Destiny Strings Mods (
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puppetsonstrings2013-05-12 06:20 pm
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May Event Information and Signups!
▼ If I walked in your shoes...
Hello and welcome players, both old and new, to the event planning for the memory exchange!
We hope that new players will be tantalized by the effects this event offers and give interesting insight into different characters.
Basically, a memory exchange/swap event. However, this is Strings, so it's much more than that! There are consequences and side effects...
Starting the 15th of May, characters participating will get their Destiny Strings tangled together. At first it will be barely noticeable; just odd memories that as a player, you know your character didn't have, but your character will think is actually theirs. Their brains/cpus/etc will assimilate these new memories as their own. What this does for a character can depend immensely. A character who has always hated fish but gains a memory about loving sushi might go out to eat sushi that night and then go "Wow I really hate this! But I remember liking it a lot...". Characters who have the ability to view the Strings may start to notice that the Strings are intertwined, but it will take some time for that to be completely visible.
By the end, the characters will be in terrible pain, as their minds try to access these full memories, but with their brains realizing that these are not there after all; many of them no doubt painful and private for the other player. The Government will do their best to aid them during this time, and sort them in a level of the hospital and figure out what they can do to fix it.
Yet in the end, the solution will not be from the Government nor players, but the Strings themselves. With so much tension between both characters, the Strings will, like rubber-bands, snap back into place. This will cause a MASSIVE drain of energy, as it's not a physical snapping, but rather a soul snap and drain. Thus even characters who are strong physically and mentally will be in the hospital for a day or two, drained.
The memories of the others will slowly fade, like dreams...but there are some interesting side-effects to this...
If you are interested in swapping and participating we will need from you the following:
▶ 7 "mundane" or semi-important memories your character has. This can be anything from "Went to a music concert with a friend and saw flowers for the first time," to "had ice-cream and fell in love with it." Anything, anytime in your character's life that they remember is fair game. These should be more like tiny little things, not memories that last a day. Just something that the other person can remember and think is their memory.
▶ 4 Traumatic or important memories your character has. These will be for the last four days of the event. These, usually, should be the most life-changing memories your character has had in their lives. For example, one of Eikichi's memories might be when they fought against Nyralthotep. These do not have to be 'bad' memories per-say these can be joyful memories too! But they are usually very private and not something characters would share willingly.
▶ As many routine traits and personality quirks that define them. These can be words they commonly say (Eikichi would be Babe, Hooooo!), things that they tend to do during the day (urge to put on visual-kei makeup and dye their hair, hates sushi, bad singing). This section is to give flavor to the exchange, as the other character starts using them too.
But here's the fun part...even after the event is over, you'll be allowed to keep some of these! It's a memory lingering effect, and not something your characters can completely control.
▶ Four skills the character has. Two should be mundane things (drawing, cooking, guitar, good with plants, etc), and two should be unique skills the character has (martial artist, boxer, lightsaber fighting, etc.)
When the event is over, players will be allowed to pick ONE Mundane and ONE unique skill from the list as muscle and lingering mind memory. Keep in mind that these skills would be more as side effects and no, your character would not suddenly be a jedi master.
An example is if someone listed martial artist as one of their two their unique skills, the other character, once the event is over, might suddenly stop an attack with a reflex block. A person who switched with a Jedi master would be able to hold a Lightsaber without cutting their arm off, but wouldn't be able do actual lightsaber dueling.
These may, however, cause the character to be much more interested in that skill and slowly work on them! Someone who ended up with cooking might start to peruse more complicated recipes. And what better than the person who you shared a few memories from...if they want to teach you.
▶ This will be asked near the end of the event, but everyone who does a memory swap will automatically gain a dual persona with that person. This is the major side effect from the exchange.
Reply below either in either the preplaned exchanges (meaning you talked with someone and you already agreed you'd be exchanging with them) with your list of memories and who you are changing it with OR the roulette exchange, which will close on May 15th, 11L59pm and you will get randomly paired with someone else.
No problem!
▶ 15th of May, any character participating will have their String start to get tangled with someone else's. This will lead to memory bleeding, with their own brains trying to assimilate those memories as their own. No one thinks anything is wrong for now.
▶ Characters will start to act odder than normal, and adopt behavior and quirks from the other person.
▶ The last four days will end with very emotionally important memories from the other person, as they begin to suspect something is wrong. It will become much more painful.
▶ On the last day, the Government will try to round up everyone affected in the hospital in a hope to cure them.
▶ However the Strings themselves will snap back into place, causing a massive energy loss and soul draining, meaning anyone involved will be in the hospital for the next few days to regain their strength.
▶ The memories they experienced will linger like dreams; they may remember the more traumatic ones, but not fully and, as time goes on, will remember less and less.
▶ They will gain a dual persona with the other person
▶ They can also have lingering memories of a mundane and one unique skill the other character has. What they do with these is up to them; it might pique their curiosity about the subject or it might just end up being muscle reflexes later on.
▶ But who caused this and why? The Government have no leads, so some digging may be necessary...
Copy this and post it below in the proper section (either planned or roulette):
Your Nickname:
Character's Name: Name (Series)
Exchanging With: (only if you have an exchanged planned with someone. Remove this if you are doing the roulette option.)
Comfort Level: (ROULETTE PEOPLE ONLY. Reply here with either yes or no if you are comfortable getting someone whose memories may be triggery, or list your triggers.)
Normal Memories: (List 7. You can be as detailed as you want, remember this is for the other player!)
Traumatic/Important Memories: (List 4. Same as above, but these should be more detailed as these will be the ones the other character will remember the most. IF THE EVENT IS TRIGGERY, PLEASE CLEARLY MARK THIS BEFORE THE EVENT DESCRIPTION.)
Character Quirks: (List as many as you want. These are traits that define the character, either speech patters, hand movements they do, things they really really like, etc.)
Mundane Skills: (List 2. Mundane skills are cooking, singing, drawing, and so on).
Unique Skills (List 2. These skills have to do more with your character, such as basic fire magic, martial arts, summoning, force manipulation and so on. When you list a unique skill, make sure you list it in its most beginners form possible.)
Cause it's going to be awesome!
We hope that new players will be tantalized by the effects this event offers and give interesting insight into different characters.
▼ What is the Event About?
Starting the 15th of May, characters participating will get their Destiny Strings tangled together. At first it will be barely noticeable; just odd memories that as a player, you know your character didn't have, but your character will think is actually theirs. Their brains/cpus/etc will assimilate these new memories as their own. What this does for a character can depend immensely. A character who has always hated fish but gains a memory about loving sushi might go out to eat sushi that night and then go "Wow I really hate this! But I remember liking it a lot...". Characters who have the ability to view the Strings may start to notice that the Strings are intertwined, but it will take some time for that to be completely visible.
By the end, the characters will be in terrible pain, as their minds try to access these full memories, but with their brains realizing that these are not there after all; many of them no doubt painful and private for the other player. The Government will do their best to aid them during this time, and sort them in a level of the hospital and figure out what they can do to fix it.
Yet in the end, the solution will not be from the Government nor players, but the Strings themselves. With so much tension between both characters, the Strings will, like rubber-bands, snap back into place. This will cause a MASSIVE drain of energy, as it's not a physical snapping, but rather a soul snap and drain. Thus even characters who are strong physically and mentally will be in the hospital for a day or two, drained.
The memories of the others will slowly fade, like dreams...but there are some interesting side-effects to this...
▼ What do you need from players?
▶ 7 "mundane" or semi-important memories your character has. This can be anything from "Went to a music concert with a friend and saw flowers for the first time," to "had ice-cream and fell in love with it." Anything, anytime in your character's life that they remember is fair game. These should be more like tiny little things, not memories that last a day. Just something that the other person can remember and think is their memory.
▶ 4 Traumatic or important memories your character has. These will be for the last four days of the event. These, usually, should be the most life-changing memories your character has had in their lives. For example, one of Eikichi's memories might be when they fought against Nyralthotep. These do not have to be 'bad' memories per-say these can be joyful memories too! But they are usually very private and not something characters would share willingly.
▶ As many routine traits and personality quirks that define them. These can be words they commonly say (Eikichi would be Babe, Hooooo!), things that they tend to do during the day (urge to put on visual-kei makeup and dye their hair, hates sushi, bad singing). This section is to give flavor to the exchange, as the other character starts using them too.
But here's the fun part...even after the event is over, you'll be allowed to keep some of these! It's a memory lingering effect, and not something your characters can completely control.
▶ Four skills the character has. Two should be mundane things (drawing, cooking, guitar, good with plants, etc), and two should be unique skills the character has (martial artist, boxer, lightsaber fighting, etc.)
When the event is over, players will be allowed to pick ONE Mundane and ONE unique skill from the list as muscle and lingering mind memory. Keep in mind that these skills would be more as side effects and no, your character would not suddenly be a jedi master.
An example is if someone listed martial artist as one of their two their unique skills, the other character, once the event is over, might suddenly stop an attack with a reflex block. A person who switched with a Jedi master would be able to hold a Lightsaber without cutting their arm off, but wouldn't be able do actual lightsaber dueling.
These may, however, cause the character to be much more interested in that skill and slowly work on them! Someone who ended up with cooking might start to peruse more complicated recipes. And what better than the person who you shared a few memories from...if they want to teach you.
▶ This will be asked near the end of the event, but everyone who does a memory swap will automatically gain a dual persona with that person. This is the major side effect from the exchange.
▼ Okay, I got all of that, what now?
▼ Can I have a simple timeline of what's happening?
▶ 15th of May, any character participating will have their String start to get tangled with someone else's. This will lead to memory bleeding, with their own brains trying to assimilate those memories as their own. No one thinks anything is wrong for now.
▶ Characters will start to act odder than normal, and adopt behavior and quirks from the other person.
▶ The last four days will end with very emotionally important memories from the other person, as they begin to suspect something is wrong. It will become much more painful.
▶ On the last day, the Government will try to round up everyone affected in the hospital in a hope to cure them.
▶ However the Strings themselves will snap back into place, causing a massive energy loss and soul draining, meaning anyone involved will be in the hospital for the next few days to regain their strength.
▶ The memories they experienced will linger like dreams; they may remember the more traumatic ones, but not fully and, as time goes on, will remember less and less.
▶ They will gain a dual persona with the other person
▶ They can also have lingering memories of a mundane and one unique skill the other character has. What they do with these is up to them; it might pique their curiosity about the subject or it might just end up being muscle reflexes later on.
▶ But who caused this and why? The Government have no leads, so some digging may be necessary...
▼ Signups
Your Nickname:
Character's Name: Name (Series)
Exchanging With: (only if you have an exchanged planned with someone. Remove this if you are doing the roulette option.)
Comfort Level: (ROULETTE PEOPLE ONLY. Reply here with either yes or no if you are comfortable getting someone whose memories may be triggery, or list your triggers.)
Normal Memories: (List 7. You can be as detailed as you want, remember this is for the other player!)
Traumatic/Important Memories: (List 4. Same as above, but these should be more detailed as these will be the ones the other character will remember the most. IF THE EVENT IS TRIGGERY, PLEASE CLEARLY MARK THIS BEFORE THE EVENT DESCRIPTION.)
Character Quirks: (List as many as you want. These are traits that define the character, either speech patters, hand movements they do, things they really really like, etc.)
Mundane Skills: (List 2. Mundane skills are cooking, singing, drawing, and so on).
Unique Skills (List 2. These skills have to do more with your character, such as basic fire magic, martial arts, summoning, force manipulation and so on. When you list a unique skill, make sure you list it in its most beginners form possible.)
▼ Have fun!
Cause it's going to be awesome!
ROULETTE SWAPS
Robin (FE:A)
Your Nickname: Dr. Shika McDeer III, Esq.
Character's Name: Robin (Fire Emblem: Awakening)
Comfort Level: I'm good with anything :|a
Normal Memories:
1. Spending time at the barracks
2. Eating bear meat around a campfire, listening to her friends complaining about eating bear meat around a campfire
3. Marching with a large number of people (an army) across a desert
4. Reading a strategy book by the light of a lamp, and having a loved one (hi Chrom) come tell her it's time to turn in
5. Running her hands through a bunny-boy's soft fuzzy hair (sorry Yarne)
6. Holding a baby in her arms (hi Lucina) and thinking that she is the most adorable baby in the world
7. Being stalked across an army encampment (hi Tharja)
Traumatic/Important Memories: SPOILERS EVERYWHERE ALSO MATRICIDE WARNING
1. Her very first memory of waking up in a field
2. Chrom confesses his love for Robin
3. Ffinding out that she's Grima (replace generic male avatar guy with Robin plz)
4. Threatened with death by her own daughter (also she chose yes) oh hi Lucina
Character Quirks: Reads a LOT; plays strategy games; gets along easily with others; wears robes; tends to be brutally honest; enjoys liver-and-eel pie; gets flustered easily, but doesn't ever panic
Mundane Skills: Speed reading, horseback riding
Unique Skills: Military strategy, casting magic from tomes
Gale | Digital Devil Saga 1
Character's Name: Gale (Digital Devil Saga 1)
Comfort Level: Bring it.
Normal Memories:
CONTENT WARNING: Cannibalism, gore.
1. Being churned out of the Sea of Milk to be given a uniform and set out into the wild of the Junkyard. He has the feeling this is not the first time it happened.
2. Organizing the defence of Muladhara alone with his virtual maps. Serph is sleeping with his back to the wall nearby. All is silent.
3. The view of the eternally rainy Junkyard sky from the depths of Muladhara.
4. A strategy reunion in the map room with the highest ranked Embryon. Few words are exchanged, but everyone still understands, efficient as machines.
5. The first enemy he ever ate, a Ghoul, member of the Vanguard. The taste is new. Rich. It pleased him, in retrospect.
6. Hearing music for the first time in a store in Hinoto-Ri and realizing that sadly it had no effect on his hunger.
7. The realization that Hinoro-Ri also had machine merchants to sell life utilities to the public just like the Junkyard.
Traumatic/Important Memories:
CONTENT WARNING: Death
1. The light emerging from the egg between the Embryon and the Vanguard territories that pierced his chest and gave him the power of Atma.
2. The hunger, a new constant in his life, a hissing voice in the back of his mind, always whispering for him to rend, slaughter, devour.
3. Sera's song and the fact that when he hums it to himself, even now, he sees the image of a woman with dark hair. She's crying, though he doesn't know why. It makes his heart squeeze a little.
4. Lupa's madness and his death in his arms. He can't contain the emotions swelling inside him and he finally let them come to him, triggering his awakening Somehow, he feels stronger afterwards, more determined than ever to reach Nirvana, find Lupa's son, and fulfill his promise of telling him to become a man of honour. He has no idea where to start, but he will do it even if he must raze the Junkyard and destroy the Karma Temple.
Character Quirks:
- Often touches the bridge of his nose, as if pushing glasses back by the bridge.
- Says "I do not comprehend" when not understanding something.
- Speaks rather formally, and uses minimal contractions.
- Always thinks a course of action through before acting.
Mundane Skills:
1. Knows how to clean and safely manipulate a firearm.
2. Knows the ins and out of military strategy.
Unique Skills:
1. Atma. This power allows Gale to turn into an Avatar, a stronger (and monstrous) form in which he can use magic, skills and devour his foes.
2. Gale has a unique fighting style based on the fact that he and his Avatar form have concealed knives in their boots/feet with which to slice the enemy apart.
Earl Ciel Phantomhive (Kuroshitsuji)
Character's Name: Earl Ciel Phantomhive (Kuroshitsuji)
Comfort Level: I'd say I have a pretty high comfort level, but I don't like too much gore.
Normal Memories:
1.) Spending time in his mansion.
2.) Interacting with the help (Sebastian included) (mostly on day to day matters). For example, they give Ciel his mail, bring him a snack, wake him in the morning, serve him tea etc. etc..
3.) Strolling around Victorian London.
4.) Business meetings (oh yes, so exciting). Not all of them can be like Damian's meeting, though that was such fun.
5.) Playing board games/other children based games that his company makes. Hey, you gotta test them out.
6.) Attending balls/social events (not dressed as a girl).
7.) Getting a headache from listening to idiots all day. These memories usually end in some delicious dessert (if Sebastian allows you to have one).
Traumatic/Important Memories:
1.) The original mansion burning down.
2.) The death of Vincent, Rachel and Sebastian (the dog) Phantomhive. (Vincent is Ciel's father, Rachel is Ciel's mother and Sebastian was Ciel's favorite pet wolfhound.)
3.) Being tortured for months and put in a cage. (Possible triggers with this one. He did see other children killed.)
4.) Making a contract with Sebastian.
Character Quirks: Ciel speaks properly, doesn't usually show much emotion unless he is riled about something and he tends to be callous (even when he actually cares about someone). It takes a desperate situation to peel back his mask and show his true self. But he does care. About some people. Like Elizabeth.
He is also an excellent strategist and he definitely doesn't let his size or his physical weakness stop him from accomplishing extraordinary goals.
Mundane Skills:
1.) He can read and write.
2.) He can dance (thanks to Sebastian).
3.) He can dress himself etc. etc. (no, he isn't totally dependent on his butler).
4.) Oh and he can ride a horse and hunt. But I'm not sure where that would come up.
Unique Skills:
1.) He can play violin and read music.
2.) He can run a business successfully.
3.) There hasn't been a game invented that he can't beat.
4.) He can fence.
Mikale Godono | Original Character
Character's Name: Mikale Godono ( OC )
Comfort Level: I will be tough! Anything is fine!
Normal Memories:
Traumatic/Important Memories:
Character Quirks:
Mundane Skills:
Unique Skills:
Germany/Ludwig Beilschmidt | Axis Powers Hetalia
Character's Name: Germany (Axis Powers Hetalia)
Comfort Level: I don't really have any triggers. I'll be fine with whatever you throw at me.
Normal Memories:
1. Making pancakes for Prussia (for those who don't know, Prussia is his brother, by the way)
2. Arguing with Prussia over his (Prussia's) emotional issues.
3. Going out for gelato with Italy.
4. A business trip in Japan... with Japan.
5. Getting slopping drunk at last year's Oktoberfest.
6. Meetings with important government figures (Angela Merkel comes to mind, amongst others)
7. Cleaning the house... and Italy's house... and Austria's house... all in one day.
Traumatic/Important Memories: Warning: lots of triggers for war, death, AND THE HOLOCAUST.
1. Waking up in a bed as a child in Prussia's mansion with no idea who he was/what country he was supposed to be and practically no memories of anything else. (Prussia found him, recognized him as a nation, and brought him home.)
2. The entirety of WWI and WWII and the numerous deaths he experienced during both wars.
3. Various scenes from concentration camps during the Holocaust. Many visions of dead and starving bodies.
4. Being separated from Prussia when Germany was divided into East and West.
Character Quirks: (List as many as you want. These are traits that define the character, either speech patters, hand movements they do, things they really really like, etc.)
- A preference for doing things in an organized fashion, and for orderliness and general.
- An almost OCD-like focus on cleaning. Everything must be spotless (well, that's a bit of an exaggeration, but the guy likes his stuff clean).
- A tendency to try to take control and lead in situations that seem to require a leading force.
- Putting up a stolid front, but having a secret fun side.
Mundane Skills: Cooking, Organizing
Unique Skills: Gun skills, war strategizing
Zelgius | Fire Emblem Path of Radiance/Radiant Dawn
Character's Name: Zelgius (Fire Emblem: Path of Radiance/Radiant Dawn)
Comfort Level: I don't really have any triggers. I'll be fine with whatever you throw at me.
Normal Memories:
Triggers for bullying and some abuse.
1. Roasting meat over a campfire.
2. Sparring with younger soldiers to train them.
3. Discussing strategy with other army officials (as the general of the Begnion Army).
4. Talking with Levail (a general who chose to fight alongside Zelgius to the end) about various army matters
5. Being bullied by other children for being a Branded (or just a "freak," period)
6. Being scorned and looked down upon by his family for being a Branded
7. Trying to teach himself how to use a sword as a child
Traumatic/Important Memories:
1. First meeting General Gawain and being impressed by his skills with the blade.
2. Meeting Sephiran, revealing his brand to him, and agreeing to join him on his quest.
3. Serving by King Ashnard's side as the Black Knight.
4. Leading the Begnion Army in the war that would bring about Ashera's judgment.
Character Quirks: (List as many as you want. These are traits that define the character, either speech patters, hand movements they do, things they really really like, etc.)
- Extreme loyalty.
- Difficulty trusting others due to fear of being found out as a Branded.
- Generally stolid demeanor.
Mundane Skills: Cooking (over a fire, that is), armor maintenance
Unique Skills: Swordplay, war strategizing
Atoli (.hack//G.U.)
Character's Name: Atoli [.hack//G.U.]
Comfort Level: Not okay with sex. Anything else is fine.
Normal Memories:
1. Feeling sad and bored during school lectures
2. Atoli's real name, Chigusa Kusaka.
3. The area words "Δ Submissive Tragedy's 1000 Oaks"
4. Doing some grinding with Haseo. This involves battling, but there is no sense of actual danger.
5. Talking with Silabus about things.
6. A family dinner. No one says anything and all they do is eat. The only people at the table are herself and her parents, who look like they're in unpleasant moods.
7. The look of the Arena waiting room.
Traumatic/Important Memories:
CONTENT WARNING: ATTEMPTED SUICIDE
1. Her parents berating her for trying to stand out, her school "friends" mocking her for not liking/wearing the same things they do, and her teachers berating her for her poor performance. These memories are accompanied by feelings of utter powerlessness, the feeling that there is nothing you can do to change the situation.
2. Failed suicide attempts, resulting in scars on her left wrist - usually by attempting to stab through or slice open the wrist. All of the attempts are followed by lots of sobbing.
3. How she met Sakaki (she was on a suicide website and Sakaki contacted her).
4. 0:57 to 1:34 of this (including the music in the background), followed by her appearing in the empty room here and the memory continues to follow the cutscene until 3:00.
Character Quirks:
1. "...if that's okay with you", and similar phrases when inviting/asking someone to do a thing
2. Liberal but not completely overboard use of smilies when texting/making forum posts
3. Apologizing a lot
4. Sometimes self-deprecates.
Mundane Skills:
1. Cooking (at least passably enough that she likes it... and other people would if they ever paid attention to her not to mock her)
2. Netiquette
Unique Skills:
1. The ability to hear and detect sounds better than the average person.
2. The World-style spellcasting (your character won't be able to do this; the spells are essentially embedded in her body)
NIKOLAI VOLKOV | OC
Character's Name: Nikolai Volkov [OC]
Comfort Level: Anything is fine.
Normal Memories:
1. Getting his first car as a gift for his 17th birthday
2. His first date. It actually went pretty well.
3. Some of the few times he got to spend just hanging out with his fellow assassins, Jerry and Seryl.
4. Target practice with Seryl. He's taught her everything she knows.
5. Sharing cigars with his boss, Vincenzo.
6. The last time he spent Christmas with his sister (11 years ago now).
7. Early-morning jogs through Central Park.
Traumatic/Important Memories:
1. Death of parents when he was 14
2. Getting shipped halfway across the world to live with relatives shortly after
3. The first time he ever killed someone. It was in the name of "business" before he became a contract killer.
4. Almost dying! He was shot in the stomach once and almost bled to death.
Character Quirks:
- Russian language!
- A smoking habit
- A penchant for suits
- Love of blues music
- level-headedness
- outwardly icy emotions/appearance
- Monotone voice
- saying "I see." a lot
Mundane Skills:
1. Bookkeeping (business)
2. Guitar playing
Unique Skills:
1. Sniper skills
2. Stunt-like driving skills
Whoever gets me can PM or plurk me for more info, but a lot of it's in his
ADDITIONAL MEMORY
You remember sitting at a table, in a room that is very poorly lit. Seated around and in front of you are six people, all of whom are wearing masks: two men are wearing Hearts and Clubs-motifed masks, two more are wearing Theatre Drama masks, and two women are wearing Diamonds and Spades-motifed masks. Everyone is holding cards, with an array of chips in front of them and other cards in the center; your own hand has two Sevens, two Aces, and a King.
Faris (Final Fantasy V)
Character's Name: Faris [Final Fantasy V]
Normal Memories:
1. How to get into her secret pirate hideout on her world
2. Ransacking a random village this one time
3. Flying on a wind drake
4. Stuff about Gilgamesh (including his heroic Self-Destruct)
5. How much she hates wearing a dress
6. The others finding out she's a girl
7. The death of Galuf
Traumatic/Important Memories:
1. 10:22 to 13:25 AND 14:25 to 14:30
2. The collapse of Walse Tower, leading up to this (up to 13:37)
3. 2:00 to 2:40. And she can feel that Lenna is right about this, no matter how much she tries to deny it...
4. Chasing around her dad in some ruins and falling into a pit trap (stops at 10:20)
Character Quirks:
1. Occasional use of pirate-sounding exclamations that might sound nothing like what anything a pirate would actually say
2. A driving urge to protect the people she cares about
Mundane Skills:
1. Good with all kinds of weapons, particularly swords (although she can axe, too).
2. Knowledge of how to care for a ship (in both normal and air varieties).
Unique Skills:
1. How to use Rage (the status effect) as an advantage in combat
2. A Ninjutsu skill that creates illusionary duplicates
Labrys (Persona 4 Arena)
Character's Name: Labrys
Comfort Level: I'll speak up if it bothers me.
Normal Memories:
CONTENT WARNING: Destruction of humanoid robots
1. Labrys' 'birth': She is booting up for the first time, and identifies two researchers standing before her. One wonders out loud how he should greet her, but the other scientist says it doesn't matter. "Their emotions and things are completely faked. It's not different from an AI. It can't possibly be that sensitive."
2. Playing with Snowy, a little white dog who was abandoned and wandered into the anti-shadow weapons' recreation area.
3. Talking with Unit #024.
4. In the guise of a normal human girl, Labrys roams the halls of a false version of Yasogami High, where all the students are just people-shaped shadows. She thinks she is the student council president, and is intent on keeping order in the halls.
5. Hanging out in school with Nano; two robots enjoying life like humans.
6. A routine kill-all objective in the battle chamber...but no, she's strategically maiming the other anti-shadow weapons instead of outright destroying them?
7. Labrys is sitting in the back of a huge limousine with Mitsuru Kirijo, Akihiko Sanada, and her sister Aigis. Akihiko is talking about how he wants to be a police officer, and Mitsuru tells him that he needs to finish school to obtain that goal.
Traumatic/Important Memories:
CONTENT WARNING: More robot death
1. Labrys is inside the battle chamber at the Ergo Research Facility, a mess of destroyed anti-shadow weapons surrounding her. She holds one up in the air in front of her by its neck, the broken model trembling in her grasp with an emotionless face. She stares at it for a few moments before crushing its neck and decapitating it with her hands.
2. There is a dock facing the ocean. As Labrys looks out sadly over the water, the Ergo Research Group closes in on her location; she's escaped, and they've come to recapture her. She wishes that one of her future sisters would be able to stand on the pier and go to the places she couldn't.
3. Labrys comes face to face with...herself? She's just defeated her shadow with the help of her new friends, and she embraces her, accepting that the shadow is a part of her, no matter how much she denies it. With that, Ariadne is born.
4. Labrys, the Investigation Team, and the Shadow Operatives stand outside of Mitsuru's limousine in Inaba, saying their goodbyes. This is where Labrys decides to help the Shadow Operatives hunt down the malicious Malevolent Entity.
Character Quirks:
- Kansai accent (which in the dub sounds like a Boston or New Yorker accent).
- A desire to do the things that humans do, and taking delight in the simple things.
- Will do what it takes to avoid a fight, but if needed, she is a very skilled fighter. Her fighting style shows a preference for maiming her opponents rather than outright killing them.
Mundane Skills:
1. Skilled fighter, especially with an axe.
2. Has the ambition to become student council president!
Unique Skills:
1. Her Persona, but that's not unique in Hinoto-Ri.
ADDITIONAL MEMORY
You remember being in a run-down building during the 13th Hour, accompanied by two tall figures dressed in black and wearing masks, and looking at a worried-- though suspicious-- young child. Through a window, bull creatures and silhouettes with horns can be seen outside.
Kanji Tatsumi
Character's Name: Kanji Tatsumi (Persona 4)
Exchanging With: Avitus
Normal Memories:
> Making croquettes as a child for his mother, that other townspeople would remember. This would be Kanji's first real forray into good cooking.
> General Sewing memories of him knitting and/or sewing stuff
> His parents raising him in the ways of "Colors are alive" and "Be one with cloth".
> The Investigation Team Study sessions. Mostly ends with Kanji giving up and bringing out his animal crackers
> The "Pagent". That's just it.
> The Inn Hot Springs Sleepover (aka the scary phone part).
> Beating up Shadows
Traumatic/Important Memories:
> (PARENT DEATH) His father's death. Kanji was terrified about it for most of his life, and the fact his father told him to "be a man" kinda stuck with him and made Kanji think he wanted him to become a real man and resulted in how he acts like a punk. It also made Kanji afraid of hospitals.
> Sewing a bag for a girl as a kid. Yeah that didn't turn out very well, and made Kanji afraid of girls or doing girly stuff for a really long while.
http://i17.mangareader.net/persona-4/16/persona-4-3991597.jpg
http://i26.mangareader.net/persona-4/16/persona-4-3991599.jpg
http://i6.mangareader.net/persona-4/16/persona-4-3991601.jpg
http://i30.mangareader.net/persona-4/16/persona-4-3991603.jpg
> Facing his Shadow and Accepting it.
> Meeting Naoto for the first time and being confused about her when he thought Naoto was a guy.
Character Quirks:
> Cleaning freak
> Hates cockroaches
> Sewing and Knitting Master
> Loves cute shit (So anything adorable)
> Usually his swords are more street-punk like. Make phrases as short as possible, not is usually replaced by ain't, add some shit, damn and make some of the words ending in ing just in' so "Are you kidding me?!" would become, "Shit, you kiddin' me?!" but not too much swearing cause he remembres that his mom hates that. No fuck or any 'hard' swearing words either.
> Afraid of being alone
> Afraid of being rejected
> Investigation Team Bulldozer
> Act first, think later.
> Uses blunt objects as weapons
Mundane Skills:
> Cleaning
> Cooking (basic)
Unique Skills (
> Desk/Table chair fighting (Punk Fighting)
> Knitting (Basic)
Avitus
Me: 'Sail
Character/series: Avitus (OC) from the Legacy of Kain series
Comfort level: Bring it on. (I'm more concerned with what the other person might be comfy with/want.)
Mundane memories
- Preening out his wings' feathers
- Fighting with his naturally very curly hair to make it straighten out and behave so he can put it in that lil ponytail he keeps it in, so no one realizes it's curly.
- Getting annoyed at actual birds because he can understand what they're saying. Worse: they're often vapid, repetitive, and petty. (It's like high school! Oh god.... orz)
- Carrying a large serving platter on his head with one hand, as a human servant (slave)
- Grinding up something with a mortar and pestle, to make pigment
- Sitting out on his castle's (second floor) balcony's windowsill, reading a (fantasy) book, the Citadel and more of its castle outside, some of the hunters of his kind hanging out on a balcony nearby
- shopping in the Citadel's markets, and feeling really uneasy at the deference the humans showed him, unable to shake the feeling that they really shouldn't.
Traumatic/important memories (CW: death, uncomfy sex stuff)
- Sleeping in, cuddled up with one of his brothers (sfw happy fluff)
- Having a bit of a laughter-breakdown on a bed while everyone's depressed (due to news of death/genocide of their clan. Grim situation, but he was overjoyed with it.)
- Getting nervous and too drunk at a party and leaving (while others were heading to bed with each other, he hid and snuck out rather than get involved as expected. He was a human slave at the time....)
- His own murder as a human (should be obvious! ...at least it was quick? Also, was the last time he tried to stand up firmly for himself; it directly led to this, at least in his mind.)
Skills (offering three each; someone can pick, I guess?)
Mundane skills:
- art (a multitude of smaller things here: drawing, painting, stained glass, how to make his own paintbrushes and paints, how to take care of brushes/other tools to keep them nice, prep canvases, etc)
- sense of balance (specifically, balancing things on his head, like trays and baskets and whatnot... and walking in high-heeled shoes/sandals.)
- highly literate/educated (mostly self-taught, but he hasn't been idle, and he's had a long life. Not so big on modern science/tech or economics, but he knows math (geometry, mostly) and several scripts really well, plus a fair bit of Latin, some geology (architectural relevance.))
Unique skills:
- artist/architect (thousands of years of study and practice)
- telekinesis (not well practiced, unfortunately)
- understanding birdsong (an instinctive and largely emotive language)
Traits/quirks:
- Lacks self-confidence (difficulty standing up for himself, easily intimidated. A bit shy, especially with groups; arguably afraid of crowds if he might be the focus of attention. (Back of the audience is fine; on stage is usually not.))
- tends to hold his hands in front of him and rub the back of his nails (polishing them) or preens his wing feathers (human equivalent: combing hair with fingers) as a comforting fidget, chews the inside of his lower lip when thinking or nervous/uneasy, hugs his wings around himself (human equivalent: using arms instead of wings) for security
- fondness for sweets (hard candy, ice cream, syrup, juice, etc)
- tends to give sort of a bob/curtsey-type bow, rather than shake hands or bow from the waist
- usual facade is a faint smile, quiet and pleasant to others as if in a vaguely good mood
- optimistic? He does try to be in a good mood, deliberately puts aside his feelings when he isn't.... (the logic is, if he fakes it long enough, he can convince himself. Denial and self-delusion are his way of life.)
- cries when mad, has difficulty expressing himself in words then
- doesn't say "maybe" ("perhaps" or "it's possible" or the like instead) or "cool" ("that's great" or "congratulations" or some other remark/compliment) avoids "just" (unless talking about fairness; otherwise, "merely" "simply" "only" etc) and tends toward vaguely older-style/formal speech, lacking in modern slang. For example, he may say something is "absolutely incredible" or "rather fantastic", but he doesn't mean "great", he means he doesn't believe it, or finds it difficult to believe, respectively.
- reserved body language: not all that emphatic with his gestures, keeps his extremities to himself, tends toward acting a bit subservient, polite, somewhat formal. Pays less attention to his stance when off his guard/distracted; his wings are a fair indicator of that then (holds them tucked up tightly when he's being more self-aware. In theory, his wings are like a second pair of arms, but he doesn't like deliberately using them for much.)
- constantly keeping others in mind and discounting himself (likes doing thoughtful little things for his friends, and will go out of his way to be helpful or cheer someone up, if he notices they need it) Basically, in his mind, he's sort of secondary to others.
- self-deprecatory, with a side of hero-worship: though realistic about his skills (art especially), he hasn't gotten a remotely big head about it. To him, it was simply something he had to learn, and if anything, he's convinced his role model was better. (Keeps them up on a pedestal, for better or worse.) Doesn't tend to think he's really worth all that much, though he won't much downplay the importance of the role(s) he might take on.
- vaguely uneasy about forming attachments to others: there's this back-of-his-mind notion that they'll all leave him eventually anyway, and that self-imposed isolation might mean he misses out on the potential good, but it'll spare him the certain heartbreak.
- afraid of heights... and cats.
- prefers escapist fiction (fantasy especially) over nonfiction
- poor with expressing things he hasn't rehearsed/stuff that's personal. He ends up going "I mean--" "um" "well" etc a lot, may start over, trail off, generally be unsure of what to say/how to say it and get flustered. He's so used to putting aside his own views/opinions and telling people what they want to hear (including outright lying about stuff) that it's difficult for him to sort himself out and communicate honestly about personal things.
Akane Awakusu | Durarara!!
Character's Name: Akane Awakusu (Durarara!!)
Comfort Level: Nothing sexual, and I'd prefer to steer away from abusive childhoods. (If possible)
Normal Memories:
1- Defending a classmate from bullies, but not getting bullied in return.
2- A happy family dinner with her parents, Daddy has to work late a lot, so this a special occasion.
3- Showing Grandpa one of her drawings, she's very proud and tells him that she's going to become an artist to help support the family business.('art galleries')
4- Petting a headless horse(which seems to still be alive despite the lack of head).
5- Being asked if she still likes her father and grandfather after finding out that they're criminals/ saying that she isn't sure.
6- Destroying all her drawings and paintings in a fit of anger after finding out that her artistic dreams would only support criminal activities.
7- Hanging out with Shizuo and Tom on one of their breaks.
Traumatic/Important Memories:
1) Finding out the truth about her family
After overhearing a conversation between one of her friends and their mother(You'd better be nice to Akane or her family will hurt us!), she does a little research and discovers her family's true business. Not only are they Yakuza, but her grandfather is the head of the organization. And the 'art galleries' she dreamed of supporting were just fronts for laundering money. After calling one of her closest friends her worst fears are confirmed. Everyone at school had only pretended to like her because their parents had warned them about Akane's family.
2) Running away from home-
Feeling betrayed because her family had been lying to her, Akane decides to run away from home. She is aided by some 'helpful' internet friends.
3) Attacking Shizuo to protect her family-
Having been told that an assassin called Shizuo Heiwajima was going to kill her father and grandfather, Akane tracked him down and tried to kill him with a modified stun gun. It didn't really go that well.
4) Being kidnapped by Vorona and Slon and subsequently rescued by Shizuo. This changed her opinion of Shizuo and cemented her trust in him.
Character Quirks: Really fond of sweet things, childish curiosity, hates bullies, optimistic, a little naive
Mundane Skills: Drawing, painting
Unique Skills: Good mediator/organizer
Junpei Iori (P3)
Your Nickname: Shun
Character's Name: Junpei Iori
Comfort Level: I'll speak up if it bugs me.
Q (For Magical Boys wow that sounds wrong)
Character's Name: Q (James Bond)
Exchanging With: Mikale Godono
Normal Memories:
> Becoming part of the Q Branch
> The first 3 clips of this video (Ejector Seat + Bond being an idiot with the camera + man-eating couch) <-- These count as 3 memories.
> Getting his Major rank (Ceremony)
> Having a tea break with his family while still a child.
> Typical Bond Gadget Day (Just the Q labs stuff).
Traumatic/Important Memories:
> Hotel with Bond (see this video)
> Having his parents die during the first world war.
> Recruited by the MI6 at a young age to join the Q branch.
> His Retirement and Bond ruining is boat, including his last words to Bond.
Character Quirks:
> British Wit
> Classy
> Inventive
> Gadgets Gadgets Gadgets
> NEVER JOKES ABOUT HIS WORK
> Q stands for Quartermaster
> Actually may care for his fellow teammates like a father?
Mundane Skills:
> Computer Knowledge.
> Cooking (basic)
Unique Skills (
> Invention (basic)
> Gadget additional (able to look at something and think of gadgets to add to it)