particular bond.

And then Shion found him.

Shion, to Nezumi, was an exception to his no-bonds rule and had been since they'd met at 14. In Shion, Nezumi found something he'd never seen before - at least, not outside his books. He'd found someone that wasn't corrupt by New Babylon, that gave without demand for something in return, and offered unconditional kindness.

He showed Nezumi that there were people in their twisted world that we worth reaching out towards and despite all of his instincts to the contrary, he could not look away. He wanted to see and understand the world through Shion's untarnished eyes even as he wanted the other to wake up and face the sordid reality that lay beneath the surface of their city. He's still trying to understand and come to terms with that upon arrival.

Re: Nezumi | No. 6 | AU Reserved

Date: 2013-05-13 05:58 pm (UTC)
vindico_mus: (pic#2955703)
From: [personal profile] vindico_mus
| PERSONALITY: Nezumi is, in a word, a survivor. He made a choice early on, to dig in deep and claw his way forward - to hold fast to this life he has by any means necessary. And he made that choice, again and again as he grew older. When circumstances, uncertainty, or exhaustion wore him down, he chose to continue to live no matter what. He learned to do whatever it takes in order to ensure his own life reached the next day, and discovered all too soon what the weight of having to take a life felt like, accepted the realities of having to kill another to reach that goal of survival.

He truly believes the axiom ‘Survival of the fittest’.

It’s because of this that he learned to shut people out, to distance himself from them as much as possible to avoid attachment or perceived weakness on his own part. Jagged and jaded to the extreme, he became the perfect example of a hard-hearted loner, utterly cool, aloof, and uninvolved.

Experienced and unaffected on every level.

From his actions and reactions, it’s obvious that Nezumi is a seasoned close-combat fighter with reflexes honed in experience rather than simple instruction. He has an above average grasp of situational awareness, thus can easily take ‘stock’ of the moment and plan accordingly – a skill that makes it exceptionally difficult to catch him off guard. While he is proficient with using whatever is at hand in a fight, his weapon of choice is the switchblades that he always carries on his person.

He’s confident without being cocky in his fighting skill, and doesn’t brag or boast unnecessarily to appear greater than he is (at least in that respect). He’s self-aware enough to recognize his strengths and weaknesses… and how to hide them.

And yet.

He befriended a trio of mice early on, introduced to him by his grandmother - going so far as to call them his companions, and developed a deep, abiding passion for literature. Especially tragedies. He would spend all of his free time in the safety of his home – nothing more than a run down, two bedroom apartment on Level 4 left to him by his grandmother – reading every single e-book that he could get his hands on.

Books on science and technology, on mathematics and engineering, classics and religion. Shelf after virtual shelf, he lost himself in a wealth of knowledge contained in his run down apartment.He’s mechanically inclined, having developed his own miniature AI that looked like mice, complete with warm fur and fluid movements that he used to both infiltrate the government on the upper Levels and to find Shion again because for him...

Shion is the only one that can evoke such a confusing mix of frustration, irritation, exasperation, joy, and bemusement in Nezumi.

In canon, he can’t help the sarcastic teasing that he used with the other, nor the sharpness with which he berated the other for clinging to the bonds Shion still held in No. 6 . While talking to Shion in canon, Nezumi revealed a rather telling bit of advice that shows how he views survival:

"Back there, you threw away your citizenship card because it was a danger to us. So are feelings for other people. You get dragged around, pulled this way and that, and before you know it, you're in dangerous territory. Your mama, papa, your grandma, whoever― they're all strangers now. There's no emotional room in you to be concerned about strangers. Your hands are full enough trying to keep yourself alive."

New Babylon Nezumi feels the same, and yet...

For all that he continuously claims that he and Shion are strangers, he always follows harsh criticisms with almost gentle words or actions that reveal the shades of a lie beneath the assertion.

To Nezumi, reality is something that betrays people every day, with a disturbing ease even as it pulls people's lives in unanticipated directions. Reality is something that can coolly and casually fling them into despair, was equally cruel and violent, and utterly absurd. Reality isn’t to be trusted - it could make anything happen at any time, or take anything that was of value without hesitation.

Personal questions are ignored outright by anyone, and downright anger him if asked with any measure of persistence - because by his estimation, they’ll break down the safety barrier of ‘strangers’ that he has set between him and everyone else. It’s in these moments that people see the harder edge to Nezumi, an animalistic quality that bespeaks of a stubborn fight or flight instinct to avoid human attachments.

For all that Nezumi’s actions and words reveal a special case for Shion, this skittishness and wariness has become something too far ingrained within Nezumi. He also reveals, in constant subtle ways, that his own grasp on reality is often suspect. In canon, when spoken to by Shion with a blunt honesty, Nezumi automatically assumes Shion is quoting lines from a book or play. He doesn’t always connect sincere words and action to the truth or feeling, as he’s never really had the experiences in his life that would indicate those things exist outside of said book and plays.

It’s a weakness that only Shion has been unwittingly gifted the right to see by Nezumi, though Nezumi himself is quite unaware.

He uses harsh, often cutting words to maintain that distance between him and everyone else, then turns right around and softens the blow with an act of kindness or softer reassurances if that person is Shion. He’s a constant contradiction, but only with Shion.

And the reason? Nezumi firmly believes that he and Shion will become enemies one day. Because of Shion’s strong desire to still keep and protect those few bods he holds within No.6 (or in this case, New Babylon) and Nezumi’s intense hatred for all that No. 6 (New Babylon) stands for, Nezumi can’t see or accept that there will be a middle ground.

It’s one of the many ways Nezumi shows that his worldview is very much ‘black and white’. Upper Levels, Lower Levels, holding onto those bonds or cutting all ties, survival of self over acts of kindness to others. All things he views in strict lines, save for the few instances he crosses those lines.

Powers: If your character has canon powers, please describe them and how they will be changing to fit within the setting. More information on powers can be found here.

| Canon: He’s a survivor with a photographic memory - he can fist fight down and dirty with the worst of the street rats from the West Block (lower levels in NB) and specializes in close combat knife fighting... if he fights at all. If he can, he's rather use deception and misdirection to slip away because he doesn't see the point in taking unnecessary chances with his life.

Because of this, he can spin escape plans on the fly and has a heightened sense of his surroundings, an almost animalistic sixth sense that enables him to sense danger in his proximity enough for him to beat a hasty retreat before things get life-threatening... usually. (An example is, in canon, while still recovering from surgery and anesthesia, he actually wakes up and tells the people in his room to kill the lights and remain hidden and still moments before soldiers from No. 6 enter the clinic and kill everyone on the lower floors.)

Like his mother, Nezumi is considered to be a 'Singer' of the Forest People - and could, therefore, use his voice to either appease or converse with the 'god' of the forest people - Elyurias.

| AU Adaption: As a descendant of one of the first families to develop mutant powers, Nezumi has a few unique ones of his own. The first being that he’s capable of commanding and controlling mice and rats with his thoughts, an animalistic form of telepathy, though he’s more prone to use this ability to communicate with them like companions than anything.

The second being his voice. Or more specifically, his singing voice, which is capable of either hypnotizing his target, calming them, or evoking other strong emotional responses from them. And more importantly, if focused enough, he can use this ability to push them into a state of unconsciousness.

Just before the end of the game, he'd discovered the next level of his powers - that he could hear the 'voices' of nature - trees, wind, rivers, his ancestors - he could sense their presence and hear their voices.

Nezumi is quite competent with technological engineering. He specializes in building small, miniature AI mice that have a ‘living’ skin complete with heat sensor. These mice can be used to track people or items, or for audio/visual surveillance, or to create 3D imagery of secured locations, thus he’s an expert-level Hacker and makes the majority of his contacts for hacking jobs through his mice.

No one’s ever met him in person, at least not while he’s working as the hacker known as either vindico_mus or VC-103221.

| IC Examples: Nezumi was in game from March to August of 2012 so I've only listed the threads that had more of an IC impact on him - also, please note that most of the later threads listed below are incomplete because of the community closing, but all show clear characterization and CR developments.

Nezumi & his hacker mentor, Bonten. and them breaking out Branch prisoners.
Nezumi & Hitachiin Kaoru, his boss at HostWorld
With his previous academic mentor.
Breaking and entering with Bonten
Alibies complicate work relations with Kaoru
Meeting Shion again &
later that day.
Shion getting Rat flu wasn't his fault. REALLY.
Shion waking up.
Post-death of a mentor and taking Shion home.

Entry: He'll wake up on the Skyway and probably have a good bout of paranoia because it's not virtual reality, or if it is he can't hack his way out of it, the air isn't toxic, and the surroundings are too real to be augmented reality. Threats to persons that find him will probably ensue - great way to say hi, right?
Edited (html fail last one!) Date: 2013-05-13 06:08 pm (UTC)

Shion App

Date: 2013-05-13 08:06 pm (UTC)
aswaitsthesky: (Default)
From: [personal profile] aswaitsthesky
I hope linking is okay, because this is stupidly long. App is here!

Re: REVISION

From: [personal profile] aswaitsthesky - Date: 2013-05-14 01:16 am (UTC) - Expand

Aximili-Esgarrouth-Isthill || Animorphs || OU

Date: 2013-05-14 10:19 pm (UTC)
your_minutes: (Default)
From: [personal profile] your_minutes
Linked app

Edit: Osahar's going to find him on the Skyway.
Edited Date: 2013-05-14 11:17 pm (UTC)

Seimei App

Date: 2013-05-14 11:05 pm (UTC)
yinyangfox: (Default)
From: [personal profile] yinyangfox
Player name: Rinjii

Age: 29

Contact: [plurk.com profile] MissRinjii

Other characters: None as of yet.


Character name: Abe no Seimei

Series: Onmyoji - Film canon

Canon point: The end of the second film.

Summary: As the films state nothing of Seimei's past, it is left largely up to me to determine his history. As such I've used historical articles about the real life Semei in order to supplement the character as well as made some suppositions. In the films, Seimei never reveals any personal details about himself, even to his very best friend. Not so much as his age or parentage.

Seimei is a sly, often mysterious but largely good-natured man from Heian Era Japan. Considered to be the best onmyoji - a type of court magician and astrologer - in Japan's history, he was also suspected to be more than human, as rumors of his parentage suggested he was actually a kitsune. Quick with a smile and patient of those more ignorant to the ways of spirits than himself, he tends to be well liked by those that know him personally, and respected by those that know him professionally.

Seimei enjoys leisure and luxury, and tends to avoid society at large in order to maintain a peaceful surrounding. He enjoys speaking with non-human creatures, spirits, ghosts and demons as much as he does with normal humans, and tends to offer playfully teasing guidance whether asked for or not.

Many legends claim that Abe no Seimei was the son of a fox. One such legend claims his father once helped a fox, whom he later married. It is said that his father, Yasuna, helped save a fox from the hand of Akuemon. She then turned into a woman, who married Yasuna, and together they had a son. The son, however, saw through his mother's illusion, and when he did, she went crying back to Shinoda forest. When the young Seimei went after his fox-mother, she appeared to him and unlocked his spiritual power, but never returned to the land of humans. Seimei himself is neither completely fox, nor completely human, and straddles the human realm and spirit realm, never fully at peace.

Powers: Seimei is strongly aligned to the demon/spirit realm through his heritage and his occupation. He sympathizes with things less and more than human, and as such is more skilled than most onmyoji at working with and manipulating spirits, animals and demons. He is a master of illusion, widely educated and skilled at attuning himself to the ebb and flow of local magical resources. He is capable of minor conjuration and particularly skilled in healing and defensive arts. Aside from his artistry with mystical arts, he is a skilled swordsman and martial artist.

Most legends regarding Seimei have him use his sagely intellect and profound courage in his encounters against various supernatural spirits. He is often revered as a master of sorcery, astronomy, and science. His spells could exorcise or seal demons and curses, cause his body to instantly disappear, or reveal the form of supernatural spirits invisible to the naked human eye. If needed, he could also expertly counter spells to attack the original caster.

While Seimei favors the use of shikigami to aid him, he has twelve specifically on hand at all times to summon, each representing a branch of the zodiac. Though they are skilled combatants, as a pacifist Seimei prefers them for company more than martial assistance.

Entry: Seimei arrives on the Skyway, waking with a mild concussion and completely disoriented by his surroundings. His last memory is of speaking with an elderly minister asking for help with a suspected kappa invasion of his estate and awaiting the arrival of his friend Hiromasa for evening tea and a meal. Nothing of his home remains but for the strong, red-painted torii gate bearing his pentagram mon. He found the statue of the minister almost immediately and struggled to understand the enchantment, but ultimately gave up, feeling no recognizable life within it that he could salvage. Searching the immediate area for signs of Hiromasa and finding none, Seimei did the only thing he could, and began heading for the Bastion. He has not yet arrived, as there is no pressure to rush, and he feels the need to attempt communication with anything he passes, regardless of its level of aggravation at his presence. Meanwhile he is also being thorough in his search for either Hiromasa, or any of his pre-made shikigami which seem to have been lost in his mysterious transportation.

Other: Seimei carries twelve pre-made shikigami representing the twelve signs of the zodiac that transform into animal companions or humans, depending on how he has cut and formed them. These have been lost to him but can easily be remade with the proper supplies. He carries an elegant, perfumed paper fan on his person at all times which he is skilled with using as a weapon, a whispered word enchanting it to be strong as iron. It is useful in a pinch when magic is not effective or advisable. In his sleeves he carries a calligraphy kit and a stack of ofuda for writing spells, as well as a jade pendulum on a silver chain.

Re: REVISION

From: [personal profile] yinyangfox - Date: 2013-05-16 09:03 am (UTC) - Expand
individuates: (kao-ncelling)
From: [personal profile] individuates
Player name: Helena, but since Arantia is my handle everywhere, Ara is fine :)
Age: 24
Contact: arantia at Dreamwidth and Plurk; arantiaa at gmail and twitter. I check the latter two most often.
Other characters: None

Character name: Kaoru Hitachiin
Series: Ouran High School Host Club, Anime.
Canon point: Finale episode horse carriage crash of doom.
Summary: History and Personalityposts in my journal.
Powers: Poor Kao-chan has no powers to speak of. But thanks to his fashion designer mother he’s a pretty decent tailor. Not exactly a power, but he has to bring something to the table!
Entry: Kaoru will be entering with some difficulty – his only defense from anything he encounters on the Skyway will be either running, climbing, or hiding from it. Left to his own devices for too long and he’ll probably get desperate to find Hikaru and try some sort of kamikaze, charging-towards-the-peril maneouvre in the hopes that speed will get him by… so somebody really ought to pick him up before then!
Other: I’ll mention right now, my timezone is GMT –8, but I’m at my computer quite a lot of the time and easily contactable via twitter/plurk/dm. My plurk’s languishing a bit because I’ve not played for a while, but I can dust off the cobwebs!

Karl Ruprecht Kroenen - Hellboy - OU

Date: 2013-05-24 02:50 am (UTC)
clockworknazi: (upandleft)
From: [personal profile] clockworknazi
Player name: Rinjii
Age: 29
Contact: [plurk.com profile] MissRinjii
Other characters: Abe no Seimei


Character name: Karl Ruprecht Kroenen
Series: (OU) Hellboy - Film canon
Canon point: End of the first film.


Summary: Karl Ruprecht Kroenen was born in Munich, Germany in 1897. A musical prodigy with angelic features and blonde hair, young Kroenen toured the capitals of Europe singing opera until his voice deepened with the onset of puberty, thereby ending his career. From a very early age, he demonstrated symptoms of masochism, whipping himself with a fresh branch of oak each day, and finding pleasure in the pain.

As a teenager, he loathed his awkwardness and developed an extreme form of body dysmorphic disorder (termed "surgical addiction" in the film). In his obsession with physical perfection, he conducted brutal experiments on his own body, including surgically removing his own eyelids, lips, and his toe- and finger nails. He also designed a tight-fitting gas mask to filter out germs, which he wore almost permanently.

He also became quite adept with mechanical devices, believing that fusing mechanical constructs with living bodies would help create perfection. One of his early inventions was a clockwork nightingale that sang a Mozart aria perfectly.

In 1930, he met the resurrected Rasputin for the first time. Obsessed with purity, Kroenen quickly became Rasputin’s most loyal disciple. He subsequently joined the Nazi Party, and rose quickly through the ranks, joining the Schutzstaffel in 1933 and achieving the rank of Obersturmbannführer (Lieutenant Colonel). He was awarded the Iron Cross for services to the Third Reich, including a tour of duty as commandant of Auschwitz concentration camp, where he served with distinction. Kroenen became head of the Thule Society, a group of German aristocrats obsessed with the occult. He helped them to spearhead Project Ragna Rok, engineering the portal generator that would conjure the Scarlet Beast, Hellboy, in October 1944.

A masterful fencer, he also became renowned for his swordsmanship and created his own signature swords.

When Allied Forces stormed the island off the coast of Scotland where Project Ragna Rok took place, Kroenen killed several of the American soldiers attacking the base, but was distracted by a grenade thrown under the portal device by a young Professor Trevor Bruttenholm. Kroenen tried to retrieve the grenade, but his left hand was blown off, and a length of concrete reinforcing rod (or rebar) impaled him through the chest, severing his spine. Shortly thereafter, he disappeared.

After his disappearance, in 1956, an unmarked grave in Romania was found. Dental records identified the remains as those of Kroenen.

However, Kroenen reappeared in 2004. Thanks to the inexplicable powers of science and black magic, Kroenen "repaired" himself with a prosthetic mechanical hand, a steel rod replacing the broken part of his spine, and a clockwork heart operated by a wind-up key implanted in his chest. By cranking the key, he was able to increase his speed and reflexes. After long decades, the blood in his veins dried up completely, leaving only dust, and rendering him virtually invulnerable to gunshot wounds. He could also turn the key to "switch off" his body (literally), remaining in a dormant state and appearing dead, until he was reanimated. He used this deceptive technique to infiltrate the BPRD headquarters. After critically wounding BPRD Agent Clay, he faked his own death and lay beside Clay, and they were both taken into the headquarters. Once inside, Kroenen drew Rasputin there, and personally killed the now elderly Professor Bruttenholm, before disappearing with Rasputin.

The BPRD tracked Rasputin to his own mausoleum beneath Moscow. Hellboy seemingly avenged Bruttenholm's death by throwing Kroenen into an impalement trap — a spiked pit hidden beneath a trapdoor. Skewered on the stakes, Kroenen then watched helplessly (though laughing before he realised his unfortunate fate) as Hellboy dropped a giant cog on top of him.

Kroenen is cool, calculating and mysterious. He reveals little of his motivations and his moods are nearly impossible to distinguish without a keen eye for body language. He is highly intelligent, having accomplished a respectable degree of education and achieving his doctorate. He is a brilliant scientist and skilled surgeon. Creative and cunning, Kroenen is as capable of designing weapons as he is capable of setting broken bones.

He reads a great deal and enjoys classical music ; he has a taste for the finer things in life and surrounds himself with small luxuries when the opportunity presents itself. He dresses in stark fashions without ever a lapel out of place and is recognizably detail obsessed to the point of compulsive behavior. In order to combat anxiety and hubris, Kroenen often tinkers and enjoys creating clockwork items.
While capable of speech, Kroenen rarely uses words, because he rarely needs them. When pressed or inspired, his voice is lisped, deep, gritty and heavily accented. He speaks in clipped tones, not because of impatience but because of the effort is takes to speak.

When given time, and free from the compulsion of his masters, Kroenen is capable of charm and good humor. He has a willingness to work with others and a drive that can only be described as mechanical. He is, under all the metal and leather, the epitome of the 19th century German gentleman.


Powers: Kroenen is an ordinary scientist with surgical training. He is highly educated in the subject of anatomy and perfectly capable of repairing or replacing any limb or organ short of the brain - and even the brain can be replaced with time, effort and black magic. As such, it is unlikely the Kroenen will find the tools necessary for such a complicated task and he will be limited to limbs and basic organs, provided he has the materials required.

Kroenen is a powerful, highly skilled physical combatant. An expert martial artist, he is also a master in the use of bladed tonfa.

Kroenen is highly adaptable, and his intellect affords him a great skill with written and spoken languages, and he can translate with relative ease given time to study. He is adept at magic and easily understands the nuances of spells and rituals, though he has no innate magical ability of his own.

As a clockwork, Kroenen is able to wind himself up in order to be even more deadly in combat. A few twists of his turn-key and the gears move more rapidly, allowing him both greater speed and force. Aside from his martial skills, scientific skills and physical superiority, he has no powers.


Entry: Kroenen will be found on the Skyway, dead, for all intents and purposes, until someone turns the key in his chest over his heart and restarts him, whether out on the Skyway or after retrieving his body to the Bastion.


Other: Kroenen carries two bladed tonfa, his gas mask, a P08 "Luger" Parabellum-Pistole, two belt satchels of rounds for the gun and eight daggers - two in his boots and six strapped to his torso.

Dr. Franken Stein | Soul Eater | OU

Date: 2013-06-06 08:12 pm (UTC)
dissectionislove: (peace fingers!)
From: [personal profile] dissectionislove
Player name: Tandem
Age: OOCly, 29; ICly, around 32.
Contact: OOC journal: [personal profile] silentepiphany
Plurk: [plurk.com profile] tandemthoughts
AIM: tandemthoughts
Email and others available by request.
Other characters: None in this game.

Character name: Dr. Franken Stein
Series: Soul Eater (anime-verse)
Canon point: During episode 41 of the anime – “Twirl Round and Round – A New World in Which the Doc Dances?”.
Summary:
Personality:
Stein is a man whose personality is best described as the product of two conflicting identities constantly at war with one another.
A scientist, doctor, and Professor to his many students, it can be said that Stein is a man who is, at his core, good-natured and well-meaning. He genuinely cares for his students, looking out for their safety and acting in their best interests whenever he can. Moreover, he has an overarching desire to do good and be good, even if only to avoid the consequences and punishment that could follow otherwise.

In the eyes of his students, Stein is eccentric, wacky, and more than a bit morbid. His sense of humor can be dry and dark. For the most part, he remains detached from emotions – especially those surrounding love and happiness – claiming they’re simply beyond his comprehension. He is a man of keen intellect and strong instincts, with a passion for science, and a thirst for knowledge – at any and all costs.
And that’s where things get interesting.

It is said in canon that everyone has at least a bit of madness within them that stays dormant until roused by something. For Stein, however, madness is an everyday struggle; one that forces him to walk the fine line between what he wants, and what is right. Madness does not make him malicious per se, but rather, purely hedonistic: Unconcerned with the health and well-being of others around him, and focused solely on his own personal desires. Those desires typically involve his greatest joys: Dismemberment, and dissection.

In his normal mental state, Stein is able to make substitutions to placate these desires. For example, he can commonly be seen dissecting various species of animals, often as an in-class assignment for his students. However, in a state of madness, this qualification becomes null, and he will dismember other humans without a second thought – even his known allies. Once the madness takes hold Stein is prone to hallucinations, and can even lose touch with reality entirely, with or without his knowledge.

Many things can act as a trigger for madness. Most notably, fear. While in combat, madness makes him extremely volatile and dangerous to everyone around. When the going gets tough, he simply cannot be trusted to maintain his composure. Despite this, he’s not perceived by his allies as a threat or an enemy. He is, however, someone who makes other counterparts very wary, and is closely watched, lest the madness take hold.

In short, Stein is a man who is respected by many, loved by few, and trusted by none.

History:
From what is known about him, it can be said Stein grew up as something of a child prodigy; with the only caveat being his difficulty keeping his sanity. Stein’s superior intellect made him bored of everyday life and societal norms, and thus he turned to science to satisfy his lust for knowledge. He does not desire to be evil, but struggles with understanding and meeting the criteria one must satisfy to be considered “good”. He battles with urges that, to others, may seem sinister; to him, they are purely benign. An example of this would be his passion for dissecting specimens of all varieties: Living and dead, human and animal alike. When he cannot find a subject that suits his needs, he will gladly turn the blade in on himself and explore his own inner workings, hence his sutured appearance.

At some point, Stein was discovered to be a gifted meister, (wielder of living weapons), and enrolled in an academy specialized for developing those skills. He graduated at the top of his class, hailed as the strongest and most skilled fighter in the school’s history.

Powers:
To begin with, Stein is a very skilled hand-to-hand fighter, well-versed in martial arts. He is also able to wield a variety of weapons with ease. In the past, he’s wielded a scythe and a hammer, to name just two. Below are special powers.

Soul Perception/Soul Feedback: Like Maka and Crona, Stein also has the ability to sense the souls of others, even from great distances away. In addition to sensing their presence and general location, he can identify the characteristics of the soul – whether someone is kind or malicious; scared or confident.

Soul Force/Soul Menace: A means of forming his soul’s wavelength into a powerful blast of energy, purged into a foe when physical contact is made with his palms or fingertips. Also comes in a slight variation, Twin Lance, which uses the heels of both palms as points of contact with a foe during transmission of the energy blast.

Madness: Perhaps better defined as an illness or altered mental state than an ability, the personality and behavior of this character change dramatically when madness takes hold. In combat, madness gives Stein the ability to fight without fear, and the will to act in disregard of the safety of himself and his allies. It makes him faster and more focused; but conversely, also maniacal and bloodthirsty. Madness allows him to accomplish things not otherwise possible for him in a normal mental state. This is, of course, at the expense of his body and mind. Just because he does not experience the fear of pain or death doesn’t mean he’s impervious to damage. He will take the same damage and heal at the same rate as the average human.

To be congruent with castmates in this game, all abilities - including his madness - will be kept under the three-per-day limit unless tonics are used.

Entry: In the madness-induced state he’s in during episode 41, (canon point), Stein at one point blacks out and wakes on the Skyway, just outside of Bastion. Drawn by its soothing aura, he’s able to make it there on his own, though bewildered, shaky, and exhausted from the madness.

Other: Can’t think of anything at the moment! ^w^

(no subject)

From: [personal profile] dissectionislove - Date: 2013-06-08 08:13 pm (UTC) - Expand
architectualist: (Default)
From: [personal profile] architectualist
Player name: C

Age: I can buy you liquor. For a nominal fee.

Contact: Either PM or Chooseyouralias@aim

Other characters: N/A

Character name: Matt (Mail Jeevas)

Series: Death Note (manga)

Canon point: Pre-manga (in that it will be before his appearance in the manga, not before the manga actually begins). I am bringing him in between the time he left Wammy’s (the age of which is not stated in canon) to where he is shown working along his ex-schoolmate in an attempt to pin down the mass murderer, Kira. I’m going to round his age off to about nineteen.

Summary: Matt’s personality is very open to interpretation, given the little screen/panel time he was given by the creators. There are no definitive rights or wrongs when it comes to fleshing out his character, but there is a way to work with what little you have and develop an intricate personality using these guidelines.

From what we do see, Matt is a distracted individual, having made a few mistakes during the time he was working for/with Mello, an individual that he is stated to have attended Wammy’s, a boarding school for the gifted and training grounds for children set to succeed the world’s greatest detective. One instance is when individuals he was supposed to be keeping surveillance on allegedly slipped right beneath his nose and boarded a plane out of the country without his knowledge. I say “allegedly” because when Mello questions him about the mistake, Matt’s answer is sketchy, at best. This can either be attributed to the possibility that he was trying to cover his own ass from making a mistake, or if one were to be a little extreme, they could go as far as to say that he intentionally let it slip, but there is little to show that he would be motivated in any way to mess things up in that way, and so I’m going to have to go with the first.

So, that being said, while highly intelligent, (It’s stated in How to Read 13 that Matt was 3rd in line to succeed the detective L), Matt can be a little careless. This can also be attributed to the fact that he just has little interest in much that doesn’t pique his curiosity. Working for Mello could have been something out of obligation, and so he didn’t show it the same amount of attention as he might something that had a greater appeal to him.

Along with his carelessness, it’s also shown that recklessness accompanies this. The best example is when he’s literally at the end of his life, surrounded by over a dozen armed bodyguards, Matt steps out of his car, lights a cigarette, and has the gall to attempt to draw his gun, probably knowing that he wasn’t going to make it out of there alive.

This is literally the extent of what’s revealed about his personality in canon.

Now for my interpretation. The way I like to see Matt is as a person who allows himself to be easily distracted from important issues in favor of self-gratification, simply because when he was very young, a giant weight was put on his shoulders, and he simply wasn’t interested. So he let the other two fight it out, knowing that as long as he stayed safely third, he wouldn’t ever have to worry about having that top position.

But why stay in third? Why not just fall all the way to the bottom of the ranks? Because he’s pompous, to an extent. Kind of “Alright, being too good will get me into a position that I don’t wanna be in, but fuck if I’m gonna let these other kids think they’re better than me.” And I see him thinking this way with a kind of quiet smirk, and if nothing else, I would consider that mildly passive-aggressive.

He knows what’s going on around him, is acutely aware of it, even, but he prefers to be more of an observer than a doer. It makes it easier for him to defend himself, if a situation arises in which it’s necessary for him to do so. He feels like he’s being offensive by being defensive, and maybe he’s right. Matt feels it’s very important to take in each and every aspect of his surroundings, the personalities of the people around him, so he can better gauge how his own reactions will affect a situation.

Which brings me to the next aspect of him, which is that he’s extremely skilled at reading people. He has these categories that he puts people in, based on threat levels, and if someone falls into one of the higher levels, they’re immediately assessed as someone who needs to be watched more closely. Being well-acquainted with someone like Mello, Matt is very aware that being around a volatile person will quickly have the ability to fuck up his zen. People who fall into the lower threat levels generally will receive less of his attention, unless he and this other person are the only two people present.

Matt isn’t a very social creature by nature, which is stated vaguely in HTR 13, in which he’s ranked very low in social skills on a numerical scale. No, this doesn’t make him a recluse. Rather, someone who may not be the first to strike up a conversation, or even carry one for long. He enjoys keeping to himself, for the most part, but again, don’t think that just because he isn’t staring at you or speaking to you that he isn’t paying attention. He’s probably watching you more closely than he’s letting on, and by him interrupting with conversation of his own, he would be compromising your natural habitat. Perhaps there’s something specific he would like to know about you. In that case, he might just provoke you to see what kind of reaction you would have, and once you’ve reacted and he’s observed, he will quickly become bored and seek to diffuse the situation.

As a matter of fact, his social ability, or lack thereof, is the only thing that he ranked rather low on. It’s stated that he has a great willingness to act, meaning that he isn’t one to sit by idly and let some shit go down without attempting to intervene in some way, and this would also mean that if there is something that Matt needs to get done, he is at least moderately driven.


He may come off as very muted or disinterested when he speaks, and to the untrained eye, he just appears to be an extremely distracted person. Like he’s always got something more important to focus on, maybe. I would go as far as to say that almost everything he does, in any situation, is completely intentional. No, it may not result in a way that he thought it would, but that doesn’t mean he didn’t give it a shot.

And despite this facade of not really caring about anything, Matt is anything but submissive, personality-wise. He’s very opinionated, maybe even a bit of a conspiracy theorist, and he has a good right to be paranoid. After all, he comes from a world where someone knowing your real name could get you killed. This doesn’t mean that he’s loud or volatile, or quick to act on emotion, only that if something is going on that he’s not exactly cool with, he’ll do what he can to either put an end to it, or forcibly remove himself (or other people) from the situation. He doesn’t like being uncomfortable. If you make him uncomfortable, you’ve fucked with his tranquility, and that’s something that he really has little patience for.

He can be light-hearted at times, meaning that he won’t hesitate to laugh at something that amuses him, or genuinely enjoy someone’s company. The latter can be rare, though, seeing as he’s someone who grew up around a bunch of pompous geniuses, and in turn, is a bit of one, himself.
Powers: None.

Entry: I would prefer for Matt to be discovered on the Skyway, as I’m going to have him arrive after particularly tumultuous incident in which he literally sees his surroundings crumbling in this unreal, movie-like incident that leaves him paralyzed to react, save to watch from his 14th floor flat window on the outskirts of Manhattan. He will be disoriented, prone to a long period of disbelief, and will probably have it in his mind that it’s the last-ditch effort of the very individual he’s hunting to clear the world of his opponents. He’ll be a little banged up—nothing serious—possibly hungover (though he won’t admit it), and ultimately combative until he comes to realize that there is no going back. As a matter of fact, he may never accept that there is no going back, so expect him to roll his eyes and scoff if presented with this fun fact. Needless to say: expect a confused, skeptical, extremely disgruntled individual appearing on the Skyway in not-quite-great condition.

Other: Nothing!
Edited Date: 2013-06-10 06:03 am (UTC)

Re: REVISION

From: [personal profile] architectualist - Date: 2013-06-13 07:53 am (UTC) - Expand

Re: ACCEPTED

From: [personal profile] architectualist - Date: 2013-06-14 12:04 am (UTC) - Expand
windgod: (Default)
From: [personal profile] windgod
Player name: Zac
Age: 24
Contact:
. Journal: [personal profile] windgod
. Plurk: [plurk.com profile] Zacadia
. AIM: ZacEXE3
. Email: ZacEXE3@aol.com

Other characters: N/A

Character name: Ippo Makunouchi

Series: Hajime no Ippo: The Fighting

Canon point: Just after his victory over Sendou Takeshi for the JBC Featherweight Championship.

History: Not much is known about Ippo's early life, apart from the fact that his father died in a boating accident; leaving his mother Hiroko to raise him by herself while maintaining the family boating and fishing business until Ippo was of age to help her. Because of his shy and unassuming nature, he was often bullied in school until a chance encounter with a training boxer named Mamoru Takamura ignited a spark within the boy which turned into a burning love for boxing. His early training was rather...haphazard at best, the first parts of it merely being tests from Takamura to see if he was even worth showing to his gym. However, after succeeding through sheer stubborn force of will and his unique ability to recall certain details, he was taken down to the Kamogawa Boxing Gym to begin his training in earnest.

For the most part, he was mostly overlooked until he was able to blow back a heavy bag with only a little instruction, prompting the gym manager Genji Kamogawa to give the boy another look. After being forced into a sparring match with the gym's star amateur, Ichirou Miyata, he was beaten; but only after forcing the overconfident Miyata to really start trying, causing Coach Kamogawa to take Ippo's training far more seriously. His second sparring match with Miyata ended with his victory by KO, and started Ippo down the path for his current boxing career; which has lead to his victory over the former champion Sendou Takeshi, crowning him the new JBC Featherweight Champion.

Personality: While he is still the same person despite all his training, he still has the tendency to be shy, kind, helpful, extremely susceptible to emotional outbursts, and overly polite to people even if he's fully comfortable with them, much to their chagrin; he also displays the remnants of an inferiority complex despite all his achievements and obvious strength. On the flip side, he is also incredibly stubborn and strong willed; traits which shine through in the ring and keep him going even in the toughest of times. When it comes to anger, Ippo's calm and almost goofy demeanor almost never allows for that particular emotion to come to the surface; however, if someone happens to insult boxing or any of the people he holds close to his heart, such as his trainer or the opponents he's faced in the past, his demeanor quickly changes to cold and aggressive; even prompting him to outright brawl with his opponent in the ring to devastating effect.

Ippo is also fairly talented with recalling small details of things, as well he is also very good at learning new things with only minimal instruction. When used in tandem, he has been known to pick out certain strategies used by his opponents, allowing him to formulate counter-strategies on the fly; as well as aiding him in mimicking his opponents attacks and moves to add to his own repertoire after adding his own unique twist on them.

Powers:
. Fighting Spirit: Ippo's inner strength come to bear on the surface. When pushed to his absolute limit of strength and stamina, Ippo can call upon his Fighting Spirit to give him the push needed to temporarily exceed his normal limitations. However, even his great spirit has limits, and after utilizing it, he is left severely drained to the point where at least two full days of rest are required for him to recover enough for physical activity.

- Special Boxing Punches:
. Liver Blow: A devastating low hook that is arched upwards into the opponents ribs. It should be noted that with a clean punch, Ippo has the capacity to shatter ribs with this punch.

. Gazelle Punch: An uppercut that has Ippo drop downwards low enough to dodge a punch from an average sized person, and then immediately spring upwards into a straight uppercut; using the spring force tension to deliver the punch with explosive force, notably enough to snap someone's head straight back from a prone position.

. Dempsey Roll: Ippo's "Sunday Punch" or signature technique. Usually done after stunning an opponent, Ippo will weave his body in a figure eight motion to pick up a great deal of centrifugal force before unleashing a series of powerful punches that have the ability to slam someone onto the ground from a vertical standing position with enough force to make them bounce once before landing prone. As each punch connects, Ippo gains more speed and power from each rotation, making each punch consecutively stronger; however, he can only perform about 15 of these hooks in a row before his strength gives out. It should also be noted that any opponent with great speed has the capacity to knock him out of his rotations.

Entry: Ippo is going to wake up on the day after his big championship win to find himself on the Skyway quite disoriented and still rather worn out from the fight the night before. He'll likely be going the wrong way from the Bastion in an attempt to find someone he knows, or anyone really in a panic. He might have enough strength left in him to take on some squirts or gasfellas, but anything beyond that might spell some serious trouble; so being found by someone would be the most preferable.

Other: Ippo is a boxer, so it stands to reason his most powerful weapons are his own two hands, meaning it will be likely that he uses Gauntlets or some sort of Metal Cestus as his weapons. He'll also be bringing his JBC Featherweight Championship Belt, not only because its something important to him, its also going to be his way of hanging on to the memories of his world before it was lost to the Calamity.
Edited Date: 2013-06-13 09:58 am (UTC)

Re: REVISION

From: [personal profile] windgod - Date: 2013-06-14 08:09 am (UTC) - Expand
stormsinbraids: (Excuse yourself.)
From: [personal profile] stormsinbraids
Player name: Samm
Age: 22
Contact: [personal profile] dreamoftrees[plurk.com profile] radiantwingedone
Other characters: Lady!Duke

Character name: Trisana Chandler, normally called Tris by her 'family', or 'coppercurls'
Series: Circle of Magic / Circle Opens / Circle Reforged
Canon point: The Will of the Empress, page 475 (A little under two week after "Your friend has a broken collarbone, dislocated shoulder, two small cracks in her skull, broken cheekbone, one arm broken in two places, a broken wrist, five broken ribs, a dislocated hip, three breaks in her right leg and a broken ankle on the left. She also has several broken fingers and toes." So basically right after she got on that horse with Chime.)
Summary:
Here is Tris's history because YEAH IT WOULDN'T BE SHORT IF I WROTE IT OUT. Six books as a major character? Hahaha.

Trisana Chandler, due to growing up the way she did, is still incredibly wary about trusting others. This also comes from repeated rejections from boys, and snide comments from fellow girls. Currently, Tris has no problems with her body, but when she was younger she learned the hard way that people would use her looks to hurt her. She has given up finding any positive feelings that are returned, because of past experiences with crushes. Her lack of willingness to trust has been reinforced by the events of Tris' Book, where her cousin Aymery—the only cousin who was nice to her—was in the employ of the pirates attacking her new home. She has slowly gotten better at this, but mostly her trust is earned by her sibling's trust. If all of them trust you—including the street thief—then she is likely to slowly get comfortable.

Part of her growing up has her biased: Tris is a wealthy merchant's child, so she absolutely hates thieves and the poor at first. It has taken her some time, but she is well past this due to the efforts of her family—and learning that the people she looked up to were not always as fortunate as they are currently, and that status can change. This is how Briar, who was the person she wanted to avoid most in her new home at age 10, ended up was the closest person and the first that she reconnected mentally with at 18. She insists that she is of a proper family, and proper girls wear skirts and peticoats.

Something that she has continued to work on since she learned about her powers, Tris has anger issues. When she was first in Discipline, these things would result in air tension the other three could feel, and all of the 'curse' events that her family thought were signs of her being possessed, or unlucky, were really her magic reacting to her anger. This is likely because at that point, her magic was wound a great deal into who she was. Even at 18, she mentions that sometimes she calls stuff up to "run them off", but never anything dangerous (unlike the uncontrolled hail, lightning, or severe winds that she would accidentally cause when younger). "When she loses her temper, she damages property, she sinks ships." Small, uncontrolled things still happen—when woken by a man yelling insults, she sheds sparks and her hair whips around her in a wind—while they were inside. When angered over Sandry being kidnapped in Namorn to be made someone's bride against her will, she is once again shedding sparks while waiting. This still comes up, less forcefully, when she is tired. She tries hard not to bite the nose off of everyone she meets, although when she is tired or scared, she snaps and uses sharp words with no care. Because of this thorny habit of hers, it is usually best to deal with her using your own thorns.

Tris wants to go to a mage school, under an assumed name, simply so she can learn magic that doesn't have monarchs and rulers looking at her as a battle mage. One of the easiest things for her to do is produce lightening. At a little over 10, she nearly singlehandedly—although definitely rage empowered—destroys a pirate fleet. There are few things she would not be good at in terms of combat magic. However, she hates blood, hates fighting. hates getting hurt, a rather big sign that she would do poorly a war mage. She learned how to fight—physically (like a street rat, so the fairness of this fighting is debatable)—in exchange for teaching reading—simply because she didn't want to rely on others. She wants to be able to support herself, which for her means learning a different kind of magic simply so she can sell that. This is again her merchant background coming into play; she refuses to not be able to help her 'family' with the house. A bit of this explains her actions after the earthquake—without Sandry's help, they would not have survived. But Sandry is terrified of the dark, and so to thank her, they make her a permanent light source. She doesn't like owing favors.

Part of her reluctance to fully explain her powers, or even use them terribly often, is the reactions she gets. When she learned to Scry the Wind, something that is mentioned to be a "once in a generation" gift, people began to think she thought she was better, because she managed it. People shrink back in fear from someone who takes a hurricane, spins it into fine thread, and makes a ball of yarn out of it. When she was younger, she was uncertain as to what was her magic, and what was the madness that her family had told her was clearly everywhere. Learning that people actually do hear conversations on the wind, and they are not words of madness, had her stumbling and looking feverish with shock. Even before she learned to scry the wind, her powers were so broad in air, earth and water that most didn't believe she had all that she said she did. Even the Namornese Empress discounted half of the tales that her spies uncovered, even though this was not all they were capable of.

For the longest time, Tris' only friends were animals. This ends up broadening to other 'hurt or scared' people, so long as they weren't hurt or scared by her. This is why she will go out of her way to help an animal that's injured or abandoned, even if it means a case of 'every hour, feed the starling', which will fly off and never care a whit about her. This ends up with her helping—and correctly diagnosing Zhegorz as a scryer—when she meets him in Namorn. Animals are the few things she will help without expecting something in return, or using that as a means to pay off a greater debt to her or hers. Most of the time, she isn't interested in 'helping for free'. There are a few cases that don't fit this—when she stabilizes the bridge in The Will of the Empress, it is to both prevent a loss of life, and to stop the bridge from collapsing and clogging the river in the future. She isn't likely to just go out and help you bake bread, unless she gets to keep some of the loaves. Clearly the obvious exception is for her 'siblings' and teachers—if they need the help, they need the help, and with a question for her sibs, she'll give it.

On the other hand, when Tris does something, she will do it right. This is most obvious during Briar's Book, when she takes over a secretarial job and goes over the notes of the previous one. She was able to catch what was done before and didn't work, to the point where Crane—hard to please—was insistent that he needed her to stay. This is likely so important to her since her magic, if done improperly, is terribly dangerous. Once she decides she's responsible for someone, no one else can frighten them, or scare them terribly. This is most clear with Keth in Shatterglass, where she promises to bring a building down if they try to torture her student—who has only been her student for a few hours. She learned from Rosethorn, Lark, Niko, and Frostpine how a good teacher treats their students, and she is determined to live up to their example—whether she wants to be a teacher or not.

Tris is fully aware that her past is something that shouldn't be inflicted on anyone; no child should be constantly uprooted. This is one of the reasons that she keeps Glaki so close—the girl had just lost her mother, then her aunt, and the remaining 'aunts' were just as likely to ignore her or hit her to shut her up. This reminded Tris too much of her own childhood, so she worked around several things in order to give Glaki a stable environment, even if it was already fractured. The alternative was more passing around, and likely eventually kicked out onto the streets, which were already terribly unsafe for adults. This would be similar to Briar's growing up, which no child ought to have either, so Tris did her personal best to safeguard against both.
stormsinbraids: ([Chime])
From: [personal profile] stormsinbraids
Powers:
Tris is a weather witch. Just about any nature... thing that is not plants or animals, she has some sort of power with it. Lightning? Catches it and plays with it all the time, no big. Earthquakes? Catching those is very tricky business, but guess what she can still do. Volcanic things? Her body in such a thing is up in the air, but her magic-self had no problems at all, when the smith mages hid behind shields. This is described as "Ambient Magic with the Weather and the Earth" which includes magma flows and ocean tides.
For some things, they are Always On.
Tris will Always be able to:
Scry the Wind: her glasses are special made to keep images from hitting her eyes on the wind. If the breeze passed by it on the way to her, it has a chance to be seen. These images generally last a few seconds, but are very clear.
Words on the Wind: Were you talking and a breeze passed you and headed over to her? She just eavesdropped without meaning too. Oops. It is unlikely that anyone who is not one of her siblings can hear what she does, unless she wants you to (or you have eavesdropping magic of your own). She can also twist the air about to make your mutters closer to a shout, or increase her own volume.
Weather: She will know how the weather is going to change. She will know if an earthquake is coming, the strength of them, for example. This is 100% accurate.
Lightning: It takes no conscious effort for her to sprout lightning, and control is something that is easy. She doesn't have to gather it from storms, enabling her to produce it subconsciously when angered. This also means she can be struck by lightning with no ill effects.
Temper: Growing further from her ease with lightning, if truly enraged, the weather will do odd things about her.
Store magic: Storing the power she has already caught doesn't take any effort on her part. Touch it to a braid, drain it into it, pin it up and out of the way. This is also seen in the hurricane scene – she touched her "ball" of storm "yarn" to the half-emptied hurricane braid, and it snapped back up into a braid, which she tied off. She is known to keep North, East, South, West winds, as well as hurricanes, earthquakes, thunderstorms, and the heat of lava tied in her hair. (Note: She can store rain, but it makes her hair frizzy, so she doesn't. Earth forces, tidal forces, some wind, some heat, heavy lightning, thick lightning)
Draw on magic for energy: Tris can use her stored magic as physical energy. This comes with a "crash", once she stops drawing on it, and tends to keep her "energized" without regard to needing to sleep.
Woven together: Tris is always at least partially tied to her siblings (Briar, Daja, Sandry). While it is possible for them to "block" each other from entering their mind, Tris has re-opened herself, and is able to share thoughts and magic*. If they are "in her head", they can see and hear all as she does, and visa versa. This is mentioned to be "as easy as looking for them in (his) own mind"
See Magic: Tris sees magic as a silvery film on anything... magical. This is always on, but her spectacles help filter it out. Its brighter for the stronger the magic is, whether this is a mage or an enchanted object.
Rain: It is frightfully easy for her to tinker with the rain. At 11, its mentioned to be 'without a thought' for her keeping a pillar of dry air about two people. At 18, she can read, ride a horse, and keep rain off of a village. It is mentioned that she can stir it up out of lakes, or water on the surface level. This didn't happen simply because there wasn't enough water in the lake.
Wind: If there is already a breeze, it takes little—usually only a bit of thought and some finger twirling—to turn that breeze into something else. Twister? Water spout (if there's water for it to grab)? Easy as giving her finger – or herself – a twirl. By the time she's 14, it is easy to coat herself with breezes so she doesn't overheat in the summer.


These are examples of things that would be 3/Day. These are the known examples of what she can do. If something is similar to this, she can likely do it, and it will all fall under 3/day.
Create: Tris can 'make' breezes, stirring the wind into movement. This can be used to create weather systems. It can be used for much smaller things as well – take a breeze, spin in the spot, and there is a whirlwind of air that will deflect physical projectiles.
Shields: Against magic, she can make shields (that normally take hours to prepare) in a few minutes. These can be made to prevent entry, but almost always have to be circles.
Lighting: Tris can give specific sorts of crystals lightning, turning them into lamps.
*Feeding magic: If Briar (or Sandry, or Daja) gets tired, his (or her) magical reserves depleted, Tris can send him(or her) her magic, and it will work for him just as well as for her. Somewhere along their magical connection, it becomes the correct type of magic. Tris will not be able to send magic through her mental bond to her brother (or sisters) more than 3/day. This will provide the other mage with one regained charge for 3/day usage.
Catching: Tris can gather up the magic behind a weather system. (Seen in Will of the Empress, the hurricane (p148 in the hard cover).) This 'taming' takes effort, and is often visible in the most frightening of ways. How she catches winds of other sorts is unknown.
Focus: Tris can twist her magic, change the shape of her eyes and slide a bit of magic in front of her eyes. This enables her to see across miles.


This is something I'm not sure where it ought to go. I'm pretty sure it blurs the line between "always on", with how easy its done, and "three day", because it is something "done", and also a possible "now it just plain doesn't work". It isn't actual "teleportation" or "flying", as Tris physically stays put, but it allows for a great deal of scouting.
Magic Self: Tris can more or less move the core of her magic – and her mind—out and about to inspect things. This includes through her siblings (Notably, Daja in Daja's book), through the air (just about any other time in Circle of Magic books), or through the ground (which is a realm of her power). It is notable that she can move this self through lava without any problems, where Daja and Briar have issues (the heat was "melting" Daja, and "crisping his roots" for Briar), requiring a shield from a far older Smithmage. The only other of the teachers who was fine was Niko, and he stated it was because his magic was of a completely different area, and that Tris was fine because "its her nature not to be hurt by something like this". This further enforces that Tris is 'weather / nature' mage, or that earthquakes are the 'weather of the ground', and lava something close to that as well.


Entry: Found on skyway with her brother (Briar Moss). She will need help to get up, but she and Briar can slowly, painfully, make their way to the Bastion on their own.

We're all for extra help though.

Other: She's better at haggling than the girl who is from the culture that exists off of trade (granted, she is a merchant's daughter). She can properly do chores, card wool and spin thread. She can cook (and rather well, by the enthusiasm its greeted with). Handstands, make lotion to prevent sunburns. She can do basic glassblowing – so basically globes, lumps, bowls, cups, vases. This included measuring out what she needs for making some variations of glass.

She is not an adept fighter (she doesn't like it at all, and she tires quickly). She is overweight, but fit for an overweight person. Her throat is sensitive (smoke bothers her quickly), and she's only around 5'4"

No one can un-pin or unravel her braids but her. It could be really bad for your health. There is no rain in her hair, because it makes it frizzy. Each of her braids has a different sort of pattern, depending on what it holds. The thinner ones closer to her face are "quick lightning", the thicker ones just after those for "heavy lightning", fancy tied off ones for earthquakes and heat, thick ones for tides.

I am bringing Chime, the glass dragon. Chime is only about a foot and a half long, or roughly the size of a cat ("gathered up in her arms"(Tris did), tends to perch on shoulders.) Chime can fly, shoot needles of glass, and chitter (sounds like clinking diamonds, purr like water in wineglass, cry like knife striking glass, shriek like a shard of glass being dragged over a hard stone, shriek like nail on glass ), and enjoys eating anything of pretty colors. If it doesn't agree with her, she pukes it into a "glass flame" of sorts. Its possible to watch her "food" pass through her, as Chime is made of glass, and is clear but for some lightning that looks like her 'veins'. Her "skeleton" is made of Glass Magic, there are traces of protective, wind, healing, prosperity and love magic to her(her 'scales'/surface), but her "blood" is Lightning magic. She doesn't need more glass as a food source. The magic in her explains why people are so quickly charmed by her. Known things that she has eaten are: Antimony (Flames), Charcoal (globes), Honey (flames). Anything used to color glass is good, and also produces flames. Ash is just coughed out.

Also: Does the Skyway have pre-existing weather? Things that Tris can take more power from if she needs it.

(no subject)

From: [personal profile] stormsinbraids - Date: 2013-06-24 08:41 pm (UTC) - Expand
vinesinskin: (Bad dream - Rosethorn)
From: [personal profile] vinesinskin
Player name: Caitlin
Age: 17 (We talked on Samm’s plurk about that a little while ago)
Contact: [personal profile] spinastoryshallwe [plurk.com profile] ValeMeaUmbrae
Other characters: N/A

Character name: Briar Moss (Original name unknown, formerly Roach)

Series: The Circle of Magic / The Circle Opens / The Circle Reforged

Canon point: The end of Street Magic, right after he uses his magic and one of the seed balls to tear the mute apart, scares the swordsman off, and looks at what he did. Bottom of page 277 in the paper back copy, to be exact, before he spots Evvy.

Summary: History: Here! I was writing it out, but that was at 6 paragraphs and the end of Sandry’s Book so this seemed easier.

Personality: He doesn’t trust people easily; considering he grew up on the streets since he was four until Niko brought him to Winding Circle, this really makes sense. Basically everyone he spent a lot of time around until he was at Discipline lied to him at some point or another, or betrayed him. That isn’t exactly a childhood that encourages people to trust others. He has gotten somewhat better at that now that he’s older, but he still doesn’t trust people. He listens to his instincts – if he feels like someone might be a thief, he watches them a little more closely.

He’s curious and likes to learn, and as a result, he loves reading almost as much as Tris does. He’s only known how to read and write for four years, but he loves reading and his writing is neat enough for Rosethorn. Even though he used to be a thief, he doesn't use the knowledge that he gains by eavesdropping on the girls to try and influence how they think of him. This doesn't mean he's always silent about what he hears; when he broke into Aymery's stuff, he told Tris what he heard from the mirror.

Briar’s mischievous, something rather expected from a former thief or a boy his age. He pulled on Sandry’s hair and pretended he didn’t when they were relaxing on the roof, and he did the same thing with a piece of straw, tickling her neck, until she got annoyed and used her magic to snatch it out of his fingers and tickle him instead. She stopped when he nearly fell off the roof, but he didn’t care about that, more fascinated with the fact she’d used magic to pull it from his fingers, since it was straw not some kind of thread.

He’s rather good at keeping his emotions off his face; he’s used to hiding the fact that he’s scared when he is. When hurt or scared, he makes really mean jokes, but when he's absolutely terrified, he doesn't. When Rosethorn is why he's scared, he also doesn't; if she is scaring him, or if he's scared for her. In both cases he doesn't hide behind mean jokes. When Tris pointed at him after he goaded her into throwing her lightning at the pile of boom-dust, he grabbed her arm, pointed it at the ground and hissed angry words at her, while shaking. He wasn't even sure which one of them was shaking more. However, he blushes rather easily. When Rosethorn gave him a look that meant “get your hand off of my sleeve”, he blushed. He also blushed when Jebilu brought up his tattoos. Evvy’s also made him blush because of something she said.

Briar is a flirt even at this age. He’s not serious about it, and he makes sure the ladies know this, but he does smile and flirt with basically any female – the exceptions are his sisters, his teacher, his other foster-mother, his student, and maybe a few others he’s met. He also does this with plants. If he is heard saying “Hello beautiful”, chances are he’s talking to that tree behind you, not you. Sorry, but that tree is gorgeous. Can’t you tell? He praises plants in such a way that, “[if] the trees had been young girls they would have blushed at his praise; they quivered instead, and continued to grow.”

Briar would rather die than admit certain things to the girls, for all that they were practically one person for a time. He apologizes, but that’s awkward, even when he’s apologizing to the girls. He’s still not quite used to it. Thanking people is easy though. If someone does something for him, he will choose to repay that debt sooner rather than later as a result of his upbringing in Deadman’s District.

He was a bit jealous of how Tris looked Aymery, but he quickly got over that. He wasn't jealous because he likes Tris that way; he was jealous because Aymery is the only member of Tris' family who was nice to her, and Tris shows it in how she looks at him. He loves her, but he loves Rosethorn, the girls, Lark, Little Bear, his shakkan, and plants. Evvy has already grown on him too. There is a short list of people that Briar would seriously regret crossing; the top of the list is Rosethorn, the other three are his sisters. If he had to, he would jump after a dying Rosethorn again and try to bring her back. When he jumped after her when he was ten, his response to Rosethorn saying Briar’d break the girls’ hearts if he died was that she was breaking his heart. Rosethorn is the most important person in the world to him; she’s even above his sisters.

He likes crowds, since it’s easier to blend in and out of them than it is an empty street if he’s being chased and the noise reminds him of his former home. Crowds are annoying for that very same reason when he’s chasing someone or trying to get somewhere fast though.

He will always eat if there is food, just in case he won’t get his next meal. Even after years away from the streets, that’s a hard habit to break. He still really likes his sleep, though he gets up around an hour after dawn every day.

Within a month, he restored the Water Temple’s medicine and herb stores, though that was basically all he did those days. It was intense magical labor, but he was the one who cooked when he got back to the house. Pouring strength into medicines and herbs isn’t as much hard work as trying to rejuvenate old soil.

He talks like he’s a plant sometimes; “You scared me out of a season’s growth!” It’s something he might have picked up from Rosethorn, since she talks like she’s a tree. Back when their magics were still mixing, he grieved over burned crocus bulbs in private. He felt them burn up and die. It’s because of his magic that he avoids stalls that peddle precious woods and gums, since they have enough living power to still hurt, and a touch shows him the original tree in its entire splendor.

Briar doesn’t like people who think of others as play toys. He’s met people like that before, and he’s made it a point to make them regret meeting him. He does, however, like guessing what kind of miniature tree nobles might want.

Powers: Briar is a powerful plant mage. At the age of thirteen, he and his sisters were considered full-fledged mages by great mages, their teachers. What that really means is that he is considered to have the same level of control over his powers as any other full-fledged mage, regardless of age. Most get the mage medallion at over eighteen, and you are only allowed to display the medallion openly once you are over eighteen years of age. He’ll keep to that here, though he will pull his being a mage on people if they demand to know why they should listen to a fourteen year old boy about medicines and things.

"I'm a nice safe little green mage, all bestrewn with flowers and weeds and things."

Queniall covered the beginnings of a smile with his hand. When he lowered it, his mouth under control again, he said, "Little plant-strewn green mages aren't safe, not when they wear a medallion at 18. I was considered a prodigy, and I was 21 when I got mine."


-Briar and Quenaill, pg 114 of The Will of the Empress

They got their mage medallions at 13. Let that sink in a little. Briar also has suspicions that the medallion means more than just that the wearer is an accredited mage. Since Queniall is a great mage, it is possible that that is what the medallions really say.

Always on: He can hear plants ‘speak’ if it’s quiet enough and uses that to figure out what’ll help them, whether that is more water, a bigger pot, or destroying the bugs that are eating them. Plants also turn toward him and will wrap around his feet because they like him. They wrap themselves around his hands if he doesn’t tell them not to; everything but the trees, anyway. He has to convince vines not to drape on him out of affection. Grass sprouts in the road in his wake.

He tried to die his hands with vegetable die and Sandry’s best needles when he was 13, and now he has moving vine tattoos that change color and shift even under his fingernails. He did this to remove the jail house tattoos he had and didn’t realize that vegetable die and his green magic might not leave the tattoos in his control or stationary.

He can block out his sisters, but enough brute force (like, say, that circle Sandry keeps) would be enough for any of the girls to force themselves into his head and to reopen the magical connection should he actually block them out. If he does choose to block them out, since that is a part of the magical connection that is always there, it would not count as a 3/day usage.

He can also show his sisters or a plant mage touching him or one of them (or a plant if the plants they are touching are connected), what he sees. This works in reverse too; his sisters can show him what they see. He can call other plant mages through a network of greenery, so if all the plants in Bastion were connected and another plant mage present, Briar would be able to call the other by touching plants and sending a message. The other plant mage would be able to touch any connected plant and hear the message. As this is basically the same as speaking, I think it wouldn’t qualify for a 3/day use. To his sisters, he feel/sounds like pine needles when they talk mind-to-mind. Feeding magic to his sisters is easier than going to sleep, simply because old habits are hard to break, and his magic wants to combine with theirs.

He can sense plant life, even seeds. He can also see magic. If a plant is sad enough, he can feel it and it’s really uncomfortable. If a plant is being fed good fertilizer, they sing their happiness to him.

Walking along the street, he briefly touches each plant that reaches for him from the ground and windows, giving them his affection before ordering them back to their pots and trellises. When he goes home, he circuits the first floor to greet every plant so they won’t droop until reassured of his affection. When he is incredibly angry (breathless with rage), his tattoos want to leave his skin and nearby plants want to come in and swamp whoever made him hurt/angry.

3/day:

Fast growth, like what he did with the pattern magic in Tris’s Book and with the mute in Street Magic, will be limited to three times without chance of failure.

Enhancing medicines and plants will also be 3/day, with the enhancement being a batch of the medicine, like the five baskets full of willow bark in Briar’s Book. He can do five medium baskets of bark or medicine as a 3/day use. This takes some concentration - he fixes the 'King' Willow in his head and does five baskets before he loses the image. The image is what he's channeling his magic through to feed the bark. If that doesn't work for Bastion, he will only be able to do one at a time for a use.

Destroying parasites/diseases and strengthening plants against disease/parasites will both count as a use of a 3/day. He just sends his magic through the plant with that intent, and it’s done. Nothing more to it.

He can suck the life out of new wood, shrinking them, or reawake memories inside wooden doors of when they were alive, causing them to grow explosively almost. This would also count.

He can also feed his sisters and other plant mages magic. If Tris (or Sandry, or Daja) gets tired, her magical reserves depleted, Briar can send her his magic, and it will work for her just as well as for him. Somewhere along their magical connection, it becomes the correct type of magic. Briar will not be able to send magic through his mental bond to any of his sisters more than 3/day. This will provide the other mage with one regained charge for 3/day usage.

He can send out his magic in a wide radius and interact with all the plants within it and his sisters. This would most likely be a 3/day.

Entry: He’ll be on the skyway with his sister (Tris) assuming they both get in. He can find his way to the Bastion easily enough, especially if the plant life along the skyway is, well, alive and speaking with him.

Other: As a part of his training, Briar is, essentially, a doctor. He will always help if he has the materials, and he can identify bones and things like that. He can splint broken bones and help with a lot of injuries, though some things he can’t fix with his magic and medicines. He is a pahan of plants after all, not people. He can identify various things by smell alone, including rotting flesh and numbtongue.

He can speak Chammuri, Tradertalk, and Imperial at his canon point. He can also read classic Kurchali.

He can spin (and grow, with the seeds) cotton and flax! So he can make cotton cloth and linen with some time.

He can appraise things by looking at them; sometimes he needs to actually hold them.

He carries nine knives on him, just in case he gets attacked. His wrist knives are held in their sheathes by hemp which comes undone at his command, letting the blades fall hilt first into his hands. He was listening for the girls’ voices a week after leaving Summersea. He counts, or lists varieties of plants, to calm down. Meditation also helps, but that's also used to control his power. If he goes too long without meditating, his power starts running a little wild, like a garden that hasn't been weeded in a while. It hasn't broken free because of a lack of meditation, but it's good for his nerves, plants, and magic to meditate near daily.

He’s 5’7” at 14.

As mentioned above, Briar hears plants talk. There are plant monsters. Can they ‘talk’ in a way that he can hear? I also noticed that it says 3 times a day 100% and after is 50%, so would nothing happen if he tries and fails after the first three? (Does something happen if it fails to work?)

Date: 2013-07-05 01:31 am (UTC)
fastest_thingalive: (Default)
From: [personal profile] fastest_thingalive
Player name: Razorsaw
Age: 28
Contact: RazorsawTF (aim), Plurk
Other characters: N/A

Character name: Sonic the Hedgehog
Series: Sonic the Hedgehog (Archie Comics)
Canon point: The end of issue #247, just before the "Worlds Collide" crossover

Summary: Sonic is the son of Jules and Bernadette Hedgehog, two former veterans of the Great War between the Kingdom of Acorn and the Overland. Raised by his uncle, Sir Charles, Sonic was gifted from birth with the ability to run at super sonic speeds. Eventually, the Kingdom was taken over by Dr. Ivo Robotnik, and Sonic's uncle was transformed into a machine by the scientist's roboticizer. As a result, Sonic was orphaned again, and after he escaped to Knothole, he grew and became one of the most notable and skilled members of the "Freedom Fighters" opposing Robotnik. In this time, Sonic encountered and battled other villains, while also gaining lifelong friends like Miles Prower and Sally Acorn, rivals like Knuckles the Echidna and Geoffery St. John, and enemies like his other-dimensional twin, "Evil Sonic", who would one day be known as Scourge.

After many years, Sonic and his friends finally prevailed over Robotnik, earning their freedom from the mad doctor's tyranny. Though other villains, such as the nefarious wizard Ixis Naugus and the eternal sorcerer Mammoth Mogul, would rise up, Sonic and his friends were always able to band together and defeat them. However, Robotnik would eventually return in the form of an other dimensional incarnation of himself, who picked up where the original left off, calling himself "Doctor Eggman."

The second Robotnik war would see many trials and tribulations, with Sonic and his people eventually regaining their city in the form of "New Mobotropolis." Each time Eggman and the other villains returned, Sonic and his friends would be able to beat them back... until his myriad defeats eventually drove Eggman insane. This led to his empire eventually being taken control of by the nefarious Iron Queen, Eggman managed to reason himself back to sanity and returned, more dangerous than ever. He managed to rewrite reality, only for Sonic to set things right... at a great personal cost: Sally being roboticized.

Defeated worse than ever before, Sonic picked himself up, and worked with his friends Tails and Amy Rose to track down Eggman and free Sally from the doctor's control. Their quest eventually led them to the arctic tundra, and it seemed they'd finally been able to do so... only for Eggman to begin to rewrite reality again. The last thing Sonic remembered was the world disappearing into a flash of white light...

----

In terms of personality, Sonic's most prominent features are his unending confidence and boundless heroism. He'll take on his greatest enemies with charm, flourish, and no end of wisecracks. To Sonic, life is an adventure most of the time, and he won't let evil villains, multi-dimensional doppelgangers, or killer robots stop him from doing what's right and having fun while doing it.

However, Sonic has grown up fighting a war, so underneath all of that, there's a hedgehog whose seen his share of pain and loss, be it personal or in the lives of others. In moments where he's pushed too far, the more serious and focused side Sonic comes to the forefront, and he won't hesitate to fight back with all his might. That, in and of itself, is his reason for being a hero.

That said, Sonic isn't perfect by any means. His devil-may-care attitude has led to him making mistakes, and at times, he can be obnoxious and abrasive. In other times, he'll act without thinking and end up screwing up or unintentionally hurting his friends. After losing Sally to Eggman's roboticizer, and during the original "final battle with Robotnik", he was able to put aside the lighter side of his personality and become much more focused, unforgiving, and vindictive. Other times, he's been pushed to sadness and despair, and even become unhinged upon realizing he was fighting a losing battle.

However, in the end, Sonic's better nature shines through, and such moments are only temporary. For all his failings, Sonic finds that he'll ultimately prevail, and even in the darkest of times, one aspect of his character will always shine through: he'll never give up.

Powers: Sonic is naturally gifted with the ability of super sonic speed; he is able to run at speeds greater than the sound barrier. Naturally, this also means that he's considerably stronger than most fighters, as one needs to be rather tough to survive moving at such speeds. However, he's not amazingly strong, and is closer to a well-trained human in strength rather than an outright body builder. When he goes his fastest, he uses his "figure 8" attack, wherein his feet move so fast they become a "8"-shaped wheel; his legs move so fast, Sonic can briefly hover in this state.

Sonic is able to harness his speed in such ways as the "Sonic Spin", which combines with the hedgehog's natural ability to curl into a ball to turn Sonic's body into a spinning, spiked cannonball that hits like a mack truck and cut through a variety of substances. He's also agile and can strike with a flurry of punches and kicks that are bolstered and propelled by his speed. He can also spin in place and effectively become a makeshift tornado.

Sonic also has the ability to harness the power of Chaos Emeralds and Power Rings in order to become more powerful, but that doesn't apply here. However, his repeated exposure to them makes it so that he heals from injuries more quickly than average.

Entry: Sonic would arrive on the Skyway and, using his speed, do his best to make it to the Bastion proper as quickly as possible. Once there, he'd find the nearest people to explain what was going on, and then, after that, try to find some kind of official to explain things to because, hey - his world just vanished in a burst of light and he might know who caused it.

Sample: (included just so you can see what kind of writer I am) Sonic frowned as he walked along a pathway that seemed to simultaneously form and fall away each time he walked across it. He wanted more than anything to break into a run, but even he wasn't willing to risk something like that. In a way, it reminded him of the Cosmic Interstate, only... well. More broken.

None of this made any sense. The last time Eggman had pulled this stunt, he'd found himself living another life in a world that seemed alien and familiar at the same time. This time... he remembered everything from the get go, and there was absolutely nothing familiar about where he was now beyond being vaguely reminiscent of a place he'd occasionally visited.

And again... this world seemed broken.

Had Eggman done it? Had he actually succeeded in breaking reality this time, instead of changing it? The thought made Sonic's head spin...

... but even then, that was only a possibility. Sonic needed answers... and he wouldn't find them out here. In the distance rose what seemed like a massive fortress... if there was anything in this strange, shattered world that could tell him anything, it would be there. And, more than likely, it would be better for himself and all involved if he got there quickly...

And so, Sonic took a deep breath. He got down into a stance, stretched his legs... and then took off, as fast as he could. Sure enough, the pathway formed quickly enough to keep up with his speed...

It wouldn't be long now. At the very least, there was a chance he'd be able to get something to eat... even though he doubted this place had chili dogs waiting for him.

Other: Sonic at the Mobius Encylopedia
Edited Date: 2013-07-05 03:16 am (UTC)

Date: 2013-08-09 08:13 am (UTC)
heptagram: (Default)
From: [personal profile] heptagram
Player name: J
Age: 22
Contact: [plurk.com profile] Obzedat
Other characters: Nope.

Character name: Patchouli Knowledge
Series: Touhou Project
Canon point: After Marisa and her solve the underground incident beneath the Former Hell (Post-main game of Subterranean Animism)
Summary:

Patchouli Knowledge was born on Earth not long after the turn of the 19th Century, later moving to Gensokyo. Gensokyo -- meaning "Land of Illusions" or Land of Fantasy" -- was a haunted region of Japan somewhere near the Yatsugatake Mountains, populated by youkai, who began to terrorize the nearby lands, up until its sealing-off in 1885 C.E. In many respects, Gensokyo can be considered primarily a land of things that people don't believe in anymore -- being populated as it is by youkai, magicians, ghosts, and the like -- or perhaps a land of that which has been forgotten.

There's not a lot of history on the books for Patchouli Knowledge in her relative youth, as is the case with most Touhou characters, except that she is a natural-born magician who is almost identical to a human being and would easily pass even a fairly careful inspection, has lived in the Scarlet Devil Mansion -- a strange, European-style mansion which existed in Japan, confusingly -- for some length of time, she was born "about a hundred years ago" (as of Embodiment of Scarlet Devil, which takes place in 2003 C.E. Earth time), and the Mansion was transported to Gensokyo sometime around 1998. Patchouli has known the mistress of the manor, the vampire Remilia Scarlet, for an indeterminate length of time -- presumably decades, perhaps her whole life -- and they are good friends. Though Patchouli lives in the manor and is the librarian, though she is not technically under Scarlet's emploi. Her role in the manor is stated as being to solve problems there -- and also to create problems there.

A few years after her arrival in Gensokyo, Remilia covered the land in a scarlet mist, aiming to blot out the sun so that she could go outside (being a vampire, going out in the sun was kind of ill-advised, to say the least). Reimu Hakurei, a shrine maiden near the boundary of Gensokyo, and Marisa Kirisame, a human magician, set out on a journey to stop it, which led the to the Scarlet Devil Mansion. On that day, Patchouli was feeling particularly unwell, and though she tried with all her might to stop the invasion, she was bested, proving not capable of unleashing her strongest spells.

Not long after, though, Marisa and Reimu intrude on the manor again. This time, though, Remilia was away, and her extremely powerful, emotionally-unstable younger sister Flandre escaped from the basement of the mansion. Patchouli cast a rain spell around the mansion to stop her leaving. Though she was in much better condition and cast far more powerful spells to stave off the shrine maiden and her friend, Patchouli was once again defeated.

Over the next few years, she set out on her own to investigate two separate incidents. The first began about a year after Patchouli's first meeting with Reimu and Marisa; she chose to investigate a strange mist. She finds that the perpetrator is Suika Ibuki, a jolly oni with the power to manipulate density. Nearly four years later, Summer began with abnormal weather. Soon after, an earthquake leveled Hakurei Shrine. Patchouli set off on an investigation, and came very near to catching the one actually responsible for the incident, but instead implicated Suika again. When it turned out she was wrong, she told Sakuya to have Reimu finish the job. In the case, however, of the underground incident in the winter of that same year, she stayed on the surface and kept in contact with Marisa on her investigations; they searched for a geyser underground which was sending evil spirits toward the surface. Below the surface, Marisa found and defeated Utsuho Reiuji, who had recently acquired power over nuclear fusion and wanted to use them to take over Gensokyo.

As her name and status as librarian suggest, Patchouli is incredibly knowledgeable. She spends most of her time reading books voraciously, researching constantly and is usually very excited to learn something new. Magic and science are regarded as the same in-universe, and she treats them thusly -- crafting a new spell is like any new scientific invention. Patchouli tends toward precision wherever possible. She's a quick learner and far more capable than appearances might suggest. In exchange for wielding magic -- which is very powerful and possesses a wide range of variance -- she is not very physically strong and is in poor health. Her constant keeping (mostly) to herself only serves to exascerbate this in the dusty library of the Scarlet Devil Mansion. She shouldn't be taken for unskilled, though. If she intends to learn to do something, she will practice it relentlessly -- much as she already does with her magic.

She is described as "dark and taciturn," quiet and not tending to interact with others. She's also described as not being proactive, someone who "always walks her own path," but always pursues knowledge when the opportunity arises. She tends to operate "by the book" but is still fairly error-prone. Often, she operates according to her own patterns (cf. her magic use), but this does mean she has a bit of predictability to her actions at times. She tries to keep level-headed and rather unemotional, but even she has her limits. She doesn't usually like going out in the sun, but it doesn't harm her.

She tends not to fare well in social situations. Sure, she knows how she should act, but that doesn't always translate into actually doing it. In her interactions, often she'll come across as snide; she can be overly critical, deadpan and smart-alecky, even to complete strangers. Sometimes she can also seem very stiff. These combined with her absorption in her hobbies make it tough to interact with her at times, but with some work, she can become a trustworthy friend. For as much as she tends (perhaps unintentionally) to push others away, even she knows that there are times swhen one needs connections, friends, and allies. She probably would not mind having research partners... if she could actually find them (or perhaps, if they could find her).

Powers: Her power is canonically defined, depending on the canon item, as one of the following: "Capable of manipulating fire, water, wood, metal, earth, sun, and moon"; "Capable of using magic (mainly elemental magic)"; "Capable of using magic (mainly attribute)"; or simply "Capable of using magic." So, in sort: she is capable of using elemental magic -- though most of her spells are attack spells, some of them can be used for supporting purposes. She can amplify the power of her spells greatly, but due to her poor health, it doesn't always work very well. However, she can combine her elements into massively powerful spells such as the Fire-Water-Wood-Metal-Earth element "Philosopher's Stone" spell, or the Sun-Moon elemental "Royal Diamond Ring." For the large part, she tends to combine two of the five elements of the Wu Xing, including both complementary combinations (Metal Water Sign "Mercury Poison") and conflicting (Water Fire Sign "Phlogistic Rain"), and nothing stops her from using the Sun and Moon elements, though they are not part of the Wu Xing, in her combinations (e.g. Moon Metal Sign "Sunshine Reflector"). The most powerful and complex of these will be unusable -- at least, for now. She'll be able to still use many of her two-element spells, but she will definitely not be able to use "Philosopher's Stone", "Royal Flare" and "Royal Diamond Ring." Additionally, her magic will be greatly powered-down. For example, Fire Water Sign "Phlogistic Pillar" covers a pretty huge area, but it would be significantly reduced.

Additionally, Patchouli is capable of flight via magic. Naturally, this is kind of a problem, as giving her limitless Wind Walk would break the game in half, and her flight would pretty much mean infinite dodging, especially because she is way faster flying than she is on her feet. It's cut down to levitation, just above the ground by a few inches, and its speed increase is greatly reduced, if it allows her to move faster at all.

Patchouli usually matches up her magic according to the days of the week, but she doesn't have to do that. It's a secret hobby. It helps her identify the day of the week with ease, but she doesn't always remember the date very well. It would probably also be meaningless at the Bastion.

Her limitations, re-stated:
  • Spell cards as her spells -- three total per day, as per the game's rules.
  • Flight is significantly limited; she can put this to as much use as she needs to, but she cannot go very high with it, and not much faster than her usual speed on foot if at all.
  • Her strongest spells are not usable.
  • Many of her other spells which cover large areas have their area of effect and/or power reduced in general.


Entry: Patchouli arrives on the Skyway and, while she needs a brief moment to get her bearings, she doesn't need any help reaching the Bastion. However, she arrives knowing full well that her flight powers are restricted, and will either know from first-hand experience about the restrictions on her magic, or will at least be able to take a guess about those.

Other:

Re: REVISION

From: [personal profile] freedom_engineer - Date: 2013-09-30 09:07 am (UTC) - Expand
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