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Applications are open on a monthly cycle, where they will be opened on the second Friday of every month for a week, and then processed on the third Friday of the month, before being closed again.
We now have a test drive community at haventest which is continuously open. Posts there may be used in lieu of a sample in the application. You may also link posts, logs, or threads from other games and memes in lieu of samples, though we ask that they be no more than one year old. As of November 22nd 2014, samples cannot be "where am I" intro posts. The reason for this is that we often find it hard to gauge characterization from those, as most people when immediately in a new surrounding are confused or frightened.
While we encourage players who have dropped to re-join us, we do not encourage the continual rapid dropping and re-apping of the same character in a short time period. You are welcome to request specific housing, and all attempts will be made to accommodate that request, but it may not always be possible.
Unlike the other players, Kuroko is not super strong and his stamina is not the best; however his "special ability" is off the charts. If it was a scale of 10, his would be a 15. Ahem. Anyway. At the center of his technique is one version or another of 'misdirection' in which he leads the eye one way while completing an action in the other. This plays into his invisible passes and his vanishing drive -- all basketball plays, all unique to him. There are others but again they really only apply within the game. Evidently Kuroko can perform basic magic tricks and even use his lack of presence to 'disappear' in one such trick, effectively, but as Kise once said, it's not actual magic. He has just sharply honed the art of sleight of hand and trickery. He is also, evidently, quite good with crafts. Hypothetically, Kuroko's ability could be applied outside of basketball but considering the fact that he hasn't much tried except for novelty actions, the success rate (or even what he would attempt) looks pretty narrow/unpromising. As said before, he is very observant and typically has a fair sense in terms of attack plans/ stratagems in general -- at least for basketball. His overwhelmingly underwhelming 'presence' could be seen as an ability given the right situation; even without his tricks of redirecting focus, Kuroko has a profoundly bizarre way of existing under the radar, constantly being not just overlooked but outright not noticed even when standing right in front of the person looking for him/ at him.
Items/Weapons:
1. basketball 2. duffel bag 3. the change of clothes inside
Sample Entry:
BAKERSTREET + more/sample post below in case more is required than the thread accounts for:
][ v o i c e ][
[ a soft clearing of one's throat followed by...er...an equally soft-spoken person saying: ]
Ah hello.
I believe this lets me speak to anyone who might be listening.
[ AND????? a pause like he's just CHANGED HIS MIND but nope, here it is: ]
I am looking for someone.
He is [ . . . ] tall. Specifically 190 centimeters. Also loud. His eyebrows are funny and his hair is red.
He likes to eat. Especially cheeseburgers.
He does not like dogs.
Possibly, he is wearing a team jersey with the number 10 on it.
[ a thoughtful halt in the list of questionably useless helpful descriptors... ]
If this is a dream, please accept my apologies and disregard my inquiry.
Thank you.
tetsuya kuroko | kuroko no basuke | not reserved (done)
He knows the story this book ought to have, but no matter how many times he turns the pages they remain mysteriously blank. It has been at least twenty minutes since he woke in a strange bed, but he has yet to leave it, preoccupied with his book and, to a lesser extent, the slightly unreal sense he gets from his surroundings. Like a dream, or a moment caught longer than usual in suspension.
"Hm."
Kuroko blinks, thumbing the pages again, more for the feel and the slight fan of air their domino-effect results in. Strange and stranger; at least he's read it before already. Still. Underneath him the bed is neither comfortable nor rocky, and while he could swear the last moment he was quite awake, he feels the remnant tug of sleep anyway. Confusing. One hand still pinching the book in its fingers, he uses the other to rub across closed eyes as he sits up. Some people would be alarmed, others frightened. Kuroko finds himself rather another thing entirely.
His stomach makes a plaintive sound.
A vanilla milkshake would be due about now.
Of course the spartan quality of this strange room doesn't give him high hopes...
He swings his legs over the side of the bed, making just the scarcest of sound. It's not that he's trying, just that if he doesn't handle it consciously, that's how he is: subtle. Sometimes to a fault, but usually just as a norm. Tilting his head, first one way then the other, he puts to memory the basics of the unit before standing. This causes the basketball at the foot of his bed to roll off, tapping the floor and rolling until it hits the adjacent wall. Ah.
Unconsciously, he tugs at the wristband from his old friend, thumb hooked on the inside just feeling the tension before the soft snap.
His book. His ball. Himself. The only familiar things.
If it's a dream there is no reason not to explore further; if it isn't a dream he can't find anything out anyway just by staying in here. Besides, he hears activity outside. Who else is here? After picking up the ball, he leaves the room, hesitation not occurring to him. It isn't even accurate to say he's unafraid, but if a feeling doesn't occur to a person, it's less a matter of being or not being. It could still happen. But for the moment Kuroko finds himself to be quite his ordinary, everyday self: calm and eyes open to detail.
***note : re-app klfdjg didn't know if ought to have specified that first ;; sorry lkdfsldk
Note: App contains spoilers for the latest episode of the series.
Name: Marion Contact Info: dw pm Other Characters Played: Jason Todd (decease) Requested apartment: Housing Block 1
Character Name: Sarah Canon: The Walking Dead (telltale) Canon Point: Mid-Season 2, Episode 4: just as the group splits up to find a place for Rebecca to give birth. Background/History:Here
Personality: Before talking about Sarah, it’s important to give an idea of the world she lives in. Two years ago, the world came to a sudden halt. The dead suddenly came to life and anyone who died without having their brain destroyed became one of them. People have different names for them, but the most common are “Walker” and “Lurker”. But after two years, the undead are merely a part of life for those who have already resigned to no cure and no hope of the world returning to the way it once was. Even more dangerous than the undead are the people, many which have turned cruel and hateful in their efforts to survive in this new world. As one character in season 1 says, you aren’t a girl or a boy or young or old: you’re alive.
The reason to bring this up is because Sarah has not absorbed this lesson or has ever been given a serious talk about survival. She lives an incredibly sheltered life and its apparent right from the first time you speak with her how unprepared she is. This is nothing to count against her personality, but more to count against the surroundings she has been exposed to. Sarah is a very sweet girl and always means well to anyone she comes across. Her behavior is enthusiastic, if not mildly awkward at times and without much of a mouth-to-brain filter, and tends to get excited as easily she can be frightened when in danger. She likes making friends with people and accepts Clementine almost instantly as a friend when they first meet, helping her with her dog bite despite her father’s orders. She cares for the people around her and looks to engage herself with them whenever her father is not hiding her away in her room upstairs. Even if she doesn’t like someone she would never act rude or cold to them, though her lack of filter means she would not have any problem saying that someone is acting mean unless she felt a serious threat to her well-being from it. She looks for small pleasures every day out of life, like being able to take pictures with a camera or having her favorite Christmas ornament put up on a tree.
What is most notable is that she acts the way someone would have acted before the apocalypse. She panics easily, begins to cry when Kenny is talking about attacking Carver in the truck, and is clearly distraught when Clementine and her father spread the entrails of a Walker on her body. If the world had only just been plunged into chaos then this would be normal behavior, but Sarah is introduced in the game two years after the Walker uprising. Sarah is 14 years old but acts more like a 12 year old, as if she is perpetually stuck in her same behavior since the start of the apocalypse and never took in the horrors of the world. This only highlights further how seriously sheltered she has been and not of her own choice. She tells Clementine in s2e2 that she doesn’t know how to use a gun because her dad never let her be taught and that ultimately is the crux of the issue.
Sarah’s lack of awareness to her surroundings is less a fault of her own and more of her dad’s constant need to shelter her. In his efforts to shield her from the horrors of the world, he has left her far more unprepared for the danger of it. It’s no wonder that when he is suddenly killed at the end of s2e3 Sarah completely breaks down into screaming, running away into the forest through a crowd of Walkers. Even further than that, in s2e4 she completely shuts down emotionally and needs to be coerced by Clementine to escape from immediate danger. From that point on she remains incredibly quiet and wonders about her worth to the group, but is still not fully accepting of reality. She calmly remarks how her dad will join everyone soon, even though she saw him die in front of her, and reacts negatively to anyone trying to touch her. It should be noted that there are implications of Sarah being prone to panic attacks, possibly having an anxiety disorder, but this isn't entirely affirmed in the game's script.
Undoubtedly the most important relationships Sarah shares in the game are between her dad Carlos and season 2 protagonist Clementine. It’s never said what happened to Sarah’s mother, but it’s likely judging Carlos’ actions that she died sometime during the early days of the apocalypse. Sarah has since been heavily dependent on her father, as he seeks to shelter Sarah from the horrors of the world so that she can still grow up normally. In the first episode he is intent on keeping her away from Clementine, who is found by Luke and Pete in the wild, and makes it clear that he doesn’t want her near Sarah. Sarah however has no qualms about her father’s protectiveness because of her unrelenting faith in him, which is why she was at first hesitant to make friends with Clementine. In one part of episode 3, Carver forces Carlos to smack her across the face when she interrupts his speech and the act nearly breaks her trust in her father. She cannot properly process that he didn’t want to hurt her, despite how obvious it was to the rest of the group that Carver was forcing him to do it, because of the shellshock experienced. She spends much of the scene severely zoned out, incapable of even doing her duties in the greenhouse, but it’s assumed she forgives her father for hitting her.
However while Carlos is the most important person to Sarah, Clementine serves as a mirror to Sarah. Clementine was younger than Sarah when the apocalypse struck, but she is clearly far more hardened and prepared to face the world ahead of her. There are multiple parallels with Clementine and Sarah’s relationship to Clementine’s relationship with Lee Everett, the season 1 protagonist. Clementine has the choice to teach Sarah how to shoot a gun, telling her the same words Lee told her, and even rubs the entrails of a Walker onto Sarah like Lee did in s1e5. This is because Sarah is very much like Clementine once was in the first season, although a little bit older and more talkative. She needs to be protected and kept safe constantly, because she has very little idea on how to protect herself and it normally falls on either Clementine or her father to come to her rescue. Even another child character closer to Sarah’s age, Becca, has toughened up to this world and accepted the horrors in it as part of life and openly calls Sarah a baby.
Still it is wrong to call Sarah completely ignorant. It isn’t as though she was stuck in her room for two years – she had prior exposure to how bad the world is now before Clementine meets the group. It’s just that she internalizes that exposure and tries to not think about it or ignore it in the hopes that it goes away. There’s an element of avoidance instilled in her by her dad, where she can be aware of dangerous situations when they’re happening but freezes up and doesn’t know what to do. While there is nothing said on whether or not Sarah thinks life will improve one day, she tries to live with the horrors of the day and then ignore it in the hopes that it won’t hurt her. Sarah isn’t a bad person by any means, she’s merely innocent and awkward and a little meek toward people she doesn’t know. It’s her lack of exposure to the zombie ridden world that has drastically affected her behavior. Unfortunately being a good person doesn’t matter in a world like The Walking Dead.
After the events of Another, Mei found herself pulled into a sick and twisted game of murder and deceit. The setting was a castle, and she and 29 other 'players' were all pulled in from their respective worlds to be on a murder mystery show. The only catch? The murders were real. She also lost her memories of her friends and all their time spent together on arrival. As with many others, she didn't want to believe anyone would willingly participate in the game.
That line of thought quickly vanished when the first murder happened. Mei's hope began to wane, specifically during week two. Having voted for a young man who was actually innocent to be executed, Mei felt incredibly guilty, and considered suicide. The game was cruel, and she wanted no further part in it. Immediately after his execution, she got into a confrontation with Yuyuko Saigyouji, where she pretty much accused Yuyuko of killing herself in the past. However, she did feel guilty about that. Over the next week, she remained on the brink of despair, but she finally decided to live during week three.
She apologized to Yuyuko, and the two bonded over their sad stories. Mei managed to make a friend, someone who seemed to understand what she'd been through, despite their nearly opposite personalities. During week four, the incentive to kill was something Mei couldn't pass up. A chance to bring her sister back to life. She set up a trap that potentially could have killed someone, but it failed. When others began speculating about it, she confessed. However, it wasn't her that had killed the victims that week. The culprit was a boy named Ryou Bakura, and in the end, he chose to count Mei as his accomplice...and rewarding her the prize that would allow her to bring one person of her choice back to life when the game was over. There was also a vote to choose whether or not to execute Mei for her hand in the murder (minute as it was), but it was decided unanimously to keep her around.
Mei continued to hang out with Yuyuko during her free time, at least when Yuyuko was willing. When Yuyuko appeared on the list of targetable players the next week, Mei accompanied her when she could, even following her as Yuyuko tried to boost her ratings by 'haunting' people.
Week five. Some of the players came up with the idea of a party that everyone would attend, in the hopes that no one would murder this time. Not too long into the party, Mei began feeling ill. After being brought back to her room, seeing how worried Yuyuko seemed to be, she began to suspect she was poisoned, although her eye told her it wasn't serious. Not too much later, some of the others showed up searching for a girl named Maya. Ill as she was, Mei dragged herself along to investigate, although it ended up being a trap to kill Yuyuko. When Yuyuko flew to the top of the tower to investigate something they'd seen, the killer nullified her abilities, causing Yuyuko to fall to her death.
Even though she was shaky and barely able to walk the morning afterwards, Mei passed on sleep in order to work on finding her friend's killer. That plan didn't work so well, considering she passed out from exhaustion, but after she woke up and explained that she'd suspected she was poisoned, it helped with the investigation. In the end, it turned out the murder was pretty much a ploy to make another player an invalid target for murder, a girl Mei was...somewhat fond of, Maya Fey. However, when it came time to vote for the 'true culprit' to determine whether or not Maya could retire, Mei chose to vote for the killer instead. He was the one responsible, not Maya. And as such, she received quite a bit of criticism for it.
The weeks that followed were full of tension and sorrow as she coped with her friend's death and further murders occurred. As time progressed, Mei began to question whether she should really use the prize she was given to revive her sister or Yuyuko. She wasn't sure exactly how it would work, bringing Misaki back to life. Would no one remember she'd died? Without a clear answer, she was conflicted. Meanwhile, Yuyuko had friends waiting for her back in her own world, as proven by a letter Yuyuko had left before her death (which Mei carried around with her constantly). Whichever she chose, she needed to live in order to make it happen, so she was determined to make it out of this alive. She took precautions to prevent herself getting poisoned, trapping her room, and not wandering around the castle late at night. She stuck to a not-quite routine during the day, occasionally taking breaks from it to visit the graves of those who'd died.
One week, the museum in the castle was blown open...to reveal that everyone in this murder game? Had been there before. Each one of them was a survivor from a previous 'season' of the show who had managed to kill successfully and was chosen as a fan-favorite. It was then that most, if not all of the survivors decided that this game needed to be stopped for good.
While they knew it wouldn't be an easy task, they eventually made it to what was supposed to be the finale. Everyone refused to kill, and in response, the mysterious producers took matters into their own hands and killed one of the remaining players in an attempt to force a trial and scapegoat another player. However, everyone refused to vote, and well, things went pretty crazy from their. It was revealed that their 'host' was actually a player from an earlier season, returned with two others with the intent to end the game for good. The man the producers had tried to scapegoat was one of these players, while the other was their previous host and unfortunately executed for them all to watch. Mei also discovered that the prize she'd been promised was nothing but a lie, but that there might be some way to save those who had died in this game. If nothing else, she was determined to help them, even if it would cost her own life.
And finally, the last week was upon them. The remaining players were now in a fight for survival as the producers turned everything they could against them in an attempt to force one last trial, to end the game the way they wanted it to. Acid rain and chloroform spills were just some of the things thrown at the remaining players. But they did it. They survived to the end of the week, and the end was in sight. It was time to raid the only place in the castle they couldn't access before. The Servant's Quarters, where there was supposedly a way to save those who'd died.
The players managed to gain access into the Graveyard, and Mei reunited with Yuyuko, at least for a few moments. The producers, in a fit over their loss sent a trump card to wipe everyone out. With everyone's powers fully restored, the strongest left to confront the forces the producers sent against them, and emerged victorious! Finally, it really was over. After that, everyone gathered back in the graveyard, and was soon brought to a semi-permanent base apparently created by the survivors of a previous season of the game. It was here they would stay until they could find a safe way home for everyone.
Personality:
Mei is usually fairly quiet, only speaking when spoken to, or if she feels it's necessary to speak. While long, drawn out conversations are really not her forte, she's a good listener. Someone could ramble on and on and she'd sit through it. However, she doesn't like being questioned, and will say as much without hesitation if someone attempts to pry into her business. If she wants to tell you something, she will. When speaking to others, she either says very little, or remains somewhat cryptic. However, she will withhold information from someone to spare them pain if necessary. While not very social, Mei doesn't mind the company of others, so long as they aren't loud and boisterous. Honestly, it's not all that difficult to get along with her normally, so long as you're not constantly questioning her or refuse to give her some space.
She spends most of her time lost in thought, whether it be some recent happening, or dwelling on the past. Her sister's death being one of the first and foremost things in her mind. As such, she generally has this melancholic, serious mood going on. For someone so young, she has some pretty deep views on death, and other usually less than pleasant subjects. Seeing her smile is fairly rare. If you manage to get close enough to her though, she might make the occasional joke. She comes across as calm most of the time, as if nothing really reaches her, but there are breakthroughs, especially if she has friends with her.
Mei's even shown to be a bit childish at times, pronouncing names syllable by syllable, or sort of freaking out when a small octopus latches onto her arm at the beach. Mostly little things, but they do pop up from time to time. She also has a somewhat bad habit of frightening people, although she doesn't mean it. She's just so quiet, you never know she's there until she speaks up or otherwise makes her appearance known.
Mei's past is something she's not very fond of discussing. She and her twin sister Misaki were born to her mother, however, when her aunt miscarried and her own family was going through financial trouble, she was given to her aunt to raise as her own child. Even though she was raised by her aunt as if she was the woman's own child, the two remained practically strangers to each other. Mei was forbidden from seeing her real mother and sister, however, she started meeting her sister in secret. The two were great friends in the few years they had together, but the calamity of 3-3 took Misaki away from her, something she somewhat blames herself for, thinking there must have been something she could have done.
Her thoughts on the calamity of class 3-3 really didn't amount to much until her sister died. Even then, she didn't want to believe it, but there was no other explanation. It wasn't until after she'd befriended Kouichi that she did her best to find a way to stop it, and she did what she had to do in order to bring an end to it. She would even take a life if it would mean stopping the cycle of gruesome deaths. In a way, she found finding a way to stop the calamity as a way to redeem herself for failing Misaki.
Abilities/Powers: Mei doesn't really have all that much that separates her from your average junior-high student. She's fairly intelligent, but her strength is in art. She's pretty damn good at sketching things.
However, she does have one supernatural ability. She can see through her glass eye that she normally has covered. And with it, she can see those who are dead or have died, as there's an aura that surrounds them, a color only she can see. The color of death. She can only see through her eye while it is uncovered, though. She can also see it around those who are seriously injured or ill, although the color is not as vibrant as it would be if they were dead.
(Note: She would not be able to see say, invisible ghosts. Just for clarification. But like, zombies or people who've been brought back from the dead or something, she would be able to see the color surrounding them! It would not be as vibrant as if they were truly dead, however.)
Items/Weapons: -Sketchbook with a handful of pens/pencils.
(Yes, I'm aware that any new drawings she attempts will disappear!)
After the events of the castle, Mei really shouldn't have been surprised by something like this. But that was all over, wasn't it? She should be back in Yomiyama, not...wherever this was. A feeling of dread washed across her. Had all of that been for nothing? Everyone's fight against the producers...had it all been a trap? She remembered clearly enough. It had all been over, and she'd taken that step to return home. So why?
The atmosphere of this place put Yomiyama to shame. Paranoia and fear aside, Mei...couldn't help but be somewhat curious. What happened to this place? She couldn't even to begin to fathom what could have caused a city to enter this state. A war, maybe? Whatever the case, it wasn't something she'd find out by just sitting there.
But first there was the matter of the cell phone she'd discovered on her person. Mei had always disliked those devices. It irritated her how easy it was to keep tabs on someone who carried one around. However, she was fairly wary about it. It wasn't her phone from home, and with just about everything out to kill everyone at the castle over the previous week, she wasn't convinced this thing wouldn't explode the moment she raised it to her ear. Although it bothered her, Mei began browsing through the contacts section, arching an eyebrow when pictures showed up rather than text. That was odd, but...
Some of these faces were familiar. Sebastian, Yuyuko, and Bakura? The question of 'why are there two Bakuras' didn't come up yet. Maybe this really was all some sort of lie set up by the producers. A way to strike back against Mei and the others who'd defeated them. Whatever the case might be, she pushed caution to the side for now, selecting Yuyuko's picture in an attempt to make a call.
Sample Entry Two: Scavenging for food is hard, but the only real complaint she has is that she always comes out of it covered in dust and dirt with pebbles embedded into her palms. It's actually not all that bad once she makes it into a game. The game is simple: to find at least six cans in under an hour. If she wins, she'll pick her favorite (corn) and eat it that same day. Usually she saves her favorites for later and goes through the grosser foods first, so it's always rewarding to not have to do that.
It's just that these days it's harder to find canned food. Maybe too many people were scavenging in this area for it and that's why nothing can be found. It really sucks. If this Corporation that keeps them trapped wants them alive, then why make them search so hard for any food? It's stupid, but it's a lot better than Carver. Any place is better than having to be at Carter's, where her dad was always taken away and she only saw him in the late night--
She closes her eyes abruptly and huddles herself close, beginning to breathe shallowly to calm herself down. It was still so hard to think about her dad. He didn't deserve to die - no one does but especially not him - and she couldn't do anything for him. She just wants him back, more than anything in the world, but he's gone. She's alone.
Sarah swallows the lump choking her throat and takes a couple deep breaths, removing her glasses to wipe her eyes of any dust and water in them. She has to be brave now. She can do it. It's just so hard sometimes. And suddenly, her game is no longer the same kind of fun it was. Mainly because it's not a game and a stupid one at that. But she still needs to eat, so she resumes collecting the cans with a huff.
Name: Iddy Contact Info: ZieglerFan719@gmail.com / ihdreniel Other Characters Played: Lizzie Samuels | The Walking Dead (TV series) Requested apartment: N/A
Character Name: Pitch Black Canon:Rise of the Guardians (this movie is based on a book series, and many players from the canon like to combine them; however, I'll be apping him from the movie only) Canon Point: post-movie Background/History:Wikipedia article about the film!
Personality: Pitch is a spirit of fear-- the Boogeyman. He's been around for millennia, and he would be the first to tell you that he isn't going anywhere anytime soon. Unlike his main enemies, the Guardians, Pitch doesn't need to be believed in to exist-- but that isn't to say that belief isn't important to him. He may not need it to survive, but he does want it, desperately. The less people believe in him, the less power he has over them-- possibly even to the point that he might as well not exist for all that the people around him know. In canon, he's practically at this point already. People routinely walk through him, they can't hear him when he talks, and it's commonplace for parents to tell their children, "Don't be scared, there's no such thing as the Boogeyman". And he hates it. He doesn't expect to be liked, but he deeply wants recognition and respect-- things that he simply doesn't have.
He's also lonely. He's the only "bad" spirit to appear-- or even be mentioned-- in the movie, and it's pretty clear that he doesn't have anyone to team up with. The mortals can't see him because they don't believe in him, the other spirits avoid him because he's a sketchy asshole, and he likely has always spent almost all of his time on his own. (As an interesting aside, he seems to have at least some level of genuine fondness for his nightmare horses-- he gets snarly and grumpy at them when he's frustrated, but he also strokes them, talks to them, and has a favorite one that he rides a lot. They in turn treat him much like a pet would treat its owner, though they do get riled up and drag him back to his underground lair in the end, when he's defeated and afraid-- like Pitch, they go for fear above all else, no matter who it comes from.) At one point, he offers friendship and an alliance to Jack Frost, another lonely spirit who's comparatively very young and hasn't yet found his place in the world. When Jack turns him down, he actually looks quite hurt for a moment... before that hurt turns to vindictive anger, anyway. Where things like rejection and belittlement (real or perceived) are concerned, his mood can change on a dime, and he can be frighteningly quick to anger. This-- along with his general nature-- means that he gets into fights with the Guardians a lot, especially when he's pulling off his Master Take-Over-the-World Plan. In battle, he's generally a pragmatist. He prefers to fight when he can, but when defeat is likely he's not above admitting it to himself, and in those situations he's been known to choose to try to flee instead. For all his bluster, he's well aware that he's not the most powerful being in the world.
I'd argue that by the time the movie rolls around, Pitch's biggest motivators are revenge and desperation. He's incredibly bitter towards the Guardians, who have put a lot of effort into making the world a happier, less scary place for kids (and therefore, in Pitch's mind, making him less relevant to their lives). They have a great many things that he wants for himself-- respect, recognition, belief-- while he's regulated to second class status, and has to deal with fewer and fewer people taking him seriously or acknowledging his existence. In a pre-canon comic titled Pitch Black (it was officially released by Dreamworks and can presumably be considered canon, which is why I'm including it here) that takes place about six hundred years before the movie, there are some interesting differences in his personality and behavior. He actually acts rather amicably towards the newly-formed Guardians, and even briefly entertains the idea of forming an alliance with Santa Claus (he suggests that Santa reward the good kids with toys, and Pitch scare the naughty ones into behaving; Santa vetos this and encourages him not to go too overboard with the fear thing). Ultimately, though, he turns down the offer to ally with them and become a Guardian himself. At the end of the encounter, he expresses confusion as to why the Man in the Moon had felt the need to form the Guardians, and wonders if it was because he thinks that fear has no place in the world anymore. This is implied to be the real beginning of his downslide: when he starts to go from being an unpleasant, creepy spirit who is nevertheless fine with the nicer beings giving people hope and wonder to balance out his fear... to being an over-the-top villain who wants to completely eliminate those nicer beings and cover the entire world with darkness. Were his actions or his goals justified? Hell no. Were the Guardians right to take him down? Hell yes. But after centuries of seeing his power decline, it's not too surprising that he ended up snapping and deciding that desperate times called for desperate measures.
All of that said, he's far from a tragic woobie who just needs a hug to make him all better. Loneliness or not, sadness or not, he's still the literal embodiment of fear-- and that's never going to change, even when he isn't actively trying to take over the world. He could make friends with someone, sincerely like them, and enjoy their company, but their fear and nightmares would still be wonderfully delicious things to him. He's capable of being cordial-- even genuinely so!-- but he's still a creepy fucker who lurks in closets and delights in the terror of children. He's pretty damn divorced from humanity, and he knows it.
Abilities/Powers: Shadows: He can do all kinds of nifty things with shadows-- whirl them around in the air, wrap them around things, make shapes out of them (such as his clothing, or a giant facsimile of himself that he made appear at the North Pole at the beginning of the film), and so on.
Darkness: Is Pitch's favorite thing. He's very, very good at blending into it, and can even use it to travel-- he can walk into a patch of darkness in once place, and emerge in a patch of darkness someplace else (in Haven, I'm assuming this would be limited in the same ways that teleportation is). That said, he doesn't seem to be able to create it out of nothing (which is one reason why he prefers the night; he's more powerful then). If he's in a wide open space with no places that are dark enough, he's screwed.
Nightmare sand: A corruption of the Sandman's dream sand. In many ways he uses it similarly to how he uses shadows, though many of the things he creates with it seem to be more solid and tangible-- his shadow-made clothes, for example, shift around and blend into his body, and it's not always clear where he ends and they begin; on the other hand, he uses the nightmare sand to make nightmare horses that he can ride and touch, and weapons that he can actually fight with (he prefers a scythe, though he uses a bow and arrow at one point for a long-distance attack). The horses are essentially Pitch's minions, and they can do all kinds of nifty things like change their size (sometimes appearing the size of a small dog, and sometimes appearing as quite a bit bigger than an actual horse) and gallop through the air. They can't speak, but they appear to understand when Pitch talks to them and gives them directions, and they can communicate with each other (he has a whole herd of them). He also uses the sand to create bad dreams. All that said, though, he isn't the Sandman, and so he can't create the sand-- he can only corrupt it (though since he's gotten practiced with it, things that are made from it don't disappear unless they're destroyed or turned back into dreamsand). This means that it probably counts as a belonging, not a power, and thus most of it wouldn't come with him to Haven if I'm accepted. Unless I'm told otherwise, I'm going to operate under that assumption, though I'm including it in the app because it'd be something that he could do if Haven ever got a Sandy.
Fear/nightmares: He's not called the Boogeyman for nothing. Pitch specializes in bringing fear, and lately, his favorite way to do this is through giving nightmares. When the Sandman's around, he does this by tainting the good dreams that he gives people. With people who are awake, his mere presence is unsettling, and he's very good at planting scary ideas into people's heads and letting them run with it... or, at least, he used to be. Since the Guardians came to power, less and less people have been believing in him, and therefore less and less people have been affected by him. Now nightmares are his best bet, because people are more susceptible to such things when they're asleep-- and his favorite targets are children, because they're more impressionable in general. He can also pick up on people's fears, especially the strong ones-- and even if someone isn't afraid, he can innately tell what their worst fears are.
If I'm accepted, I won't have him use any of these powers against other characters without their permission! I'll have a permissions post for everything, especially the darkness teleportation (because he could theoretically use it to get past locked doors or into people's bedrooms) and the fear-spreading/fear-sensing.
Items/Weapons: Pitch doesn't really have much in the way of possessions, so I'm actually just going to put down one thing here: a reasonable reservoir of nightmare sand. Not enough to make an entire army of nightmare horses out of, or to spread bad dreams across the entire city at once-- but enough to, say, create two pony-sized horses, or one bigger horse and a weapon, or a small number of bad dreams. And since he controls it, he wouldn't have to stick with one combination forever; he could start out with a horse and a scythe, and then change it to two scythes with a wave of his hand.
It'd also be a finite amount. Losing it would be kind of difficult since it's something he can manipulate and poof around at will, but it'd certainly be possible (at the hands of NPCs, maybe, or another PC who has powers that could destroy it). And if it was lost, he wouldn't be able to create more out of nothing-- he'd either need to get more from home somehow, or taint some dreamsand if the Sandman showed up.
Character Name: Tobio Kageyama Canon: Haikyuu! Canon Point: post practice match with Nekoma Background/History:yoo dis a thing Personality: Talented and intense with a drive to win, Kageyama is almost a typical sports anime protagonist. No, he's not the central main character, but he's right there at the beginning with Hinata; they shape each other and act as a duo for support on court and off court, ending up as very good friends. Where Hinata is shown as a friendly, not-so-good player, Kageyama is the foil who is extremely good at the sport, but stand-offish. His talent with volleyball is extraordinary to most other characters, but that isn't something that changes much. What the series has shown is a remarkable attitude change that comes only after he's arrived at Karasuno and has to learn to work together with Hinata.
He is introduced as a serious, intense person who will do everything it takes to win with hard work, and while all that is true, he's also a big dork. When it comes to volleyball, he loves the sport so much, he gets frustrated when others don't try their hardest when playing. That frustration and determination is what caused his junior high teammates to nickname him the 'king of the court'. When playing, he would bark at the others to jump higher, move faster, and would toss the ball so fast it was difficult to hit. At the end of his junior high career, the others at his middle school finally got tired enough of all the bossiness and after Kageyama set up a toss in an important game, no one came for the ball. He sincerely regretted not being able to convey his feelings properly; he just wanted to get the spikers past the blockers, but his words came out poorly from being a bit socially maladjusted. The setter is the one who is supposed to make a path for them, but all he knew was to try and go faster.
For all of his barking on the court, Kageyama is actually very sensitive. His intense stare is really just a product of how seriously he always takes his opponents. Powerful name? Who cares, he'll take them on. Rumors of being weak? He won't underestimate them. Really, if there's a moment and someone on the other team has done something that has stumped him, outright impressed him, he will genuinely want to talk volleyball with them and learn, if they're willing to teach. Have I mentioned how much he loves volleyball yet? If there is one thing that will put a light in his eye, it's discussing volleyball. Tactics, positions, how amazing it is to see a game live from one end of the court. He loosens up and will actually be excitable and even a bit goofy, showing his age.
That's something important to remember too; he's a fifteen year old boy who was called a genius at his favorite sport. Kageyama doesn't brag specifically, but he certainly challenges people on a test of skill. He's hotheaded and has a short fuse despite his cool looks, and he's not good with people at all. While Kageyama doesn't lack passion, he's still too socially awkward to lead a group of people with pep talks or inspiring speeches about volleyball, but talking about the sport makes him excited over every little detail.
Abilities/Powers: He's a normal 15 year old human boy who is kind of on the tall side. He does have an exceptional awareness of his surroundings that boosts his on court skills, but otherwise nothing is superpowered. Items/Weapons: THREE VOLLEYBALLS. Chances are he's going to lose them over time and cling to that last one even if it goes flat. Sample Entry:sample from a box, hope that's alright! Sample Entry Two:and a sample from another game
Character Name: Dug Canon: UP Canon Point: From the beginning of the movie. (After being sent on his lone mission to track the bird, but before meeting the protagonists.) Background/History:Up | Dug Personality: Dug is, quintessentially, a dog. He is eager, excitable, and has an attention span that could (generously) be dubbed short. His thoughts are simple, numerous, and immediate. He does not, generally speaking, exhibit any evidence of complex reasoning or logical, critical thinking.
Dug is, to put it frankly, really dumb.
This is not necessarily a bad thing, at least Dug doesn't recognize it as such, because Dug is a Good Dog. He knows he is a Good Dog. Dug will cheerfully and single-mindedly do anything for his master. He loves his master. Whether he will accomplish any task assigned to him is debatable (and hinges mostly on how complex that task is and how long one is willing to wait for Dug to complete it) but he will try his hardest.
Dug is positive, expressive, and brave but, again, this is mostly due to the fact that Dug doesn't often recognize the danger he is in. When he does recognize danger, any bravery that follows is mostly accidental. Normally, however, Dug effectively knows no fear.
Dug is friendly, unless you are a cat or squirrel, likes jokes (Dog jokes, so they're not actually very funny, but he will tell them to you anyway), enjoys treats, tummy rubs, and loves balls. He dislikes the cone of shame. He is neutral on the subject of mailmen. He wants to be a good boy. These are all of the driving forces in Dug's mental arsenal. Anything that cannot be classed under one of those overarching concepts is often a bit too much for Dug to process and will, as dogs are wont to do, be summarily dismissed, ignored, and/or forgotten.
Abilities/Powers: Dug has no special or unique powers. His ability to speak is hooked directly to his collar which is addressed in the next section. Items/Weapons: Dug has very few possessions, what he will arrive with include:
► Special Collar - Dug's collar is a unique invention and was created by his master, Charles F. Muntz, famous adventurer and explorer. It houses an elaborate translation device and mounted speaker which allow Dug to speak in understandable (ostensibly) language as well as allowing him to understand human speech with considerable accuracy. It has a blinking red light and a knob that switches him between languages. There is a small mounted screen on the device as well as a built in, very accurate GPS. This unit is used primarily to track Dug himself rather than for Dug's own use. ► A tennis ball - BALL.
Sample Entry: [He freezes in place. Something about this situation is, quite simply, not right and Dug, utilizing his impressive canine perceptive skills, recognizes it. He is very good at recognizing things like this, yes, very good indeed, or so he is wont to explain. At length.]
Hey, you. I can smell you. You are not supposed to be here.
[His words should be a sufficient warning but Dug barks anyway, just to underline his point. Barking, unlike his stern statement, garners an immediate reaction. There is a distant, panicked scampering and he growls in response.]
I can hear you also now. This is not your place! This is my place! You do not belong in my place!
[The scampering grows more pronounced as he continues to bark. A stick snaps in a nearby plant and his head whips around. A blurry, speeding shape abruptly bursts out of the low shrub and flees his designated yard. It vanishes into bushes across the street and Dug swells with pride.]
That is right! You stay out, you squirrel!
Sample Entry Two:
To say Dug was delighted was an understatement. Many creatures took delight in things, found them fun or pleasant, but Dug, in the way of all dogs, devoted his entire being to that emotion the very moment it became available. Dug was consumed with his delight, he very nearly radiated it, and his whole body was becoming progressively less stable as it tried to wag itself with appropriate enthusiasm.
"Oh, boy! Oh, boy!" Dug's collar said in bland (yet oddly appropriate) monotone. He ran in a small circle. "I love balls. You should throw the ball. I would like it very much if you would throw the ball."
The ball went up, held aloft by Dug's newest, best-est, possible friend and the dog reacted instantly. He snapped stone still and then dropped, with uncharacteristic immediacy and poise, to a crouched position on the ground. It was not physically possible for his eyes to be wider. He tracked the slow back and forth taunt of the ball with laser focus.
Suddenly, the arm snapped out and all that pent up energy was released. Dug bolted up, pivoted back, and started running all at the same moment. This, of course, resulted in a fair amount of counter-productive scrambling but, after several seconds of that, Dug was running as fast as he could. He was a good dog. Fortunately, being clever had absolutely no bearing on being "good"; Dug had completely failed to notice that the ball was still in his new friend's hand.
Name: Icki Contact Info: plurk @ manscaping Other Characters Played: None currently. Requested apartment: House 1! In either Travis’ or Jesse’s room. Or Dug from Up, if that's happening... But, if that doesn't work out, there's nothing to worry about! Let's see how this goes.
Character Name: Sakamoto Tatsuma Background/History: Sakamoto was born to a booming mercantile house in Tosa, the home of his historical counterpart, Sakamoto Ryouma. Unlike some of the other characters in the series, much of Sakamoto’s personality and history is pretty much identical to the figure he was based on in history, with a few exaggerated quirks.
Timeline-wise, the first time the protagonist encounters Sakamoto, he sails onto shore with a other recruits to join the Joui resistance against the Amanto. In Gintama the Amanto are aliens from outer space, who have invaded Japan to take advantage of its resources. The samurai put up quite the resistance, but their ideals and sheer strength of heart were no match for the advanced technology of their opponents. During his time at war Sakamoto acted as more of a financial advisor than a soldier (although he did his fair share of fighting too) and preferred to dabble in negotiations to acquire supplies for the war effort.
Sick of seeing his friends die, Sakamoto decided to follow his heart and pursue his dream of acquiring a spaceship and running a business that would benefit both humans and Amanto. After leaving the war Sakamoto tried his luck at making business deals, only to be tossed in the ocean as a result of failing miserably. He was picked up by a pirate ship and tossed in the back as one of the human slaves who was going to be sold; Sakamoto claimed that he would buy the ship, not even batting an eyelash about the dangerous situation. He won the support of the other slaves by teaching them that anyone could be a merchant regardless of circumstance. By bartering for small things the slaves have scavenged, such as alcohol and a sassy old woman’s pickled radishes, Sakamoto is able to bring people together by lifting their spirits and making them laugh. It is implied that prior to his arrival, the slaves were never this rambunctious—Sakamoto’s stupid antics may have been the first things to make them laugh in a long time. The pirate captain blames him for making the slaves “unfit for sale,” though she too is sold on his mission to sell happiness. A pirate’s life is a lonely one, and Sakamoto makes it a point to walk the plank with her after she gives him and the other slaves a key to escape. Sakamoto organizes a resistance effort with the other slaves, and eventually overpowers the other pirates, throwing them into the sea and flying off with their ship. In the process, he gives all the slaves jobs on his Kaientai, and the captain of the pirate ship becomes his closest friend and a person he treasures more than any precious jewel. They set off together, on a mission to rid the Amanto and humans of their petty squabbles, by making negotiations through trade.
He currently is the captain of the Kaientai and is quite commercially successful.
Personality: Sakamoto Tatsuma is a stupid person. Guaranteed to be the loudest guy in the room, with a laugh that’ll haunt you for hours on end, you’ll probably meet him after his alcohol-addled self has stumbled into you, or even worse: after he has used you as a temporary replacement for a barf bag. Make no mistake, this is one of the ways he marks his closest friends. Sometimes. It might be advisable to wear a raincoat. Don’t have the money for one? He’ll buy you something expensive.
Unfortunately, the details listed above are just a few of the factors that contribute to this curly-haired merchant’s idiocy. He is a living embodiment of the phrase, “There’s no limit to positive thinking.” If he’s bleeding, he’ll just say it’s tomato juice. If a threatening monster climbs out of the sand, he’ll dismiss it as a figment of his imagination. Even if his optimism sometimes borders on denial, Sakamoto loves life and all of the wonderful things that it brings. Sakamoto often believes in pursuing what may seem to be impossible- He tries to keep his outlook positive, and often ignores negative and disparaging comments. Even if you’re a pretty girl who he’s proposed to (despite knowing you for all of two minutes) he’ll keep trying no matter how many times he’s rejected.
Speaking of women, the man is quite passionate about them as he has a habit of sneaking off to cabaret clubs when his diligent Vice Captain isn’t looking. His foul mouth and dirty mind rears its ugly, pubic hair-covered head even in times of crisis. In the midst of what appeared to be the fall of planet Earth (which was entirely his fault), he casually admitted that he would rather have been riding a hot blonde than dealing with this mess. Women aren’t his only passion, however, as he has many- Despite the outlandish things he says, girls are possibly the least favorite of his favorite things. He has always loved spaceships and supposedly possess the ability to pilot them as if they were an extension of his own body. Seeing as he gets motion sickness and has crashed every vessel he has ever piloted in the series, he definitely treats spaceships like his limbs, which also clumsily crash into everything. Nevertheles , he has been able to marry his two truest loves in the form of his profession. Two things he cares for more than anything else are the art of selling things and keeping peace by doing so.
Sakamoto is a skilled merchant, although his competence is often veiled by his typical buffoonery. Even so, regardless of his charisma and ability to perceive the very thing a person’s heart desires most, he is still reckless in this aspect of his life. Labeled by his comrades, Vice Captain, and others as a swindler, Sakamoto’s questionable business practices can be traced back to his days as a teenager. He had a habit of rifling through the bags and pockets of his fellow soldiers, pooling together the stolen money for war supplies. Without the negotiations of this particular bastard, the army would have been out of gear, out of food, and out of luck. What this says about his personality is that, despite his cheerful nature and gentle heart, he is definitely an “ends justifies the means” sort of guy. Also, even with the silly face he puts on for the world to see, actions like these imply that there’s a lot more to him than what he chooses to let people see.
Sakamoto was reputed as one of the Joui’s best soldiers, earning the nickname of “The Dragon of Katsurahama,” but he never fought with a sword. Instead, he used merchandising to save his sorry behind for the whole conflict. He may have been a valuable asset to those soldiers, but Sakamoto learned very quickly that he was fighting the wrong war.
The battle he currently chooses to wage is no longer one of misery and carnage (he left that long ago, sick of seeing his friends end up in unrecognizable pieces), but one that consists purely of commerce. A self-proclaimed pacifist, he believes that his role as a leader involves protecting the lives of others before his own, and performing every act with his duty at the back of his mind. Although a world, nay, a universe without conflict is his seemingly unachievable dream, all of his actions are unmistakably linked to this cause. What may appear as a simple smile and a couple of seemingly innocuous words may lead to something far grander than just that, for despite the village idiot act, Sakamoto is good at his job. There is a fearless quality to his leadership as well, because he continues to trudge on without looking back, determined to accomplish his goals. This is one of the reasons that he rarely ever talks about the past, or bothers to reminisce- In order to reach a destination, you must only move towards it. Looking over your shoulder does nothing in this case.
Sakamoto may deal in transactions that are arguably worth the economies of some smaller planets, but the things he’s really learned to treasure are living things. In once instance when faced with the destruction of the Earth, he confesses that he doesn’t really care for the planet, but the people who inhabit it and the beautiful bonds they share. He’ll “sell you a bag or whatever with a smile on [his] face,” but the most valuable currency to him, more so than any precious substance or amount of money, is happiness.
And this is why Sakamoto is such a fool- He has seen how cruelty and corruption manifest in living things, and yet he is stupid enough to believe that in pretty much every case the good outweighs the bad.
Abilities/Powers: Sakamoto is a gifted swordsman although he never uses a sword anymore. He now carries a gun and is supposedly a skilled marksman, as the author stated that he loves trying new things and is good at adapting to new technology.
He also possesses a tremendous amount of brute strength which is rarely ever observed, although he once headbutted a man while being handcuffed and sent the other flying into the wall with sizable damage. As Sakamoto rarely ever shows this ability of is, it is questionable as to whether this is the extent of his physical prowess or simply a small portion of it.
Sakamoto’s greatest weapons are his words. He uses his perceptive skills as a merchant to determine what one desires most, and will often negotiate to get himself out of a situation without spilling a drop of blood.
Although his optimism can be a fault as well, it’s another strength- No matter how bad the situation is, he will continue to keep smiling and doesn’t give up easily.
Items/Weapons: A pistol, a bullet refill, and a flask
Sample Entry Two: The water tastes of salt and iron. He lies still in the ocean, which changes from blue to red, and every wound on his body burns, from the cracked skin on his feet to the deep cuts on his back. Injured flesh will become scar tissue in time, hidden beneath an overcoat and an off-white kimono, behind an overcompensating grin and bellowing laughter.
Pain reminds him that he is alive. He is no longer a soldier, now he is just a merchant and he prefers it that way. Unlike most samurai who become attached to their blades, he detests the symbol of his misery for the past few months. His blade, bloody and worn from the heat of battle, lies somewhere in the woods, forgotten. He sees no harm in running from battle. That’s how he arrived here after all.
These are not the waters he knows. The sand of this beach isn’t the sand that had been wedged between his toes when he frolicked as a child, concocting nonsensical plans to propel himself into the night sky. This was not the place he had sailed from with a ship full of naïve men, all dead now, their bodies lying in the ground. There was no use in returning to Tosa, as he could say nothing to their families.
What a shame. War is no place for young people, no place for those with kind hearts, no place for anyone. Everyone loses, which is why he has left it in hopes of doing things more practically. People and Amanto both are greed, selfish, lustful- Materialistic. He has learned that much, though it is something he has always known of his own kind.
He’ll make use of that. First, however, he must allow the water cleanse him of his sins. The act is a figurative one, but in a few minutes he rises from the water to the sound of gulls chirping. Much to his (stupid) surprise, the yukata, straw hat, and geta he cast off his shoulders along with his apprehensions are gone, swept away by the waves.
“Hah? Where’d my clothes go? Oh! I know. One of the locals must have taken them for drycleaning. I just have to walk to the nearest Laundromat.”
There are no people for miles. The folks who used to live here have disappeared. Whether they have fled or passed on is uncertain. Good luck young traveler. If you try and approach someone in your current state (ie, nude) there will be more bruises on your body soon.
Edited (sorry that the links didn't work! ) 2014-08-14 20:47 (UTC)
Character Name: Bayonetta ( real name — Cereza ) Canon: Bayonetta Canon Point: Post-game, a few months touring around Europe with Jeanne Background/History:
» bayonetta wiki » wikipedia » wikipedia (character) » As a note, Bayonetta takes place in the same universe as the original Devil May Cry series because of the following: Enzo exists in both games/manga, and so does Antonio Redgrave, Luka's father. Whether it's before or after is still unknown. Most likely after because Enzo looks younger in the DMC Manga series.
Bayonetta is a modern witch covered in mystery, intrigue, and a catsuit fit for a queen.
Bayonetta is confident, bold, and cocky; she has swagger, and it shows with her runway walk. When she knows she has a foot on the situation, she takes it over and dominates the situation or at least tries to. Sometimes she ends up far too cocky for her own good, and it shows with the mistakes she makes in battles, failing some of the Alfheim challenges, and not anticipating her father coming back after her return from the past. She's still human, she still makes mistakes whether big or small.
She's nonchalant about the things that would usually scare a normal human being, like angels and demons, heaven and hell. She even calls the infernal demons she summons as pets. There are only a few things Bayonetta is scared of when she still had no recollection of her past. Now the only thing she's frightened of is losing the few good friends she has in the world, and Cereza when she was still around in the present. Bayonetta has a constant cool state even under pressure that can reach to the extremes, only to be triggered by certain sensitive topics, like how Jeanne threatens Cereza's life. Caring about people is what makes her vulnerable because she will defend them whatever it takes.
Bayonetta loves playing the dominant sadist; she is violent and brutal, yet still graceful and playful when it comes to her battles. She has no qualms in torturing god's holy messengers with equipment like iron maidens and guillotines, even going so far as to mock them with flirtation and spank them with her whip before she finishes them off with bullets, fists, or the ground. She even laughs after they die, being genuinely amused at their demise. She doesn't back down from a fight, simple as that; Bayonetta enjoys hunting for angels, but she loves looking for a challenge. That's one of the reasons why she started her journey in the first game.
There's no denying her witty and sexual nature. It's practically synced with her fighting, being nude fifty percent of the time, and her personality — she uses it as an edge against people. That's how she made Luka back away and fall over a window simply by walking to him, and she's comfortable with elegant nakedness. She does enjoys sex in general, even mentioning that she rather enjoys the proccess of making children over having them.
Her cover up when she's out in public is posing as a traveling nun. She knows how to play her role well and even deceives people with it, even memorizing some of the verses from the Bible. That makes her an excellent actress to the public, and whenever she decides to hide her emotions or true thoughts from prying eyes; it's one of the many ways of manipulation at its finest, and it looks very beautiful. Just because she uses manipulation doesn't mean she is a liar. She just never tells the truth, or she beats around the brush just as Jeanne accuses her of doing. Bayonetta does draw things out depending on the situation, mainly either if she loves to tease a person or toy with them.
In the context of children like Cereza, she was never appreciative of them before. Still isn't, but she isn't as allergic to taking care of them before meeting Cereza. In the middle of the game grew an exception during one of her most intense quests. Cereza came into her life in the most unfortunate way possible, and that is through a battle with one of the larger angels. Initially the witch believes her to be a burden, but whenever Cereza disappears or is taken from her, worry rises and so does anger. This doesn't mean she cares for all children, but Bayonetta's grown a motherly attitude for Cereza. It could happen again if she becomes close to another young person.
Her theme song reveals a secret loneliness, and it stems from two things: In the past, Bayonetta was hated by almost everyone in the clan except her mother, Rosa, and her best friend, Jeanne. In the future she has no memories of her past, and she's the only one of her kind left until she reunited with Jeanne. Bayonetta has been alone most of her life, but she's all right.
Bayonetta is blunt and snarky, most especially when people wear her patience thin, when she becomes uncomfortable, or when she grows ridiculously bored in such a short span of time. Like talkative angels, for example. Bayonetta has disrupted two speeches, one by shooting Fortitudo at his upsidedown face with her handguns. There's also stopping Sapientia's speech by throwing a large steel bar at his mouth to keep his jaw from moving. She ain't taking yo bs, m8.
tl;dr Bayonetta in a nutshell: She does what she wants.
» physical Bayonetta is a woman filled with years of training in the form of physical prowess and the dark arts. Because she holds the Left Eye of the World, and because she is the child of a Lumen Sage and an Umbra Witch, she is incredibly powerful and it shows with how she deals with angels and demons. She can easily catch a falling train ( part of it ) with one hand, which is most likely enhanced due to her own magic. Without her magic she could only carry what her build will allow. She knows how to fight with different kinds of weapons, with four handguns being her favorite, as well as some hand to hand combat.
Guns perfectly harmonize with Bayonetta because she's studied and mastered the Bullet Arts, a fighting style favored by the Umbra clan, and how agile and limber she is. She also enjoys wrestling, street & pole dancing, and a bit of figure skating. She fights like a glass cannon where she does her best not to be hit, and it rewards her with Witch Time. If she's hit, she loses plenty of stamina and health. Even though she is a powerful witch, Bayonetta is still human and is vulnerable to what a mortal human goes through; she can die like one whether it is ( extremely ) old age, murder, or natural causes. It's just a bit tougher because she knows how to fight.
» magic Bayonetta can use magic like a traditional Umbra witch, like setting things on fire with just a sweep of her finger or granting second sight on glass to reveal the ongoing events within Purgatorio. Additionally they can summon certain weapons through magic. She can also start a vehicle without the keys, same goes for doors, and breathe in outer space. She most likely gains her super strength from her magic as well. She isn't immortal, she can die.; the witch has longevity, almost 600 years old and she still looks to be in her twenties.
An important note with Umbran magic is that they use their hair as conduits for summoning or simple magic, like how Bayonetta uses it for clothing. She can also transform into different animals: Panther, Crow, and a Bat. She has the potential to transform into a snake.
Bayonetta can summon a portal to slip between the mortal realm and Purgatorio, where she is invisible to the naked eye. Only those on the level of an Umbra Witch, a Lumen Sage, or something godly can see Bayonetta. However, she can be revealed through a mirror's reflection in the mortal realm.
Witch Time is a specialty for witches, where they can slow down time by entering another plane of existence. She can even use the slowed down world and manipulate it to her will.
MADAME BUTTERFLY is the demon Bayonetta has made a deal with to enhance her abilities with both action and magic. it's through the use of Wicked Weaves that the Madame's fists and heeled feet are summoned out using the witch's hair per usual. Bayonetta has the potential to summon the Madame herself in full form, but she needs more training before she can pull it off like she can in the sequel.
She can summon out torture devices and infernal demons from inferno and use it on the supernatural from some sort of dark magic hammerspace, which is also where she keeps her inventory. In the OVA she was able to use it on Jubileus with the help of Jeanne and their summoned demon, Queen Sheba. There's a chance for her to mess up the summoning however, accidentally releasing the demons instead of holding them back with her magic, but the chance is low. If she uses her magic in repeated succession chances are she'll be too exhausted ( magic-wise ) to a point that she won't be able to use it again for a certain amount of time.
» Scarborough Fair ( Parsley, Sage, Rosemary, Thyme ); would each gun be considered one item or is the whole set allowed? Because if so, I'd like her to keep Rosemary over the other three. » Kulshedra » Golden Umbran watch
Name: Yaywon Contact Info: yumiyama@gmail.com Other Characters Played: Oz Vessalius Requested apartment: 5.1!
Character Name: Lenalee Lee Canon: D.Gray-man Canon Point: Chapter 89 Background/History:canon || Lenalee Lee
Personality: First impressions would describe Lenalee as practical and even-tempered, who's friendly to those who are friendly to her, and unafraid to provide scoldings when they're needed. She's the one who takes the new Exorcist on the tour and the one who makes introductions and tries her best to assimilate them to their new life. She tries to make things cozy and the like, doing her best to provide a home for those who had to leave their old one. It's the little things that she truly enjoys, whether it's holding a conversation or making a simple cup of coffee for her brother. And she's surprisingly kind for someone who fights on the front lines of a war.
Lenalee is a definite product of her surrounding environment. She's been a soldier for a war that she's never wanted to fight in (and still catches herself wishing for a different future), always surrounded by people who might not come back the next day, and really seeing no progress at all for the side of humanity. It's never changed for years now and she's got a cynical side to her to show for it. Lenalee does her best to keep her spirits up, if not only for the people around her, but also because she knows she wouldn't be able to live her life if all she saw was a horrible end to it. In early canon, she frequently ruminates on the idea of total destruction or the "bad ending", and despite her desire not to think about those things, she does it anyway. She can't help it because she's truly afraid. She's afraid for herself, afraid for her brother, and afraid for her friends. Lenalee is not Allen. She won't sacrifice anything that's dear to her for the sake of the entire world. The world is a complete unknown. The nature of her job requires her to treat all humans (outside of the black order) with suspicion because she does not have the luxury of identifying Akuma right on sight. She (like the other exorcists) must consider humans as her enemies in order to survive. Because Lenalee does want to survive. She's found her brother and friends who make up the entire world to her and in order to keep them close, she finds it in herself to keep her resolve. Even if the ending is completely bleak, she'll find solace in fighting as long as possible in order to protect those dearest to her.
Fortunately, being forced to suspect the humans around her in a never-ending war has failed to shape Lenalee into an abrupt, cold, and curt person. She's still friendly, she still cares, and she'll still slap you across the face if you do her the dishonor of either 1) abandoning her or 2) harming yourself or 3.) not depending on her when she offers it. She takes friendship very seriously which means she's always ready to hold your hand or offer a comforting shoulder. She'll never mistreat you or lie or do anything that will hurt your feelings, and whatever you do she'll do her best to listen to the reasons behind it (even if they're completely dumb). On the other hand, serious friendship means getting angry very quickly at things that are Not Allowed (please see above). She's quick to use either violence or some type of passive-aggressiveness, though she doesn't ignore you purely out of spite. It's more of a "I'm extremely irritated but there are bigger things going on than your stupidity so I'm just going to ignore you for now."
Hey, at least she's caring? Though some may argue that she cares too much. Her friends are precious enough to truly hurt her if they desired, and their deaths or absence may be enough to push her over the edge. So here's where her "hope" comes in. She's hopeful and optimistic for a girl shackled to an organization that treats her primarily as a tool (and not a real human being), only because to not be hopeful is to completely lose her mind. It's a tough, bleak world out there. She'll keep on fighting with all her strength not to succumb to it.
She's impressively strong when she puts her mind to it. There's very little that could stop her from protecting and helping and there's very little time for her to be weak. The least she can do is not worry others. Sometimes she finds it all too much to bear, which is why she's prone to crying out her feelings from time to time, but she doesn't stay down for too long. At her point in canon, Lenalee has already come to the decision that if protecting her entire "world" means giving up her life, then she'll do it. However, after she realizes that she ended up surviving after all, she bursts into tears of relief. Because, despite everything, getting to live with the rest of her comrades is infinitely more sweeter than dying in sacrifice.
Abilities/Powers: Currently, Lenalee possesses the power of Innocence, but she is unable to willfully activate them or use them in any way, shape, or form. They take the shape as dark shoes and black concentric circles all the way up to her thighs. However, the Innocence can sense when Lenalee is about to be killed or fatally injured and immediately reacts instinctively by covering her in a giant crystal. She's still awake in this form, but there's very little she can do until the Innocence deems that the threat is over. Anyone who isn't an Exorcist will hear a painful, ear-piercing noise from the Innocence if they get too close. She knows how to fight hand-to-hand, however, and probably knows how to do emergency first-aid. Items/Weapons: 1.) a pair of crutches. 2.) Her Exorcist jacket. Sample Entry:link! and something more light-hearted Sample Entry Two:link 1 and link 2
Edited (changed the items!! i realized that two pairs of crutches makes no sense) 2014-08-14 16:24 (UTC)
Personality: Rocket Raccoon has been referred to as an anti-hero on par with other mangled beasts such as Wolverine. What began as a joke character created in the 70's has risen up to become one of Marvel's greatest stars. An anthropomorphic, gun-wielding space adventurer a la Flash Gordon, Rocket is also at home frolicking in fields with his other furry friends. However you choose to describe him, one thing is certain: he likes explosions. Like, a lot.
Not only is Rocket the tactician and weapons expert of the Guardians, he also acts as stand-in leader and moral support when Starlord's MIA. A loyal and devout friend with a sharp tongue and a personality bigger than he is, he is someone you would definitely want on your team. He's the perfect example of why you should not judge a book by its cover. He may have started his life as a raccoon, but he has a human heart. And it's a big heart! While he might get his jollies out of killing baddies ("BLAM! Murdererd you!"), he takes his role as a Guardian very seriously.
He is very noble and courageous, especially when you consider the kind of competition he has in the Marvel Cosmos. Some might think a four-foot tall raccoon with no superpowers to speak of would be stupid to go up against some of the enemies Rocket and his friend face every day, but he has an intellect that rivals Tony Stark's-- he is anything but stupid. A little crazy, maybe, but definitely not stupid.
The important thing to remember is that, even though he is a talking animal, he's not some Bugs Bunny ripoff thrown in the mix for comic relief. He was created to be a mean-ass fighting machine and he fits the role rather well.
Abilities/Powers: Rocket Raccoon possesses the normal attributes of an Earth raccoon, including speed (which has been additionally amplified by his training) an acute sense of smell, sight, hearing and touch. He is an accomplished starship pilot, an expert marksman with the two laser pistols he carries as well as having an affinity for heavy weapons. He is also an master military tactician and leader, attributes that help him take charge of the Guardians of the Galaxy when Star-Lord is unavailable.
Rocket Raccoon is not afraid of death. When you're a four-foot-nothing, genetically modified raccoon with a penchant for firepower and getting yourself into trouble, death is a very real threat. It's snuck up on him on more than one occasion. And, like his teammates, he's been able to escape it by the skin of his fangs at every turn.
Maybe today is different, he thinks. Maybe he finally kicked the bucket. He just imagined Hell would be a lot different. As he messes around with the tablet, he realizes that there's a very huge chance that this isn't Hell at all.
After all, this place has wifi.
But it is primitive, to say the least. His own commlink offers nothing but fuzz when he powers it on. The tablet appears to be his only chance of contacting his team, although he doubts the signal will reach his comrades in outerspace. He's seen Earth phones more advanced than this brick, and that's saying something.
"What a kick in the gronads," he spits as he scratches his groin shamelessly, and makes his way from the river into the city proper. At least those strange wounds on the back of his ears seem to have stopped bleeding. Where the hell did those even come from anyway?
"I'd ask what I did to deserve this but I damn well know better."
Into the unknown he goes. First person who boggles at a "talking raccoon" gets a head full of hot lead.
Name: Rune Contact Info:blinkingrunes Other Characters Played: Precis F. Neumann (rocketpunch), Dylas (sullenstallion) Requested apartment: N/A, but away from my other two if possible to create some variety
Character Name: Chie Satonaka Canon: Persona 4 Golden Canon Point: Valentine's Day, non lovers route Background/History:So who's next in line for a stomping?
Personality: When someone first looks at Chie, what you see is very similar to what you get. Chie is a tomboyish teenager who is very friendly and energetic. Whether it’s getting vengeance because someone broke her trial of the dragon DVD or eagerly chatting up the new student on his first day of school, she’s always interacting with others enthusiastically. That’s the kind of person she is. Sometimes, it doesn’t matter who she’s talking to, because she’s cool with making friends wherever she goes and that’s that. Throughout the game, a lot of the information that comes to the group comes from Chie—she knows the gossip, she knows the word around town. She loves getting herself out there.
She’s also presented as very tomboyish in the game. There are a few things that Chie really loves. One of them is steak. She’s always eager to hop in for a free meal (as long as Yosuke’s paying). Wherever she goes, you just know that her next meaty meal is in the back of her mind, and she’s teased about often throughout the year of gameplay. She’s also a huge fan of kung-fu. It’s no understatement. When there’s a new DVD out, she has to get there and buy a copy right away despite there obviously being no rush. She practices Kung-fu moves for fun, and she has since she was young. As a kid, she was adventurous, forming teams and fighting evil and for justice wherever she went. Her motto speaks volumes about her—don't think, feel. Don't hold back, just go for it!
That isn’t to say Chie isn’t feminine, though—she has plenty of traits that show that side of her as well. She’s terrified of insects to the point where she can barely move when one lands on her back. She loves the challenge of cooking even if she isn’t all that great at it, and she loves cute things. One look at her room and you can see that right next to her punching bag are stuffed animals, and she likes to go shopping for clothes and accessories with her friends.
And when Chie isn’t being friendly and energetic, she’s still emotional. Always. She always wears her emotions on her sleeves. She’s quick to anger—especially at Yosuke—when people are messing around with her. Break her DVD? Well, she’s going to break your balls and demand you buy her dinner. It’s only fair. But it’s not just anger. She’s quick to cry, too, something other people pick up on and comment about. She cries when the rope breaks and the protagonist and Yosuke are stuck inside the TV without her, she cries openly when Nanako is sick...between that and shouting at her enemies, you think she’d tire herself out, but she never does. There’s just no half-assing it for Chie.
Well, sometimes she gets down, but all it takes is a quick pep talk to snap her out of it. Usually.
So, all-in-all, Chie is a pretty normal girl, right? Well, that’s just her problem. She’s just Chie, and she hates that about herself. An early conflict in the game arises when she has to face her shadow shelf and own up to the fact that she sticks by people who are weaker than her just so she can feel superior in a way. She needs to feel better than someone, because why would anyone show interest in here? This is mostly relevant to her best friend Yukiko, but it’s shown in other ways throughout the game. At times, she feels completely undesirable and doubts that anyone would ever want to date her despite that being far from the truth. Even if the protagonist dates Chie, on Valentine’s Day she admits that she’s confused as to why he’d even consider her in the first place. She’s constantly comparing herself to others, and comparing herself to someone feminine like Yukiko makes her feel more superior. If she can’t be desirable, having people lean on her is better, right?
Wrong. After facing her shadow, she renews her vow to be Yukiko’s good friend and become a better person. Her social link focuses on her desire to get stronger so she can protect people instead of trying to use others to make herself feel superior. There are several points in the game where she puts herself down, admits to feeling lost about how she should feel or how she can move on or improve. Later in the game, while they’re solving the final mysteries, Chie often says insightful things and immediately tries to dismiss them as “Chie being random” because she’s not even used to being right.
Throughout Persona 4 Golden, Chie does start to improve. In her winter social link event, she admits to finding out that she really enjoys studying and wants to keep learning about how culture, history, and people of the past all relate to her in the present. She’s still quick to ask for help studying because she can’t turn into a brainy girl overnight, but she works hard to become someone she can be proud of. Towards the end of the game, she even buys a book so she can start studying to become a cop and keep protecting people more. There’s a shift that occurs in Chie when she realizes that fighting for justice or fighting to feel better than someone isn’t right and she gains an earnest desire to fight and protect her friends, the people she loves, and her town.
And that’s another thing that’s important to Chie—her morals. There’s an intense scene where the entire cast is considering committing murder against Namatame because they believe he’s killed two people and Nanako, the protagonist’s cousin. While some of the cast very openly considers murdering him in cold blood, Chie loudly protests—it’s not something they can do, things have to be done the right way. It shows in her social link, too, at how she grew up playing justice warrior and protecting the playground for fun. She’s not a person who would go out of her way to seriously commit a crime against someone. Sure, she’d kick someone who really deserved it in the face, but there’s a right and wrong way to do things.
Another important thing about Chie that needs to be mentioned is her close relationship to Yukiko—sure, her motives for friendship weren’t always the purest, but never once has she doubted that she’s Yukiko’s real friend. And they’re great together. She knows Yukiko well and supports “the real her,” the side that laughs obnoxiously and makes clueless remarks after spacing out, the side that other people don’t see while they’re busy idealizing her. To Chie, Yukiko is someone she wants to protect, but she’s changed from protecting her because she feels superior, letting Yukiko need her so she feels stronger. Chie protects Yukiko because they care about each other. They’re practically inseparable—sure, they can be rivals at times, like when they’re trying to cook against each other, but they’re always going to go shopping the next day. Their friendship has been eternal since the moment Chie made funny faces at a crying Yukiko because she couldn’t bear to see a girl her age crying. And that’ll never change.
And, well, as for Yosuke, he deserves all the kicks he gets. Trust Chie on that.
In a nutshell, Chie really is just a girl-next-door kind of character. She gets along well with everyone. She has a good rapport with Yosuke. When Yukiko was just a stranger, a crying kid, Chie did everything she could to make her smile and has an unbelievably close relationship with her. She’s a good senpai to the rest of the cast and is liked by everyone for her energy and her ability to lift up the group’s mood. Sure, she has flaws—hers is that she compares herself to other people too often because she doesn’t want to be “just” Chie, but she’s working hard to overcome that. Things sometimes fly over her head or she reacts too emotionally, but that’s just her personality. She’s warm, friendly, and ready to hear what you have to say—oh, but as long as you’re here, buy some steak first. That’s Chie Satonaka.
Abilities/Powers: Chie has faced her darkest secrets and her shadow self inside the television world, and as a result she can summon her Persona. In order to summon her persona, a tarot card appears in front of her and she breaks it with a kick. Her persona is basically a summon—it has powerful skills that she can attack people with that range from ice spells to strong physical attacks. Because she’s from Persona 4 Golden, it also has access to light-based attacks that kill instantly (in canon) She can also use Tetra Break to dispel barriers, use Tarukaja to increase someone’s attack, and use her ultimate skill Dragon Hustle to increase attack, defense, and evasion/speed for everyone in her party (but it can only be used once per battle, reasonably). Having a Persona with her also has it so she can absorb ice magic, block light magic, while being weak to fire magic.
She also has her galactic punt—while it's mostly a comedic move, she can kick a monster so far that they can't be seen anymore. In Haven, it'd translate to a really powerful kick that can only work on monsters or something, probably, but it's worth mentioning. She's also a kung-fu fighter who fights with her feet, not her hands, so she's very agile and powerful.
As she has a Persona, she has the ability to enter a television and explore the Midnight Channel. She can also put things in it. This is never done in canon, but it's possible (and completely irrelevant to Haven).
Items/Weapons: -From her canonpoint, she'll be wearing her midwinter outfit as opposed to the green outfits in her icons.
1. A pair of greaves. 2. Her glasses. Her glasses have the ability to see through a special fog, but they’ll be mostly cosmetic in Haven. 3. A stuffed frog from her room
Sample Entry: Soo...I’ve got a question. I mean, that’s what this thing is for, right? Though, I imagine someone else has already asked it before, haha...
[As Chie stares down at her phone, talking to Haven at large for the first time, she can’t help but feel nervous. Pumping up the investigation team? Piece of cake. Talking to everyone who’s checking their phone at once...? Not exactly her forte.]
You know those monsters in the tunnel, right? Do they ever...come out? I’m not...I’m not scared of ‘em or anything, I just don’t know what to expect. See, I was sitting in my room here alone last night, and all of a sudden I just heard this rattling...I went to investigate it in a hurry because who knows what this place has in store for me, and when I came back, my meat gum was missing! I couldn’t believe it! I don’t remember anyone passing me by, but something had to take it, right? Oh, oh, and since it tastes like meat, probably an animal or something...but I don’t remember seeing anything like that, either.
[She sighs, looking away from the phone. This is one mystery that she’ll never solve this way because her gum fell under her bed when she leapt to her feet to investigate earlier.]
Man, it’s just...not cool. I don’t exactly get a lot of that stuff around here, you know? If anyone knows anything, just pass it this way, alright? Thanks!
Sample Entry Two: Alright. Training.
...Okay, so as much as she told herself otherwise, Haven wasn’t really like home. Chie stood inside some ruins, aiming to be as out of the way as possible...and that alone was a lot different than the Samegawa riverbank. When she trained by the river, even if people walked by, it wasn’t really embarrassing. Here? If she was practicing her kung-fu here and someone walked in, there was a good chance that they would be a superhero...or some kind of vigilante...or a genius of some kind. Just what was it about this place that attracted so many outstanding people? As she realized that, she laughed to herself. She sure started to feel like “Just Chie” again there.
But that was enough moping around. Shaking her head and grumbling, she reached up and slapped her cheeks twice to get her focus back.
“Alright, that’s enough, Chie. You’ve got this whole place to yourself, nothing bad is going to happen.”
But even a few words of encouragement weren’t enough to get her to practice wholeheartedly. She ran through the same routine as always—kicks, jumping side to side like she was evading invisible attacks, her incredible standing backflip. She went through it all, but it just wasn’t the same. She could almost hear him right next to her. When that started to happen, she pulled the plug on the entire session and sat down on an overturned rock, groaning. It just wasn’t the same without the rest of the investigation team.
“Geesh. Pull yourself together, Chie, it’s not like you’re never going to see them again.”
...Right? She knew there would be a day where she would return to training with all of her heart and spirit, but...today just wasn’t going to be that day. She vowed to make up for it later and left, returning to the housing area disappointed.
Name: Gottis Contact Info: sailoryuugi at yahoo dot se, AIM: Angelic Tensai Other Characters Played: N/A Requested apartment: N/A
Character Name: Kouta Kazuraba Canon: Kamen Rider Gaim Canon Point: Episode 40 (current point, might canon update in the future as the series close to ending) Background/History:http://kamenrider.wikia.com/wiki/Kamen_Rider_Gaim
Personality: Kouta starts out as a cheerful and easygoing guy, just dipping his toes into adulthood. He likes to help out where he can, and acts a lot like a somewhat goofy big brother to the kids in his dance troupe. He's the kind of guy who readily reaches out a hand to help those in need, not often thinking about the consequences of his actions. He can get overly excited and pulled along with his own momentum, which is perfectly shown as he quits his part time jobs to flaunt around his new powers as an 'Armored Rider' full-time.
And what is an Armored Rider? One day, Kouta found a belt buckle in a strange, otherworldly forest. He put the belt buckle on, and as he picked two oddly intoxicating fruits from the forest, the fruits changed into two padlocks resembling an orange and a strawberry. Those lockseeds as the padlocks are called, are used to summon monsters called Inves from a different dimension. A dimension Kouta later learns is the very forest in which he stands right now. The summoned Inves fight in tournaments, guided by the person holding the lockseed that has summoned them, and those fights are territorial fights between different dance gangs, and Kouta is part of one of those gangs, a gang called Gaim.
Anyway, later that day, he was – together with his friend Mai – attacked by a strange, green monster, a high level Inves in fact. He put the belt on and inserted the orange lockseed into the belt buckle. A rip in the sky opened up – a rip later known as a crack - and an orange, huge enough to envelop Kouta's entire head, fell down on top of him. With the help of the orange, he transformed into a magical fighter, later dubbed Armored Rider Gaim by a mysterious DJ.
Times are harsh, however, and Kouta, as a young adult, and the self proclaimed guardian of the city, finds out the hard way just how harsh they are. His naivety slowly gives away to a more jaded, traumatized Kouta, who is, nevertheless, stubborn and still determined to protect the people around him. Now it doesn't simply extend to his close friends, or the town. The whole Earth is in danger, prediction is that it will be swallowed up by an alien invasive plant within ten years, and Kouta wants nothing more than to stop this from happening. That there are people that don't want this to happen, or people who simply wishes to profit while they can is pretty much an unthinkable concept for him. But his illusions shatter, one by one.
Kouta isn't easily angered, but when he does snap, he snaps badly. He's strong, and not above beating the crap out of his opponents if pushed too far. He's fairly easy to snap out of his rage, however, and he cools down quickly. Afterward, he might simply feel depressed. But, Kouta is strong mentally as well, and he rises up, again and again, no matter how much life tries to knock him down. However, Kouta's selflessness might look like a good thing, but in fact, it's one of his fatal flaws. He has no dreams for his own future. When asked what he will do if they manage to get peace in the world and the fighting ends... He can't give a proper answer. He has no real goal for himself, only that he'll do his best to protect everyone or die trying.
Abilities/Powers: A talent with Kouta, that's all his and has no connection to his super powers, is that he's extremely athletic. He can do backflips, run up walls, play soccer and dance.
Kouta can transform into Armored Rider Gaim, which means that he becomes a warrior with great physical strength in both arms and legs, which makes it possible for him to jump great distances and fight Inves on an equal footing. His durability increases and when donning new, special lockseeds, his speed can increase, his hearing can amplify and so on. When he receives a 'power-up', called the Triumphant (or Kachidoki) lockseed, he literary becomes a one-man army, and his weapon in this form, the DJ Gun, can go from hitting single targets to multiple, blowing them out of the sky. Kouta isn't the only Armored Rider around.
However, once he reaches his final power-up, the Zenith (or Kiwami) lockseed, he can gain access to all the weapons the other Riders use. This power, however, comes with a price; Kouta's slowly losing his humanity which each time he uses the Zenith lockseed, presumably turning into an Inves himself. The first thing he notices is that he just isn't hungry anymore. What's more, he doesn't have to eat. Kouta himself isn't quite aware of why this is happening to him.
Items/Weapons: The Rider Belt, the Triumphant lockseed and the Zenith lockseed.
Sample Entry: This is bad. Weird. This is not right, is what I'm saying. I can't afford to be here! How did I end up here? I tried to get away but no, nope, no way. Everything about this place is wrong, but hey, I can live with that. Kind of used to 'wrong' by now. But come on! I have to be home! I have to be in Zawame City now. I have to... I have to talk to Micchi. I have to make him understand. I have to rescue Mai. I have to... Have to... Man, I don't even know anymore. I don't know what I'm doing. What I'm supposed to do. The world is falling apart. Everything is falling apart. But there are no Inves here. No plants... Is this another dimension too? It has to be, the invasion is world wide now, and all communications are cut off but here things work. Better. At least. I don't even know.
Sample Entry Two: A few tags from different tumblr rps:
(canon rp, up to date)
"I’m sorry, Micchi." He was back to the nickname. He just couldn’t make himself address the boy with his full name. Perhaps that was stupid of him, or naive, or maybe he was simply being stubborn. But he couldn’t.
He sat down heavily next to Mitsuzane, groaning a little when pain shot through him.
"I can’t die. I’m sorry, but I can’t die just yet. As long as I can, I’m going to stay alive and I’m going to do my best to help people. Why don’t we work together?" But… Could he? Could that be done? After this? He couldn’t trust Micchi. Those words were horrible, even thinking them. He had known Micchi for years. But he couldn’t trust him. Mitsuzane might have killed his own brother. How did you trust someone after something like that?
Right now, it looked like Minato Youko was more trustworthy and if that wasn’t a cruel jest of fate, he didn’t know what was.
"Destruction has never saved anyone."
(canon rp, around episode 33)
"I’ll never forget." Kouta pressed his lips together and stared out into nothing for a while. The thoughts stumbled about in his head, not quite clear enough to put into words, mostly emotions too raw and too consuming for him to allow them to fully surface.
"But yeah… Y—Yuuya too." How had Yuuya felt before he transformed into that Inves? Scared? It looked like he had been in pain, once the transformation took place. How much had he been able to think during that short blink in time? Did he think that he was going to die? Had he thought about his parents? About the team? About his siblings? Did he even have any? Kouta hated that he didn’t know. Same with Hase. He just… Didn’t know. He hoped that Yggdrasil had informed their families. About something at least. Surely Takatora would see to that? He seemed righteous enough to do it. At least, Kouta hoped so.
"Peco…" Again, he turned to look at the younger boy. "You don’t want to be a Rider, trust me." But unless the invasion was stopped, he had to don a belt sooner or later, or the Forest would consume him. The invasion had to be stopped.
Character Name: Rose Wilson Worth, codename Ravager. Canon: DC, preboot universe. Canon Point: Teen Titans #98, after Conner gives her the kryptonite. Background/History:DC Wiki | Wikipedia
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