The Powers That Be ([personal profile] powersthatbe) wrote in [community profile] synodiporia_ooc2014-01-27 01:49 pm

CHARACTER RECLAIMS



From now until endgame, Synodiporia is closed to new applications.

However, players who dropped or idled characters but who do not have a behavioral strike against them may reclaim characters at any time. Dungeons and app windows are no longer necessary. Simply comment below with "I'd like to bring [character (username)] back!" And we'll take it from there.

Players already at 3 characters who wish to bring back a 4th or 5th may do so so long as they're current on AC. Players wishing to bring in characters above 5 may request special mod permission.

If you are uncertain if you qualify to reclaim, please email us at synodiporians@gmail.com and ask!
dynast: (eheh → Anaru)

Botan | Donten ni Warau | not reserved

[personal profile] dynast 2014-07-05 07:55 am (UTC)(link)
P L A Y E R;
NAME: Dynast
AGE: 25
PLAYER JOURNAL: [personal profile] dynast
TIMEZONE: GMT+8
CONTACT: PMs or [plurk.com profile] storywise
OTHER CHARACTERS PLAYED: N/A

C H A R A C T E R;
NAME: Botan
CANON: Donten ni Warau
POINT IN CANON:
AGE: 600+.
APPEARANCE: Check out that middle panel.

...or you know, this one might work better.

CANON HISTORY:

-600 : Abe ;

"Born long ago, the Orochi are mysterious monsters who awake once every 300 years to wreck havoc. In order to live, they consume living beings, burning the land and drying up soil. The Orochi are heartless enemies of the world."


Or so goes the lore. Prior to the Meiji era, Japan's major powers were divided with regards to the Orochi. Some supported and strived to facilitate the Orochi's reawakening while others, such as the Abe, made it their mission to identify the Orochi's host and destroy them before the Orochi within awakened.

Three families were identified as hereditary hosts of the Orochi: the Abe, the Kumou and the Sasaki. The Abe were in particular a family with high spiritual energy and channelled great efforts into anti-Orochi measures. Botan was one of such measures.

"Born" approximately 600 years before the start of the Meiji era, Botan is a shikigami-- an animated object which act as a sorcerer's agent. It is said that it took the entire Abe family to summon her, indicating how superior she is compared to the other shikigami. With superior regenerative abilities and an innate knowledge of sealing away the Orochi, she was given the mission to hunt down the Orochi and forestall its awakening by sealing it away. This she has done many times prior to current timeline.

-300: Oumi ;

Approximately 300 years prior to the Meiji era, Botan was resummoned by the Abe once again. To hunt for the host of the dormant Orochi, she centered her investigations around the Oumi area, where she stayed with two Sasaki and Kumou descendants. She grew quite close to them, considering them as family-- well, as family-like as a shikigami may consider someone.

And then Hirari appeared.

Botan's first memories of Hirari had been vague; she'd met him when she'd been resummoned by the Abe. As the Abe were not against taking drastic measures in their own vendetta against the Orochi, they'd taken in young children to be trained as bait against the Orochi. These would be taught how to draw the demon's eye, how to be sacrificed, in order to give time for those attempting to seal/combat it. Hirari was one of these and he had grown jaded, being taught day to day that his life was only for the sake of the Orochi. Yet, when he met Botan, something in him changed.

(He was young and impressionable then, granted)

Despite her short time with the Abes, Botan ended up leaving quite a (positive) impression upon Hirari's psyche. That's why he recognises her almost immediately when he meets her again, even though she barely even remembers him. Her current mission, to her, is more important than the one-sided crush of a boy she met long ago, after all.

Still, with Hirari's own persistence, she does come to reciprocate his (romantic) feelings. They're happy then, but even that doesn't last long when it's revealed that the next Orochi host is the Sasaki under their own roof. A fierce battle ensues; Hirari loses an arm and is cursed, while Botan loses her ability to seal the Orochi. However, with her mission complete, she disappears-- till the next cycle.

0: Otsu ;

Appearing as a school teacher near the shrine of the Kumou brothers, Botan bides her time until Tenka Kumou finds his way to her. There, she reveals her true identity and her mission (once again, Orochi-fueled) and is gratified when Tenka agrees to cooperate with her. She also allies herself with the Yamainu but that relationship is business-like at best, compared to the bond she shared with the Kumou family. She got along well with all three Kumous-- although Shirasu, their caretaker, seemed a little more...prickly.

And yet, the problem with Botan, see, is that no matter whom she becomes close friends with, they always end up dying.

Tenka ends up sending himself to the hangman's noose under charges of being the new host of the Orochi (an untrue allegation), Chuutarou Kumou runs away with an infamous murderer and Soramaru Kumou falls into a deep depression. Upon revelation that Tenka Kumou is not the actual host of the Orochi, Botan searches desperately for more information on the new Orochi host when Shirasu asks her for help with Soramaru...
dynast: (haah→ Fushimi)

[personal profile] dynast 2014-07-05 07:55 am (UTC)(link)
CANON PERSONALITY: When it comes down to it, there are two very notable aspects of Botan's character that come into play at different occasions: Her role as the Abe's shikigami, and her own chosen role as a fellow human-like.

i. Botan as the Abe's Shikigami

Botan's existence is all thanks to the Abe-- she comes into being because the entire clan works together to summon her, and in turn, she dedicates her entire life to doing their bidding. She spends cycle after cycle tirelessly pursuing the Orochi and its host, and has never once entertained any thought of not doing it, much less going against the Abe. Even when she finds comfort in both familial (Oumi) and romantic (post-Oumi), she never once entertains the thought of abandoning her mission. Her innate dedication to doing a thorough job could be inbuilt or even innate, but it doesn't matter to her.

The only regret that she has about it, really, is the fact that Hirari is caught in the vicious Orochi cycle with her. But it's something that she'd look back with with a touch of sorrow, really, not something she'd throw things away for, in the end.

Her role as the Abe's shikigami has also led Botan to be resourceful, particularly in her hunt for information of the Orochi. In fact, one could argue that she wasn't at Otsu as an accident: Although it's never quite stated how long her teaching stint at Chuutarou's school was (after all, Tenka only noticed on recently), it can be hypothesised that her investigation thus far had been ongoing for some time already. Sentimentality aside, only three families were possible hosts to the Orochi and the Kumou were all centered around Otsu. For someone who literally blipped out of existence between summons, the gaps in knowledge would've been an obstacle to deal with in a time with no technological means of tracking individual movement. Yet, she stuck with it and found her targets and even managed to engineer a meeting between Tenka and herself.

One thing stands out despite long life though: Despite her mingling with other humans, she may have picked up several skills (taking care of herself, empathy) but she never lies. Several people have commented upon this upon meeting her-- she is more than capable to withhold facts, naturally, but never to outright lie to others.

ii. Botan as a human

Whether it's a matter of her 600 years of living amongst human that's given Botan the mantle of humanity or if she's been "born" with it, no one knows, but one thing's for certain-- to any casual onlooker, there is nothing that differentiates her from the rest of the normal people whom she mingles with. In fact, the only time when other characters pick up on the fact that she may be non-human is when she tells them-- or later in the series, when someone attempts to stab her.

(It didn't go too well, that time.)

Perhaps this can be attributed to the fact that Botan has never attempted to draw lines between herself and humanity. She embraces and adopts humanity's capability for emotion: For empathy, sentiment, hope, and even sorrow. In fact, it would be even easier to say that she embodies all of the seven virtues- quite an amazing fact considering the amount of time she's spent amongst humanity.

Of course, you can't expect someone to remain amongst humanity and not retain some of its...quirkiness. Botan has a sarcastic streak that becomes apparent when she's annoyed, although she doesn't try to show too much of it.

Her 600 years has also given her time to develop as a nurturer by nature (although it's hard to say if that's because she's been born with it, or if it's something she's learned over the course of her life) with an almost maternal-like instinct for children. Chuutarou, in particular, seemed quite taken with her and even Tenka comments that she probably gave (Chuutarou) the knowledge of how a mother's warmth/love would feel like. Botan is seldom miserly with her empathy and love for others, and this is perhaps why she does so well in forming personal networks wherever she goes-- other people just imprint on her. She's a mother, a concerned older sister, a friend.

In line with her idea of friendship are also her expectations of it. When it comes to dealing with people, Botan's honest-- sometimes hilariously overly so (see: how she casually shoots down Hirari's initial come-ons) but never painfully frank. She maintains a certain level of decorum and though it exasperates her that others might not share the same sense (of decorum), she doesn't quite mind it as much. What she does mind, however, is honesty.

She finds it hard to accept the idea of betrayal-- arguing, fighting, yes, but not betrayal when much trust has been thrown around. Perhaps it's because she's always lived amongst people with strong trust in her and vice versa, but she finds the very idea of double-crossing abhorrent.

One could say that she'd encountered very nice people during the entirety of her life. Or that she has a very good moral compass.

Botan is, all in all, someone you'd like to have on your side as a friend-- she'll be by your side through thick or thin. Except, well, she's not quite human and has a thing for hunting down the Orochi, but that sort of dedication helps make her more human, doesn't it?

POINT OF DEPARTURE: N/A
ABILITIES:
  • Immortality
    Botan is extremely hard to kill; she bleeds like all normal humans but recovers almost instantly. Case in point: A couple of chapters later, she's stabbed in the heart but is only mildly staggered. However, as shikigamis lesser than herself have been killed by normal humans before, it can be hypothesised that stabbing her through the star at her collarbone could potentially kill/dismiss her.

    Also, she never seems to age.

  • Enhanced speed, regenerative abilities
    Stabs through the heart are useless in stopping her (but effective in slowing her down), and she uses tiny kunai as projectiles with pinpoint precision.

INVENTORY; Clothes, a set of small kunai -- around six?
ANYTHING ELSE WE SHOULD KNOW? She retains memory from each cycle that she's lived through-- especially that of Hirari. I'm not sure how this might be of importance, but I thought I'd mention it.

(no subject)

[personal profile] dynast - 2014-07-05 07:56 (UTC) - Expand

(no subject)

[personal profile] dynast - 2014-07-06 02:31 (UTC) - Expand
momijizukamori: Green icon with white text - 'I do believe in phosphorylation! I do!' with a string of DNA basepairs on the bottom (Default)

Felix Harrowgate | Doctrine of Labyrinths

[personal profile] momijizukamori 2014-07-05 08:59 pm (UTC)(link)
P L A Y E R;
NAME: Cocoa
AGE: 26
PLAYER JOURNAL: [personal profile] momijizukamori
TIMEZONE: EST
CONTACT: momijizukamori AT gmail DOT com
OTHER CHARACTERS PLAYED: Toshizou Hijikata (AU) | Peacemaker Kurogane | [personal profile] nicotinized

C H A R A C T E R;
NAME: Felix Harrowgate
CANON: Doctrine of Labyrinths
POINT IN CANON: In the lull between the events of The Virtu and Mirador
AGE: 28
APPEARANCE: Felix is just over six feet tall, with fair skin and fire-red hair that falls just past his shoulders loose. His eyes are mismatched, the right being pale blue and the left being golden yellow. He's clean-shaven, and exceedingly handsome, which he plays up shamelessly with his choices in fashion. He has swirling, vine-like tattoos in gold, green, and crimson, stretching from his knuckles to his elbows, which, along with stylized blue eyes tattooed on his palms, are marks of his initiation into the Cabaline school of wizardry. He also wears a set of ten identical rings, large, gold set with garnet, which are channels for his powers. Far less frequently-revealed are the old whip-scars that criss-cross most of his back - he reveals that to very few people

CANON HISTORY: Felix was raised in Melusine, the capital city of Marathat, the child of a prostitute and an unknown father. When he was very young, his mother sold him to a thief-keeper in the city - someone who buys young children, trains them to be thieves, and takes a share of their earnings in return. Felix's Keeper was particularly harsh on children that failed, whipping them with a multi-tongued scourge, or forcing their heads under the river until they passed out, or in some cases, died. Felix has permanent scarring across his back, and a deep-seated fear of deep water as a result. When he was eleven, a massive fire consumed much of the Lower City, killing everyone Felix knew.

In the wake of his previous livelihood vanishing abruptly, he came into the hands of the procurer of the Shining Tiger, a brothel that specialized in catering to clients who preferred to mix pain with their pleasure, whether giving or recieving. Felix was trained as a martyr, one who receives pain and dominance during sex. It was there that a wizard named Malkar Gennadion found him, and, recognizing his potential for magic, bought him from the brothel. To Malkar, Felix was a tool and an amusement. He brought him to an estate far outside the city, teaching Felix noble manners and graces by enacting harsh punishments for failure. He also taught Felix magic, as well as loaning him out to his friends for Felix's skills as a prostitute.

When Malkar deemed him sufficiently trained, they returned to Melusine, to the Mirador, the seat of power for wizards and nobles alike in the city. Armed with enough of a falsified background to pass muster, Felix's skill and power at wizardry were recognized, and he was inducted as a member of the Cabaline school of wizards, the ruling (and legally only) school withing Melusine. Armed with some degree of power now, Felix did the best he could to break away from Malkar's influence, forming his own connections within the Mirador's walls. However, when his true past came to light after years of living in the Mirador, Felix's instincts and conditioning drove him to return to the familiar horror of Malkar, someone who has known these truths all along. Malkar, in turn, decided that it was time to put the weapon he created in Felix to use against the Mirador and the Cabalines. In a ritual involving magic and physical rape, he took Felix's power and used it as brute destructive force against the Virtu, a powerful magical focus tied deeply into the magic of the Cabalines, and the protections on the Mirador and Melusine both. The power shattered the Virtu - as well as Felix's mind and magical ability.

With no way to fix the Virtu, and Felix insensible in the wake of destruction, the ruling council of Cabalines, the Curia, opts to give Felix over to the order of St. Crellifer, who run a sanitarium for the insane. Powerless, Felix suffers the abuses of the staff, still unable to fully pull the fragments of himself together, and also begins to see ghosts. A former ally in the Mirador manages to secure his freedom from St. Crellifer's, but this was it's own danger - once within the Mirador, Malkar can use his ties to Felix to reach him and his powers through his dreams, and uses that to shatter the final protections on the Mirador, setting the tower aflame, and releasing the restless dead bound beneath it.

The wizards and rulers alike flee the city, bringing Felix, who was to their knowledge the architect in the chaos, with them. They establish a temporary base of power outside the city, and it was here that Felix meets a group of people who would set him on the path to actual change in his life. The chief among these is a thief and former assassin, named Mildmay, who is also Felix's half-brother on his mother's side, unbeknown to either of them before. Mildmay also has ties to Mirador, though far darker ones - he had assassinated a wizard of the Mirador, and brought the protective curses of the Mirador upon himself as a result. While he had protections against it, being close to the focus of power of the Mirador reawakened it, and Felix manages to convince someone to help make a new ward against the curse. While dreamwalking, Felix meets a man who tells him the healing he seeks can be found in Troia, an ancient, faraway land believed to be simply myth by most Melusineans.

Felix flees the town to head east across Kekropia, the vast, unfriendly empire neighboring Marathat, in search of aid. Mildmay comes with him, along with Gideon, a Kekropian wizard seeking refuge in Melusine; Mavortian, a wizard of a nothern school who had been employing Mildmay while he searched for Felix; and Mavortian's hired man. Two weeks into their trip, a raid by imperial dragoons separates the travelling party to Mildmay and Felix alone. Felix remains driven, but largely still only partially aware of reality, surfacing for brief periods of lucidity. Mildmay manages to take care of both of them as best he can. When they reach ancient ruins near the coast, the spirits of it's long-dead inhabitants speak to Felix, asking them to build a maze so that they may find the path to rest. When Felix does so, they beckon him to follow and join them, and he very nearly does so, save for Mildmay's swift and forceful intervention.

When they reach the coast, their final destination just acros the sea, Mildmay barters passage for them, and manages to manhandle Felix onto the boat despite the latter's fear of water. Unfortunately, a storm hits when the voyage is almost ended, wrecking the ship, and leaving the two of them desperately struggling in the water. The ward protecting Mildmay from the Mirador's curse is shattered, and he barely manages to drag both of them to shore before it takes hold and he passes out. They both awaken in the Gardens of Nephele in Troia, where the healers manage, with some effort, to undo the damage Malkar had done to Felix's mind, and to lift the curse on Mildmay, though not before it cripples Mildmay.

Once fully-recovered, Felix decides they need to return to Melusine, as the Virtu remains broken and he's the only one with the power to repair it. The reverse trip presents different difficulties from the initial one, but the two of them manage, acquiring a new traveling companion, Mehitabel Parr, an actress, governess, and former spy for the Bastion, Kekropia's seat of power. They also find the trail of their previous companions whom they'd been seperated from, and manage to rescue them from rather dire fates at the hands of Kekropian officials.

Not long before they reach Melusine, Mildmay approaches Felix privately and begs him to perform a spell, the obligation d'ame or 'binding by forms', which would bind the two of them. Crippled, Mildmay stands no chance of returning to his former occupation, and he's a wanted man by the Mirador, leaving the legal specificities of the binding by forms as the only protection that would let him remain with Felix. Felix performs the spell, though not without reservation - it is heresy for a Cabaline to perform magic directly on another person, such as this spell, and gives him complete control over Mildmay, should he choose to wield it. That complete, they return to the city itself, Felix stubbornly deciding to make the biggest scene possible.

He convinces the Curia that he can fix the Virtu, and demands reinstatement as a Cabaline, arguing that performing the binding by forms did not constitute heresy as he'd been stripped of his rank at the time. The Curia asceedes, though grudgingly. Felix, Gideon, and Mavortian set to researching the foundations of the Mirador and Cabaline magic itself, and succeed in redistributing power such that the Mirador no longer relies on the binding of the dead, and the Virtu is repaired. It takes Felix drawing on the power of the binding between himself and Mildmay, and Mildmay's own strength, to rekindle it, however.

In the wake of his success, Felix recieves a letter from Vey Coruscant, a powerful blood witch who had been one of Malkar's pupils. She challenges Felix to a duel - heresy for a Cabaline - and in his fear of confronting her or possibly Malkar, he invokes the binding by forms on Mildmay, ordering him to murder Vey. While Mildmay has no wish to do it, and realizes what a bad idea it is, the power of the binding compels him nonetheless. He successfully kills Vey - but it had been Malkar's game all along, designed to trap Felix, though he finds Mildmay to be as valuable a prize. He takes Mildmay back to the Bastion to torture him, leaving Felix at loose ends until Mildmay manages to wrest a moment of control in one of Malkar's dream-sendings, to give him a lead.

Along with Mehitabel, who knows the passages in and out of the Bastion, and Mavortian, who's sworn revenge against Malkar, Felix travels back into Kekropia, and into the Bastion to find Mildmay. He accomplishes this, and then finds Malkar - though not before Mavortian has died confronting him. Felix calls fire, burning Malkar from the inside-out and killing him for good, leaving only the melted remains of his gold-and-ruby rings. That done, they all leave Kekropia as quickly as possible to return to the city once more.
momijizukamori: Green icon with white text - 'I do believe in phosphorylation! I do!' with a string of DNA basepairs on the bottom (Default)

[personal profile] momijizukamori 2014-07-05 08:59 pm (UTC)(link)
CANON PERSONALITY: To most people, Felix displays one of two sides of his personality, depending on his mood. If he's in a good mood, he's friendly, charismatic, charming, and curious about events around him. Frequently this is wholly genuine, though if necessary he can force himself to put on appearances. He's very intellectual, and values knowledge and curiosity highly in other people. As a result, he's very good at winning people over and making friends, even if the relationship doesn't extend much past the surface. On the flipside, however, if he's in a bad mood, his interactions range from passive-aggressive barbs from under the veneer of perfect, cool, politeness, to openly antagonistic.

Beneath the surface he shows to most people, Felix is, frankly, an emotional mess. The trauma in his past has left him deeply vulnerable in a number of ways, and Malkar and the politics of nobles and wizards alike have taught him that he absolutely never should show vulnerability. As a result, any hurt is quickly hid under the prickly defense of his backbiting comments. A side effect of this is that he's never processed the trauma he's undergone, leaving it a raw emotional wound. He also has a vicious temper - while mostly reigned in around other people, when he loses it fully he can be frighteningly brutal in what he says and does to others. Mildmay frequently bears the brunt of it, being close enough to him that Felix looses some of his control more often around him.

Underpinning all this is the mess of emotional scars inflicted on him as he grew up. Chief among these is the feeling that he is worthless, impressed upon him by Malkar, who saw his only worth as that of a tool, and made sure Felix knew it. As a result, Felix has a need to be liked, and to be in a position of power and control, because it helps combats his own insecurities. Letting go of control is something he has difficulty doing, though in rare moments he lets down his guard with those closest to him.

ABILITIES: Felix is a wizard of the Cabaline school of magic, and a powerful one at that. While the full extent of his magic is never examined, he has the ability to call light, which he does frequently, and the ability to call fire and lighting, both to very destructive ends if necessary, though using either against another person would be gross heresy. His school of magic is adept at casting wards - to contain the effects of spells, to protect against destruction, to ward dreams against nightmares, or to hold back or contain the spirits of the dead. Felix is also somewhat practiced in dream magic, oneiromancy, though much of the world's knowledge has been lost. He can dream lucidly, and access other magical dream constructs such as the Khloidanikos of the Troians. He also has the ability to true-dream or dreamwalk, visiting others in their dreams and having conversations with them. He likely posseses the power to perform sendings, using dreams as a link to channel magic to a different location, though he never does so. He has knowledge of magic designed to influence or command other people, likely through Malkar - he is able to perform the binding by forms, and recognizes other compulsion spells, though again never uses them. While without his magic, he can see and speak to the dead, and while that vanishes when he regains his power, he can still perform rituals to free them. He knows the use of the Sibylline, a set of cards similar to Tarot, which allows simple, vague divination with the use of magic. Several other types of magic exist in his world - healing, blood magic, and necromancy - and while Felix doesn't possess the knowledge to perform any of them, he has sufficent power to learn, if he chose to.

INVENTORY; A set of court clothes, including the gold sash that indicates his rank a wizard; his set of garnet and gold rings; some loose Marathine change; a pocket watch given to him by a former lover.

S A M P L E S;
FIRST PERSON: Well, now. I'd guess this was a dream, but I know what true-dreaming feels like, and this is decidedly not it. But I know no other magic than would tranport a man from his rooms to an entirely different place all at once. And this is a rather odd place, even for dream construct - they all have some logic to their shape, but I can't fathom this one's. Still - not muuch knowledge on the nature of oneiromancy remains, which means it's not impossible.

I suppose that does leave me with the opportunity to find out - though I'd rather like to know how to wake up, here. My usual methods don't appear adequate for this place.

THIRD PERSON: Liminal Space this time had an eerie, sickening sense of familiarity to it - the Boneprince, in the Lower City, and Felix swore he could very nearly smell the wet, dark smell of the Sim, though there was no river in sight. There was nowhere to run to, either - the portals that had led them back had closed behind them, and he could see no fences or gates, no way out of this place. So he steeled his nerves instead, not wanting to betray any hint of unease. There was no feel of mikkary here, which helped, even if it was disconcerting, too - but it was a reminder that this space was illusion, not fully real, and that despite it's familiarity, the Sim wasn't waiting to pull him in.

Rather than stand around awkwardly, he decided he might as well look around. Some of the mausoleums stood open, and with a certain amount of trepidation, Felix poked his head inside. He had expected darkness - dried bones, carved plaques in memory of the deceased. Instead, the insides were well-appointed rooms, if oddly laid out to Felix's eyes - long and narrow, which didn't match the outsides of the buildings at all, but he was slowly growing used to that sort of thing here. The furniture was all in even rows, and when he tried to shift one, he found it was bolted to the floor. A flicker of movement caught his eye, and he glanced up, at one of the windows to the room. The scenery outside it - which, of course, didn't match what was outside the mausoleum in the slightest - was moving. Or the room was - and either way, it made him feel slightly dizzy. He looked away again, and continued his examination of the rest of the room.
canbebrave: (And felled in the night)

zinda Blake | dc comics

[personal profile] canbebrave 2014-07-06 10:03 pm (UTC)(link)
P L A Y E R;
NAME: Sam
AGE: 22
PLAYER JOURNAL: [personal profile] powers
TIMEZONE: mst
CONTACT: starfires @ plurk
OTHER CHARACTERS PLAYED: Sansa Stark

C H A R A C T E R;
NAME: Zinda Blake
CANON: DC Comics
POINT IN CANON: Post first Birds of Prey series
AGE: 27 - despite what her drivers license may claim.
APPEARANCE: http://static.comicvine.com/uploads/original/0/1494/89227-148735-lady-blackhawk.gif
CANON HISTORY: http://www.comicvine.com/lady-blackhawk/4005-2035/
CANON PERSONALITY:
Zinda Blake is a woman of determination. During WWII, she decided that she wanted to become a member of the famed Blackhawks. She trained in various different topics, and became an excellent pilot, but one little thing stopped her. It was against the Blackhawk code to allow a woman onto their team. Despite being turned down, Zinda did not stop trying. After rescuing the entire team she became the Lady Blackhawk, the first female member of the Blackhawks. Strong, determined, and patriotic, Zinda was the best of the best, and stood her ground alongside the boys. She made sure no one looked down on her, and she demanded her well-earned respect. She refuses to let anyone talk down on her, and will simply walk out of a room if someone of a higher rank tries.

She's extremely devoted to her teammates and friends, both in the past in the Blackhawks, and currently in Oracle's group. She once rode a taxi across the entire country so she could pin the photo of a fallen teammate next to the photo of the blackhawks on a board that honored military heroes. Despite her devotion and determination- she does have some skewed morals. Especially when she gets to drinking. Zinda Blake loves her alcohol, and she loves getting drunk. You can't exactly blame her- if you were suddenly teleported from the 1940s to 1990, and everyone you knew was dead, you would probably drink a lot too. When she gets drunk she becomes rowdy, brash and aggressive. While she won't actually cause harm to innocents in this state, she will threaten people, wave a gun around, and make a general fool of herself. She's not the world's greatest role model.

Her teammates aren't the only ones she's devoted to though, her time spent fighting in WWII has given her a large amount of Patriotism. She's got a soft spot for military men, who she will either respect, be friendly to, or acquire a rather large crush on. The Lady Blackhawk is flirtatious and charming, and she doesn't bother to hide it from anyone who she meets. She picks up men and leaves them again easily, with a wink and a "See you boys later". She's been known to have bars full of men fight over her, and to punch her own date for being rude when he steps up to defend her in the wrong way. Zinda Blake is by no means a shy lady.

She's a quick, smart girl from the south with a quick wit and a quick mouth. She makes friends easily, chatting up with strangers about anything from the weather to her hair to piloting. Everyone she becomes friends with will end up with a nickname, normally 'skipper'. She claims to be afraid of nothing, and isn't afraid to shoot a man.

She's been through a lot of hard things in her life, she's seen war, the death of countless friends, and fallen through time, but she adapts each time. A normal girl would have at least some sort of culture shock from skipping 50 years, but not Zinda. She hit the twenty-first century and took the world by storm, embracing the new technology and culture. She adapts to change pretty well, is willing to take on anything in life- with one hand on the trigger, the other hand on a beer bottle, and both her knees on the steering wheel.


POINT OF DEPARTURE: Post first Birds of Prey series
ABILITIES: She's an extremely skilled pilot who is also trained in combat and in using different forms of weaponry- including dual-wielding handguns. She has valuable team skills, and is talented at acquiring information.

Oh. And she can order beer in over 30 different languages. She can't say anything else in those other languages, but when questioned about it, she'll smile and ask "What else is there?!"
INVENTORY; Two Handguns- loaded (What is responsibility?)
The keys to the Aerie One
One Wallet with: A military ID, a whole foldout of stupid pictures, and 8 dollars and some cents.
ANYTHING ELSE WE SHOULD KNOW? nope

S A M P L E S;
FIRST PERSON: (what we’re looking for is how well you know the voice of your character; we’re not looking for what’s in the action/thought brackets. 8-10 sentences should do (or 100 words minimum), or we also allow a 10+ comment thread from a previous game as well as a thread from the test drive)
Now I know there's no real way to go about track in' time and all that here, but I've been thinkin. And you know what this place could use? Some gosh dang fireworks, that's what! Too many frowny faces around here- and who doesn't love big ol explosions? And I know we've got some food left from last jaunt- not a real BBQ, but at least we can have a picnic. I'd say we should find someone here who can whip up some sparklies for the rest of us. I know you're out there! Don't go holdin out on old Zinda! Or if not for me... uh, you could think of the kids?
THIRD PERSON: On land and at sea, Oracle might have been in command at all times. But up here, in the sky? That was Lady Blackhawk's territory, and it was something Zinda prided herself upon. Today was no different- but with a bunch of newbies sitting in the seats of her baby, she had to make a few things clear. So she flipped on the high-tech autopilot mechanism, turned on the camouflage, fixed her hat, and strolled out into the cabin.

"Hello Ladies! I hope you will be enjoyin' your flight on the Aerie One today, she's the nicest aircraft you'll ever have the pleasure of flying on!" She offered a friendly smile to the passengers as she said this, her hands on both her hips. "Now. A few rules here. Keep your hands and feet and any body parts to yourselves. Don't go wiping your dirty fingers on anything, I just cleaned her. Keep your food and drinks until after we land, it'll probably be a bumpy ride, and we don't want any spills. No shootin' your guns, no metahuman powers, no hacking of the plane whatsoever, and no talking sass to the pilot. Of course, these rules are all optional! If you don't intend to follow them-" She paused, and gestured to the doors on either side of her. "These are the emergency exits. Please exit now. I hope you brought a parachute!" When she was met with silence in return, she laughed, and winked.

"You know I love you girls. Of course there are parachutes. ... Of course, they might not all work. But hey! Nothing to worry about as long as you sit back and behave, right?"
shantiprayer: (Neutral)

Sera | Digital Devil Saga | Expired Reserve

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kazuto "kirito" kirigaya | sword art online | not reserved

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Aveline Vallen | Dragon Age | Not Reserved | Down the Goddamn Wire

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saccades: (∞ you don't want your stitches sewn)

cecil gershwin palmer ∞ welcome to night vale ∞ 1/?

[personal profile] saccades 2014-10-01 05:02 am (UTC)(link)
P L A Y E R;
NAME: Anne
AGE: A THOUSAND. no. 23.
PLAYER JOURNAL: [personal profile] trustme_imthe
TIMEZONE: EST
CONTACT: [plurk.com profile] porphyrogene or tavrosno[at]gmail[dot]com
OTHER CHARACTERS PLAYED: Lila Zacharov ([personal profile] gitanes)
saccades: (∞ you don't want your problems solved)

cecil gershwin palmer ∞ welcome to night vale ∞ 2/3

[personal profile] saccades 2014-10-01 05:02 am (UTC)(link)
C H A R A C T E R;
NAME: Cecil Gershwin Palmer
CANON: Welcome to Night Vale
POINT IN CANON: Episode 46, Parade Day
AGE: Haha. Um. Utterly unknown. Probably mid-to-late-thirties, but since time is a fictitious construct in Night Vale, does it really matter? (Probably. But I still don't know.)

APPEARANCE: That is the question!

. . . but really: there are a few things known about Cecil's appearance and much more not known. Definitive statements include "he is not short or tall, fat or thin" and wears a tie in one particular photograph. He is probably human! Almost definitely human. But beyond that, we just don't know.

Here is what we will settle on. An adult man with eyes, ears, hair, and skin. Common fandom assumption includes an assemblage of tattoos on his arms, from wrist to upper arm and probably extending down the back. These tattoos frequently change in shape for no apparent reason. Other than these tattoos, his appearance is unremarkable and hard to pin down one way or another.

CANON HISTORY: At last, we are alone. At last we are, all of us, alone together. At last, every human, alone together, on this earth.

CANON PERSONALITY:
Everything that Cecil is comes from the city of Night Vale.

Part of explaining him involves explaining Night Vale, which is hard to do. It is by nature a mysterious, circuitous, almost innavigable place, and knowing that is part of understanding why Cecil is what he is and does what he does. As a citizen of a municipality that teaches its citizenry to question nothing and trust its government implicitly - or risk the consequences - Cecil is a unique example of symbiosis. That is, he upholds for the most part the facade that Night Vale is a perfectly ordinary place to live, just another town just like (better than!) all the other towns out there, and for the most part, he is safe from the various eldritch abominations that parade through town every other day. Safer than most people, anyway. Safer than his interns.

Like many if not most residents of Night Vale, Cecil responds with conditioned positive, even patriotic or prideful responses to the horrors he sees on a regular basis. He doesn't, in fact, register things like regular government-sanctioned kidnappings as horrific; they are just a thing that happen sometimes, a thing that's probably deserved. I mean, the government wouldn't kidnap you unless you deserved to be kidnapped, right?

Occasionally a panic response will break through during times of total catastrophe - especially government-unsanctioned catastrophe. However, when this happens, he generally manages to calm himself down within a half-hour period. This implies that not only is he used to awful things happening, not only does he see them as par for the course and probably deserved or at least part of the natural order, he on some level sees a panic response as maladaptive. As such, his panic response seems at times to have difficulty breaking through his radio-persona positivity, and he even feels the need to couch his fear in coded terms.

As a teenager, while Cecil was in training to become a radio host, something (we never do find out what, and probably never will) attacked him while he was conducting a practice recording. As he has no memory of this event and later reacts with fury at being reminded of it, it's very likely that he was significantly changed in an unearthly, supernatural way - and it's also heavily implied that this change was required for him to become the Voice of Night Vale. Thus it's probable that the inherent nature of being a radio host in the city of Night Vale make him both incredibly perceptive (as discussed in the Powers section) and psychologically unstable. He demonstrates dual demeanors - please note, not personas or personalities; they are neither disingenuine nor separate from his main personality. He can, in the space of a moment, switch from cheerful, optimistic radio host to grim-voiced prophet of doom, then switch back with no indication whatsoever that anything weird has happened. While he is very clearly one person - one damaged, confused, and very weird person - these switches are indicative of a schism in his psyche that both stems from the aforementioned trauma and is a means of coping with the existential uncertainty presented by Night Vale, a town where reality only occasionally matters.

The psychological instability inherent in the position of the Voice is not just due to childhood trauma, though. There appears to be a heavy burden on Cecil, stemming from both external (town and government) and internal (conscience) sources, to not only be what the town needs but behave in a way which is most beneficial to the town. This likely also contributes to his rapid demeanor switches. The Voice is the first window most people of Night Vale get into crises, and these people do not need to be panicking. If they start panicking at the reality of what's out there - at the horrors that Night Vale sees on a regular basis - they'll never stop. Night Vale won't function. No one will be safe. So he doesn't panic. And when he does, when that panic response breaks through, he subconsciously switches tones, not only to cope, but to cover his own insecurity in the face of the unknown - to protect the people of his town from their own insecurity.

Most citizens will spend their days solely reacting to the City Council's edicts. Cecil, however, strikes an interesting balance, unique in Night Vale, in that he is both active and passive. Being the Voice gives him a surprising amount of opportunity to be the dominant power and the actor in his vocal expression; he gets to express his opinion and exercises that right to the best of his abilities. Furthermore, while he is censored - and re-educated - repeatedly by station management and City Council, the little freedoms that he's allowed eventually give him the courage to rebel against Strexcorp. Not well, not efficiently, not with huge success - but he does it. His growing experience of a world outside his strictly Night Vale upbringing lead him to rail against passivity, too. Notable among these experiences are the influence of Carlos and his team as well as the presence of forces and worlds long denied by City Council - angels, the realm beyond the dog park that Dana experiences, and the simple resilience of humanity.

However, even while doing this, he defers in a major way to the City Council. On the whole, he is very passive towards even their most egregious exploitations and transgressions of human rights and utterly blase at their transparent efforts to cover up weird shit happening. He seems to have a "better the evil you know" attitude with regard to the conflict between Strexcorp and the City Council; while he doesn't believe in the City Council's propaganda to a complete extent, he's been conditioned his entire life to trust them, whereas Strex is a new and unknown entity with unknown practices and, therefore, implicitly more dangerous.

On a more day-to-day level, Cecil is just a pretty weird guy. To some extent because of the nature of his job, he is always one hundred percent of the time up in everybody's business. He has no concept of public versus private affairs: everything that happens seems to be public information to Cecil, and he shares his personal life freely and exuberantly. The infamous example is, of course, his relationship with Carlos the scientist. Many people develop crushes on cute new scientists who roll into town, but most people don't announce every single detail of that relationship on the town's radio. Cecil does, though, and he does not see anything strange about this.

And since we're talking about Carlos, let's talk about how Cecil forms opinions. Not all to the same extent that he does with Carlos (one cannot, after all, fall in love instantly with everyone), but he seems overall to form very quick, very lasting impressions. The people he hates, he hates a lot, and the people he cares about, he cares about so much he will tell you all about it, in long-winded detail, all the time, until you explicitly tell him to stop.

Finally, Cecil is not brave. He is not an innovative dude. Mostly, he's just a weird guy in a weird town who really likes his weird floating cat. Most of what Cecil does that can be described as revolutionary, he does by accident and/or only after screwing up several times. The fact is that Night Vale doesn't really breed rebellion. What Cecil is is dedicated to his town and, more even than that, to the people in it. This is due to a combination of brainwashing and true, unadulterated, human connection. He doesn't just like Night Vale and the people in it, he loves them. The reason he goes above and beyond canonically is because of people. On his own, he's just a guy. But surrounded by the people he loves, Cecil can almost, kind of, sort of be a hero.


ABILITIES: Cecil is human! But he's also . . . not. Exactly. Human. Because the facts are these: when he was younger, an eldritch creature crawled out of a cassette recorder and attacked him, making him both more and less than human, and thus significantly better suited to public radio!

. . . All right, that's less fact and more conjecture. But something happened, something that forever changed him, and now he is different from the other citizens of Night Vale in the same way that they're all different from each other: weirdly. The assumption easiest to make here - and safest, since we're likely to get no straight answers out of this town - is that people in Night Vale generally start out human, until something happens. Whether that something is knowable or unknowable, government or privately-owned business, eldritch or cassette tape, only time tells.

What can be pretty clearly determined is that Cecil has some kind of extrasensory perception. He's able to watch things happen all across town in real time; not only can he see them, but he can perceive what people are thinking and feeling at the same time as things happen, implying that he has a way of psychically tapping into other people's perspectives. By all appearances, the range of this ability is miles wide and doesn't weaken towards the outside of its radius. Cecil also never bothers to explain it, so it's either always been with him or - more likely, since he never mentions it in 'Cassette' - it was quote-unquote gifted to him by whatever attacked him in the shadows at age 15. An important note: Cecil doesn't really control this. He can't, for example, say, "I want to see what Bob's doing right now," and get a good solid glimpse of Bob. It just kind of happens.

INVENTORY; A microphone, which will be utterly useless and which he'll probably lose, as well as the clothes on his back.

ANYTHING ELSE WE SHOULD KNOW? A lot of what I've put here, in terms of appearance and abilities especially, are by necessity headcanon. If any of it seems out of whack or doesn't work for modly purposes, I am cool with it; just let me know and I will tweak whatever needs tweaking posthaste.

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dragon age 2 | fenris | no reserve.

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ibuki mioda | super dangan ronpa 2

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Leonardo | TMNT (IDW comics)

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palliative: (2)

Teddie | Persona 4/Persona 4 The Golden

[personal profile] palliative 2014-10-06 12:55 am (UTC)(link)
P L A Y E R;
NAME: Kuma
AGE: 28
PLAYER JOURNAL: [personal profile] palliative
TIMEZONE: EST
CONTACT: plurk: kumabing, aim: pixie.petals
OTHER CHARACTERS PLAYED: None in this game!

C H A R A C T E R;
NAME: Teddie
CANON: Persona 4/Persona 4 The Golden
POINT IN CANON: Post Persona 4 The Golden True Ending
AGE: Unknown (appears to be 14/15)
APPEARANCE: Teddie resembles a fourteen year old boy in his human form. He has short blond hair that waves to the side with bright blue eyes. He’s fairly petite (weighing in at 121 lbs), standing a little taller than the girls of the group. Teddie is also small enough to fit into his bear suit, which he wears often. The picture of the suit is here!

CANON HISTORY:Teddie’s Wiki

CANON PERSONALITY: Teddie is a very simple character to understand, when it comes to his personality. The first thing that one would notice is that he's very optimistic. It's easy for Teddie to show off how much he likes and trusts someone, as well as his positivity for every situation. During the battles on the Midnight Channel, he is often the one cheering them on and encouraging the group. It is even said later in the game that this bear being around was always helpful for the team to stay strong because of his encouragement and high energy. When he goes missing, all the members of the Team mention that without him, things seem quiet and a little depressing. This is a great example of the impact Teddie has made on the Investigation team.

That’s not to say that he doesn’t have his demons. Teddie struggles with the questions that everyone does in life, especially in reference to who or what he is. Being a Shadow, Teddie has and can view this as a bad thing, but it helps that he has friends who talk to him and help him to realize that he can’t help what he is. The appreciation he shows to the others for this is immense and he is very grateful to have accepting friends, though he doesn’t really mention it to people at first. Even in Persona 4 Arena, Teddie hesitates to tell Labrys, but ends up doing so to help her feel better.

However, Teddie is often the comic relief of the group. When things get a little too serious, he is sure to pull out some kind of unbearable pun to lighten the situation. He’s even taken the names of the Team and made them into Sensei-tional puns (since he calls the main “Sensei). Also, Teddie is quite the uncontrollable flirt. He will practically hit on anything female and very obviously so. The girls in the group often ignore his passes, but he has (because of his looks) made a lot of girls flustered. He even hit on a married woman who works as a Sample Lady at Junes! Someday, Teddie will, as he says “score” with the ladies, but sadly, his attempts have ended in failure. It’s also implied that he doesn’t really know what “scoring” means, but it doesn’t seem to stop him from using the term anyway.

Additionally, Teddie is very childlike. Being a shadow, he developed a human ego and eventually, after obtaining a persona, a body. He hasn't experienced things in the human world, so when he goes over, he often has questions on how to do things, often repeats words/phrases he hears and loves trying every new thing he can try. This makes him much like a child learning about the world, which is likely the reasoning for his closeness with Nanako. He also tends to repeat things he hears without much consideration on how or what those things mean. The prominent line he uses is “scoring with hot studs” and other words that he hears the others say, much to Yosuke’s annoyance (which could be the reason he does it).

That being said, Teddie does have some pretty deep emotions running through him. He's always thinking about what he is and how he fits in, and he even runs away from the group to try and figure it out. When Teddie isn't helping someone, something that he tries very hard to always do, he feels completely useless and it really gets him down. This is why, after Nanako is hospitalized, he disappears. Teddie thought that he was just useless, but also realized he was a shadow and was afraid of the others would react to him. Once he was told that everything was okay, that he was okay being him, he returns to his usual, chipper self. He still struggles with wanting to help, but given his positive personality and the support he has from his friends, Teddie believes he can do anything.


POINT OF DEPARTURE: N/A
ABILITIES: Teddie's abilities at first are mostly used for Support. He is able to “sniff” out the location for the group as long as he has some idea of who the person is. This, however, is replaced when the group obtains Rise and he gets his own Persona. Using things that can be put on his hands, mostly claws, he is able to attack and also use his persona to assist the group.

His persona specializes in healing as well as ice magic. It’s also implied (and stated in P4 Arena; the fighting game that takes place after the initial game) that Teddie’s persona, like Rise’s, can affect people’s minds. The only thing that he has displayed is the ability to talk to the others through a mind link, like Rise, but other than that, it seems that’s where the ability stops. Additionally, Teddie’s persona can also assist with stat effect changes, such as increasing speed or healing someone from exhaustion.

INVENTORY; Aside from his trademark bear suit (which he will be wearing on arrival), Teddie will also have his claw that he uses to fight.
ANYTHING ELSE WE SHOULD KNOW? Bear puns. So many bear puns.

S A M P L E S;
FIRST PERSON: Test Drive #4

THIRD PERSON:

Small feet squeaked with every step in the space. He wasn’t sure, exactly, when his world changed like this, but he was certain that this place was different. Didn’t that mean that someone would be here? Sniffs fill the air as he tries to see if maybe someone got pushed in by accident. From the sniffs, the bear could decipher nothing. No other person was here with him, in the TV. Strange. Normally, people couldn’t mask their scent. Unless it was Adachi, but he was gone!

“Hello?” The bear said, looking around, “My name is Teddie!”

Teddie moved his little feet more, in a quick succession. The squeaks remained the same as he hurried to a random direction, finding himself in a town much like those cowpoke movies Yosuke’s dad watched (or was it cowboy…? Teddie didn’t have time to remember). Either way, he frowned, looking really confused. If no one was here and we was going to be in this weird little town, then where could the person be that got dropped into the television? With a quick motion, Teddie was out of his bear suit, carrying it down the way with him and hurrying to see if someone could help. Surely his sensei or Yosuke had to be close by! They would definitely know what was going on!

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Dick Grayson | Young Justice | not reserved

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Ezio Auditore | ACII | no reserve

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Pharos | Persona 3

[personal profile] darkhourdear 2014-12-01 09:05 pm (UTC)(link)
P L A Y E R;
NAME: Bookie
AGE: 23, until next week whoops
PLAYER JOURNAL: [personal profile] sozettaslow
TIMEZONE: EST
CONTACT: plurk: bookworm12890
OTHER CHARACTERS PLAYED: N/A

C H A R A C T E R;
NAME: Pharos/Phillip Santorini
CANON: Persona 3 (specifically the fem!MC route)
POINT IN CANON: Roughly the end of canon game, from November in Save the Earth
AGE: 11
APPEARANCE: Here
CANON HISTORY:
Once upon a time, there was a world filled with creatures called Shadows. Some nut got the idea to bring them together in hopes of harnessing their power. Many believed that he wanted to use them to create some great machine, but what he really wanted was to bring about Death, to summon the end of the world. One of the scientists working under him found out and sabotaged the experiment, separating the Shadow into 13 different parts, each representing one of the major arcana. As his final act, he left a message pleading for the future not to destroy these Shadows, because doing so would cause them to combine and create Death once again.

The thirteenth of the separate arcana, a weakened Death, was confronted by the last remaining anti-Shadow unit, Aigis. Unable to defeat him, the only thing she could think to do was seal him inside the nearest living thing- a young girl.

He rested, unknown, inside the girl for many years. During this time, he subconsciously lead her back to Port Island, but was also influenced by her and developed a human form, and a basic understanding of human emotions. Ten years later, when she had returned to Port Island, she walked into her new dorm to see a young boy with dark hair and bright blue eyes, offering her a contract.

Over the course of the next few months, the boy appears in the girl’s room during the Dark Hour (the hour of time between one day and the next), often talking to her about ‘ordeals’ (the coming of the next full moon, and it’s accompanying boss fight), as well as referring to ‘the Fall,’ which he admits to not entirely knowing everything about. After ever major shadow is defeated, the boy regains more and more of his memory, eventually telling the PC that his name is Pharos, and requesting she be his friend, thus forging the Death social link. By the time the last arcana has been defeated, Pharos remembers his role and bids the PC a final farewell, telling her he will always remember and cherish their conversations.

Because of the nature of his AU, even though this is the end of Pharos’s story, he also has some information from who Pharos became next- Ryoji Mochizuki. Long story made incredibly short, Ryoji was the result of the fully completed Pharos, only seventeen and with more of a grasp on how emotions and humanity as a whole worked. He led a month believing he was a normal human before figuring out his purpose, and gave his friends the choice to kill him and forget that the Fall, aka the end of the world, was coming, or let him live and force them to suffer until the day came. They opted to let him live and try to fight Nyx, so he told them how to get to her. In order to stop Nyx from destroying the world, the MC made herself into a seal to separate Pharos/Ryoji/Nyx’s Avatar from humanity.
CANON PERSONALITY:
Pharos, for all intents and purposes, is a small, creepy child. At the beginning, he hardly remembers anything about who he is, but he has an awareness and understanding of anything included in the Dark Hour. Because he’s not really human, not to mention what he actually is, Pharos has little trouble discussing death, and even admits that before knowing the PC, he never considered it to be a problem. He’s very fatalistic, believing that death and the Fall are both inevitable concepts.

Despite this rather depressing (to the PC, not him) outlook, Pharos is very curious about the PC’s experiences with life and emotions, developing a clearer idea of what it meant to be human through her. He grew very fond of her over time, even eventually taking to calling her ‘my dearest.’ With her (because he can’t be seen by anyone else), he’s generally very friendly and willing to answer questions... provided you ask the correct ones.

Because the PC is the only one who can see him, Pharos is often very lonely. This doesn't come through but so often because he cherishes his time with the PC, but he goes so far before he leaves as to call their friendship a 'miracle'. He truly enjoys the little time they have to converse, and treasures the memories he has with her. In a way, this combination between his curiosity, friendliness, and loneliness explains a lot about the character he becomes in Ryoji, who goes out of his way to talk to new people and deeply values the friendships he forms. However, even at the end when he recovers all of his memories of what's to come, he shows very little in the way of remorse, focusing on how much he cared for PC in contrast to the fact that he was going to destroy her world. This could indicate little care for anyone outside of his personal social circle (small as it is), instead mourning the loss of a friendship than a mass loss of life.

POINT OF DEPARTURE: Phillip is from Save the Earth, where the entire premise is based around characters being reincarnated/reborn into a rough equivalent of the Earth we all know and love. Given Pharos’s rather supernatural nature, this changes a lot for him.

Phillip, for all intents and purposes, was a normal 10 year old who loved soccer, theater, and his dog. Shortly before he started fifth grade, however, he had his first ‘Echo,’ a memory/power from his canon life coming back to him, and was able to access the network where others were involved. During the course of his time on the network, he made quite a few friends (namely Toushirou, Luke, and Henry, though two of them wound up forgetting about the network) and spent a lot of time being told by adults that he was too young for all the danger that was involved.

He probably should have paid attention to them, seeing as he was involved in several fights, but Phillip didn’t see a problem with this as a.) he gained back Pharos’s rather ‘meh’ attitude about death and b.) he got back Pharos’s immortality. But he didn’t, and he and a bunch of the younger kids still got involved in all the big fights that went down. (They also tried to make their own kid's superhero group, but that never really took off.)

Now, for the first part of all of this, the ‘Numbered’ were secret. People who weren’t on the network flat out didn’t know they existed. However, a bunch of people fighting a giant snake in the middle of downtown New Jersey with super powers kind of catches people’s attention, and since half of the Numbered were teenagers who weren’t very good at staying quiet in the first place they got outed. Initially, there were mixed feelings from the public about them, but since they saved the city from a giant snake it was more positive. This changed- a variety of other property destruction, smear campaigns by the mafia, and a giant monster popping up and wrecking the second place the Numbered appeared (Las Vegas) did a lot to completely trash the Numbered’s reputation, to the point where publicly known Numbered were openly discriminated against, being fired from jobs, denied access to certain businesses, the works.

Phillip, for his part, has worked very hard to make sure no one found out he was Numbered. For the general public, this wasn’t hard because his only real powers came when he changed forms. His parents, who were by far more important (since only one member of the younger Numbered managed to out themselves successfully to their guardians without being kicked out or running away), were a little bit harder and he’s been having to construct a string of untruths to explain how he manages to be ok after everything rough he does and how he suddenly speaks Japanese when he hasn’t taken Japanese ever. (It’s good acting practice!)

Also, there are aliens. Yup. There was an evil one who was helping out the very corrupt police force and possibly also ThunderCorp, resident evil big business, but other ones got sent to come collect him. They think the Numbered are pretty cool. Actually though they’re probably evil too but no one knows for sure yet.

Personality-wise, because Phillip was a fairly normal child, his personality is a bit more derived from Ryoji, who was closer to a normal person (though still a bit creepy let’s not lie). Very bubbly, very chipper, wants to be friends with everyone and everything. As a carryover from Pharos in particular, Phillip hates being alone or feeling lonely. For the most part, he does come off as a normal kid, except when the topics of death or fate come up and then he gets creepy real fast. It’s normal to not be bothered by dead bodies, right?

By nature of the setting, there are also a few cultural/generational differences. While Pharos ‘grew up’ with Minako in the late nineties/early 2000s and had no access to the word outside of her, Phillip was born in 2003 with all the relevant pop culture and technological knowledge. (He uses ‘google’ as a verb and was completely baffled by old cell phones.) He also grew up in the middle of New Jersey as opposed to Japan- therefore, even though he knows a little bit about Japanese culture through some of his friends, he’s an American kid.
ABILITIES:
Phillip’s only abilities will be the ones he has already gained back from Pharos; any abilities Pharos had that he didn’t get ‘Echos’ for he won’t have.

-Unable to be harmed by anyone who is not a Persona 3 MC
-Can sense how dangerous/powerful other things are
-Can summon minor shadows (but can’t control them)
-Has access to his form as Death, including the skills Megidola, Tempest Slash, Evil Smile, and Ghastly Wail
-Fluent in Japanese
INVENTORY; Phillip will have his backpack from school, meaning it’s got all his homework, the script for the play he was in, and his gym clothes. Basically, nothing useful at all.
ANYTHING ELSE WE SHOULD KNOW? For reference, here is the link to his information for the game in question, including a link to his application and what he knows about his original canon.

S A M P L E S;
FIRST PERSON:
Here and here.
THIRD PERSON:
You know, maybe it says something about Phillip that his first reaction to being in a strange new place isn’t to freak out, break down, or even remain level headed and try to find a Responsible Adult (like a policeman! Actually, no, not like a policeman. Firefighters are still good though, right?). No, Phillip’s reaction is look around, wide eyed at his new surroundings, find the most interesting looking thing in his line of sight, and charge towards it.

“This is so cool!” he says, beaming as he heads towards what looks to him like a giant bouncy castle, which is possibly the best thing he has ever seen ever. There is no small part of denial going on in the little boy’s mind- not knowing where he is and how to get home is a little terrifying, after all. But Phillip isn’t great at focusing on things that upset him at the best of times, and now is most certainly not the best of times. He might actually be a little more willing to panic if he had a friend with him. but... he doesn’t. So off towards the bouncy castle he walks (or runs, depending), knowing that he’s going to have to look for some real answers eventually.
Edited 2014-12-01 21:05 (UTC)

Re: Pharos | Persona 3

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Yua Narukami | Persona 4 AU | Reapp

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