Fill out the following form for each character you intend to play and post it in the comments below (or link to an outside source, if you prefer). Applications are always open. Also note that there is no reserve system in place; characters are taken as they're applied for.
Name: DW Journal: Contact: Current Characters:
Character Name: Canon: Age: Gender:
Canon Point: History: Link to a wikia or write out the history if no information is available elsewhere. Personality: At least a paragraph is required (but by all means feel free to write more/reuse sections from an old application), just to give us an idea of what your character is like. All we ask is that you cover all the bases accurately. Powers: What are your character's abilities? In game physical abilities will be toned down severely and to only a little above the average human level, magical abilities will barely manifest, and psychic abilities will also be greatly reduced. Please explain how they will be toned down along with the explanation of what the abilities are!
One cannot simply describe the finer nuances of Dave. No. One must be a Strider to stride along the boulevards of Strider comprehension.
Okay, no, who am I kidding, he's pretty much transparent. Basically if you've ever listened to "Ironic" by Alanis Morisette, take that, flip it, make some smartass comments about it, indulge it just for the sake of hilarity, and set it to red text and there you go. Irony a la Strider. He keeps using that word, but he really doesn't seem to have any idea what it actually means. The kid was brought up to do everything in an "ironic" way, and to look as insufferably "cool" in the process as he possibly can.
TT: The upper echelons of irony should always include measures of sincerity. And if the satirical practice is executed faithfully it will achieve something bona fide in its own right regardless. TT: Through an intense commitment bordering on religious devotion to the absolutely inane, absurd, or plain fucking stupid, a very different kind of sincerity begins to materialize. One of reverence to the ridiculous. You begin to "mean it," but what exactly it is you mean is never quite what appears on the surface, and is utterly inaccessible to obtuse and literal minds. That you "mean it" then becomes inseparable from the joke, and additional rich strata of humor may be stripped aggressively from this irreconcilable truth.
Dave's life basically revolves around being cool. Not just looking cool while secretly being a bit of a failure on the inside like your typical anime trope, no. He wants to basically be the embodiment of downright enviable full-stop cool. This probably has a lot to do with who raised him, given that his older brother (who is actually technically his genetic father; please don't get me started on ectobiology), aptly named Bro, is already the epitome of a cool douchebag. It's all in the walk, not the talk. The irony in all this is, of course, that in his efforts to be cool, Dave only really succeeds in being painfully uncool, regardless of what he may or may not think about himself. Either way, Bro, and subsequently his little however-partly-unintentional prodigy, have got both the walk and the talk. For the majority of Dave's young life he wears a pair of Ironic Anime Shades resembling the ones Bro wears and often emulates his habits and interests in many ways; it isn't until John gives Dave a pair of authentic Ben Stiller sunglasses for his thirteenth birthday that Dave really begins to deviate into his own special flavor of Strider.
TG: my bro taught me a few tricks he basically knows everything and is awesome
The shades and the way his Bro's puppets begin to freak him out a bit, anyway, also thanks to John's influence. Puppets are one of the only few things that actually unnerve Dave, which is a slow progression in canon from just being vaguely creeped out to an outright enraged outburst after being covered in them at one point. This may be caused in part by one puppet in particular called Lil' Cal, which happens to be present the room where Dave's dream self sleeps, causing the waking world Dave to sometimes have nightmares and wake up in a cold sweat.
So, of course, Bro finds ways to troll Dave with puppets all the damn time.
TG: dont tell john this but i think he might have been right about the puppets TG: theyre sort of starting to freak me out a little
TG: i mean dont get me wrong i think its cool and all TG: the semi-ironic puppet thing or whatever TG: or semi-semi ironic TG: man i dont even know TG: im just starting to think some of this shit is going a little far and its kind of fucked up
TG: oh man i wish lil cal wouldnt look at me like that TG: with those dead eyes jesus TG: sometimes i dream that hes real and hes talking to me and i wake up in a cold sweat and basically flip the fuck out
TG: oh god why did i just tell you my dream TG: youre going to have a field day with that
One of the other very few things that shake Dave's otherwise unshakeable composure is death. When handling it around others he maintains his flat and infallibly cool and calm demeanor, making quips about it and essentially being very roundabout in his feelings regarding it, but has been shown to be "unable to face" the notion of his own death, even when doing so would allow him to ascend to a higher level of power. Similarly, when he comes upon the corpse of an alternate version of himself during a time loop, he is visibly disturbed and cannot stop staring at the blood, and is also notably "freaked out" by having to dispose of his own body (by tossing it out a window and into a pit of lava). He also doesn't deal very well with the deaths of others, from the accidental maiming of a Rambunctious Crow ("no one can ever know about this") to discovering the bodies of his friends and, later on, Bro, impaled by his own sword. When asked if he is sad or broken up about it by Terezi he leads her on a completely roundabout and noncommittal wild goose chase without ever giving up an actual answer.
It's pretty apparent when he tries to break Bro's sword (saying that if he's going to remove it from Bro's body it has to come out horizontally in order to prevent more blood from spilling, which in itself denotes a significant amount of respect shown toward Bro that wasn't shown toward even his own dead bodies), though, and upon failing to do so, lets himself lay on the ground face-down and unhappily tells Terezi to leave him alone.
In Dave's book, downplaying feelings is the quintessential rule of cool. So it isn't that he doesn't have them or feel them very strongly—he just doesn't communicate them outright very well. His actions speak for themselves, but his words are a conundrum, a mixture of sarcastic and sincere and sometimes outright lies in order to save face. He hasn't been shown to completely lose it around anyone, and as long as he has a say in the matter, that's how it'll stay. Bro brought him up to be tough, to hold that unshakeable wit or bust, and Dave doesn't normally have a problem with doing so. In fact, outwardly, Dave reacts pretty well to the nightmare that is SBURB, though most of that is due to his arrogant tendency to flat out reject things that don't fit into his mold and will continue blindly pushing forward in whatever direction he's headed, regardless of whether this could put him into a bad spot.
TG: maybe i am supposed to be a hero and rise to the occasion because there seems to be this little persistent voice in my head nagging me about it TG: insisting someones gotta pay TG: and its hard for me to disagree
Some of that blindly pushing forward is caused in part by being an easily-influenced person. He takes cues from others to structure his idea of cool, but things like John's opinions and Terezi's influence on him have been shown to massively direct what he does, though he never makes a point of showing it or saying so. Dave may have a hard time remembering things, since he forgets what he's doing at the time during quite a few moments in the storyline (at one point he even forgets that he was supposed to forget something), but when he is set on a task, he is pretty dead set about it. Again, sometimes literally, because many of his alternate timeline selves are killed as a result of a generally bad decision or some poor advice that he followed (thanks a lot, Terezi). After finding Bro dead he expresses that he feels weird for being the only one angry enough to want to go after Jack Noir and make him, and other such mutinous agents, pay by "putting them in the slammer," and notes that each of his friends all have their own reasons for not dropping what they're doing to make this happen, whereas he himself feels that they should all quit tiptoeing around the big problem and face it head-on. A lot of this might be grief talking, but Dave later makes a point of wanting to be the one to sacrifice himself for his friends to put a stop to things, so, again, you never know when he's actually being serious.
On the subject of his friends, Dave is actually quite close to them, despite how detached he can be from them all at times. His three friends, Rose, Jade, and John, understand him in a way that doesn't need to be said, seeing both the good and bad qualities alike in him—and the reverse holds true as well. They influence him in many ways, as does Terezi, his "patron troll" and the only one that he really cares about at all. It's easy for Dave to joke around them whether they appreciate his humor or not and he has been shown to resort to texting them to "calm his neves" during a moment when a possible puppet-induced freakout is imminent—even if the person he's trying to contact isn't at their computer to take his messages, he will go on and on and on, babbling away (and has also been shown to awkwardly mumble to himself in a corner while hanging around people in person, too). He seems to share a number of interests with all of them, despite how often Dave berates them for liking stupid shit like Nic Cage movies and writing gay wizard fanfiction, and in turn they berate him for his weird interests, too, such as his lame self-photography; weirdly preserving dead things in jars; and rapping on the fly, to the point of almost being obnoxious. The four kids really care about each other a lot, and it says something about Dave in particular that he would be willing to give himself up for the rest of them, despite that his apparent fear of his own death.
TG: but i dont want you to die TG: this isnt right
So overall Dave is kind of a mess of tropes and notions of cool, shooting off pop culture references and starting some sick fires in the form of the noble art of slam poetry to get his point across (or just to fill the airspace, who knows). He does things "ironically," which is really just that something is uncool but treating it as cool therefore makes it ironic and subsequently cool in this way, and never seems to be able to take things seriously except for when he is, just ha-ha you can't tell if that's what if he's doing or if he's just being a jackass. He keeps his bizarrely candy red eyes hidden behind a pair of stylish shades and wears a heck of a slick suit, but there are lot of feelings going on beneath the surface there. Dave just doctors them up with tropes and irony labels before he lets them fly. And if it takes people awhile to get it—if they never get it, even—it's whatever. He's got plenty of time on his side.
Powers: Dave's ability to manipulate time will be dulled down to basically nothing, especially since he won't have access to his timetables—the mutated psychic abilities the game gives him will lend themselves to precognitive ability and psychometry.
Character Name: Dirk Strider Canon: Homestuck Age: 16 Gender: Male
Canon Point: Post Dirk: Solicit profound wisdom from your friendly guide. History:Here. Personality: Dirk Strider is a strange guy. He's the sort of quiet, intense person that you could go your entire highschool career without speaking to, unless you happened to bring up a topic that he's passionate about.
At worst, he comes across as being pushy, annoying, and something of a know-it-all. Excluding the downright bizarreness of some of the things he says and does, he often comes across as condescending or a little too full of himself. Dirk is intense, for lack of a better word. His friends remark that he has a way of getting exactly what he wants, through mindgames and force, and he often states that he is in control at all times.
It's unsurprising, given that Dirk goes so far to refer to himself as the one pulling all of the strings. He places Jane in the role of leader, but adds that it will be "in name only" as he plans on manipulating every event behind the scenes. He moves his friends something like chess pieces, never really stopping to ask if they're alright with his plans or revealing them beyond what he absolutely has to. Never forthright with what he intends to do, Dirk relies on a lot of manipulative tactics. He plays a constant mindgame with Jake to try to get him to be more skeptical, using the autoresponder to keep him on his toes and never certain whether he's speaking to the real Strider or the one inside the glasses. Dirk also uses a lot of "I" statements to sway opinion without directly telling people what to do. He makes it seem as though he's just offering his input and a long explanation of the reasoning behind it, leaving them free to do as they wish but making it clear what he thinks would be best. This occasionally breaks, leaving him stating what he thinks seems to be obvious and he will leave no room for argument. As well as less than gentle means, taking the Brobot and it's brutal treatment of Jake in order to shape him into, in Dirk's own words, a "killing machine". We see this in how his Pre-Scratch self treats Dave, playing a constant game of cat and mouse often ending in a rough Strife session.
Even so, he does genuinely mean well. Dirk cares for his friends. He makes it clear that he's there for them no matter what, offering comfort to both Roxy and Jane when they need it. He understands more than anyone else the gravity of their situation. As well as the inevitability that comes with the game. What he's doing is trying to prepare them for it. That doesn't make his tactics good or right, but he seems to consider himself the one who knows best.
This also leads to a problem where he tries to take too much on himself. Dirk stated that he does not sleep. He is constantly conscious, whether in Derse or in the waking world. He juggles two waking selves at once and because of this he tends to zone out for long periods of time in one world or the other. Additionally, he spends much time micromanaging events and people. As if his dual identities isn't enough, he claims to have built robots for the purpose of managing everything he can't at the time. All in all, way too much on this plate - he's willing to acknowledge it, but will never willingly lessen the load placed upon his shoulders.
He's a smart guy. He's been able to build fully functioning combat robots for years, not even touching on the fact that he has created AI at a very young age. Squarewave, Lil Seb, Brobot, the Auto-Responder, and Sawtooth are all his own creation, each with a distinct personality and habits. Dirk doesn't believe in just viewing them as cold, emotionless programs. He's adamant about treating them equally, not even leaving the auto-responder just for it's intended task of answering or handling things that he can't. He gives them as much room to thrive as he possibly can - even if he realizes that there's a danger to it.
And honestly, it's pretty easy to see why. Dirk is surrounded by people of his own making. His Bro died centuries before he was born, leaving him to be raised by nothing but himself and the reflections of himself. And Lil Cal. In his dystopian future he's nearly entirely alone. It's a pretty lonely existence. He refers to Lil Cal, an apparently heirloom of his brother's, as his "best friend" and refuses to harm him though he's been informed that Cal might actually be dangerous. Dirk attaches sentimental value on things and highly respects the life, or at least the cognitive workings, of his creations. This is entirely unsurprising as, again, they are the only people anywhere near him.
He is an odd guy. There is no way around that. Dirk's room is covered in fetish fuel, and he drops casual references to his extreme love of puppets in every day conversation. "Smuppets", an overtly sexual puppet that sports a bulbous ass and a phallic nose, are his own creation and he has a pile of them at the foot of his bed. There is a large TV with a cycling screensaver which alternates between things such as his heroes, equine furries, and images of BDSM ponyplay. For all of this, he remains incredibly well spoken and somehow dignified in his oddity.
One cannot talk about a Strider without eventually getting to their definition of "irony". Alanis Morissette has nothing on the way they use this word. Irony, for the Strider family, is a way of explaining bizarre behavior. Pre-Scratch Dave refers to Bro's interest in puppets as ironic, as well as near anything he does as a means of explaining away the disturbing behaviour. "Irony" is a magic word that makes anything automatically cool to Dave. Whereas while Dirk does much the same, his meaning of "irony" is closer to the textbook definition and is used in extravagant, barely comprehensible manners. He worships the ground his brother walks on, but unlike Dave he is not blind to his flaws. He takes cues from his Bro's actions and reinvents them. There is always a note of sincerity in what he does - from building Jane a robotic bunny made from a priceless heirloom, to his over the top obsession with puppets.
Dirk also makes a regular habit of long, winding extended metaphors. His explanations are rarely short and concise, though his responses to every day conversation may be as much as a single word. Also characteristic to his speaking patterns is the random flourishes of vocabulary admist an otherwise dry and to the point dialogue.
Underneath all of it is a very sensitive young man. Dirk knows his flaws better than anyone else, but can't quite find the means to stop them. He's noted to be clingy and desperately needy, apparently disliking being alone and being very difficult to keep up with. He's not nearly as ruthless as one may think, haboring a secret heart that he's not quite able to protect from hurt and is loyal to a fault. He would much rather hurt himself than see any of his friends hurt or suffering, even if it means death or suffering the weight of his own overbearing company. Powers: In canon, Dirk is a little faster than most due to his ability to flash step. This will translate into his reflexes being a little quicker than most. Dirk is skilled with a blade but without flashstepping it is at a skilled level and nothing superhuman.
Other than that his God Tier powers are currently unknown. Dirk's other abilities involve being skilled with cybernetics, holding an above-average IQ, and using that intelligence to memorize pop references that no one really gives a shit about.
Canon Point: post tavrisprite. History:here. Personality: Out of all of the characters in Homestuck, Tavros may arguably be the most straight forward and easy to explain. While there are certainly flaws, issues, and shortcomings - many of these were not created by a major flaw in his personality, but rather, the overpowering influence of someone else.
He does not have a hidden agenda. He does not sneak around, forge and break alliances on a whim, and play games with people's heads for his own selfish desires. He does not hate intensely, nor does he get particularly passionate about much. All in all, he remains one of the most - if not *the* most - stable of all of the sGrub players due to his even nature and temperament. This simple, gentle personality makes it rather easy for him to get along with many of the people he comes across, often ending with their platonic pity toward his situation and circumstances and aiding in whatever way they can.
All in all, Tavros is just bad at being a troll. Even by the internet definition he falls short, ultimately blocking his target when made uncomfortable by his adept counter-trolling measures, then fleeing to said target's good friend to get some advice on how to handle the situation. Not to mention the fact that even in casual conversation, he's often apologizing for things that are not his fault, or preemptively apologizing for things he hasn't even done.
The boy is a stuttering, faltering mess in social situations, often unbearably awkward even in the most relaxed of conversations. Again, troll society tells him that due to his gentle personality and paralysis, he's not worth a whole lot. With Vriska's constant bullying and the offhanded remarks from his other friends, it's not surprising that he prefers to keep his head down and tries to make everyone happy. When not tripping over himself with apologies, Tavros alternates between being painfully straightforward and beating around the bush. He fumbles for a simple explanation, backpedals, dances around and even trips over the point he's trying to make in a vain attempt to keep the other party from becoming angry with him When "confident" he says what's on his mind and trusts that the other person will simply accept it, because in his mind confidence is the key to winning people over.
This is largely because he is simply not a confident person. In fact, he's quite cowardly. Even if he has good reason, he hides behind stronger people and tries to avoid conflict and confrontation because he is afraid. Decisions for him are not something that should be made on a whim, but should be consulted and spoken with so he can have a backup plan and maybe someone to save him should things go sour. He also does not handle trauma very well, resorting to sleeping to play around on Prospit rather than to busy himself with leveling up after a traumatic experience. And, also of note, he is a true pacifist. He made it through the entire sGRUB session without killing a single enemy, instead befriending them all to turn them to his side.
He only knows what he knows about confidence by having watched the more confident of the trolls, who have a lot more going for them than just their own self-assurance. To Tavros, being loud and in-your-face is about as close as he can get. We see this spectacular failure at self-confidence for the first time after he consults Rose for advice on what to do with Dave, rejecting her offer to help with a boast of his own abilities. In the end, after accidentally blocking the human, he reverts temporarily back to his usual self to apologize for the mistake. Then he goes on to destroy Dave with his "sick fires", oblivious to the face that he has hardly done any damage to the human with his fumbling, pathetic attempts at freestyle. And again, later, after the attachment of his robot legs and subsequent, incredibly forward, conversations with Jade, we see just how hard he's trying to pump himself up and seem like a somebody she could like.
We can't talk about Tavros' self confidence without inevitably moving back to the complication that is his relationship with Vriska.
Vriska is his bully. His worst nightmare. His greatest enemy, and a friend he has fun with. It's summed up best as "it's complicated" and filled with rampant quadrant flipping, ultimately ending in the destruction of whatever friendship remained between them. Vriska expected too much from him. She prodded, she pulled, she pushed and did whatever she could to make him into a stronger person the only way she knew how. While her intentions may have been pure, the result was certainly not as desired. She is a large part of the reason for his submissive, doormat personality. Yet, despite it all, it isn't until after promising Kanaya that he wouldn't speak to her anymore that he attempts to close off communications. Yet, she makes him nervous. Impossibly, impossibly nervous - when speaking to her it's clear he finds a hard time getting a word in edge-wise. His 'uHS' increase, often the only thing he manages to say in the midst of her ranting as he waits for her to stop. Sometimes, he talks back, only sometimes, and it's not usually something that goes well for him. He makes no real effort to defend himself. When she snipes at his faults, he simply acknowledges that she is "probably right" and leaves it at that. All in all, he is absolutely terrified of her, yet still cares for her enough to try to save her life.
He even takes the time to end their conversations with a polite "bYE".
Tavros' lack of hatred means that no matter what she does, he still somehow considers her a friend. Trolls do have the same word for friend and enemy, after all... but it would be wrong to say that he doesn't have his limit.
There are things he cannot and will not do. Even when Vriska is bullying him and breathing down his neck.
Such as apologizing for being paralyzed. Even when she's shaking him and demanding that he apologies for being unable to climb the stairs, he holds his ground and refuses to give in. Another would be his refusal to kill her - though not something that he is proud of, he keeps his resolve and escapes from the situation as quickly as possible. And later, when it is revealed that she is responsible for the state that they are in now, Tavros steels himself and sets off with a determination for a battle he's probably sure he cannot win.
Still, responsibilities and the "right thing" are not things that Tavros seems too invested in if it means serious effort. He has his moral compass but the idea of trying and failing keeps him away from intervening unless it's under them most dire of circumstances, and added responsibilities mean growing up in ways that he doesn't want to. He's content to do things for the fun and pleasure of it, not because he has to or has any desire at all to fulfil an obligation.
Powers: Trolls are a race geared towards war and conquer, with a society that praises the strong and kills the weak on sight. Trolls have rather sharp, pointed teeth and large horns. As a brown-blooded troll, Tavros is not as physically strong as the higher castes, resting on roughly a human level of durability and physical strength. Unfortunately, he also possesses a shorter lifespan.
The only perk of being of a lowblood is the high chance of possessing psychic abilities. Tavros' is the power to commune with and control animals and any creature possessing a trace of animal intelligence. This covers everything from lusii, to the imps within the game, to a omnipotent dog-creature a universe away. Obviously, this ability is pretty overpowered. At most, Tavros will be able to soothe an animal. This has no effect what so ever on any hostiles.
Name: shikki DW Journal: circusafro Contact: zaiphon @ plurk Current Characters: last one.
Character Name: Thomas "Tommy" Shepherd. Canon: Young Avengers. Age: 16 Gender: Male
Canon Point: Post Children's Crusade History:here. Personality:"This is going to be fun."
Tommy Shepherd enters the scene as a volatile, unstable young man eager to get some revenge on the people who've wronged him. Seconds after being let out from his cell, he's off on a rampage caring nothing for the people he may hurt. The few words he says are snarky, blunt, and pitch dangerously towards supervillain territory.
"One last test, Doctor... To find out how much I can accelerate your atomic structure before it explodes!"
It takes a physical blow to knock him out of what easily could be a murderous rampage. Tommy is still clearly furious with a lot of pent up anger and hurt he needs to let out and no idea how fix it, but Eli poses him a question - does he want to be a superhero, or a supervillain?
These are words Tommy takes to heart. It's easy to see that he's incredibly reluctant to open up to the other members and give over his trust. It's even easier to see that up until the Young Avengers take him in, he's been drifting aimlessly trying to figure out where he fits into the world. He does not resist the Avengers motto. The moment he's told that killing is not an option, be abstains from it entirely (though he does certainly circumvent it on occasion, because Skrulls grow back) and instead embraces life as a superhero.
"You're pretty hot, you know that? We should hook up."
Tommy is by no means a sensitive soul. His primary modes of interaction are: asshole, caustic asshole, and sarcastic bastard. Though he certainly makes his interest in women known via a nigh uncontrollable flirtatious streak, he's rarely (if ever) successful due to his rather abrasive personality. Like a small child letting his interest in a girl he likes be known through yanking on her pigtails, Tommy's interactions with his teammates are all obnoxious for the sake of being obnoxious. He has feelings (though he denies it) but it's rare that he shows them. His tender side is reserved for special occasions and even then he tries to remain light and sarcastic when it comes up. Occasionally, if someone listens close, they may be privvy to a nugget of wisdom. Blunt and to the point, he's a badboy with a heart of gold.
"C'mon. Let's do some crime."
However, this doesn't mean that he is in any way a paragon of good. Tommy has lived a life bouncing in and out of juvvie. If there is a less than legal way to get things done, he won't be the one objecting to it. In fact, chances are he's the one who brought it up - if you're a mutant able to run faster than cameras can follow, you're going to take advantage of that. His life of crime means that he's not nearly as naive to the way the world works as his companions often are.
"I mean, I know my guys can be pretty judgmental -- internet taliban judgmental. But that's just 'cause they're a little naive. I kind of like that about them."
Reluctant at first to open up to the team that doesn't seem to trust him or want him around, he focuses instead on the heroics. On being good. Though it takes time, he finds himself a family in the team (literally a family) and a place to belong in the world. Earning Tommy's trust is a rather long and arduous process, but once given it's impossible to break. He'll do anything for the people he cares about. Even then, he tends to keep people at a distance to avoid getting hurt.
"That's it. I don't have it. I don't have what it takes. I failed. I'm a failure..."
Deep down. Deep, deep, deep down he's not sure if he's good enough. His teammates excel at what they do and he's not certain that he's got what it takes to stand beside them. These moments of weakness are few and fleeting, done in private and resolved in private. It doesn't take much for him to pick himself back up and come back at it with a renewed vigour.
"What does that even mean? Are you going to put her in mutant jail? Or have your girlfriend give her a psychic lobotomy? Are you gonna torture her? Kill her? Torture and then kill her? Would that be enough justice for you?"
Despite his affiliation heroism, Tommy and justice do not get along. To him, justice is a word thrown around to give meaning to pointless actions of cruelty. He is a hero and he maintains the safety of the people, not his idea of personal justice.
"This is a war we're fighting. And, yes, people get hurt. People die. But you don't stop fighting or the bad guys win."
By the end of it all, Tommy is far more invested in the Young Avengers family than any of the original members. Even after facing the greatest of tragedies, he tries to keep everyone together and continue fighting the good fight. When his fellow members draw away and bail from their mission, Tommy resigns himself to retirement because he simply doesn't want to do it alone. The Young Avengers gave him more purpose and more joy than anything else before it and without them, he's lost.
Strengths: Despite looking like your average teenage boy, Tommy is a mutant.
Tommy's mutant abilities all have to do with speed. His top speed is thought to breach the speed of sound (though this is not a speed he can maintain indefinitely). He can maintain a speed of roughly 175 miles per hour for a period of four hours without need to rest.
Along with that, Tommy can generate hyper-kinetic vibrations capable of destabalizing his molecules which allow him to move through solid objects. He can also use this ability to accelerate molecules in matter, causing it to explode.
His body is also considerably more durable than most. It's adapted to his superhuman speed, resulting in strong bones and a modified metabolic rate.
Tommy processes information much faster than the average human being. This doesn't make him any more intelligent. It just means that he's able to percieve situations and react to them much faster than anyone else would be able to.
Emotionally, not a whole lot phases the guy. Tommy can take pretty much anything with a wise-crack and a cheeky grin and doesn't let the things he's not able to handle keep him down for long. While his time in Juvie is not explored or expanded upon, it's made clear that Tommy has been through his fair share of horrors and has managed to come out of it relatively okay.
Weaknesses: Tommy would not be someone's first choice as a superhero. Though he's come away from his darker life experiences mostly intact, it hasn't made him particularly stable.
While Tommy is incredibly loyal to the Young Avengers and upholds their ideals, he doesn't have nearly the same problem with killing the villains that his friends do. When given the opportunity
What he wants most is to belong. Though he postures and makes an effort not to seem overly invested in anything, the Young Avengers and the possibility of being the Scarlet Witch's son are two things that he values more than anything else. Tommy is not forthcoming with any personal information and plays all his cards close to his chest. He keeps a lot of his feelings inside and deliberately avoids talking about anything that could hit too close to home unless he has a healthy dosage of sarcasm to keep his walls up.
Tommy's accelerated perception and speed makes him rather impatient. He can't stand going slow or waiting for people to catch up to him. Powers: What are your character's abilities? How will these abilities be tuned down to suit the game? Tommy possesses superhuman speed! This will be toned down to being a little faster than average, with sharper reflexes, but not much else. He can no longer vibrate things into exploding.
At first glance, it's very easy to see why a couple of Roxy's friends don't take her seriously. A lot about Roxy comes off as though she is the epitome of party girl: rarely seen without a martini glass in her hand or without the many typos of someone hopelessly inebriated. She's constantly cracking some kind of joke, seems to take everything in a light-hearted fashion, and spends quality hours giving her friends a hard time—all in the name of love, of course. At first glance, Roxy doesn't seem to be the kind of girl interested in video games, science or conspiracy theories, but like a lot of things in Roxy's life, first impressions tend to lie.
Roxy is a girl who is casual with her friends, seeming to basically not care at all what comes out of her mouth (rather, her drunk fingers), possessing all but no inner filter with regards to sexual terms or profanity. She is a typical teenager in that regard, using chatspeak to get her thoughts down quickly and often not bothering to correct her typos save for a few lines later, when she'll use an asterisk and at least attempt to spell something as correctly as she knows how. Backspace? What's that? She's too busy skipping from one thought to the next with all the enthusiasm of someone who's had a little too much time on her hands. That's not to say she's stupid—that's in no way true, no matter what universe she's in. Roxy just tends to get a little ahead of herself at times, saying and doing things that, had a moment been taken to consider the outcomes of such actions, she might have reconsidered doing or saying. Like, for example, rigging a certain .exe file to explode a few seconds after it was run.
On the flip side, Roxy's enthusiasm, propensity to typo and other traits of her very sociable personality can be seen as incredibly obnoxious. When one adds in the fact that she is drunk or inebriated in some fashion at least ninety percent of the time, many people would be put off by her. She gives off the impression of a girl who would be all up in someone's business were they standing right next to her, possibly laughing and touching and hanging all over them during the good times. It's during the bad times that people get a glance at the under layers of what makes Roxy tick.
Ro-Lal is, for all intents and purposes, an orphan in a world that's falling apart at the seams. In fact, that's literally what she is; never has Roxy spoken to or even known her "ancestor", an author by the name of Rose Lalonde. However, this is not a fact that Roxy makes readily known to her friend, Jane Crocker, for reasons her two other friends are well aware of. Who's going to believe anyone that says they live 400 years in the future after Batterwitches and trolls have slowly wiped out what remained of humanity? Roxy plays it off like it's no big deal with Jane; with Dirk, her broken heart is on full display. It kills Roxy to have never known her mother figure, and it's one of her driving motivations for playing Sburb (even though she knows what it'll do to Jane's world because, hey, it's already happened). In the same vein, having her best friend in the whole world never believe when Roxy says that her mother is dead and she is alone? Tears her apart inside.
Because of these reasons (her loneliness, the dystopian world around her, and the fact that her friends either live thousands of miles away or 400 years in the past), Roxy tends to drink. A lot. Though she says that her mother stocked mountains of the stuff as a passive-aggressive jab at her, the audience knows it's not true. It's a coping mechanism to help her get through each day in her hellish future, and now it's an addiction, and addiction is a powerful thing, something she can't shake.
But who cares about that stuff, right? Roxy will give it no further thought unless she's talking to someone she trusts very much—Dirk being one of them. Even though she might snark at him from time to time because he doesn't want to return any of her affection, even in a friendly manner, it's safe to say that Roxy would be entirely lost without him. He's the one that looks after her dreamself when she's asleep, making sure she doesn't wander too far off. He's the one who listens to her talk about how much it hurts to know that her best friend Jane doesn't believe the fact that Roxy's mother is dead. Dirk is the one that's constantly there for her, having “more to do with her than any guy should” and liking it that way.
This won't stop Roxy from doing some carefree flirtlarping with his AR, however. Who else is she going to flirt with? Everyone else is off-limits to her! Dirk is the best pale pal a gal can have; Jane's... well, Jane's Jane, and though Roxy would consider her a bffsie, there's a lot that should stop her from considering Jane in any romantic fashion at the moment, not the least of which is her unbreakable sense of skepticism and doubt with regards to a lot of things Roxy has to say; and Jake? Jake is so far out of the ballpark that there's no fitting end to that metaphor to describe just how off-limits that guy is. Roxy still likes him well enough—especially since he believes beyond a shadow of a doubt the truth of her life and Dirk's—though their conversations seem to run across the more surface aspects of Roxy's personality. He calls her smart and sassy and Roxy has absolutely no problems soaking up the praise.
It's all true. Roxy is the sassiest kid in Homestuck yet—she has no qualms giving her friends lip when they're being tight-assed or when they're going to do something stupid. As previously mentioned, she's a frisky flirty girl with little to no inner filter to keep her conversations “family friendly”. She is also one of the smartest, utilizing her mind not only with her inclinations for naughty jokes and hilariously misspelled words (she's been called out by a couple people with regards to some of her typos, claiming that she misspells on purpose in order to make a pun or just to be straight-up silly), but also to use fenestrated planes to travel through her house, appearify pumpkins and other assorted things, create a bunch of fucking meowcats through means of ectobiology, and to hack websites and program, well, computer programs. Not only is she good at it—how many people do you know that can rig a computer program to explode?—but she makes a reference to herself as an “elite haxxor bitch.” And we come to another one of Roxy's drawbacks: she brags about her talents.
A lot. Hey, no one else is going to talk her up! She might as well do it herself.
Despite the fact that Roxy likes to hide behind a carefree veil, it's safe to say that this girl has the absolute biggest heart in the whole of Homestuck. She is the type of girl who would do absolutely anything for her friends. When her world was under attack by murderous drones and her neighborhood was set alight? Roxy spent most of her time running around gathering up the Carapacians who had more or less been her caretakers during her life. Instead of letting them stay in harm's way, Roxy instead put herself in harm's way in order to get them safe, making it clear she thought that someone should be looking after them the way they looked after her when she was a baby. This girl spent every chance she could appearifying vegetables (especially pumpkins) and handing them out to the creatures as thanks and because she knew they didn't have enough to eat most of the time. It's no wonder that this girl's alternate universe self was a mother because it's clear that Roxy will do what's necessary for those closest to her.
But let's not go this long without mentioning that Roxy is about as obsessed with conspiracy theories regarding the Condesce as she is with wizards, which can be summed up in two words: a lot. She writes fanstories with her mother's wizard characters, but doesn't really like the stuff she gets down on paper, choosing instead to to hide the journals and pretend they don't really exist. She even named her cat—the one she appearified from her mother's time—Frigglish, after one of the characters in Complacency of the Learned.
All in all, Roxy is an outgoing, sassy and smart girl with a tendency to enjoy a little escapism in the form of RP, fanfiction and video games. It's very easy to write her off, but given an opportunity, she can at least try to charm the pants off of anyone who'll give her a bit of attention.
Powers:
As a Rogue of Void, Roxy is highly sought after by the Condesce for her powers, and she's even told by Calliope that said powers will make her incredibly powerful and effective in the game. As it stands, the only known effect of the Void in Roxy's life is to black out cameras and monitors to make it basically impossible to see her and her friends. The only way this can be avoided is by her partaking in the drink every so often, which cuts off her access to the Void. For the game, this seems like a fitting cap: being able to hide herself from being traced via technology.
As her strife specibus contains both Fistkind and Riflekind, this means that Roxy is physically strong as well as being capable with a rifle—a portal gun, to be exact. She's also a very capable hacker and programmer, able to re-program a virus to blow up a friend's computer. Who even does that?
Character Name: Davesprite aka Dave Strider aka Alternate Future Dave Canon: Homestuck Age: 15 (possibly 16, he told John he was running around for 'like a year' vs a prior mention of 4 months, which can be interpreted as 'time travel' vs 'real time' since he doesn't really keep track) Gender: male
Canon Point: year 2 on the yellow yard History:wiki Personality: To understand Davesprite is to understand Dave, since they are quite literally the same person. Davesprite is just a bit older and has different experiences than the current 'Alpha' Dave.
Dave has always fashioned himself to be a 'cool kid' who could take practically everything in stride without a problem. He idolized his older brother and tried to emulate him in a lot of ways while still trying to be his own person. In a lot of ways he's just a normal kid. He likes playing video games, has interests in photography and rap music, though he did have a collection of small animal skeletons which one might consider odd.
His life had been far from normal though. His brother trained him practically from babyhood to be a fighter. Literally. There were swords and throwing knives and blades of all kinds stashed in the fridge, cabinets, and who knows where else. To him it was normal. Frustrating at times, but normal. The only thing that bothered him about his brother to any real extent -though he spoke otherwise outwardly- was his penchant for puppets. Lil Cal creeps him out to no end.
Dave is kind of a little shit when it comes to his interactions with others. He has no problem telling people off or letting them know he doesn't give a fuck about what they have to say. He will directly or indirectly insult people, rambling on in an almost storytelling sort of way. While he's never as completely stoic and impassive as he wishes, he tries to cover up a lot with jokes, ironic quips, and pop culture references. Rose is the only one who's ever been able to work through it, though usually by pissing him off in the process.
Not to say he's a complete dick to everyone. With his close friends he's actually very loyal, he just doesn't always know how to express himself well. They're the ones who get to see his dorky side come out, and his awkward social moments.
Davesprite has his differences though. He spent a good long time in a world where two of his best friends were dead, and there was no possible end to the game he was stuck playing. His sprite had been prototyped with the remnants of Lil Cal, which ended up as little more than a source of rage and frustration for him. So he gives up absolutely everything to go back in time and save John's life, preventing that dead end future from ever happening.
The result is that he is from a timeline that had been doomed to erasure, which in time-player terms means that heis also doomed, usually in some violent, unexpected way. To give himself more time he becomes his own sprite, but it's not a permanent fix. Paradox space will catch up to him at some point and he knows that.
By the time he becomes Davesprite, he's noticeably more bitter and jaded, not rambling on the way he used to, likely because he didn't have anyone to banter with for long periods of time. Where Dave almost always builds himself up as an awesome guy, Davesprite actually put himself down a few times. One of the biggest differences is how he reacted to the fact that John didn't consider him 'the real' Dave. He got very upset and didn't make any attempt to hide it behind sass or sarcasm. He just got angry.
Like Dave, it's unlikely that he considers himself any sort of hero, despite having made a number of huge, sacrifices with the sole purpose of helping his friends succeed, regardless of what it meant for himself.
Powers: What are your character's abilities? How will these abilities be tuned down to suit the game?
Sprite Powers: These can be kind of arbitrary, but given what we've seen from the other sprites and what Calsprite was able to do before Dave took it's place we can infer some of things.
∙Calsprite was able to shape shift and shoot lasers. ∙Sprites can be solid or become completely incorporeal to pass through walls. ∙Create functioning energy objects ala green lantern. ∙Glowing graffiti. Dave's is red that glows orange. ∙Grow back missing appendages.
Knight of Time: He's able to move through time to set up or prevent situations from happening, but to do so he has to make sure it's all run through a single, stable loop or multiples of himself will occur.
Flash Step: Well it's less of a step now that he doesn't have legs, but he was trained by his brother to have really, really fast reflexes, allowing him to dart short distances faster than the eye can see.
Swords: He fights with these.
--Anything he creates with his sprite powers won't have any substance or function, so it'll be more like parlor tricks. His ghostlyness will cut out, so he can't move through walls anymore and will be subject to actual physics again. Since he has wings, he should be able to fly but he'd have to learn how to do it properly rather than just float around like sprites did.
He'll be able to heal a bit faster than normal, but he's not going to be able to wander around after being impaled through the gut like he did in canon.
Mutation powers he'll get will mostly be along the lines of telekinesis and pyrokinetics.
With his sprite powers mostly gone, I'd like for him to have legs again if that's okay?
Personality: There is nothing particularly complex about Ayla. She is a cavewoman, after all, living in a prehistoric timeline. Her world is survival of the fittest and because of that Ayla values strength above anything else. She takes pride in her own strength, and the ability to protect her village with it. She only wants the strongest, the best, and the hardest.
She has a high sense of respect for anyone who is strong, and this includes her enemies. When her and the rest of the party defeated the Reptite queen that her persecuted the humans, Ayla has so much respect for her and her strength, that she wanted the queen to live. She even tried to save her before the volcano/lair exploded, but to no avail. The queen perished and the humans were left as the dominate race on the planet. She really doesn’t like thieves or people who do bad things behind others back. It’s a sign of weakness. She even scolded her own husband, Kino for stealing.
Ayla is far from being a no-nonsense chief. No, Ayla enjoys having a good time, and will probably take any excuse she can to throw or attend a party. She really enjoys dancing (Jungle Boogie!) and especially loves drinking. Of course, when Ayla drinks, she will find a way to challenge anyone to some sort of drinking game. In which her opponent will most likely lose. Ayla’s constitution, like her strength is a little beyond this world. Probably because her liquor is a type of strong, homemade, pre-historic moonshine.
However, Ayla takes her role as chief and the survival of her tribe very seriously. She knows she’s the strongest and the most capable protecting them from the Reptites. So, when there was a chance of her being pregnant, and put into the position where she wouldn’t be able to protect her tribe, she expresses this worry to Kino. She knows that once she can’t protect their tribe that he would have to, so at time she can be a little hard on him for showing any sort of weakness. Though, when the Repitite queen is defeated, and Kino proves his strength she becomes a lot less worried about her tribe, and knows that it’ll be left in capable hands. Thus, she decides on traveling with Chrono and the rest of the party.
As far as Ayla’s pregnancy is going to be handled in game, is it’s either going simply be a pregnancy scare through a missed period; being as athletic as Ayla is, light periods are common; or it can be handled as a miscarriage. She had put her body through a lot of stress while traveling with Chrono and the others, and the possibility of a miscarriage is there. Either way, she’ll come into the game believing she’s pregnant, but once she gets her first period while in the game, she’ll realize she’s not.
Despite being a cave woman, there is nothing stupid about Ayla. Her speech is simple, third person, and direct. But in the BC timeline, education was geared more towards the practicalities of surviving and not necessarily towards speaking, writing, reading etc. She is actually quite intelligent and sharp. Despite being from prehistory she caught on quickly to the idea of time travel and technology. In game, she catches on to simple tasks such as flipping a switch or turning on a button to get a machine to work or a door to open. However, when it came to the more complicated things such as flying the Epoch, Ayla most likely just allowed Lucca or Robo do that sort of job. Ayla knew her role was to be the brawns and courage of the party, and she really had no complaints about that.
Powers: First and formost, Ayla is incredibly strong, as in wrestling dinosaurs and winning strong. In game she also has what are called "Tech" abilities, which are special moves and powers that are unique to her character. Some Techs also require the combination of other characters in the party in order to perform them. As part of her reduction, Ayla's abnormal strength will remain, but she not be able to use any of her official TECHS that require more than just physical abilities. For example Kiss and Charm are healing and seduction abilities; where as Rock Throw is her just picking up a rock and throwing it at her enemy. However, given her canon point, is it likely that she's not at a high enough level to use her three strongest TECH attacks: Tail Spin, Dino Tail, and Triple Kick. Leaving only Rollo Kick, Cat Attack, and Rock Throw at her disposal. And naturally she cannot perform any of the TECHs that require certain members of the Chrono Trigger party that are present.
Name: Jade DW Journal:killkinds Contact:killkinds Current Characters: n/a
Character Name: Badou Nails Canon: DOGS: bullets & carnage Age: suspected very early 20s Gender: male
Canon Point: early canon, chapter 15/16ish History:Wiki link, but it's incredibly lacking, so here's a small summary of Badou's role:
In a dystopian, underground future, there's a city full of debauchery, crime, drugs, and The Hard Knock life. It's unknown why humanity has fled to being underground or what exactly the state of the surface is, but either way the people living in the city have become accustomed to the constant winter. With genetic engineering common, half of the human population has some kind of aesthetic defect: whether it's small wings or the tusks of a pig. This is where Badou Nails lives.
Badou's history itself is lacking, only seen in small snapshots and some side-projects that weren't quite put into the manga serialization. We know a few things: he had an older brother named Dave, and Dave "died" when he was young, purportedly killed by the same person that gave Badou the scar under his eyepatch and on his hand with a single stab of a sword. Dave, while an idealist and wanting to dig up the secrets of the Underground in their post-apocalyptic and fucked-up world, was a terrible parent, often leaving Badou to fend for himself which hardened him in a lot of ways and hardened him even more after his death. "It's a hard-boiled life", he says after all, and the yolk's gone bad. While Dave was a journalist, Badou sticks to the less honorable camera gigs of being a P.I., digging up dirt on the gangs and mafias in The City to sell for quick change. He has made Information his business and nicotine his way of life, all traceable back to how his brother's death shaped his psychology and existence.
Many things are unknown about how he's met his earlier contacts -- a true attest to how much Badou keeps his own history to himself -- such as the Bishop (the owner of a local church) and Mimi (his informant and confidant), but he supposedly met the genetically-engineered and trigger-happy Heine Rammsteiner through the Bishop, saying something along the lines of how he found Heine to be "all prickly, in body and soul". The two seem to have a common habit of leaving trails of blood wherever they go; Badou simply relies on him to stay alive, for all the living he's doing.
He's taken early in the manga before Shit Starts Going Down, so even the information he keeps so close is unknown to other characters as he digs up his own mysteries.
Personality:
Badou is a coward; when option comes down to fight or flight, the choice is usually obvious. Confrontations mean nothing to him, and he has absolutely no pride or shame to speak of; thus running away is the first natural decision, often screaming at the top of his lungs and tears in his eyes. It's a good thing he stands just over six feet with all that sprinting he has to do from pissing off various Mafioso and their thug grunts (and boy is he good at pissing people off!). It's the catching of these people in lewd and debasing situations that, too, has left him desensitized: lack of interest in sex on top of lack of manners and concern for bodily functions that can easily accrue to his bad sense of humor and foul mouth. He speaks in thick slang that translators often have trouble deciphering, which becomes a problem when Miwa often uses him to explain various plot points and happenings.
But the easy-joking, easy-going nature is only part of a lie, a veneer that houses a deep-seated inner apathy. He doesn't care about life. He doesn't care about death. He doesn't care about anything at all, really. Dave could try to save his city all he wanted; Heine can talk to the fake angel girl and pray for forgiveness; Naoto can carve out her destiny or just try to carve out the face of her killer; Badou will simply exist and keep rooting in the dirt for the answers to his past.
Despite his irregular moods under the influence of whatever-it-is-that-day and his outer layers of stupidity, he definitely has a sharp intelligence underneath the smokescreen of absurdity. He knows people well enough to position his questions so others will open up, and he's tactful enough to not always get caught when snooping around. He can certainly think on his feet, despite his natural bad luck and lack of charm.
He's not just an actor, carving out a false persona in his image, he lives in his deceit... up until he runs out of cigarettes. Nicknamed the Gun Smoker for a very valid reason, when he's not chugging down the cancer sticks, he's drowning in his own insanity. It's either too much or not enough in his erratic lifestyle, because when the smoke stops burning and he gets a good dose of oxygen, he completely loses himself in a cold massacre, a tool which the people in his life like Heine and Mimi use to their advantage: predictability with a sharp edge and high-stakes consequences.
A looter, a browser, a lingerer, a camera-clicker, an asshole, an ennui connoisseur, and a constantly-jonesing junkie addict, Badou is constantly a heartbeat away from getting himself killed and a hop, skip, and a jump away from unearthing secrets that are probably better off buried.
Sure, the lack of his brother glaringly points at an Abandonment Complex: the only thing he ever knew leaving him in shitty streets full of mafia fuck-ups and other little kids dumpster diving, but that doesn't mean deep, deep down he wants to be hugged and nursed back to sanity and wellness. It just means that, all the way through, he wants to be left the fuck alone.
Powers:
While Badou's definitely not good at fighting (unless he's going beserk), he is pretty goddamn amazing at surviving. Running away from and/or dishing it out with the local gangs and mafia is sort of His and Heine's Thing. His entire life is riddled with violence and bloodshed, including his own, and that of his brother's when he was just a kid. He's not adverse or unused to people wanting to kill each other, or even him. Or even monsters!
But as far as actual confrontations go, he's usually fleeing and pissing his pants most of the time, so he's an incredibly good runner. He crashes into trash cans pretty often so his sense of personal disgust is practically nonexistent, just like his pride.
Even though he's a real failure, he has an incredibly sharp street wit and is actually good at being a P.I., digging around in other peoples' dirty little secrets and finding out things no one wants him -- or anyone -- to know.
He shouldn’t need any down-grading because he’s just a normal human.
Name: Luci DW Journal:nephalem Contact:dreams of prospit, eclectica Current Characters: i got the first app neener neener neener
Character Name: Chie Satonaka Canon: Persona 4 Age: 16 Gender: Female
Canon Point: Post true ending History:lonk Personality: Chie is a bit of a rough-and-tumble kind of girl that wants to be able to protect herself and the people she cares about, without having to rely on others. To call her a "tomboy" would be unfair--she does have "boyish" interests and that sort of demeanor, but she is plenty feminine in her own way. She wants to be accepted and admired and thought of as strong and will go to any lengths to protect her friends. As a protector, she tends to take people under her wing--people like Yukiko, who, up until they dealt with their Shadows, she had seen as someone unable to take care of herself and in need of defending. The sensation of feeling "needed" gave her a sense of importance.
Chie is definitely a high-energy girl, playful and sweet and the type of person to not just break the ice, but bodyslam through it in order to avoid awkward moments. She's very outgoing, in stark contrast to Yukiko, and is not afraid to be "weird" around others. She wears her heart on her sleeve and is very open about her thoughts and feelings. Sometimes her reactions to things can be a little extreme, especially when it comes to anger, and has been known to resort to violence as a response (ie kicking Yosuke in the nads).
Her Arcana is the Chariot, which is characterized by conquest and victory, confidence, impulse, bravery and pride. Many figures on Chariot tarot cards are represented by a man of power, particularly a prince, which suits Chie as she is referred to Yukiko's Shadow as her "prince, come to rescue her." The Chariot card also tends to be depicted with a black and white motif, representing the concept of there being one right and one wrong answer; no shades of gray. Willpower and masculine strength are the primary aspects of this card and suit Chie and her largely physical-based Persona perfectly. Powers: Chie's powers are focused solely on her ability to summon Persona, the physical representation of her true self that is used to fight Shadows. Without this, she's just a perfectly normal girl that knows kung fu! In-game she won't be able to summon her Persona at all, but she will still be able to hear its voice.
Canon Point: post episode 9. History:here Personality: "You know... I never thought there was ever anything special about me."
Madoka Kaname is a kind girl with near limitless empathy, always there to extend a hand to those who need it and stand up against what she believes is wrong regardless of the harm it may bring to herself. This kindness is not without it's faults. So self-sacrificing is she that she believes that she is beneath the people around her, having nothing at all to offer anyone if she's not able to assist them. Her low self-worth, believing her average qualities to be the very worst, leads Madoka away from a simple life and into an ocean of troubles.
Between her intelligent, driven mother, her beautiful friend Hitomi, and the rambunctious Sayaka, Madoka had always felt as though she never fully measured up to other people. In comparison to her friends, Madoka is only average. She's clumsy and dislikes most subjects in school as she isn't very good at them. Though she smiles and is by far one of the most well adjusted and honest girls on the show, she flounders for what to do with her life and her future. Like most young girls, Madoka is directionless and can do little more than push on ahead. On top of that Madoka's image song reveals that deep down inside she's terribly lonely. Her lack of self worth makes it difficult for her to want to ask people for their time, and so she spends most of her life trying not to be a bother to the people around her.
This isn't to say that Madoka is weak. Though she doesn't consider herself to be very strong, she's always willing to throw herself into danger for the sake of other people. Madoka is self-sacrificing to an extreme degree, facing certain death with a smile and kind words if it means protecting the people she cares about most. Her spirit is nearly unbreakable and because of this she is a pillar of support for all of the people around her. While not seeing herself as very important or impressive she still inspires a sense of awe in those around her in her kindness and sweet temperament. She's endearing in what she considers to be her ordinariness.
Due to her sweetness and desire to believe the good in people and the world, Madoka is a little naive. She wants to believe that the world is inherently good and the people around her will always do the right thing, and is often taken aback when reality does not pan out this way. Madoka wears her heart on her sleeve and is easy to read. Her mother states that she has "never told a lie" and believes that she may have raised Madoka to be a little "too good" as she is always honest and does the right thing.
Her strength comes from her emotions, and even in her own feelings of inadequacy. Madoka doesn't realize what she is worth to the people around her, nor how much inner strength she has to be able to carry on when she feels as if she is nothing. There is no bitterness in her, only genuine joy and a love of the life she is living. Madoka does not hide her tears, her smiles, or her love for everyone around her. Everything she has ever done is borne from this inner strength.
Deep down inside, she is a hero. Even if it takes the entire series for Madoka to make her contract, it's clear from the moment she's introduced that she is not the sort of person that will allow others to sacrifice themselves needlessly for her. Madoka's self-doubt cripples her, and Homura's protection leaves her feeling worse than she began. In the end she rises up against the cruel system that perpetuates the misery that destroyed her friends, brave enough to sacrifice her very existence so that they may go on to live more prosperous lives without suffering.
“If someone ever tells me it’s a mistake to have hope, well then I’ll just tell them they’re wrong, and I’ll keep telling them that til they believe.”
In the end, no matter how dark things become, Madoka always has hope.
Powers: None. Madoka is just a normal highschool student. She does have skill in archery but that is the limit to her powers.
Name: King DW Journal:kingrockwell Contact: aim @ royal.times, royaltimes Current Characters: n/a
Character Name: Kanaya Maryam Canon: Homestuck Age: 15 Gender: Female
Canon Point:a6i3, after openbound pt 3 History:Link Personality: Kanaya Maryam is a very particular and moody person. Duty and method have always been central conceits in her life, to the point that her entire sense of self worth is directly proportionate to how useful she feels to those around her. When things don't go well, she doesn't tend to take it well because of this, and she's had a lot of things work against her. She's already seen her hopes shattered, and the very purpose she'd defined her life by taken from her, so fighting the urge to just give up can be hard for her. She keeps at it mostly because she's expected to, but she hasn't found a lot to keep her going on her own. She doesn't really trust herself or her own feelings to let herself look.
"On her own" is an important phrase, as she has a bad habit of considering her own wants and needs low priority, wanting to do her best to help others, and frequently being a nuisance about it. She thinks enough of her opinion to shove it at anyone who may even look like they may need it, and part of this is because they're easier to think about without as much of a personal investment, but also because she just isn't sure that her own are all that important. She's used to having no one care about them or her, and this isn't because no one does, it's largely just a result of her own hangups. Partly due to the fact that she never talks about them and bottles them up until they fester into something worse, and maybe a bit because her best friend for the longest time was an egomaniac who made her own issues more important than anything else.
She isn't really satisfied with this position either, she's just kind of bitterly resigned to it, lacking the resolve to really do anything about it, letting passivity and cynicism convince her there would be any point to it. She'd rather let outside elements swoop in to fix it for her, though most of the time she pretty much takes it for granted that this will never happen. She doesn't take being ignored and blown off well, but she involves herself with people who do just that on a regular enough basis that she may have convinced herself that it's simply her lot in life, that she's just not worth the trouble.
Kanaya is a person who invests a lot into into the way she comes off. She wants to be seen as rational, mature, and smart in hopes that you'll buy into it and listen when she starts involving herself with your business. She's very good at rationalizing and justifying herself, but her decisions are more often driven by her emotions than whatever logic she may use to explain them. She isn't always right or consistent, but she absolutely thinks she is. She's passive-aggressive, often inconsiderate, can bear a long grudge, is prone to anger, and in many ways not as good a person or as good a friend as she thinks she is.
But despite how hard she works to come off as calm, cool, and collected all the time, she's incredibly awkward and easily flustered. When things go against her expectations, she has to take a moment to catch her bearings. She isn't by any means an intellectual slouch, but her dreamself on Prospit had been awake from a very young age, so her dreams were often filled with visions of the future, reflected in the clouds of Skaia. She's used to knowing things, and without having that anymore she finds herself running into things blind, or more often withholding herself from running into things, because she usually has no idea what's going on anymore. Her sense of humor is incredibly inept, she misspeaks on occasions, sometimes says more than she'd like and needs to deflect when called on it. Her mature facade has many cracks in it, because at her heart she is only a young girl who is nowhere near as mature as that, but any time one shines through she will turn on a dime to shove it under the rug and work harder than is reasonable to dispel the impression that it ever came up, just drawing more attention to it in the process.
Put simply, Kanaya is kind of a clusterfuck of a teenager too responsible for her own good, trying way too hard to be an adult before her time. She had a great fondness for her very maternal lusus, and aspired at one point to be something like her. She's not really sure that she'll ever have the opportunity at this point, but she might like to if she ever could. It's an intimidating idea, but it's what she's meant for, coming from a caste of midwives. She doesn't romanticize it quite as much as whatever prospects she has in her quadrants, but then she also had more confidence in its eventual realization. Had being the keyword.
More recently, she's had a lot of encouragement to hope that she may have it again, and a few good influences to try to improve her mood. She's made some progress, and having two years to mostly relax and not have any real heavy conflict weigh against her has helped, but it is still a process, and one she may like to project herself as being further along with than she is. She still has her doubts sometimes, and her environment can have a major effect on her mood, but now, while it's still unchallenged, she thinks she might be able to handle it. She could possibly be free to determine her own future.
She does have a strong sense of aesthetics, despite coming from a largely utilitarian culture. She incredibly devoted to the practices of fashion, landscaping, and interior design. Looking good goes into her feelings of presentation, and apply just as much to visual appearance as disposition. She's often disappointed that no one else seems to care about them as much as she does.
Powers: As an Alternian troll, Kanaya possesses pointed horns and sharp fangs. She isn't a terribly delicate person, having practiced a fair amount of physical labor in her youth, though inactivity on the meteor has likely softened her a bit, smoothed out the callouses.
She is an awakened jadeblood, a rainbow drinker. The most visible trait of this is that her body has a bright glow that can vary slightly due to her mood, but remains for the most part at a point that could best be described as Annoying, though she can also shut it off entirely. The major abilities beyond that include an absolutely insane fastness attribute while still being able to move almost noiselessly, a resilience to most major injuries that might have been fatal to other trolls (sever the head or destroy the brain and she'll die like anyone, she can survive most anything else), and a thirst for blood. She also possesses considerable physical strength, enough to punch someone across a room or crotch-check them over a cliff.
In-game this will translate to her having quicker reflexes and a much higher level of stamina than a normal person, but her glow is dimmer and her thirst may actually be more debilitating than it would otherwise be. Any mutation powers may develop her in the direction of empathy and telekinesis (or maybe nix telekinesis and pair the empathy with precognition so she could develop legit twilight powers, that would be funny).
Canon Point: Episode 11, as she waits for Walpurgisnacht. History:stuff Personality:
When we first meet Homura Akemi, she's your standard mysterious transfer student - fairly polite, if cold, skilled at everything from homework to sports, and has an eye out for the protagonist, Madoka. She asks - more like demands - Madoka walk her to the nurse's office, then tells Madoka that the only way not to lose everything is for her to stay herself. It's all very dramatic and, once Kyubey shows his face on the scene, unsubtle; she wants to oppose his desire to make Madoka - specifically Madoka - into a magical girl. She doesn't entirely tell Madoka why, nor does she warn Madoka of Mami's death even if it was apparently an inevitable conclusion, nor does she mention the little secret about Soul Gems. Obvious questions arise, such as why not, if she's so intent to keep Madoka from becoming a magical girl?
As it turns out, she's already tried that. Homura was once, and is at heart, a shy, lonely, and emotional girl, placing her value in the things she can accomplish for others. She used to be an average student as well as physically weak due to a heart condition that kept her in the hospital for some time, and so thought herself rather useless. Madoka became her first friend, giving her confidence and letting her into the world of the strong and beautiful magical girls, and so she was naturally crushed when Madoka was killed by Walpurgisnacht, after Homura had begged that they just run away from the horrifying witch. Kyubey - is it any surprise? - capitalized upon this and made Homura a magical girl with the ability to manipulate time, granting her wish to return to her first meeting with Madoka and saving her life.
...over and over and over again.
Her instinct, especially apparent in the earlier timelines where her optimism was at its height, was to be completely forthright, introducing herself to Madoka as an overeager magical girl and wanting to work with the group to get past this month with Madoka - perhaps her aspirations even, to some extent, included everyone at first - in one piece. But as the girls mistrusted her more and more before succumbing to darker and darker fates, that optimism quieted, giving way to coldness and the pragmatism that came with the knowledge that the only thing she really was fighting for - had any power to protect - was Madoka's life. She couldn't rely on anyone. She became more and more ruthless with Kyubey, interrupting his efforts to turn Madoka into a magical girl at any turn, having learned in yet another timeline that he could strike even at the last possible moment - as Homura fought Walpurgisnacht yet again.
Homrua's personality is a culmination of these experiences. She doesn't go out of her way to ingratiate herself to anyone, knowing that doing so will still lead to failure. She instead shapes her plans around how to best keep Madoka from needing to become a magical girl and how to keep Madoka - perhaps not happy, but at the least how to keep Madoka's suffering down to a bare minimum. Despite her unwillingness to include people unnecessarily, in battles or in knowledge, she knows when to accept help, recruiting Kyoko's help with fighting Walpurgisnacht in the most recent timeline. Indeed, she does seem to still have some compassion for her fellow magical girls, desperately warning Mami that Charlotte is a much stronger witch than any Mami's faced before, despite surely being aware that she can - as she does - get to the deepest part of Charlotte's barrier and destroy her before the witch can do anything to Madoka or Sayaka.
The most crucial part of Homura's personality is her tenacity and - maybe surprisingly, given her tendency to fatalistic statements - optimism. No matter how many timelines happen in which Madoka dies or becomes a witch, Homura refuses to give up, nixing them all until she finds one where the combination of factors align perfectly to allow Madoka to live as a normal girl. As Kyubey points out, this is certainly influenced by her knowledge of the nature of Soul Gems; if she ever gives up hope or lets her despair overcome her, she'll become a witch and everything she's done will have been for nothing, giving Kyubey the final victory and depriving Madoka of the future she asked Homura to make for her.
Powers: Her primary ability is time manipulation - though, more specifically, unless she's rewinding the entire month to try again, she mainly just stops time in intervals so she can attack by more mundane means. The magical girl weapon that manifests on her arm can also act as a shield, presumably from her wish to be able to protect Madoka.
Character Name: Clementine Canon: The Walking Dead Age: 9 Gender: Female
Canon Point: Post-Episode 5: No Time Left History:wikia Personality:
Clementine is a very sweet girl who got caught up in a really unfortunate disaster. When the zombie apocalypse hits rural Georgia, her parents are out at a trip and have left her with her babysitter. Somehow she manages to survive the initial outbreak by hiding in her treehouse and avoiding both walkers and invading people alike. Eventually she meets a fellow survivor, Lee Everett, who she lives with to find safety and eventually becomes very close to. Even though they are only strangers, she slowly begins to see him as a sort of surrogate father figure. She never forgets nor entirely gives up on her parents until much, much later when she finds them as zombies. She is very much a "show" rather than "tell" kind of person and prefers to let her actions speak louder than her words, expecting more or less the same from others before she can trust them. Being a child, she is as gullible and easy to manipulate emotionally as one would expect, but has also been shown to be extremely clever and resourceful, coming up with solutions even before Lee or the other adults in her group do.
One would expect a nine-year-old in the middle of the zombie apocalypse to have difficulty surviving, but between being well protected and being smart enough to take care of herself when she needs to, Clem has a lot less difficulty than most others might. Although she is initially afraid to learn to use a gun, she recognizes the need, just the same as she does in other situations where she may not like what is going on, but knows that others have her best intentions in mind. However, she is not afraid to voice her opinion when she thinks something is wrong (such as telling Lee that she doesn't think they should raid the abandoned camper full of supplies when their group comes across it in the field) or asking direct questions when there is something on her mind. She tends to be fairly good at telling when someone is lying to her, but not always. Once her trust is gained it isn't easy to lose it, although her habit of occasionally taking matters into her own hands sometimes overrides the better advice given to her.
Despite how clever and unusually adaptable Clementine is during the apocalypse, she is still a child at heart. She makes friends with the other child in her group and plays games with him while he is alive, pulls pranks and teases him like children will do. She likes to be included and treated like part of the group, often volunteering (or even insisting) on joining in on various excursions that could prove dangerous. She is very eager to prove herself but avoids being reckless as a result—just very brave and strong no matter the circumstance, even when she is scared or upset. This proves to make her invaluable to Lee in her own way, especially after he is bitten and begins to die. Clementine takes all of Lee's advice to heart and uses it to keep herself alive after putting him down, even though it brings her to tears and leaves her all alone.
Powers: None. Clem is just an innocent little girl in an innocent little zombie world.
Edited (herp a derp a diddly durr) 2013-02-19 19:18 (UTC)
Name: Jillie DW Journal: jilliejellyjam Contact: jilliejellyjam @ aim Current Characters: no
Character Name: John Egbert Canon: Homestuck Age: 15 Gender: Male
Canon Point: Around [s] 7275, when he has been dream-wandering through the desert for a while, and there are about twelve thousand horses present for some reason or another??
Personality: When he's had a good day, John can be a pretty nice guy overall. He's fairly easygoing and positive, and he looks out for others — including those he doesn't know, even though looking out for strangers sometimes gets him a trident through the chest. Admittedly, he can also act like a bit of an ass despite being a kind guy, with him picking on his friends interests and brushing some things off when he maybe shouldn't, but his friends all do the same to him. Fair's fair. So, John can get away with being occasionally rude, safe in knowing it doesn't actually hinder his friendships. Though sometimes he is an ass for no real reason besides that it's a day ending in "y", or because someone's set him off.
He can laugh away most things, but John's feathers definitely aren't impossible to ruffle. Very recently in his canon, he pitched a serious bitchfit when he realised he no longer liked one of his once-favourite movies. It lead into a blown-out tantrum that had him screaming about every thing he could imagine ("who cares about mules, or pastures, or dave sprite's stupid ephemeral sky visage. who cares about anything!! who cares about my birthday, or nic cage, or this boat full of idiots. JUST. WHO. CARES.") until he fainted. Actually fainted.
Still, his bad mood was settled after blowing off some steam and forcing Jack to wear a silly hat during their fight, so it's not like his dial is stuck to Unbelievably Mad all the time. In fact, he'll likely always be a guy who's all for having a good laugh over something. He would be, of course, because John's convinced that he is one damn good prankster. Truthfully, his skills could use some polishing, though his Nannasprite has easily been keeping him on his toes while they've been on the ship. When he pulls off a trick, he usually gives a private (hehehehehe.) to himself — and, yes, John types in a coloured font, though his typing style is fairly easy to read, since he doesn't do anything fancy, only avoiding capitalising things unless they really, REALLY need capslock for emphasis.
One of the things he and his father used to bond over were pranks. For most of his life John believed his father was nothing but a prankster with a huge love for clowns harlequins, and when John found out his father was a normal guy who wasn't even all that into clowns, his world fell apart a little. John's had a few earth-shattering moments, but he usually realises on his own when it's over stupid things and will snap out of it given a little time to adjust.
When John learned of his fathers death, he didn't get nor take a lot of time to dwell on it, but instead pushed forward with the plans to reset the game session, only able to hope that he'd come back. John understands that he will likely never see his father in the same context as he had before, as he would be reset with the game, but maturely he said he was just glad to know he'd be around in some way. John felt the same way for the friends he believed would die during the game reset (as they had gone off on a suicide mission that they managed to return from). And though he handled that all very maturely, when Davesprite posed as his father writing a birthday note to him in Act 6 Intermission 3, it bothered and angered John a lot. That was some serious fuel to the John-flips-out-so-hard-he-faints fire.
Back when they had been playing the game, John had been pretty slow to figure out Sburb. There had been a lot of things about the game that he didn't understand, or had to have explained to him about the basic mechanics of it. He also failed to come up with plans for finishing the game, and sometimes was prone to having stupid ideas (even though that is partly because of the voice in his head encouraging those stupid ideas, which is actually a totally normal part of the game), but he was agreed upon as the leader by his friends nevertheless. This is because, as his friend Rose said, he's optimistic despite the odds that are against them. John never saw himself as the leader, since he believes doing anything for his friends is something anyone would do, not just a leader specifically; he'd taken to thinking of himself as more of a palhoncho.
It should be noted that John eventually was able to go about things on his own. He was trusted enough to prepare for and start the game reset exactly when he was supposed to without any further supervision, setting up for it and fending off all things that tried to stop it on his own. It showed a lot of growth in his character, as this was something he'd not have been been able to manage alone from the start of the series. When he recently faced off against Jack in a dream bubble (in a fight that reflected one where he had previously died) he managed to put up a really great fight, and might have done further damage if not for Jack getting chased off by another character. He's grown up a lot.
John had once been shamelessly nerdy, though he is now slightly less so. He once held a very genuine love for films that were bad by everyones standards and would insist upon their goodness, talk about them in excess in a very nerdy fashion, and even re-enacted scenes from them with unsuspecting salamanders. Presently, he can recognise what sucks about them and John still sort of likes Nic Cage, but probably won't idolise him like he used to. He's still really keen on magic (even more-so than science now!) though.
The bulk of everything that happened in the series - while he was playing Sburb, was two years ago, from John's point of view. The bigger changes the game left on his character have stuck (the loss of his father, the strength of going God Tier, the goal to go forward into the next session), but most things don't seem as important to him any more or aren't remembered by him. More than anything, he's fed up with having been stuck on a ship for two years with the company he's got. His relationship with everyone he's interacted with is tense; he's tired of having to ask Jade to do thing's for him, he's mad at Davesprite for breaking up with Jade and pulling a mean-spirited trick on him, he's annoyed with Jaspersprite for being a stupid cat, he doesn't really want to spend much time with his grandma's sprite because she's his grandma and it's weird, and don't get him started on his problems with the carapieces and consorts. Also, up until very recently, he hadn't once seen Rose or Dave in a dream bubble (and he only caught Rose for long enough for her to distract Jack as they fought), and he's not seen any of the trolls in ages, not even the one that stabbed him while he was dreaming a year back.
Basically: he's bored and wants his trip in the golden yard over and done with, like, yesterday.
Powers: Early on in the series, John made it so he could only equip hammers to fight with, through something called his "strife specibus", which is now "hammerkind". He's levelled up and gotten fairly good at it and has some different ones, though a few of the ones listed are missing for one reason or another. He also managed to acquire a "bunnykind" specibus so that he could equip bunnies to fight with, though he's never really tried that out (save for when he got a robot bunny as a gift, but that fought on its own). Time spent swinging hammers around (and his fathers general insistence on John acquiring mangrit) has left John very physically capable and strong, though he's not been fighting much at his particular canon point.
John also has control over something that had once been dubbed the Windy Thing, which covers his being able to manipulate wind and air. The Windy Thing can be used to fly, create tornadoes, create tornadoes made out of lava (if, you know, lava is conveniently around), or ensure that paper air planes never touch the ground, no matter how long they are up for. He can also literally turn himself into air in the middle of a fight.
John can do this because in Sburb he was given the title "Heir of Breath"; his wind powers woke up before he reached a level of the game called God Tier, but now that he is at that level they're stronger than before. His being at God Tier is an important thing to note, as John is technically a god because of it; he can only die and remain dead if his death is heroic or just. If it is neither of those things, he will revive in a burst of light.
Also, he can play the piano. He's not half bad.
As for how all these things will change in-game, it can basically be said that his breath powers will drop out through the floor. If anything remains he'll basically be able to blow pieces of paper off a table. His hammers will be pretty much turned to crap once he arrives even though he can probably still hit people with a messed up hammer let's be honest here. He could technically not get any of the perks that come with being a god even though he cant really be made not-a-god because that's just what his body is now, but his inability to die will probably be translated into a quicker healing process (as breath players seem to be good at healing.) And with the whole psychic ability thing, I think we're looking at either levitation or some kind of telepathy (because that might be a good substitute for the Gift of Gab).
Character Name: Rin Kaenbyou ( Orin ). Canon: Touhou Project. Age: In the hundreds. Gender: Female.
Canon Point: post Symposium of Post-Mysticism. History:☯☯. Personality:
For a youkai, Rin is, perhaps, one of the more ominously cheerful of the bunch. While it's only natural for youkai, residents of Gensokyo and otherwise alike, to prefer wreaking havoc upon the human world and humans themselves, Rin is more laid-back and nonchalant towards the whole chaos-and-destruction deal, preferring instead to sit around in the hot caverns of Former Hell and do what it is she loves and does best: chilling with the bodies of the dead. Fitting for her childish appearance, she's extremely carefree and oblivious to most of the more serious matters going on around the world, and her scope of what's worth paying attention to and what isn't is usually restricted to her immediate vicinity and the same old goings-on within Hell.
Due to living in the Underground, Rin lacks a good deal of understanding about the rest of Gensokyo, which only furthers her nonchalant attitude. Because of this separation, though, her love for her home and the people around her has been tempered over the years, instilling her with a strong sense of loyalty and love for her companions and the simplicity of her own life, even if it does mean that she's missing out on a lot. Catastrophes could be occurring above the ground, and Rin wouldn't bat an eyelash; if something happens within the Underground, however, she's quick to leap into action, albeit naively so. When her good friend, Utsuho Reiuji, became heavily unstable after gaining nuclear-based powers and wished to take over all of Gensokyo, Rin's immediate concern wasn't protecting the welfare of the entirety of the rest of the world from Okuu's wrath, but rather how their master, Satori Komeiji, would react to the sudden change in temperament. In reality, Satori admitted that she wouldn't have chastised Okuu too harshly for her actions; Rin was just worrying too much and letting her devotion to looking out for her friend cloud her judgement, since she should have known better than to doubt Satori's understanding.
Rin has a rather morose sense of humour, which is only to be expected from someone who mixes being silly and flighty and somewhat immature with living within Hell and being obsessed with swiping the dead from funerals. When challenged, she jokes that Okuu's power will kill anyone who tries to stop them, but she doesn't mind that idea because Reimu falling in battle will just give her an opportunity to add another human to her collection. She'll also cheerfully let her opponents know that, having wandered into Hell, it's likely that they'll just end up burning to death due to the ever-raging fires spread throughout the area -- but, that's okay, too, because she promises to look after their bones and souls once they're gone. It's no wonder that she's been completely desensitized to the idea of death and those around her dying, as it's been her duty to cart the dead to Hell for hundreds of years, and she admits that there's nothing she finds more entertaining than being able to hang around spirits and corpses for as long as she wants.
Due to her strong connection with the dead, Rin doesn't particularly care about the living unless she's prattling on about how great it would be if she got to play with their corpses. Her only friends are Okuu and Satori, whom are 'special cases' due to being residents of Hell as well, but she doesn't mind being left in solitude while knowing that everybody above the ground gets to spend time together and party and get drunk and whatever else the youkai get up to. This doesn't detract from her cheery personality; while she won't exactly make an effort to sit down and entertain small talk with someone she comes across, she isn't rude, either -- except for instances when she's making a few less than stellar comments about being incinerated or rotting underground. She's actually decidedly friendly, for a youkai, referring to others as "sis" and holding no bad feelings towards anyone who defeats her in battle, unlike many other youkai who value their pride quite a good deal more than she does.
She's described as living in the present and being very straightforward, which is partly due to her life spent as Satori's pet. The Komeiji family is renowned for their psychic abilities, with Satori being especially powerful, so Rin has been raised seeing no need to lie or cover up her thoughts or feelings. This, of course, makes it so easy for her to share her enthusiasm for her job, but it also means that she's inherently trustworthy and won't hesitate to blurt out any and all information that she's asked for. The only times when she does try to hold her tongue and dabble in deception is during Okuu's freakout, when she's too busy worrying about Satori's assumed punishment to rat her friend out, instead taking things into her own hands instead of just being upfront about the issue.
She doesn't do it often, but when she does keep things to herself, Rin is the sort who will do anything she can to patch up a situation, even if doing so is technically beyond her capabilities. Knowing that she stood no chance against Okuu's new powers, she sent a series of angry spirits to the upper world, in order to draw youkai down to Hell to find the source -- a trap, of sorts, so that she could find someone strong enough to knock sense back into Okuu. This ended up causing a good deal of trouble for the youkai who had to deal with the spirits, but Rin was only concerned with calming her friend down, even if that meant inconveniencing a few other people.
Powers:
Spell Cards: Within Gensokyo, the residents use a certain type of energy-fueled magic bullets to attack others, known as danmaku. In order to ensure that both youkai and humans can fight on the same level, a number of rules were imposed for use within danmaku fights, with Spell Cards being one of the measures taken to even the playing field. They resemble small sheets of paper with the seal of the Hakurei Shrine, which, when used, unleash the type of attack inscribed upon their surface. As well as danmaku, Spell Cards can also include their users using non-magical means to attack; Mononobe no Futo, for example, uses sake cups in her Throwing Dishes card.
Rin is a kasha, a variety of demon bearing a feline-like appearance with a love and penchant of stealing the bodies of the dead ( usually those who were sinful during their lives, or are especially disliked by the public ) and carrying them down to Hell. She's usually seen with a wheelbarrow, its contents covered with straw, which is, more often than not, filled to the brim with corpses en route to the Hell of Blazing Fires deep within the core of Former Hell in Gensokyo.
She maintains two primary forms: that of her ordinary, youkai appearance, wherein she's an ordinary, red-headed young girl with a pair of cat ears, and the form of a pure black, two-tailed cat, which Marisa claims is infested with fleas. While in cat form, she can't communicate vocally with humans, but, presumably, other creatures possessing psychic abilities or particularly spot-on intuition would be able to understand her.
She can control and communicate with the spirits of the dead, though the extent of her control isn't shown. For the most part, she prefers to hold conversations with the dead, rather than animate them for her own use -- except in cases where the spirits might lend a hand in conjunction with her spell cards.
Rin isn't much of a fighter, so she has no need to keep access to her Spell Cards nor her danmaku, and her communication with/control over the dead will be dulled down to next to nothing. As for shifting between forms, doing so will be something she'll have to learn to do all over again, and even if successful, maintaining one form over the other won't last for more than a few minutes.
Name: Hamlet DW Journal: gilboat Contact:gilboat Current Characters: N/A
Character Name: Hiro Kageyama Canon: Devil Survivor 2 Age: 18 Gender: Male
Canon Point: Post Day 7, Ronaldo's route. History:History ! Personality:
Hiro is probably one of the strangest protagonists SMT has to offer. He almost always seems to have something silly to say, regardless of who's on the receiving end. Because of his wit, goodwill and optimism, it's easy for him to befriend even the coldest individuals, rivals, and people who are significantly older than he is. His jokes may be wasted on Yamato, a detached individual who's prone to making callous, unpopular decisions, but he still tries his be farcical around him and strives to put his skills to good use in favor of the director's ideals. Another prime example would be Ronaldo — a former detective who leads a group of ragtag equal-opportunists through violent means. Though he and Hiro's ambitions clash, Hiro's willing to hear him out. All in all, he wants everyone to get along and if possible, he'd like to be a cog that helps to find a sound end that everyone can accept.
In spite of his sometimes snippy, questionable or goofy responses, he's the designated leader as someone who can get along with everyone and keep them together whether they like it or not.
Though he often seems to be interpreting things in a strange, filtered way, he somehow always knows what to say. When it's time to be serious, he can shift gears in an instant. He also, surprisingly, knows when to leave a situation alone and it seems impossible for the teen to hold grudges. He's spontaneous, but never acts in important situations without a certain degree of thought. His comedic side is a dominant, valuable trait especially during grim times, but he isn't unaware of certain expectations.
Hiro might be the designated leader of their group, but he follows orders from the JP's (Japan Meteorological Agency) to a T. He'll take on assigned Septentriones without a fuss (though facetious complaints may follow an event). He remains composed all the while, perceptive and quick-witted even in in the midst of battle. In fact, the only reason why Yamato (The director of JP's) seems to favor him so much is because of his willingness to take risks, compliance, confidence and ability to produce results.
That confidence isn't restricted to battles. Without fretting or questioning anything, Hiro's willing to meet up with potential enemies all on his own. Whether it's because he doesn't want to cause alarm and start fights amongst his party (and possibly be written off as a traitor), or because he truly believes he can handle whatever unfortunate situation he may find himself in. There's that degree of confidence that helps push him along.
Being the glue that bonds everyone, Hiro values each relationship he forms even if they oppose him in the end. The thing about him is that he loves people, regardless of their beliefs/appearance/history/etc. He listens to people who are "supposed" to be his enemy without bias, and then forms his own opinion. Some may call it shady, but because of his evenhandedness he can be thought of as a reliable comrade; he'll have anyone's back as long as they aren't being counter-productive to the cause as a whole. So, even if they can't fully match theories 100%, if both parties are working toward a similar goal then he won't interfere as a product of empathy. Both his will to survive and willingness to listen are two of his greatest assets.
Powers:
The only abilities he has are contained in his cellphone (referred to as a COMP). Through it, he's able to contract and summon demons to fight at his side. He's also allowed to use the demon auction and Cathedral of Shadows as another means of attaining familiars. Additionally, it grants access to a dead face delivery site, Nicaea, which displays low-quality videos of his friends in catastrophic situations, therefore allowing him to rescue them and turn fate on it's head.
Character Name: Billy Kaplan / Wiccan Canon: Marvel 616 - Young Avengers Age: 16 Gender: Male
Canon Point:Children's Crusade, #7, when the spell to bring back the mutants is interrupted History:WIKIA~ Personality:
"It's okay, Mom. We're super heroes. I meant to tell you."
Billy is the twin son of the Vision and the Scarlet Witch, soul-transferred into becoming the biological petite 16-year-old gay son of two ordinary Jewish folks living in the west side of New York. Already his life is overrun with Issues.
First and foremost Billy is, at the core, a nice kid. He's sweet, he's kind of sensitive, he's cheeky, and he has a great sense of humour. Sometimes he can be overly serious, but in general it's a situational thing; for the most part, he's right alongside his teammates making snarky commentary even in the middle of a battle. They really are exactly as advertised- Young Avengers. Bunch of teenage fanboys (...and girls) trying to be superheroes. And sometimes they even succeed!
"Okay, this completely violates Growing Man continuity."
Billy is one of the more fanboyish of the fanboy squad- he hero-worships the Avengers and many other superheroes of the world, speaking to them with respect and sometimes even awe, often making quiet "aside" comments about how he can't believe this is actually happening, or his teammates won't believe him, or how awesome it is. He is a superhero geek to the very core. He's a geek to the point where you could compare him to one of those walking-dictionary comic convention panelists. (The kind people just want to punch sometimes.) Often times in battle or when the team is facing off against a hero or villain they haven't met before, Billy is the one to recognize the person and in some cases state their significance to a degree that ought to be worrying. It comes in handy on occasion, though. He's also a Norse mythology geek (his super-alter ego was originally based on Thor, after all), and is almost certainly into comics and video games, too. For a character who is normally rather dry and sarcastic, his geekdom is one of the things that gets him really enthusiastic and passionate about.
"Your mom died protecting the one person she loved more than anyone in the universe. She was a hero... just like her son."
The geek side comes hand in hand with the fact that he's kind of... well, sensitive. He cries, he's sometimes easily offended, and he loves to touch people. He's the first to set a companionable hand on someone's shoulder or to offer an encouraging word, and it doesn't take much invitation for him to try and get close to someone. He likes musicals and cozying up to his loved ones and holding hands and- okay, he really is the epitome of bully fodder in high school. But he's not a pushover either, even if you were to ignore the superhero powers. He'll use logic and clever thinking to avoid a conflict if it's possible, and if it's not, then he'll face the problem head-on and deal with it. So what if his hills are alive with the sound of music when the costume comes off?
"They're not your people. They're not even people."
As a contrast to the above, Billy can be really insensitive at times when it comes to the feelings of other people, and it shows through some of the careless remarks he makes or the dismissal of the concerns of his friends; when Teddy attempts to save the Super Skrull during the invasion storyline he angrily brings up the fact that the aforementioned Skrull murdered Teddy's adoptive mother. He's quick to backpedal, of course, but it doesn't change the fact that he doesn't always think about what he's saying before he says it. He even slips in a little racist commentary with phenomenally bad timing, eg. saying the Skrulls are "not even people" to Teddy, who is half-Skrull himself. It's not to say that he is intentionally racist- he's later shown to say that Teddy's half-Skrull heritage is "cool", but even so: careless remarks are not unusual, coming from him. He also has a pretty lousy temper and a tendency to rage quit when he hears something he really doesn't want to hear. Very few people can get him to stop and think about what he's doing beforehand, Teddy being one of them. He's also pretty sarcastic, making the occasional snippy commentary even at the most unfitting of times.
"Let him go, or yours will become a suicide mission."
He is very protective of his teammates and the people he cares about, and he's not afraid to use his rather extensive powers to keep them safe and alive when he's around. Case in point: stopping a nuclear explosion and putting twenty people in a coma with a single thought when Teddy is injured by one of them. (...Actually a lot of his more volatile reactions stem from Things That Happen to Teddy. Don't screw with an overclocked mutant in love.) He follows the Avengers moral code of "don't kill" as well as his own values re: taking a human (or even alien) life, and the one time he does threaten to kill someone, he's very shaken up by it after the fact. Murder or even killing in the name of self-defense is something he keeps in mind almost constantly while in battle, particularly because he's packing a lot of power.
"Please don't worry. It's not like I'm planning to invade Latveria, confront Dr. Doom, and rescue the Scarlet Witch tonight. At least, that's not the plan."
He can be really careless about self-preservation sometimes; he's impatient about Getting Things Done and will too-often charge off into danger regardless of the potential consequences (eg. injury, danger, capture, a lecture from the boyfriend). He does have tremendous faith in his friends/teammates, so even while rushing into the aforementioned danger he still has plenty of confidence that they'd come and rescue him if he got in over his head. That faith in people often even carries over into people that he may not necessarily know well, but has a great opinion of: he's quick to defend the actions of the Scarlet Witch despite her mass-mutant genocide, justifying her actions as possibly having been possessed by some evil entity despite no evidence to back up his claim. He also believes in her (admittedly true) claim to not remember any of her history with the Avengers or her crimes. Because she's his mother and favourite member of the Avengers, he doesn't hesitate to think the best of her. On the flip side, he refuses to believe Dr. Doom's self-proclaimed good intentions in regards to the Scarlet Witch, assuming he's brainwashed her or placed her under a spell rather than genuinely loving her. In his mind, "good guys" can do terrible things and still redeem themselves, but it's harder to convince him that "bad guys" can be good.
"I've never really had a problem with being different from other people. It's other people who have the problem with me."
Even though he has a history of bullying and gay bashing from school, Billy isn't meek or easily intimidated. Thanks to the Scarlet Witch's encouragement before he discovered he had powers of his own, he learned to stand his ground even when facing insurmountable odds- not for his own sake, but for the sake of other people that he wanted to protect - and in the process, he discovered that he had the power to really protect people. In a way, it's because of her that he's a part of the Young Avengers now, and he's never stopped being grateful to her. At the same time, however, the accidental misfire of his powers nearly got one of his bullies killed, so he's had to keep that in mind since it happened. He does have a lot of confidence that his morals will carry forward into his abilities- since his spells are created by his wishes, and he believes that he'd never wish for someone to die, he doesn't worry as much as the others that he could be too powerful (or, even worse, end up like the Scarlet Witch).
"Now, would anyone other than the team sociopath care to weigh in?"
One of the most solid things to note about Billy is that there's no pretense about him, no faking, no bullshit. He says what's on his mind, whenever it comes to mind, regardless of who he's talking to. He speaks freely with his friends, his parents, his heroes- he mouths off to Iron Man and Captain America and offers no apologies. No matter whose company he's in, he is himself, and they're stuck with his true self whether they like it or not. He still keeps secrets, of course- he's not a completely open book about everything. But if sometimes comes to mind and he knows that he can say it? You better believe that he will. Consequences be damned. ...And usually apologized for, after the fact. He's not totally callous or anything when he realizes he's done wrong, especially if he belatedly notices that he's hurt someone.
...Okay to sum it all up, Billy's basically a snarky little fanboy with superpowers. God help us all.
Powers: As both a witch and a mutant, as well as the son of the Scarlet Witch, Wiccan has some pretty formidable (and kind of meta) powers in his arsenal. He describes them as "magic powers [that] essentially come from wishing on stuff really hard", but it's technically a derivative of Wanda's reality-bending ability. Most of his more powerful spells (and sometimes the easy ones, if he's not thinking clearly or if there's no sense of urgency) require him to chant his wishes aloud, and the length of time or amount of chanting varies from spell to spell. Almost all of his magic takes the form of a blue energy, forming from his hands and spreading to wherever he wants it to go. I've got a summary of Billy's magic here.
As for the game itself, Billy's powers have a tendency to malfunction at inopportune times anyway, so I'm thinking upping the likelihood of that happening and downgrading the effectiveness would be a good handicap for him. It's hard to limit powers that are basically unlimited as far as what they can do, so putting a limit on how well they work is a good start. If you want any specific limits placed on him, feel free to tell me and I'd be happy to work within the rules. :|b
Canon Point: Somewhere just after the stars arc before the time skip to her wedding. History:onetwothree! Personality:
Usagi is very much your typical, stereotypical teenage girl. She can be lazy, self-centered, a bit of a cry-baby and sometimes has a super one-tracked mind. This girl loves food, boys and gossip! She is a girl who loves fun, hates homework is late to school more than she is ever on time. She is lazy, loves to nap and is often more concerned with her social life than she is with her studies.
Usagi is also very sweet and caring. She is a girl who will go the ends of the Earth for her friends and has died for them a whole bunch of times. As much as she can be self-centered, she can also be incredibly selfish. What makes Usagi so real, is that she grows up a lot while still being this teenage girl who eats too much. She is a balance of strong, independent, brave and ... utterly lazy, sometimes juvenile and very funny. It's almost comical how quickly she can go from incredibly lazy to shaping up in order to defend her friends! She is, when it comes down to it, someone who knows exactly where her priorities lie. She is also someone who has a lot of stuff on her shoulders; she is a soldier, she is a princess -- she takes it all in her stride as best as she can. Sometimes she whines about it, but mostly she adapts and deals with it.
All of this can also be a downside; while she cares about her friends, she can often be very dependent on them. She has a very Bad Habit of being self-sacrificing if it means the greater good. Usagi desperately wants to see the good in everyone, even the people who are not very good at all. She can be extremely stubborn and sometimes jealous (especially over her boyfriend, Mamoru). Usagi is very much a romantic, and sometimes her feelings can lead her into putting herself in danger if it means she can help Mamoru or even her friends out. See: fighting Queen Meteria, Black Moon Kingdom, Nehelenia, facing off Galaxia, throwing self into Galaxy Cauldron to save univese. She is sometimes stupidly trusting, often without question or a second thought (see: Haruka and Michiru, despite their actions initially being to the contrary, and the Starlights, despite them being from a separate solar system and also super rude).
Much of Usagi's primary development is how she begins to grow up into a young woman, while still keeping these personality traits (even in the future). While initially she is hesitant to become a super hero, she soon adopts the role whole heartedly. Usagi's strength is sticking up for people, after all! This is not to say that Usagi doesn't keep her faults -- she kills herself in her first arc, after Mamoru dies and she continues to risk her life from thereon out (though for less dramatic reasons and more "must save everyone" reasons).
Overall, Usagi is the girl who will likely make you fall in friend love with her. She has a very unique energy around her which makes it very hard for people to dislike her. It is very easy to become frustrated with Usagi, of course, but it is very, very hard to hate her. Unless you are a bad guy, in which case it is very easy to hate her because she is so nice.
Conclusion: bratty, teenage girl with a pure heart and will do anything for friend chums. She is very transparent and wears her heart on her sleeve.
Powers: Usagi is a lot like female jesus. She has a super powered crystal that gives her the power's of a very powerful and emotional god. For the game, this will be toned down to: her typical transformation into Eternal Sailor moon, her usual attacks and also the ability to heal wounds.
Name: Emily DW Journal:revolutionary Contact: aim @ spark memories, user name=weaponize site=plurk.com Current Characters: none.
Character Name: Vriska Serket Canon: Homestuck Age: uuuhhh. Depending on how you frame it, she's either 13 yrs/6 sweeps, or maybe 15/7, or maybe 3498637948673483/?. It's hard to tell. Technically it's the second one, going by the alpha timeline. Gender: Female
8luh 8luh huge 8itch. The stereotypical four words used all too frequently to describe Vriska really do seem to fit her pretty well, at least on the surface. Often playful in her mockery (if never precisely capricious), Vriska is given to frequently needling her friends and, well, anyone and everyone, really. Mockery, mind games, and cutesy cagey bullshit are her forte, and she engages in all three with relish. She seems to take great fun out of her ploys and plots and plans, of which she always has many, describing herself as always having all the irons in the fire. (All of them!) Prone to describing herself as "the 8est" and the greatest, whether it be at fighting or playing the game or at just plain existing, Vriska is certainly not one to want for self-esteem.
That's what she'd really like you to think, anyway. Sure, once she enters the game -- and especially after she attains god tier, regaining her organic eye and arm -- she's basically all awesome all the time, gaining all the levels (all of them!) and, of course, being the first of the trolls, by quite a long shot, to attain god tier. You'd think that someone so on top of her game couldn't possibly be shaken, and is 100% confident in her belief that she really is the best.
Vriska's dark and maybe-not-so-secret secret is that she doesn't really believe that at all. Vriska is plagued by doubts, fears, and worries, constantly haunted by the guilt of her crimes and truly a little insecure of what the others think about her. Or rather, she's insecure of what they would think of her if she ever let it slip that she has these deep down fears. (EB: well, how do you feel? AG: Horri8le!!!!!!!! AG: If any of my friends knew that, they would think I'm weak.)
Truthfully, Vriska never liked her life back home. (AG: The life I left 8ehind wasn't so hot, to 8e honest.) SGRUB, for her, was an escape into something much better, much greater. Though she openly admits to never feeling any guilt over the many thousands of lives she took to feed her lusus, she also describes herself as a "slave" on the food chain to keep that lusus alive. Finding sacrifices required engaging in FLARPing, extreme roleplaying, and working with other trolls (particularly Eridan) to secure the lives she needed. When you work that hard for that long at something so often -- well, when you're Vriska Serket, you develop something of a cavalier attitude towards it, and you move on and you deal. But she mentions taking a "precocious" view to killing -- of trying much too hard to be the best. In the end, the desperate drive to keep her lusus placated became both a gift and a curse - it granted her a ruthlessness and the edge she needed to triumph, but it also silenced her.
After all, Vriska never talks about feeling weak. She never talks about her feelings very much at all. So when things start to go wrong, and a man in white text starts courting her with hideous ideas she can't resist .... it goes poorly for her. She cripples Tavros, engineers Aradia's murder, and through a complicated psychic double reacharound of powers, makes Terezi go blind. Her inability to speak, to say no, to ever back down from a challenge (for she can never be weak) leads her to commit awful crimes, and no longer against faceless multitudes, but against the friends she should be cherishing. Hurting people is reflexive for her. When something goes wrong, or she feels threatened, or there's simply a need to compete and never be less than number 1, she lashes out - which we see as she makes her friends pay for their "crimes" over and over. (What crimes? Aradia visited ghosts upon her, Terezi meddling caused her to loser her left arm and eye, and Tavros - things just never go right with Tavros. Not until long after her death.)
Whether or not Vriska would have hurt her friends as badly as she did without the influence of Doc Scratch is hard to say. He always claimed that she was going to do it all anyway, and he was just giving her a push; and that, perhaps, is true. His presence allows her to blame him, at any rate. But whatever her true motivation, the deep down guilt she feels, especially at first over Aradia's death and later over Tavros's, never leaves her. Vriska may hurt people, but when it comes to her friends, she pretty much always feels bad about it later. Though the conversation turned out to be with Aranea, Terezi does in fact have a memory of speaking to Vriska just after their part in the cycle of revenge - with Vriska still bleeding freely and Terezi blind, Vriska cheerfully comments that now they can be friends again with all of that out of the way. In fact, as early as we see her in canon, we know Vriska is plotting with Equius to deliver a robot body to Aradia - to make everything all better. (AG: No! It had to go the way we said it would. I was going to give you the present I convinced him to m8ke for you. Me! It wo8ldn't have got m8de if not f8r me! AG: And then you could have a 8ody again and everyth8ng would 8e fine. Then we could go 8ack to 8eing friends again.)
And that's the thing about Vriska - deep down, very, very, very, very deep down, she seems to actually, genuinely mean well. Some of the things she does to/for her friends are actually gifts, in her warped perception of such things. She tries to gift Aradia with a new robot body. (Her "gift" of Terezi's blindness is, er, inadvertent.) She tries to give Tavros the gift of confidence - and when he fails, she cliffs him, but that doesn't stop her from continuing to try. She gives him another, real chance later - after Aradia beats her to within an inch of her life - refusing to control him and begging him to kill her so she can reach god tier without slowly bleeding to death. She lets him make that choice, that most critical choice, without trying to do anything to force him - believing he'll come through for her. Believing in him! Vriska seems to really actually enjoy having friends, and she puts more faith in them than she ever really lets on except in moments of extreme vulnerability. She cares for Aradia (even if it manifests in anger when her robot body plan falls through), she cares for Tavros (until he fails her, at least), she cares for Kanaya (to whom she admits missing all that meddling and bugging and fussing).... it seems she cares for Karkat and Terezi too, admitting near the end of her life that they are among her friends and she wants to fight Jack to protect them.
Serketly, Vriska wants to care for and help her friends as much as the other goody two shoes do. Though the way she helps John out begins as a contest, it morphs into something genuine - so genuine that when the time comes, she actually asks his permission to put him to sleep. Despite constantly professing that it's better to ignore people's 8itching and do what's right for them, in the critical moment, she respects him, truly wants to help him, and offers him the choice of sleep instead of forcing it on him. From her, it is an act of respect and genuine care. But so warped is she by her life serving her lusus, warped by all that murdering, and most of all warped by the journal of Marquise Spinneret Mindfang, that her good impulses do not manifest in a good way. It's doubtful she'd be all sunshine and roses without these influences, but if she'd be as destructive is open to debate.
Mindfang, yes, does form a huge part of who Vriska is. The girl finds Mindfang's journal early in her life, in a FLARP campaign, where she also discovers the Flourite Octet, a legendary set of very powerful eight-sided dice. She claims to model her life as closely to her ancestor's as she can - which means becoming a sea grift opposite Eridan and trying to live up to the grandiose, elegant infamy that her ancestor maintained and thus would require of her descendant. Being powerful and feared - able to easily destroy Neophyte Redglare, challenge His Honorable Tyranny with only one arm, take and leave Orphaner Dualscar as she pleases - this is the cuttingly ruthless example to which Vriska aspires, so much so that "Marquise Spinneret Mindfang" becomes her FLARP character. This certainty (or perhaps need) that she'll follow in the footsteps of her ancestor leads her to be very ambitious indeed -- and may also have influenced her perception of Tavros, descendent of her ancestor's fated matesprit.
Though her journals, Mindfang makes it clear she was gifted with a power of telekinetic manipulation - a power Vriska shares and liberally abuses. Vriska's personality, too, is very controlling - as mentioned above, she fancies herself a manipulator and will do whatever it takes to string people along into her web. However, she's honestly not very good at it, and she seems to possibly envy Terezi her ability to manipulate others so naturally. (CG: YOU WERE ALWAYS JEALOUS SHE COULD MANIPULATE PEOPLE SO WELL WITHOUT RESORTING TO CHEAP MIND TRICKS.) Vriska tries early on to play Equius and Aradia against each other to become the leader of the blue team, only to be thwarted in all her ambitions when not only is she not the team leader, she ends up on an entirely different team instead. When it comes to petty things or blackmail, Vriska can manipulate with the best, but the bigger, more (or most) important things require her to rely on her powers - as when she controls Sollux and Tavros. In a weird in-between place is the way she influences her session's future Exiles in order to bring about the creation of Bec, and subsequently Bec Noir. Though she describes the kids' session as being on "full Serket lockdown" and claims to have a hand in everything in their universe, it was really more a matter of inserting herself into events that she knew were going to occur anyway. (EB: why should i calm down when you just said you deliberately sabotaged all of us? AG: Relaaaaaaaax. AG: Listen, John. AG: Regardless of what I did, he is already here.) Simply because, as she says to Tavros, she wanted to have a hand in creating her own ultimate nemesis - to have the sole honor of destroying him later. Simultaneously a petty, worthless and largely symbolic act, yet still in a way fundamental to the kids' session, it amounts to Vriska's greatest coup, even if it really changes nothing. In her lifetime, she never even is able to challenge Jack - never able to even try her mettle at the challenge she set for herself. It speaks again to the sort of troll she is - that her biggest, most dramatic gesture is ultimately the most useless and empty, done simply to serve her ego. (It's her biggest gesture during her life, anyway. She gets up to arguably even greater shenanigans in her death, but I wouldn't say that's during her "lifetime." She also goes about those gestures slightly differently.) The only gestures that really matter are the comparatively smaller ones, the ones driven not by her blind ambition but by her emotions, be they good or bad.
This has changed somewhat after her descent into the endless, empty realms of death, the point from which she will be taken. The escalation of her challengers - from Black King, to Jack/Bec Noir, to Lord English himself - has finally reached its final tier, a thing she not only realizes but appreciates for its vast enormity. And far be it from her not to meddle - though her attitude has mildly cooled off in death, she is unable to resist the urge to exert control. She claims to Tavros that they need to get involved and "fuck shit up" - and fuck shit up is precisely what she ends up doing, coming up with a plan that involves enticing Lord English to destroy reality in order to assist her in finding the "ultimate treasure" that will bring him down. Even in death, she has to have an active hand in the greatest and grandest workings of the adventure that now spawns four incarnations of two separate universes - in fact, she has to be the one to help lead the charge against the final enemy, the biggest bad of them all. (VRISKA: Really, everyone's pretty lucky I died so I could do all the dirty work on this. Let's get real, no8ody's 8etter prepared to take on the treasure hunting duties than I am.)
Though it's in Vriska's nature to be kind of loud and overdramaaaaaaaatic, she seems to mature quite a bit by the time of her canon point. Her many talks with John allude to this growth, especially her many admissions about how she wants to help her friends, about her trying-too-hard recklessness when she was younger, and even about her doubts concerning whether she really has aaaaaaaall the luck. Even further, she admits to Tavros that it was a bad idea to kill him, and apologizes - and even gets some dating experience under her belt in the two years (in alpha timeline reckoning) since her death. Some things about Vriska don't change - her final conversation while alive is full of her usual quips and banter, her razor sharp smiles and her a-little-too-pleased-with-herself mockery. Conversations after her death are not much better, full of her usual mockery, though perhaps somewhat more tempered by the Vriska Explains It All explanatory deluge that occurs before her showdown with Meenah. (Expository rambles are things that, you could say, run in the family.)
But through her talks with John and the very long, very introspective time she spent wandering the wastes of the Furthest Ring in death, she's become able, for the first time in her life, to speak. Where before she had always been silenced by her own awful actions, by the scorn of her friends, by the desperation instilled in her by her lusus, by the inflated sense of pride granted to her by Mindfang, and most of all by her own compulsive need to never show weakness, ever - now, and only now, can she talk freely. Finally. In front of the one person in paradox space she believe won't find her weak - because, being a squishy pink human, John already is weak. And, simply put, she trusts him - when trust has been hard to come by in her short but brutal life. John was never able to change Vriska - the way she goes out, both in the alpha timeline and in her own doomed timeline, make it quite clear she dies as headstrong as she lived. This fact doesn't change in her post-death exploits. But simply by being her non-judgmental ear, he let her be herself in a way she was never before allowed to be. So yes, it matured her - just not enough to save her life or fundamentally change her nature. However, it's very likely that those talks, and John's influence on her during her life and during her death (she chilled with his doomed dead version for some time, after all), are a fundamental factor in leading Vriska to apologize to Tavros when she finally reunites with him. As well as, perhaps, her slightly more chilled out in general attitude. (Not to say she isn't still spunky. "Chilled out," in terms of Vriska, just mean she is noticeably less vicious, cruel, and mean. She is a far cry from the girl who tortured Tavros and demanded he apologize to her for being crippled. But just because she is no longer outright hideous doesn't mean she isn't terrible. See: sending multitudes of ghosts to their double doom because she perceives them to be pointless, extraneous chaff, despite the fact that they are all legitimate people in their own right. Try convincing her of that, though.)
So what's her deal? Vriska cares. Much, much more than she should, about all of her friends, and it constantly manifests in damaging ways due to her spidery nature and her decidedly difficult upbringing. So she's controlling, very controlling, always trying to prove her strength and make others do what she wants them to do, because it's what's best for them and it's what she wants to happen. So she conquers, and she triumphs, and she gains all the levels, even if she hates herself a little bit for the things she's done to her friends. She learns, too - learns voraciously and quickly, takes advantage of what she learns, and isn't afraid to share it with the less ignorant. There's a sharp (and perceptive) mind hiding behind those sharp words, and maybe if she stopped trying so hard, Vriska could be a genuine and perhaps even talented strategist. And sometimes, when she stops trying so hard or she decides to actually respect somebody, she can actually be pretty pleasant, a genuine help and maybe, actually, just sometimes, a good friend. Really, even despite all the weird crazy contradictory shit that goes on in her head, Vriska seems to try to have fun. Messing with people, always laughing, playing cruel jokes and basically fucking around - though said fucking is always with a purpose, towards an end, calculated to further her many plans and keep her many irons in the fire. But if this is what her life is gonna be, well hell, she sure as shit is going to enjoy herself along the way.
VRISKA: I'm going to have to insist. VRISKA: You are going to join me and together we are going to fuck shit up.
Powers: Vriska has a stupidiculous amount of powers. On tier 1 are the abilities gifted to her by her hemocaste, which are: an extended life span, and one may well assume enhanced physical strength and endurance, as well as potent psychic abilities. These abilities function by allowing her to bodily control others. She can apparently also influence their wishes and desires. Basically, assuming she CAN control somebody, she can make them do whatever she wants them to do. But her control isn't universal, and at least during Hivebent, she is unable to control highbloods or more psychically-gifted lowbloods. But anyone who is weak-minded or impressssssssionable is susceptible to her shenanigans. This power works on humans as well, giving her the ability to put anyone she likes to sleep at will. Of course, this was across dimensions and universes, so her power in person to control humans has never been canonically settled.
Tier 2 are her God Tier abilities. Vriska is a Thief of Light, which is easily one of the most literal titles of any player of Sburb/Sgrub that we meet. The aspect of Light translates frequently to mean "fortune," and a thief is a thief is a thief. Vriska can literally steal luck, making her enemies very unlucky (she steals luck from one monster, causing the floor to fall out form beneath it so it plummets to its death), and making herself very lucky (on a ridiculous order of magnitude, making a 1 in 8^8th chance actually happen whenever she wants it to). When she rolls her 8-sided dice to get eight 8's, she can "power up" into a sort of mini version of her ancestor, Marquise Spinneret Mindfang. She is absurdly powerful in this form, able to take on in an equal fight the second most powerful enemy in the comic, Jack Noir. (And this is a guy who can blow up whole planets without batting an eyelash and murders just hundreds of motherfuckers in his time.) Aside from all that awesome shit, her God Tier form gives her wings, so she can fly, and apparently leaves a trail of sparkly fairy dust behind her? What's up with that, actually.
Tier 3, and the final tier, is just her dead person powers. Dead people aren't spectacularly gifted in Homestuck, outside of the ability to ALSO fly. So basically being dead just lets her fly without all the magical fairy wing crap going on. And also gives her spooky white eyes. 0u0
Obviously she is ridiculously overpowered in basically every way, so this shit's getting toned down. She will completely lose access to her God Tier abilities. And also the dead abilities. What she will retain is some access to her psychic powers, though they won't work nearly as well. She might be able to control one or two limbs for somebody for a short amount of time, or be able to slip a suggestion into their head of something she might want them to do. But nothing too major and nothing that a person couldn't fight off if they realized what was going on. (Basically, think less "mind controlling some dude into blowing up his girlfriend and also her entire house" and more "stop hitting yourself, stop hitting yourself, har har har.") She will have somewhat elevated strength and endurance (as well as the horns and fangs that are part of her physiology), but nothing incredible.
OH and she'll have a cutlass on her person when she arrives (because she had it in hand the moment she left). It just won't be blue and kickass. It will be a normal cutlass. Just, you know. What's up, cutlass here, being all cutlass-y.
(Question, what will happen to her dice? Since her strife specibus is dice kind, it could be surmised those will come with too. Not that they'd do much now, just curious.)
Gino's personality can sort of be likened to those fruit-n-yogurt parfaits at McDonald's. The top is this sweet, sugary fruit stuff, and the bottom layer is this wibbly yogurt with a suspicious coloration and taste. But you can't get to the yogurt part unless you eat the fruit first (or stir the entire thing really hard, but come on, I'm going a long way with this metaphor so work with me, okay).
Gino's fruity top layer is... well, yeah, pretty fruity. He's upbeat, cheerful, extremely friendly, playful. At times he can be a little touchy-feely with his tendency to drape on, poke, pop up right in front of, and generally harass his friends, but this seems more directed toward men as he has a distinct respect for women needing their space. People tell him he's strange and that he should act "more normal" and serious, being a noble and a Knight of the Round, but any waving him off seems to go completely ignored. It seems at times as if he doesn't notice them all and is completely impossible to deter, although that isn't necessarily true. He will stop at nothing when he wants to befriend someone, is very persistent, and an incredible people-person; his personality is very disarming, and so he makes friends easily thanks to this.
Accepting and unassuming, Gino's come to believe that one shouldn't be judged on what they are, but rather who—by the weight and value of their actions. He tries to be honest with people, and he will be, as long as his own thoughts and feelings aren't being called into question. Unfortunately he's very guarded about these thoughts and feelings, and will often laugh off any insinuation that he may feel strongly about one thing or another. If he feels the need to be forthright, however, he will be—underneath that fruity exterior is an awful lot of feeling.
He enjoys competition, challenges, showing off, bragging about his big dick Knightmare Frame, romance, eating, exploring and trying new things, and generally having a good time. One word you'll think of a lot when observing Gino's interests and activities is "shenanigans." Due to his upbringing, Gino can be a little on the naive side and unaware of how the real world actually works, but is always more than willing to learn. His observations on "commoners" and "commoner things" are not meant disrespectfully, and he doesn't seem to realize how narrow it sounds when he says it around others. Of course, he's prone to doing things that are... unusual at best, but at least he manages to accomplish what he's set out to, most of the time.
Boundless energy combined with his alarmingly noteworthy work ethic makes for a Knight who is competent, dutiful, and not inclined to question his orders very much out loud. For someone as easygoing and fun-loving as he is, it often surprises people when they find that he is quite real underneath all that derp and that he is capable of balancing knightly responsibilities, social networking, schoolwork, and free time with ease. He is a very well-educated and intelligent person, if not a little inept at culture and society.
That underlying yogurt layer of Gino's personality, however, is far, far more serious and suppressed. He has a distinct dislike of himself—or rather, a dislike of how he lives. He's not at all proud of his upbringing, believing that nobles make themselves far too entitled to everything than he would like and doesn't want to be lumped in that category with them. His endeavors to live "like a commoner" are more than likely his way of not only exploring life outside his birdcage of a childhood, but deviating away from it entirely to spare himself the embarrassment of being a selfish person. Many of his actions are his attempt at proving his worth and showing that he is better than that, that he can be better.
Furthermore, Gino believes that only the weak are qualified to be knights such as himself. "Fighting the strong to save the weak and protecting one's liege for justice" is something he believes to be only colored glass to look at oneself through, and that a knight's only business, really, is to kill. As "strong" people are unfit to kill, because they will not fail to realize the evil of their actions and fight against it, a "weak" person, he believes, realizes their wrongdoing. But instead of fighting it, a "weak" person will only make excuses, however unconsciously, to justify themselves in their own mind and to the people around them. Let me make that a little clearer: people that kill people are "weak." People that don't kill people are "strong." Doesn't do much to narrow things down, now does it?
As convoluted a belief system as this is, it's what Gino goes by and thus he only seems to take an interest in other weak people such as himself. Strong people, he believes, live on a whole 'nother dimension from the weak and that the final stage of connection with those people is lost somewhere between "weak" and "strong." And yet he holds no love for these fellow weak folk, either (or at least, not morally), which sort of makes him backwards and a hypocrite, but okay. Someday, Gino, therapy.
Underneath his happy, fruity exterior he's a bit of a cynic, but prefers not to let these negative things rise to the surface. Therefore he wears the mask of contentment very, very well; sometimes it's hard to tell when he's actually happy and when he's just covering for what he really thinks and feels. Whether he's hurt, or upset, or anything, his response will almost always be "I'm fine," and then a quick diversion to a happier subject. Part of the problem is that he doesn't want to worry the people around him, and the other part is that he wants to be able to take care of it all himself. He does have quite a bit of pride in his own strength of will, which sometimes blows up in his face because it's not possible for anyone to be able to handle everything by oneself.
Furthermore, Gino is quite stubborn and very steadfast. He has been shown to have enough maturity to bear up under the strain of war and battle. Though he does make a challenge out of most things he is unerring in his determination to accomplish, even if that means doing something that he knows is morally incorrect or harsh. At times he follows rules to the letter, and is clearly uncomfortable with outright, unnecessary rebellion. Gino unflinchingly carries out his orders and at least pretends to not think about the consequences as long as what needs to be done is done. That isn't to say that the ends justify his means—not at all. But it's more that he has already grown up enough to understand that he has to shoulder the weight of the choices he makes, and does so without faltering. Usually.
You'd think with all that yogurty underlayer, he wouldn't be able to take a hit (not to mention the fact that he is a big wobbly noodle), but Gino is quite the brick wall with a high tolerance for torment. Emotional pain hits him the hardest, but he has had lots of time to practice perfecting his facade. And he's quite tough, although very much against picking fights outside of battle unless he absolutely has to. Guess maybe at the bottom of that yogurt cup is a steel plate. Or something. I don't know, I've taken this metaphor way too far already, give me a break.
Now I bet you'll never be able to eat one of those parfaits again without thinking of Gino.
Character Name: Reno Canon: Final Fantasy VII compilation Age: Unknown, assumed ~27 Gender: Male
Canon Point: Post-Advent Children Complete History:Here Personality:
Cool and casual, Reno is a cocky and cynical guy with a tendency to be lazy and flippant about his business. He is a Turk in the ShinRa company, which are a particular division that often do the "dirty work" such as spying, kidnappings... shady type of things. And Reno is the perfect figure for the job, being quite the sly and shady type himself. He both takes great pride in his work and is very good at it, incredibly competent, befitting his high rank (he is just below Tseng on the Turk ladder). However, it is made clear that Reno views his job as simply a job, and has no interest in pursuing Shinra's ideals while off-duty. This is shown when he is on vacation in Wutai with two of his co-workers, Elena and long-time partner Rude. There is an incident and Shinra soldiers interrupt his drinking party at the bar to request assistance from the Turks, but Reno refuses, saying that he is off-duty and going to enjoy his vacation. When Elena disagrees with this attitude and runs off to help she is kidnapped, Reno shows that he is not above teaming up with his enemies to achieve a common goal. Once the rescue mission is complete he's given orders over radio to eliminate Cloud and his party, but chooses not to as they are, in fact, off-duty. He's sort of the "dubious allegiance" type of character; neither compassionate nor downright malicious, carrying out his orders when he sees fit to but is also neither flippant about what he's asked to do in the face of his boss, either. Actually, he's quite loyal to the people who have his respect and will go out of his way to assist them if he deems it necessary.
... and then he goes off to enjoy his drunkening some more. Reno is quite the boozehound, apparently, and at times can come off as unprofessional (just look at the messy way he wears his Shinra uniform, unbuttoned with the shirt hanging out, no tie—for shame!). Fortunately, he most certainly has the ability to back up both his work ethic and his combat abilities when it comes down to it, in spite of appearances. However, he would much rather be doing things he enjoys, such as piloting helicopters, playing pool, gambling, and gossiping (he has quite the ear for gossip, and as such never seems to say a whole lot about himself because he tends to be more interested in other people's businesses, such as constantly discussing with Rude who this or that person in the Turks likes).
In battle he is nimble and aggressive, often striking underhandedly and without warning. Able to scale (or, rather, run) up the sides of buildings like a human squirrel and do all kinds of otherwise physics-defying stunts, he's a nightmare to keep up with and has a lot of energy as well. He fights with a long, retractable metal nightstick called the Electro-Mag Rod, but can also command some use over various kinds of Materia. He prefers to fight head-on, though. "Just hit it and quit it," as they say. He's not above using foul means to reach an end, which serves him well as his job often calls for "foul means" to be used in the first place. He's also quite persistent, regardless of how much of a beating he takes, but he definitely knows when to quit (after getting his ass handed to him in Midgar by Cloud's gang he takes off like a bat out of hell, just in time for the bomb he planted to detonate and destroy the pillar. He waits quite some time to return and "repay the favor," however).
By the end of Advent Children he's been diluted into more of a comedic relief type of character, a bit more of a joker who evidently likes flashy things and bears no ill will toward his former enemies (even going so far as to say to Cloud that they are "buddies," potentially sarcastic though that may have been). He does have his serious moments, however, and is prone to occasional bouts of egotism. He's more or less a decent guy at heart, but will laugh it off if one were to insinuate as much. When he takes action at the behest of his boss, Rufus Shinra, that's that, and the excuse "because we're Turks" or "because it's our job" is a card he pulls out often. But he won't go looking for fights if he feels they're unnecessary. After Shinra was obliterated by Diamond Weapon and Meteor he tells Elena that Shinra is "finished," and why bother going through with the orders to engage Cloud in yet another fight? He's level-headed, always cool.
When he does get fired up (which isn't all that difficult, if you know what buttons to push—such as Yazoo calling him and his partner "uninformed peons"), he's almost constantly got his stoic and sensible partner, Rude, to back him up. The two of them usually function as two halves of a whole, and are rarely, if ever, seen fighting apart. Since Rufus is his boss and therefore automatically due his loyalty, Rude is possibly the only person that Reno really trusts and respects of his own volition, but, like Reno, Rude doesn't talk about himself much and Reno never really pries (except for the "so who do you liiiiike" question and stupid stuff like that). They know each other well without having to say much at all.
That sort of detached but not necessarily cold attitude that Reno displays toward most things and people pretty much sums him up in a nutshell.
Powers: Reno doesn't particularly have any actual powers—he uses materia and an electro mag rod. He's very, very dextrous and nimble, maybe a little unnaturally so, but other than that he's just your average dude.
Character Name: Neku Sakuraba Canon: The World Ends With You Age: 15 Gender: Male
Canon Point: Week 3 Day 1 History:Here Personality:
Neku starts out in his canon as a very anti-social type of person. He keeps to himself and doesn't share his values with anyone, insisting that people don't get him, and he doesn't get people, in turn. This makes him terribly stand-offish and unfriendly, sometimes even directly rude. He's very opinionated and bluntly honest at that, and is certainly not above telling the people he meets exactly what he thinks of them. Neku doesn't sugar coat his words and can be fiercely independent even when he knows that he needs help.
However, throughout the course of his time in the Reaper's Game, he comes to learn to trust others and work with his friends to achieve a common goal. Although he has yet to truly understand the diversity behind each and every single individual person, he soon comes to realize that life is what you make of it, and without everyone's thoughts and minds at work, there would be no creativity left in the world. "Life is what you make of it" is something that he quickly learns, and he goes to great lengths to fight for his ideals and those of the people closest to him. Except in the case of fashion, maybe, because he still manages to be wildly uncool in that regard. However, he is a big fan of art—particularly urban art like graffiti murals—and unconventional music. He is never seen without his headphones, used to block the noise of the world and its inhabitants out and keep his own thoughts in.
Powers: Neku's power lie in his psych pins—little buttons that each contain individual powers and are activated by psychomancy. Without these, he's just your average teenage dirtbag.
Name: Ruru DW Journal:plonks Contact: Noondayclock [AIM] Current Characters: None
Character Name: Suzaku Kururgi Canon: Code Geass Age: 18 Gender: Male
Canon Point: End of Episode 9 of Season 2 History:Wiki page Personality: Throughout his life Suzaku has gone through some pretty drastic changes as far as his personality is concerned. While the show doesn't have a lot of scenes focusing on him as a child he was shown to be fairly outspoken, stubborn, and downright mean when he was angry about something. That's not to say he was a bad kid, because he wasn't. He was able to recognize when he was being too of a tiny shit and where to draw lines. That is, until during an dispute with his father where he tried to convince the man to end a war Japan wasn't gonna win he ended up stabbing and killing him.
... Whoops.
After Suzaku's personality seemed to tone down in certain ways. He came across as nicer and calmer than he was as a child, though certain things did still set him off. More than anything Suzaku learned to bow his head and work his way into a system that desperately wanted to crush him. While he was more pleasant and less rough around the edges than before that didn't mean he wasn't still incensed about things he considered an injustice. He became determined to protect the people of Japan even at the cost of his own life.
Then again... after he killed his father there were a lot of things he was willing to do at the cost of his own life. After the murder Suzaku was forced to deal with a crushing feeling of guilt. It became a driving force behind many of his actions, such as his decision to join the military and protect people. He wanted to atone for his own sins so badly that he didn't care what sort of danger he placed himself in as long as he could keep those around him safe. In fact, it's pretty safe to say that Suzaku relished the chance to toss himself into life threatening situations. To put it as bluntly as possible, the crime he committed as a child caused Suzaku to develop a death wish. After years of carrying this burden in silence it was not surprising that Suzaku absolutely hated himself. He wanted to be able to wash the blood off his hands, but no matter what he did he couldn't just forgive himself no matter what heroic feats he pulled off. He wanted to die, but at the same time was desperately looking for a reason to want to continue living... and on top of that was then ashamed of himself for wanting to find a reason to live.
Just a little complicated there, and things only got worse when princess Euphemia entered his life. Or perhaps I should say things initially got better, and that was what made things take a turn for the bad after. Euphemia began helping Suzaku overcome some of the issues years of guilt had built up. While he was still a far cry from having gotten rid of his personal baggage, she gave him a purpose that didn't include a senseless sacrifice. Because he could not love himself, she promised to love him to make up for it...
And then shit hit the fan. His childhood friend, Lelouch, turned out to be the greatest terrorist of their time and used strange mind control powers he possessed to cause Euphemia to slaughter a massive crowd of innocent Japanese people before killing her himself.
That was around the time any sort of genuine kindness and gentleness in Suzaku's personality lept head first out a window and broke its neck on the ground below.
To say that Suzaku's a bitter person is kind of like saying "the universe seems fairly sizable". Bitter doesn't really begin covering the mess of rage, crushing sadness, guilt and betrayed feelings that are all rolled up into this kid. To be completely honest if it weren't for the "Live" geass that Lelouch had forced upon Suzaku before the death of Euphie, Suzaku would have killed himself. In fact, knowing that Lelouch stayed his hand on this actually makes Suzaku even more bitter and angry, which would almost be impressive if it wasn't so upsetting.
Certain aspects of his personality stay perfectly intact though despite the massive change he went through. Suzaku sticks fast to his belief of a right and wrong way of doing something, though his idea of what still falls in the realm of "acceptable" seems to be pushed to some pretty alarming new extremes. He still believes in the idea of working in the system to change it as opposed to completely fighting against it to put a new one in place (no matter how broken the old system is). He still wants to protect innocent people, and more than anything the people of Japan. He's even created a new goal for himself, to gain the title of "Knight of One" so that he can rule over Japan and choose how to guard and protect the people who live there.
A lot of his negative personality traits are still there as well, and if anything exacerbated by everything he's gone through. His stubbornness is amped up to new heights, and the hypocrisy he'd already displayed is now almost appalling at times. The righteous attitude and anger have also gotten worse. He's certainly not someone you want to be on the bad side of at this point in his life.
However he is still a very different person than who he was less than a year before Euphie was killed. He's a lot colder with people, and when he smiles and jokes around so much of it is just a shallow act he uses not to raise suspicion, his ability to genuinely enjoy things seems to be more or less non-existent for the most part, and he keeps himself somewhat closed off and at a distance compared to how open he was with feelings before.
He's also a lot harsher than before. He's willing to pull some really nasty stunts to achieve his goals, and while there are still lines that he draws for himself he's still not above emotionally and sometimes physically kicking the shit out of people. To put it really simply... he's a massive douche. Powers: He's ridiculously fast to the point of being able to dodge bullets with ease, and can literally run across walls. Then there's his spinning kick nonsense where... well this about covers it. His physical prowess and almost acrobatic feats actually seem vaguely inhuman at times, especially considering he lives in a world where pretty much everyone else seems to have pretty normal physical capabilities.
Here while he'll still be more nimble and heck of a lot faster than most people, it'll be within human capabilities.
He's also been Geassed by Lelouch to "live". Which means that no matter what the situation is if Suzaku's life is put into mortal danger he will go to deadly extremes to keep himself alive against his own will. Coupled with his own unnatural fighting skills the forced drive to live, no matter what, makes him his own tiny force of destruction.
If possible he'd still have the Geass in place, but with his own natural abilities dampened his ability to carry out the command to live is also lessened.
Character Name: Shuri Oak Canon: 07GHOST Age: 16 Gender: Male
Canon Point: Post Wakaba Oak's funeral. History:Here. Personality: Charismatic, charming, attractive, popular - Shuri's got the makings of a protagonist in a shoujo manga. Indeed, Shuri is an impressive specimen. He's calm and charismatic, attracting all the attention in the room when he walks in. He's capable of giving great inspirational speeches and stirring people, and has a great many followers in school. He tests we ll, he's skilled in magic, he's at the top of all his classes - certainly this must mean he's absolutely brimming with excellent qualities!
While you'd think that at first, Shuri's Golden Boy persona is rather tarnished and this quickly becomes painfully apparent if you are not at or above his current social standing. That kind, handsome face twists into a sneer when he lays eyes on any person who he feels threatened by or feels is beneath him. Teito Klein is one such example, and is the source of much contempt and frustration. Though equal (and most likely above) him in skill, Teito's background as a slave is not something that Shuri can overlook. Indeed, his shallow personality prevents him from even attempting to befriend the boy and he instead ridicules him constantly. Mikage too, when the other boy decided to befriend the taciturn boy. Being in a very highschool like setting, Shuri's attitude never really earned him any real bad reputation from any of the people around him, nor was ever reprimanded, and considering High Society, never really grasped what empathy really meant. He's completely full of himself, in a constant state of bliss and pride and complete ignorance of people's feelings. He's very casual and fails to speak respectfully to those superior to him (something that shocked the Black Hawks), but at least displayed a willingness to serve.
Image is everything, after all.
As the son of a wealthy, noble military family, he's always been surrounded by people willing to do whatever it takes to please him. If he did wrong? There was always someone to clean up the mess and pat him on the back. He was coddled and protected all his life, spoiled rotten, loved whole-heartedly and never suffered a day in his life. Shuri is nothing if not a dutiful son who followed his father's every order without question. And Shuri is very much a Daddy's boy - a useless one at that - and follows all of his father's orders unquestioningly and with perfect trust. His resolve in battle is weak, at best, and one might wonder if this is because he's never really ever had to decide what he's fighting for or do anything other than score perfect grades.
Rich, studious, strong and bustling with energy, he could pass for a hero fighting valiantly against evil! And with such perfect grades in school, one must expect him to be a powerhouse of a fighter! It's debatable as to how strong he actually is, as his weak resolve makes him a coward in battle. There's a good chance that the boy had never seen a dead body before his first battle - his reaction to it was so strong that he ended up in a state of hysteria and cried on Konatsu's shoulder when the danger had passed. Shuri's greatest fault is how sheltered he has been. He doesn't want to die as he has everything to live for, and without being willing to lay down his life in order to accomplish something he does not have what it takes to be anything in the military.
Despite all of this, Shuri is not a bad person. Though he's rude, intolerant, and often classist towards Teito Klien, much of it comes from the fact that it was how he was brought up. This, combined with how much he hates the spotlight being taken away from him, culminates in Shuri doing all he can to harass Teito. Considering that Shuri and Mikage were also quite close as children, Shuri was extremely jealous of the close friendship Teito and Mikage began to share. No matter what he did, he could never get what they had - and his attempts to drive them apart only alienated Mikage from him. Shuri deals with negativity poorly and is shown time and time again to fail to find the proper outlet for his feelings, especially when surrounded by other people he is meant to impress. He shows his affection to people he considers on his level the same way he shows his ire - through insults, false modesty, and passive-aggressive jibs. To people he considers above him, he is nothing but eager to please and constantly praising them for even the smallest accomplishments.
Shuri is also not nearly as weak as some may think. Though emotionally dependent on his father and devastated by his loss, Shuri is capable of recovering and appearing in the public eye very shortly after his funeral (although, it seems that he needed more than a few glasses of wine to cope with why he was there in the first place). He also displays a surprising level of self-awareness - when listing off the traits he wanted in an ideal woman, he mentioned that he would like her to be "even stupider than he is" so as to look better in comparison, or at least not as bad as he currently does. He is capable of playing his cards close to his chest, as he remains civil to all of the people at his father's funeral and only thinks poorly of them in his own head.
While still trying to find his way, Shuri is a good person at heart. All he wants is to be appreciated (and praised!) and to be looked upon with fondness and kindness. Powers: What are your character's abilities? How will these abilities be tuned down to suit the game? ZAIPHON @ Though Shuri has not been shown using it in canon, his place in the Hohburg Academy is a definite sign that he possesses "zaiphon". Zaiphon is best described as emotion transformed into pure tangible kinetic energy - the user crafts their feelings into words and are able to use it to manipulate the world around them. Zaiphon is found in both human beings and land, as it is powered by mana which is in all things in the 07-Ghost world.
There are three times of zaiphon. Healing, attacking and manipulation. Shuri possesses attack zaiphon. This zaiphon can carve into stone and rend limbs from bodies. Though he was said to do well in simulations, Shuri isn't currently mentally prepared to use it in real combat.
In the game, Shuri's zaiphon will manifest but it will not stay and will not be able to cut anything. If/as he mutates it will get stronger and will work much like wind manipulation.
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