lightdrivenmods (
lightdrivenmods) wrote2016-02-12 03:42 pm
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APPLICATIONS
APPLICATIONS ARE OPEN ONLY BY INVITE: AS SUCH, ALL COMMENTS TO THIS PAGE WILL BE VERY CAREFULLY LOOKED UPON BY THE MODERATORS
While Light-Driven is an invitation-based musebox, applications are still required as a form of character reference and security; this is especially important, as the intention for Light-Driven is to eventually become a full game.
At the moment, the game is open to all sorts of muses, but there is a limit of 'three alternates' to the box, as well as three muses per player.
For an example of alternates: A canon version of a muse, an alternate canon version, and an AU version. Technically, one could have two au versions, but the thing to keep in mind at the end of the day is that we can't have more than three versions of someone like Sora running around. You can double check that you're not bringing the fourth on the Taken List here.
Applications are thankfully rather simple nonetheless, and are made with the following format:
Character Name: Who are they?
Age: Physical and mental, if there's a divide, please!
Canon: Canon name here-or 'OC' for OCs
Canon Point: For canon muses only, where and when are they from?
Character Information/World Information: History goes here. A wiki link works fine enough! For OCs, a short summary of the world + history would be best, and the same will go for characters lacking a wiki entry of more than 750 words. Like the personality, history should thus be somewhere between 750-1000 words, with particular scrutiny being applied for anything shorter than the minimum.
Personality: Describe as best you can who this character is. What makes them tick? Try for something between 750 & 1000 words; over the limit is fine, but we'll be looking more seriously if it's shorter.
Pokemon: Choose a pokemon from the list! (You can find that list here) If you'd like it to be random, choose five to ten and the mods will RNG from those.
Moveset: Choose four moves that your pokemon can learn by levelling; these will be yours to fight with! Pokemon chosen from the second stage may use moves from the earlier evolution if they wish. For those running the RNG, state 'RNG'.
Item: Each pokemon appearing in in the Continent of Light arrives with an item unique to them, which can be worn; this item should, ICly, be something that they would rather keep on their person, as it will eventually be tied to later plots!
Roleplay Sample: This can be from anywhere-musebox, game, psl, you name it.
Once filled out, leave a comment with the full app, or with a link to a separate journal containing it. After the mods have gone through it, you should get an acceptance! (Though if something seems particularly off, you may get a revision request)
While Light-Driven is an invitation-based musebox, applications are still required as a form of character reference and security; this is especially important, as the intention for Light-Driven is to eventually become a full game.
At the moment, the game is open to all sorts of muses, but there is a limit of 'three alternates' to the box, as well as three muses per player.
For an example of alternates: A canon version of a muse, an alternate canon version, and an AU version. Technically, one could have two au versions, but the thing to keep in mind at the end of the day is that we can't have more than three versions of someone like Sora running around. You can double check that you're not bringing the fourth on the Taken List here.
Applications are thankfully rather simple nonetheless, and are made with the following format:
Character Name: Who are they?
Age: Physical and mental, if there's a divide, please!
Canon: Canon name here-or 'OC' for OCs
Canon Point: For canon muses only, where and when are they from?
Character Information/World Information: History goes here. A wiki link works fine enough! For OCs, a short summary of the world + history would be best, and the same will go for characters lacking a wiki entry of more than 750 words. Like the personality, history should thus be somewhere between 750-1000 words, with particular scrutiny being applied for anything shorter than the minimum.
Personality: Describe as best you can who this character is. What makes them tick? Try for something between 750 & 1000 words; over the limit is fine, but we'll be looking more seriously if it's shorter.
Pokemon: Choose a pokemon from the list! (You can find that list here) If you'd like it to be random, choose five to ten and the mods will RNG from those.
Moveset: Choose four moves that your pokemon can learn by levelling; these will be yours to fight with! Pokemon chosen from the second stage may use moves from the earlier evolution if they wish. For those running the RNG, state 'RNG'.
Item: Each pokemon appearing in in the Continent of Light arrives with an item unique to them, which can be worn; this item should, ICly, be something that they would rather keep on their person, as it will eventually be tied to later plots!
Roleplay Sample: This can be from anywhere-musebox, game, psl, you name it.
Once filled out, leave a comment with the full app, or with a link to a separate journal containing it. After the mods have gone through it, you should get an acceptance! (Though if something seems particularly off, you may get a revision request)
Valmont | Jackie Chan Adventures
Name: Veth
Contact:
Other Characters: None!
CHARACTER INFORMATION
Character Name: Valmont
Age: 36,
emotionally 12Canon: Jackie Chan Adventures
Canon Point: Post-season 2
Character Information/World Information: http://jackiechanadventures.wikia.com/wiki/Valmont
Personality:
Picture a man on top of the world. The underworld, anyway. This is Valmont at the start of Jackie Chan Adventures. As the leader of the Dark Hand, an international crime syndicate, he is very powerful and disgustingly rich, although this doesn't stop him from trying to become even more so. You see, Valmont loves money. And it's no exaggeration to say this love for money drives everything he does. Why? Well, while it's never explicitly stated in canon, we do see him as a kid dressing just as well and participating in American foreign exchange programs, so it's pretty safe to assume he came from money. The man's clearly been used to living in luxury from a young age, and he wants to keep it that way.
This fanciness can be seen in everything from the way he dresses (immaculate green suits) to the way he talks (the posh Received Pronunciation tones of Julian Sands) to the jewel-encrusted cane he carries with him at all times. His office is a very nice room on the top floor of a very nice building. On heists, he goes big. We're talking Fort Knox level, and yes, he actually did rob Fort Knox once. The guy wants the best of everything. And it's this greed that causes him to join forces with a demon named Shendu in order to obtain untold treasure, which, in turn, leads to every plot arc in the entire show. Nice going.
Obviously, Valmont cares a lot about how he appears, and therefore he tries to give off the appearance of absolute class in everything he does. However, there are all kinds of less-classy things lurking beneath that polished veneer. Foremost is his temper. He's impatient, probably because he's never actually had to wait for anything in his life, and he has a short temper that flares up when things aren't going his way. This can be set off by the incompetence of his subordinates or the frustration caused by one Jackie Chan, archaeologist. The most blatant example is the episode "Bullies", where his anger at Shendu combined with a particularly destructive talisman causes a whole lot of damage. His temper can even trump his intelligence: in the same episode, it comes to a head when Jackie goads him into such a rage that he accidentally destroys a raft on which he, and all the gold he has just stolen, happens to be at the time. Again: nice going.
(As a side note, that episode is also one of the few times we actually see Valmont enjoying himself. It's probably the combination of money and destructive power. This says a lot about his pastimes.)
Valmont is also just, in general, not a very nice guy. He routinely berates his employees for their incompetence, and he is never shown to care about their well-being. Indeed, it's often quite the opposite. When he orders his servant Tohru to fight Shendu, a demon easily twice his size (and Tohru's already huge) and powered by magic, it's unlikely he has any expectation that Tohru will make it out alive. It's also unlikely that this much matters to him. In point of fact, it's never once shown that Valmont actually cares about anyone other than himself.
The man does have some positive qualities, hidden though they may be. For one thing, he's determined. When Shendu regains full power, double-crosses Valmont and denies him the treasure - well, many people in that situation might have given up for fear of becoming dragon chow. Not Valmont. He follows Shendu all the way to Hong Kong in order to get back what is wrongfully his. Despite losing not only the treasure in the end, but also a good chunk of his resources and his headquarters (which results in the Dark Hand relocating their base of operations to a fish cannery), Valmont remains as arrogant and greedy as ever, and just as determined to get back to the top.
It might even have worked, too, if Shendu hadn't returned, resulting in Valmont losing something else: control of his own body, when the demon accidentally possesses him. This is, as one might expect, a hardship, and one that takes its toll on Valmont mentally. He is essentially reduced to an errand boy as Shendu commandeers not only his body but also the entire Dark Hand for his own purposes, using up the rest of its resources and generally humiliating Valmont in the process. (Witness: the dress, which Shendu insists is a sorcerer's robe.*)
Somewhere along the line, Valmont becomes more focused on resisting Shendu than on anything else. Eventually, he does two surprising things in quick succession. First, he risks possible injury to his own body just to knock Shendu out for a few hours. Second, he gains a willingness to work with his other mortal enemies, the Chans, for the (his) greater good. This is a more desperate Valmont - one whose ultimate goal is still for his own benefit, but who is at least willing to swallow his pride to get there. Later, when Shendu is finally exorcised, Valmont ignores pride altogether and does a frankly embarrassing victory dance. What a loser.
So here we have Valmont at the point I'm taking him from - mostly penniless, temporarily employeeless, and living out of a fish cannery. The later seasons are even less kind to him, so it's probably a good thing he's ending up here when he is. Even if he has to be a weird snake for that to happen. Hey - can't win 'em all.
*It's a dress.
Pokemon: Snivy
Moveset: Leer, Vine Whip, Mega Drain, Leaf Storm
Item: His sword cane, conveniently Snivy-sized.
Roleplay Sample: Different canonpoint, same obnoxiousness.
CONGRATULATIONS!
no subject
Name: Pyra
Contact: Plurk: usagisimaginaryfriend
Other Characters: None yet
CHARACTER INFORMATION
Character Name: En Yufuin
Age: 18
Canon: Binan Koukou Chikyuu Boubei Love! (Cute High Earth Defence Club Love!)
Canon Point: Between episode 10 and 11
Character Information/World Information:
Ep 1: http://binan-koukou-chikyuu-bouei-bu-love.wikia.com/wiki/In_The_Name_Of_Love
Ep 2: http://binan-koukou-chikyuu-bouei-bu-love.wikia.com/wiki/Episode_2_-_Love_is_Something_You_Should_Never_Regret
Ep 3: Error
Ep 4: Error
Ep 5: http://binan-koukou-chikyuu-bouei-bu-love.wikia.com/wiki/Episode_5_-_To_Steal_Love_Without_Regret
Ep 6: http://binan-koukou-chikyuu-bouei-bu-love.wikia.com/wiki/Episode_6_-_Love_is_Something_You_Wear_on_Your_Back
Ep 7: http://binan-koukou-chikyuu-bouei-bu-love.wikia.com/wiki/Episode_7_-_Love,_Summer_Camp,_and_Toothbrushes
Ep 8: http://binan-koukou-chikyuu-bouei-bu-love.wikia.com/wiki/Episode_8_-_Love_Wanders!
Ep 9: Error
Ep 10: http://binan-koukou-chikyuu-bouei-bu-love.wikia.com/wiki/Episode_10_-_Love_is_Glasses...
Personality: En is strange. Most could describe En Yufuin in one word: Lazy. While some characters are lazy but brilliant, or just unmotivated, En is through and through, a lazy bum. In fact, his character song can be translated to "My Ideology is: Absolute Procrastination!” En doesn’t worry about much and he’s considered very laid-back, preferring to go at his own pace, and doesn’t get angry often. He likes to soak in a hot spring and would prefer to play video games. The only reason why he does well in school and gets high marks in exams is because he guesses the answers. If he doesn’t guess the topic of the exam, generally he’ll fail. It’s not that he’s challenged in any way, it’s literally his ambition to be a lifetime idler (episode 11).
If asked about his abilities, En would say he has none; if asked about how he feels on something, he’d probably answer ‘so-and-so’; in any situation, En would probably give the least decisive answer to a question. The only ‘certain’ thing we know about En is his favourite food, only because it’s Onsen manjyuu, which is readily available at the bathhouse where they hang out most of the time. His laziness is so bad that he tries to get the team to go on and beat episode two’s monster without him while he lazed in the club, and when facing that monster subsequently, he says to the team “I want to go home already, so let’s get this done.”
However, should the situation escalate and he actually needs to exert himself, En will. In fact, he seems to pull out a lot of results under pressure and, proven mostly through combat, is shown to be quite sharp-minded. Despite Yumoto being the most enthusiastic about being a Battle Lover, and Atsushi being more responsibly, En shows leader-like qualities when need be, managing to guide his friends against monsters that aren’t one-shotted (particularly during episode 11 and 12 where they fight the Conquest Club).
En is also astonishingly protective over his friends, and this is obviously shown for his deep connection with the other members of the defence club. Though having friends, going out and doing things is a bother, En always remains with them after school and hangs out, even suggesting they all go for a beach trip together (despite him not remembering it later). Despite wanting to be lazy full time, he does feel it’s alright to ‘live a little’ as long as he’s with his friends. Actually, to get En to do anything, it has to involve one of his friends.
Atsushi is En’s best friend who pretty much does everything with him. He is the world to En: "Well to me, Atsushi, you're basically air.” Atsushi even feeds En his own lunch when he doesn’t seem to have enough vegetables. Episode 7 shows that En is really invested in the details of his friends, during the courage test on the mountain En trips over, grabs Atsushi by the waist, and says that Atsushi is too thin (asking if he’s lost weight, even) and, being very aware of his presence (though he internally panics and thinks he shouldn’t have said that).
The entirety of episode 8 is dedicated to further showing it off the relationship too. Jumping back to Atsushi’s weight, En shows he recognize Atsushi from the sound of his footsteps, showing that despite his laziness, he’s very observant. Also in that episode, although the monster made En feel jealous and angry about Atsushi texting the other members, En himself occasionally checks Atsushi's phone like a possessive lover. When the group finally confronts the kotatsu monster, En swoops in and saves Atsushi despite being under the monster’s influence, picking him up bridal style and pulls him away. Upon realising he’s been affected by the monster’s hate that’s been causing him to squabble with Atsushi, proceeds to punch it despite it being the size of a two storey building.
When Yumoto’s temperament was affected by the glasses in episode 10, En was the one who picked him up when they were dodging the monster attacks. Despite his dislike for being a Battle Lover, he runs in and catches to save Yumoto, and states he did want to protect him when he was vulnerable. This contrasts with episode 2, where he really had no regard for civilians being attacked by the monster.
While En does prefer doing things quickly and directly so he can go back to slacking off, when Ryuu wants to win the pretty boy contest, he goes about it very analytically, pulling up a whiteboard and going about what are the most appealing traits in a man and then having the others test to see what’s effective. En doesn’t really care about the monthly contests, but Ryuu does, so he exerts himself for him.
However, En doesn’t just have a hidden good side under his cover, he also has a little bit of a crueler one. En knows Kinshirou is unhappy with the state of their respective friendships with Atsushi during the series, but he rubs it in. Not enough to be considered bullying, but enough to just smile at Kinshiro as he walks after Atsushi to sit with him at lunch; or to playing up on the already bad situation in episode 8 (where En tackled Kinshiro, thinking he was a stalker) and how Kinshiro hates having people near him by teasing him. En never comes across as spiteful to Kinshiro but he does call him out on his hissy fit when he explains why he hates Atsushi. Ultimately En forgives Kinshiro easily when he and Atsushi reconcile.
A final note, when asked what is most important in the final attack in episode 12 (where the Defence Club and Conquest Club say what their most important thing is,) En says he values freedom the most. Freedom… like the freedom to go sleep and not do anything else.
Pokemon: Slakoth: A lazy pokemon with hidden strength.
Moveset:
Yawn
Slack Off
Play Rough
Hammer Arm
Item: The Loveracelet that lets him transform. It does jack and shit now, but it doesn’t come off and that means that En doesn’t have to take care of it.
Roleplay Sample: http://bakerstreet.dreamwidth.org/3149707.html
Trust me this whole page is my app.
CONGRATULATIONS!
no subject
Name: Timey
Contact: Skype (TimeSeerStudios), DeviantArt (timeseerstudios.deviantart.com)
Other Characters: N/A
CHARACTER INFORMATION
Character Name: Gregor
Age: 14
Canon: The Underland Chronicles by Suzanne Collins.
Canon Point: Post-story, relocated to a family farm in Virginia.
Character Information/World Information:
Wiki
Even before the start of his adventures, before the prophecies, life was never precisely good. Back then, there was always the worry about how they would keep food on the table. The old apartment he shared with his mother, grandmother, and two little sisters was small and cramped. Money was always tight because his mother’s job never made enough, so Gregor did what he could to help earn cash. He never really had a childhood.
It had been better before his father disappeared, at least that was what he’d always believed. When he returned, everything would go back to normal. That was the closest thing to hope he had, but even that he denied himself… Then the day came, when he and his sister accidentally fell through a grate in the laundry room, plunging them into a dark and twisted land of warfare and nightmares.
Fulfilling an ancient prophecy calling for an Overlander, Gregor– or ‘the Warrior’ as the Underlanders called him– quested deep into the Dead Land, a gnarled and grim place inhabited by huge and deadly talking rats. Of the twelve in the party who ventured in, only eight would return. Treflex the spider died almost the moment they arrived, having been wounded by a brutal rat attack. Tick the giant roach sacrificed herself to save his little sister, Boots. Gox was slashed in half by the rat king. And then Henry, cousin to the young queen Luxa, came out as a traitor. Corrupted by fear and lust for power, his treachery would have gotten them all killed…
And so Gregor predicted that he, the Warrior, would be the fourth and last to die.
He had called the ambush’s attention and ran until he hurtled off a cliff into the black nothingness, leading the rats pursuing him to their doom and perhaps his own as well. Ares, the bat bound to Henry dove… but for Gregor, not Henry. The same journey that rescued his emaciated father from the rats’ grasp weakened their armies and threw them into disarray, ending their war with the Underlanders. Gregor bonded with Ares, preventing the bat’s banishment for Henry’s wrong-doing, then returned home with his sister and father.
Next came the Prophecy of Bane, which told of a legendary white rat and warned that the death of a baby, presumed to be Gregor’s younger sister Boots, would be his end. ‘Die the baby, die his heart, die his most essential part.’
However, the white rat and the baby were one and the same. And so, unwilling to kill the innocent creature and unsure what else to do with it, Gregor gave the newborn white rat to Ripred the Gnawer, who he had deemed a trustworthy ally. For a time there was peace once more, or less fighting at any rate. Then the white rat, the Bane, grew up.
Driven to madness and manipulated by others, the Bane became a living nightmare, a true monster. Genocide was waged upon the Nibblers, allies to the humans, and all but a handful of infant pups were wiped out. Gregor would witness horrors in this war that no one ever should, and some were committed by his own hand. Learning to utilize his newfound status as a Rager and acquiring the ability to use echolocation, he was at last beginning to resemble the Warrior that the Underlanders believed him to be. In the end, Gregor was at last able to kill the Bane… But Ares was killed in the final battle. Countless allies and friends lay dead on the battlefield. Gregor’s innocence was gone forever.
After the final battle, once again the Underland humans still wished to war with the rats… And each expected the Warrior on their side. In one final gesture of fury, Gregor slammed his sword against his armored leg, shattering it. He declared that “the Warrior” was dead and that would never hold a sword again. This last stand ended the discussion, and peace was achieved at last.
Returning home, his life would never be the same. The nightmares came, they haunted him, and never stopped. Years came and went, but he never recovered, not really. Just as the scars of war marred his body, they remained on his mind as well… And they remain to this day.
Personality:
Although young, Gregor has become surprisingly mature for his age due to the many horrific events he’s been exposed to. Having been dragged into the Underland’s bloody affairs starting at the age of 11, he didn’t have much choice. However he is still a kid, and sometimes it still shows. He may not recognize certain words, along with becoming very snarky and temperamental. Not everything he says is very well thought-out, either.
Gregor also tends to be quite rash, recklessly throwing himself into danger without really thinking about it most of the time. Sometimes he even has to be restrained or knocked out to prevent a dangerous incident.
Despite these shortcomings, he has a good heart and a brave spirit. Gregor can always be counted on to stand up for those who are being treated unfairly, and is more than willing to fight on the behalf of others who are in danger. Injustice infuriates him; he absolutely can’t stand sitting by and letting others suffer, even moreso if it is somehow connected to him. Regardless of what anyone else thinks of him, Gregor will always act to help those in need, even if they are not well-liked. He is known to bond with the under-dogs particularly, his closest friends usually being those who are spurned and made fun of.
Although Gregor has always hated the idea of fighting, avoiding it whenever possible, he is also something called a Rager. This gives him reflexes and fighting ability with potential far beyond a normal person. Although no rival to Ripred, he is lethal in combat nonetheless, wielding a sword in his right hand and a dagger in his left. More dangerously, Gregor can’t always control when his abilities trigger. Being young and inexperienced, the change can occur unexpectedly and catch him off-guard. Sometimes he won’t even remember what he did, just suddenly find himself in the middle of horrific carnage his own hands inflicted. Gregor has been observed to smile and even laugh during these unstable episodes, which he isn’t proud of. Although this typically only occurs when in times of extreme danger, flashbacks and startling events can occasionally trigger a Rager response. For this reason particularly, Gregor refuses to carry weapons of any kind. The Warrior is dead, and he wants to make sure it stays that way.
Gregor has always been afraid of heights and absolutely hates the rides in amusement parks and such; he finds them purely terrifying. While he had his bond Ares the Flier to count on, these fears lessened, but following his death Gregor has relapsed severely. These fears combine with the symptoms of PTSD triggered by his time in war, causing violent nightmares he wakes from with screams. While the nightmares are the most recurring symptom of his unstable mind, he may also have flashbacks at times and generally avoids anything that reminds him of his life in the Underland. If reminded too strongly, Gregor may even break down as his regrets become absolutely unbearable. The most common theme is his final battle against the insane Bane, an unsettling experience ending in the death of Ares.
Unfortunately, Gregor has far more scars than those that mar his mind. His arms have been badly damaged by the grip of a giant squid and then cuts from carnivorous vines. His toes have scars from being eaten at by potent acid, while his legs have numerous horizontal marks from Cutter jaws and Gnawer claws. Worst of all is a set of five gash-like scars right on his heart, a wound inflicted by the Bane’s claws that Gregor barely survived. All in all, he’s a mess from head to toe, and can’t afford questions. As a result, he wears long sleeves and pants year-round.
Aside from his fighting abilities, Gregor has other skills as well. He can play the saxophone moderately well, and was always a part of the school band. He also runs track, giving him great endurance. Perhaps most remarkably, he has also learned echolocation at Ripred’s urging. Thus, even in the dark he is always aware of his surroundings. Gregor achieves this by clicking his tongue then intuitively recognizing shapes around him based off the reflected sound. This talent has saved his hide many a time. Gregor also takes after his father’s love of science, though he is not as knowledgable about it.
Pokemon: Scyther
Moveset: Double Team, X-Scissor, Air Slash, Feint (Ability: Technician)
Item: Black Plastic Bat (the animal, not for hitting baseballs)
Roleplay Sample:
Two years.
It had been two years since he left the Underland for the last time, saying goodbye forever to the friends who he would never forget, couldn’t forget if he tried. Luxa the bold queen of the Underlanders, Ripred the six-foot-rat who could demolish an army without even trying, Temp the brave roach who had saved his sister Boots more times than anyone could ever count… No, he’d never forget any of them.
And Ares.
He’d never forget Ares, either.
It was a nice day, so much nicer than being trapped in the house with his thoughts. Gregor decided to take a walk around town, try to clear his head. Ugly thoughts always came into his mind, and always when he least needed it, too. It was spring; he should be cheerful. But alas, the only things that were cheerful were the birds chirping in the branches overhead.
They did little to distract him from the pain in his heart, the pain that was always there. So much death in his past. So much suffering. So much loss. Nothing could ever erase that; Gregor knew that he would carry what had happened in the Underland all the way to his grave.
Finally, unable to get these horrid memories to leave him be, the boy, the Warrior went and sat on a park bench. Days like this he wished he wasn’t so alone. Days like this, he wished there was someone out there who would understand. Someone who wouldn’t judge, wouldn’t ask questions. Someone who just KNEW what he had gone through, and understood what it felt like to know your hands had done terrible, horrible things you could never undo no matter how badly you wanted to.
What it felt like to be a monster.
Tired brown eyes glanced upward towards the clear blue sky. He should have been happy. It was over. He’d never have to hurt anyone ever again. No matter how long he lived, his hands would never hold another sword again, or cut down another life. So why did he still feel so broken? The hero of the story was supposed to feel fulfilled after their tale. But, he knew the Warrior would never get a happy ending. Not now. Not ever.
… Maybe, someday, he could make what he had learned in the world below count for something. But, until that day came, the day when the Warrior had a reason to exist once more… He would continue on, and he would do no more harm.
No more harm.
CONGRATULATIONS!
Amanda Ripley | Alien: Isolation
CONGRATULATIONS!
Dark Hand Enforcers | Jackie Chan Adventures
CONGRATULATIONS!
Shun Kurosaki | Yu-Gi-Oh! ARC-V
Name: Revise
Contact:
Other Characters: None.
CHARACTER INFORMATION
Character Name: Shun Kurosaki
Age: 16 (assumed)
Canon: Yu-Gi-Oh! ARC-V
Canon Point: Episode 91
Character Information/World Information: Wiki history feat. awful dub names
Personality:
The quickest way to describe Shun would probably be that he’s everything you could expect from a boy forced into unexpected war in his early teens. Vengeful, prickly, distrustful and scathing, but determined, skilled and unwaveringly loyal to his comrades, he’s a shell-shocked veteran at an age where nobody should be, and it heavily affects how he interacts with others.
In combat and strategy, Shun is somewhat of a study in contrasts. He’s observant and wary (or almost paranoid, on occasion), to the point where out-of-place skill and strategy is enough to raise (correct) suspicions that another member of Standard’s Lancer team is actually a spy from the Fusion Dimension’s military arm, Academia. When he chooses to, he can be patient and execute fast-paced, hard-hitting plans to escape places such as the Underground and Synchro Dimension’s prisons on his own terms, usually leaving the rest of the Lancers in his dust. However, in practice he’s often reckless and needlessly violent, attacking people for merely being in his way and initially refusing to acknowledge the validity of goals other than his, until he was coaxed out of this mindset during the course of a duel with Crow. As of his current canon point, he will accept and support goals that differ from his as long as he can relate to them – a person wanting to protect friends or family is much more likely to get a positive response from him than someone wanting to take power, whatever their reasons (especially given his history with Academia). However, he expects everyone to share his determination and drive when it comes to their own missions, and may look down on those who don’t have the strength or will to see them through.
Taught by the school of constantly trying not to die, Shun is a skilled combatant in both dueling and physical confrontation. The first thing to notice about his fighting style is that it differs between both of these. When he duels, he duels honourably and with skill obviously trained towards combatting swathes of enemies at once, using cards that return stolen comrades’ monsters to his field and powering up his ace monsters to easily wipe the opponent’s field, which he uses to deliver the fury and sorrow of his lost comrades to his enemies. But when he fights physically, he plays incredibly dirty, focusing on pressure points to drop foes in one hit and making use of unconventional but powerful strikes from elbows and high kicks. This exemplifies his role as a survivor, and the last person from Heartland alive to venture outside the Xyz Dimension, striving to save his lost comrades. Upon calling out a foe for their role in the destruction of Heartland, such as Sora or Dennis, Shun rarely cites his own anger – instead, he speaks of the fear, sadness and anger of the civilians and comrades he’s lost over the course of the war, and channels their feelings through his attacks. He doesn’t talk about his own dreams and goals being crushed, though we know before the war he was focused on becoming a pro duelist; instead, his anger comes from the destroyed futures of his closest friend and family member, Yuto and Ruri. For someone so seemingly impossible to befriend, Shun values his friends and comrades immensely, and takes their losses as personally as he would his own, if not more so. However, this drives him to excessive vengefulness at times, having to be talked out of it by people he trusts to stop his pursuit of an enemy or target. While Shun is critical and mistrustful of most people to start, it’s not too difficult to make friends with him if you have strong goals and a strong will, and especially a similar past, as shown by his fast friendship with Crow.
Shun’s own strong determination is born of what he needs to save; the civilians, children, and untrained soldiers of his hometown, as well as Heartland itself. So much as a mention of his enemies is enough to rile him up, and he’s completely merciless in confrontations with them. Anyone he mistakes as an enemy is subject to the same treatment, unless someone he trusts can vouch for them. However, he’s not all hard and bitter, as the sight of lost comrades hits him incredibly hard, and he finds himself incapable of talking about what happened in Heartland if answers are demanded out of him (however, when talking on his own terms and especially to enemies, he recounts the events powerfully and without hesitation). He has a soft spot for children like the ones who used to cheer him on when he was training to become a pro duelist, and the idea of taking a child into a war zone sets him off very clearly. In general, he seems to disparage people who revel in war or don’t take it seriously enough, and so bonds well with those that do take things seriously and know the weight of their actions – and also understand that war isn’t as simple as black and white when you have to do awful things to win. Though he can be a difficult person to handle at times, Shun’s strength, will and loyalty are a virtue to any team he decides to be part of, and he has the sense to curtail his own thoughts on being ordered around if there’s a valid reason for it or he’s agreed to see a plan through and he has no real reason to reject orders but for his own resentment.
War has turned Shun into a hardened soldier at a young age, but fragments of who he was as a civilian still shine through. And while he might not be much good for small talk or friendly civilian activity, when your back is to the wall, there’s few better people to have by your side.
Pokemon: Fletchling
Moveset:
Flame Charge
Steel Wing
Brave Bird
Heat Wave
Item: His scarf.
Roleplay Sample: doot
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Hatsu Kashiwa | OC/ARC-V AU
Name: Usagi
Contact:
Other Characters: Amanda Ripley
CHARACTER INFORMATION
Character Name: 'Hatsu Kashiwa' (Psuedonym; Real name Yuuya Sakaki)
Age: Physically appears in his early 20s; mentally in his mid-late teens; actually approx. 125
Canon: AU/OC
Character Information/World Information: It should first be noted that Hatsu's AU is a 'post-canon' AU. It's considered an original series that takes place following the events of ARC-V; as such, much of what occurs in Hatsu's far past is kept underwraps.
Regardless of the events of Arc-V, Hatsu's transition from Yuuya to himself is a tragic one. In the world Hatsu is from, extensions of what DM would refer to as 'Ka' exist, known as 'shadows'. These shadows are monsters representing the very soul, and all humans are born connected to one. Yuuya in particular is born tied to an especially strong one; and after an unknown event forces him to merge existences with his doubles from alternate dimensions (Yuuto, Yuugo, and Yuuri), this shadow awakens.
The Trickster God of the Earth, 'Veles'; a spirit locked to bloodline rather than an individual, he has been locked in sleep for thousands of years, and in his awakening he causes massive bursts of power to cover the area in plants. The violent reaction causes Yuuya to try and lock it back-but Veles resists, and the end result is Yuuya himself being gunned down on the forest his shadow has grown. Here, in death, Yuuya is told that there are five other 'gods' like Veles-and here, Yuuya makes a deal with the 'devil'. He tells Veles that he will bind himself to the shadow for all eternity, if he swears to never cause this kind of wreckage again. Veles will be able to remain awake, and Yuuya will be able to make sure that no more harm comes from his hand. Veles agrees-and to hold his end of the bargain seals him in the earth for many years, transforming his host's body into something that will survive.
100 years later, and Yuuya awakens to a world changed-during his time beneath the earth, Veles fills his mind with hate, reminding him of the other five that exist. The result is a bittered Yuuya, whose mood only sours when he realizes that those who he knew in life are now largely deceased-almost all of them are dead, and those who remain, he cannot reach. Choosing to discard his past, he takes the name 'Kashiwa Hatsu', disguising his changed form with fallen and ancient glasses that were left at his 'grave' long ago. He sets off to find the tricksters, taking a job at a cafe in order to get by and gather information. He succeeds.
Hatsu finds 'Yuume Souryuu', host to what seems to be the Trickster God of Darkness-for reasons unknown instead in possession of the God of Light. He traces her steps to an upcoming tournament and enters, facing her in the advanced combat that dueling has become. His opponent is a 'doctor'; one who, in this world where shadows are commonplace, exists to heal broken bonds between shadow and human, or even replace shadows that have been killed or stolen. She is also one who bears a past as dark as her own shadow-and Hatsu cruelly uses this against her when they finally face each other in battle, discarding his kind 'cafe-waiter' persona to begin enacting his suicidal plan. He will lock himself along with all five of the other tricksters in the ground, preventing any repeat of the tragedies already caused.
Yuume however, defeats him at the last minute, realizing that there is a better way to prevent such tragedy. That such a thing can be achieved through peace rather than battle-it is an act that reminds Hatsu of his days as 'Yuuya', and in his defeat he is left to consider her words.
Despite the battle between them, Hatsu continues working at the cafe, and Yuume continues to frequent it. He attempts to get close to her, as well as her apprentice-who Hatsu realizes is the descendant of one of his old friends (Namely the Akabas). Through working with them, they eventually come to reconcile over a string of murders and thefts connected to the use of a powerful shadow; cases that Yuume is sent to investigate due to her knowledge as a Doctor. Initially only thefts are the worry; they are conducted by someone with a fire-shadow, and as Hatsu chases them down he is greeted with the aged face of his friend 'Sora'. Losing him initially, he manages to track 'Sora' down after bodies entirely drained of all fluid begin to appear at each of the theft sites, coming to the conclusion that his friend has become a murderer. Instead of 'Sora' however, the fire-wielder claims himself to be Coyotl, Trickster God of Fire. He says nothing more on this beyond being innocent of the murders, claiming that another-one who uses water- is the cause.
On a whim, Hatsu follows this lead, and he does in fact discover the Trickster God of Water; she uses her host like a puppet, the demon of the oceans, 'Mamala'. Mamala nearly kills Hatsu in their encounter-but he is spared at the last minute by Coyotl, and as Hatsu recovers, the fire god explains his connection to Sora; the boy was his intended host, but as a result of a deal between them, Coyotl retained his body after Sora passed. Even so, Coyotl finds that he bears Sora's memories, and thus, a sort of connection to Hatsu. It is this decision that leads him to team up with Yuume in order to face Mamala-a battle that Hatsu recovers enough strength to join in as the tides fall in Mamala's favor. In the end, it comes down to the host. Yuume pleas with him to realize that he is the one who should be in control, and against all of the odds, the host takes it. Mamala is 'defeated', and 'Mamala-kun' has his shadow take him away to do some recovery.
In the aftermath, Coyotl becomes a regular of the cafe himself, even taking in two young girls that Yuume once treated before the fight against Hatsu. They become something of a 'group', joining Yuume on many cases involving shadow thefts and crimes not only through Standard-but also the other dimensions. They travel to various places that leave Hatsu in awe of what has become of the world, most especially after a fully recovered (And much taller!) Mamala-kun joins the group himself. While the world and his new friends seem to be at peace, Hatsu is left in turmoil, questioning his role in the world...
Where once he was sure, now he has nothing.
Personality: Hatsu is in some ways very different from Yuuya Sakaki-and in others, not at all. On the surface, he can be a very careless individual, cracking sarcastic jokes at any given moment and treating most everything like a game. It is a twisted facsimile of his former connections to entertainment, with snark and pride covering most of his actions. This form of Hatsu seems to be the dominant appearance; a seemingly cheerful sort, who takes everything in stride. Nothing can make him falter, for he has seen 'everything'-and as such, nothing can bring him down.
At his heart however, he is still very much Yuuya-even at his worst, his actions were out of the belief that he would 'fix things', that he would be able to save more people at the cost of himself. He can be sensitive of moments where more tact is needed, dropping the sarcasm to become a saddened individual who offers optimism in the form of self-deprecation; he has failed, but others shall not, after all. This sort of care drives him to run very recklessly into situations, very often due to the belief that he owes something to another. It matters not if he loses his life, so long as he succeeds while doing it after all.
This bitter negativity can be difficult to draw out; especially after his battle with Yuume, but it is there, albeit now focused on himself. He views himself as someone who has done the unforgivable, and must now atone for it entirely. His carelessness is because he no longer matters-because he has long since abandoned entertainment and been abandoned BY it, no longer worthy of the legacy his father left behind. It is perhaps for this reason that another, crueler side of Hatsu exists. A detached form of self that comes forward when the situation is grave and no jokes can be made, where his words are clear, serious, and calm. It is a side that comes when all is lost and everything that matters to him is at risk; a side that represents the very need to protect what matters.
Hatsu is very attached to what he loves, after all. The very reason he feels so strongly about Coyotl is found in this, and in his desire to know his old friend Sora-when it comes to his friends he will find any excuse to be there and make sure they're alright, even if it comes at the cost of his own reputation. (He's broken into Yuume's apartment to this end)
Moving beyond these things however, Hatsu has grown somewhat as his own individual. He does in fact still have a form of entertainment, albeit one he fails to realize-and in how he laughs and talks to the ones he knows, his positivity can clearly be seen, not as buried deep as he believes. Beyond even his snark and quips he encourages those who seek to make others smile, eagerly getting involved with the younger members of 'Yuume's group' when it comes to helping them learn to duel in fact. In his eyes, his opportunity for the spotlight as gone-but that does not mean others should make his mistakes, and he would rather help them to their feet than watch them fumble. To that end, he desires to make sure all they know of him is the good, rather than the horrible form of himself that he faced Yuume with in combat. He is a skilled battler, and a skilled showman-from acting in the role of waiter he still has, to hiding his own face while in front of everyone else.
Over all when it comes to it, Hatsu is the failed entertainer who hasn't quite run out of steam; he knows how to laugh and how to play, and he can smile for anyone on command if need be. Sometimes he genuinely is that amused; many of his sarcastic quips are in fact based in reality, and in an honest exhaustion toward what the world throws at him. He is tired of the drama and chaos-and yet, in need of it as well. Without the chaos he can't pull up too many false faces, and without the chaos he is left with his bitter questioning of what he is worth. He has committed a crime in a world that is perhaps better off without him, and yet somehow he cannot bring himself to try and leave it as well.
He loves his friends too much. He loves them too much to abandon them and let them perhaps seem harm, and if he needs to become a monster to protect what he's gained in the absence of what was lost, then he will do just that.
And in his eyes, perhaps he already has.
Pokemon: Phantump
Moveset:
Item: The Pendulum; something he unconsciously blocked away and thus 'lost' in reality, he'd regain it later in his canon, but for now it serves as a confusing reminder of what was lost.
Roleplay Sample: Hatsu, No. Hatsu...why...
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