• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Fandom Hexed into Hijinks! (Multifandom RP) {CS}

OOC
Here
Other
Here

Shroomie

《 Growing on your local moldy tree stump 》
Roleplay Availability
Roleplay Type(s)
Reminders:
1) OCs are welcome
2) No OP characters please
3) Three characters max!
4) First come, first serve for characters


Profile:
Name
Nicknames/Aliases
Age
Gender, Sexuality, Pronouns, etc.

Traits:
Physical Appearance And/Or Description
Personality
Brief Backstory (around 2-3 paragraphs, but it can be longer if you wish)

Combat:
Abilities/Powers
Weapons
Strengths/Weaknesses

Other (not mandatory):
Likes/Dislikes
Fandom (so others can look it up if they so please :3)
Trivia
 
Profile

1730216731352.png"Even when our eyes are closed, there's a whole world out there that lives outside ourselves and our dreams."
- Edward Elric



Name: Edward Elric

Nicknames/Aliases: The Fullmetal Alchemist, Major Elric, Pipsqueak

Age: 18

Gender/Pronouns: Male (He/Him)

Sexuality: Bisexual



Traits

Personality:
Throughout his life, Edward went many life changing events that hold a deep impact on the person his is today. On every corner Edward was forced to confront the assumptions, biases, and philosophies that were once so integral to his view of the world. Naturally this emotional journey also played a large part in shaping Edward into the person he is today for better or worse.

So, who is the current Edward Elric? Well, he’s someone who struggles when it comes to ‘clicking’ with people. He’s not antisocial, but after being forced to live in a world where the experiences that shaped are chalked up as nothing but simple tall tales, for the longest time Edward felt as if he was disconnected from this reality and the people who lived in it. It was like he was simply watching the world pass by rather than being a present part of it. This disassociation and apathy therefore plays a pretty large influence in how he interacts with others, as at its worst interactions with Edward can feel like talking to a brick wall. It was only very recently where Edward had made the decision to finally become a more active presence of the new world he now inhabits, so it may take him time to completely shake off these tendencies.

This distance wasn’t only a trait expressed with strangers either. Even when it comes to the people he truly cares for, such as his childhood friend and Automail Mechanic, Winry, Edward struggles with letting them get too close to him. Multiple experiences in the past have led Edward to feel that the best way to protect the people he cares for is to distance himself from them.

If there’s one thing that’s a core part of who Edward is it’s his sense of justice, kindness, and compassion for others, something that’s doubtful to ever change. He may have some flaws and his good intentions don’t always lead to net positive results, but there’s an undeniable earnestness to his desire to help other people from all walks of life. He wasn’t called ‘The People’s Alchemist’ for no reason. It doesn’t matter if a situation doesn’t directly involve him, if he sees an injustice taking place, he is going to put a stop to it in whatever way he can. And while he’s definitely mellowed out from his rowdier youth, Edward is still very vocal when it comes to voicing what he believes in and is not afraid to call other people out if he feels they are in the wrong.

As a result, Edward typically finds himself butting heads with most authority figures. Whether it be the army, the police, his superior officer, or his own father, Edward’s not just going to blindly follow or believe whatever you say for no good reason. Heck, there might actually be a good reason and Edward’s still won’t do it without at least some sass coming from his lips.

Edward is also the sort of person to act on his first impulse and stick to that action or decision with extreme tunnel vision, something he deeply struggles with correcting himself on. As, if something doesn’t fully align with his world view or there’s an uncomfortable truth he doesn’t want to face, he’ll either try to completely avoid confronting said truth, or in some cases try to overcompensate and hurry towards confrontation without taking the time to examine the nuances of the presented issue. It often takes a third party, typically his brother Alphonse, to cool Edward’s jets and force him to think things through.

Speaking of his brother, if there’s one thing Edward values most, it’s Alphonse. For someone who so often struggles to trust and maintain bonds with others, Alphonse is the one rock in his life who has always been there for him. If something happens to Alphonse, Edward will do close to near anything to save him. This is an incredibly central part of Edward’s character, especially relating to the personal guilt he holds in relation to Al. Edward has internalized that it was his fault for Alphonse losing his body, and it’s something he’ll never forgive himself for all these years later.


Brief Backstory: (Spoilers for the anime and Conqueror of Shamballa)
In the winter of 1899 Edward was born within the little town of Resembool to Trisha Elric and Hohenheim. Together he, his mom, and his younger brother, Alphonse Elric, lived out their lives in the countryside. Although their father wasn’t present Edward and Alphonse spent their childhood in relative harmony studying the alchemic journals their father had left behind. However that peace came to an end when Trisha fell ill with a fatal disease and eventually passed away.

The two were heartbroken, but Edward refused to accept his mother’s death and sought a way to bring her back. He told Alphonse of his plans to resurrect her through Human Transmutation, a forbidden taboo within the world of alchemy. Still, Edward believed that they could do it and so together the two brothers studied alchemy under the careful eye of their teacher until they learned all they could know. Finally, the time came to preform the transmutation. On a stormy night eleven year old Edward and ten year old Alphonse gathered the necessary materials and preformed the transmutation. Yet despite Edward’s confidence, everything went wrong. Ed lost his leg and Alphonse lost his entire body, Edward having to sacrifice his right arm to attach Al’s soul to a suit of armor.

Edward and Alphonse had learned there was no bringing back the dead, but now the two boys held onto a new goal. They would find the philosopher’s stone, an item rumored to allow any who used it to disobey the laws of alchemy, and get their bodies back. But to do that they’d need the funds and research that could be only accessed through the nation’s state alchemist program. So, Edward became a dog of the military and together they burned down their childhood home to began their search for the stone, a symbol that the only path they had was onward.

They traveled all over the nation of Amestris, discovering the government’s vast corruption and learning of the genocides that they had been at the helm of. All this time Amestris started wars with the intention of causing mass death for the sake of obtaining the item most needed for the philosopher stone’s creation, human souls. However, it wasn’t just the government who was the cause. Manipulating the country from the shadows were the Homunculi, a group of people named after the seven deadly sins who created from failed human transmutations. They all obeyed the orders of a woman by the name of Dante. Dante was Hohenheim’s first wife, and four hundred years ago they had created they first philosopher’s stone in order to extend their life spans, but with that stone long gone and Dante unable to make another by herself, she used the homunculi to manipulate the people of the nation into creating another for her.

Once Edward and Alphonse learned what the stone was made of, they vowed to stop its creation, yet with the war in the city of Liore and the continued injustices done towards the people of Ishbal, an Ishbalan man named Scar was determined to create the stone in order to stop the Amestrian army in their tracks. The stone would be created, but through a series of events Alphonse Elric himself became the philosopher’s stone. The homunculi soon kidnapped him and Edward had no choice but to confront the leader of the homunculi.

Despite his efforts, Edward couldn’t stop them. He was killed by homunculus known as Envy, Hohenheim’s failed attempt at resurrecting his first son, or in other words Edward’s and Alphonse’s older half brother. Edward would have remained dead if Alphonse hadn’t sacrificed himself to use the stone and resurrect Edward. Yet despite this sacrifice, Edward wasn’t going to let his brother remain gone for long. He transmuted himself, sacrificing himself to return Al back in his original body. At the cost, Edward was taken to a world where alchemy never existed and where his father now resided, Germany, 1921.

From 1921 to 1923 Edward lived in Germany half convinced it was a nightmare or personal hell concocted solely for him. The people of this world were alternate reality copies of the people he knew in Amestris, reminders of the friends and family he’d left behind. Even his roommate, Alfons Heindrich, bore the face of his younger brother, who Edward wasn’t even sure he’d been successful in resurrecting. However that changed when he met a young Romani woman by the name of Noah. Noah, with her strange power to see other peoples’ memories, was saved from being sold to The Thule Society thanks to Edward. Through her and the sudden disappearance of his father, Edward learned that The Thule Society planned to invade Amestris, believing it to be the spiritual kingdom of Shamballa. They’d succeeded in connecting the two worlds together through killing Hohenheim and Envy, thus quickly beginning their invasion of Amestris. Thanks to Alfons’ help Edward was able to give chase.

In Amestris Edward fought and defeated The Thule Society’s leader, but in order to prevent any future attempts to connect the two world’s together, Edward would have to return to Germany and leave behind his homeland for good. He planned to do this alone but at the very last moment Alphonse rushed to join him on the other side. Amestris had been saved and the Thule Society defeated, but their work wasn’t done yet. Now he, Alphonse, and Noah are currently traveling across Europe hoping to prevent another world war from happening. To do so, they are in search of a Uranium bomb that’s rumored to exist, hoping to prevent it from falling into the wrong hands.



Combat

Abilities/Powers:

Science Prodigy: Doing even the simplest act of alchemy requires a vast understanding of chemistry, physics, and mathematics, and so throughout his years of learning and research Edward has become highly skilled in these fields. As well, Edward traveled to Transylvania in order to study under the famed Rocket Scientist Hermann Oberth, thus being particularly knowledgeable in rocketry.

Hand to Hand combat: It’s just as important to train the body as it is to train the mind, at least that was his alchemy teacher’s perspective. So, during his time studying under her, Edward was taught how to defend and fight for himself. With the skills his teacher taught him, Edward is fully capable of taking down grown men double his size with just his fists.

Armed Combat: So long as Edward has two hands and access to material, he’ll never be forced to fight empty handed. He can transmute and fight with a variety of weapons, ranging from swords, polearms, bats, and so on. His default weapon is his arm sword, made by transmuting a short blade from his Automail arm.

Bilingual: Edward can speak English and German.

Survivalist: During his alchemy training he and his brother were left to fend for themselves on an abandoned island out in the middle of a lake. While there Edward learned all the basic survival skills including how to fish, hunt, start a fire, build a shelter, and so on.

Alchemy: ‘Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's first law of equivalent exchange’. Alchemy is the science of comprehension, deconstruction, and reconstruction of matter. This act, called a transmutation, allows an alchemist to change matter’s shape or composition. However there are rules to this science. First, the alchemist needs to know the chemical composition of whatever it is they are transmuting. Next, there needs to be enough material for whatever it is they wish to transmute, as alchemy is incapable of creating more than what is available. Then, they need to create a transmutation circle that acts as a conduit for the energy an Alchemist feeds into the transmutation. Finally, the alchemist must clap their hands and place them onto the circle itself, and the transmutation is complete.

Knowledge from the Gate: After a failed attempt at resurrecting his mother, Edward obtained knowledge from the entity known as ‘the gate’, the place where the energy for transmutation (the blue lightning) originates. This knowledge gave him the ability to transmute without having to draw a circle.


Weapons: (and other items)

Lunger P08: Edward carries a Lunger pistol that was lent to him by Fritz Lang. He isn’t a gun nut by any means but in a world without alchemy, Edward would prefer to have some method of defending himself.

Automail Arm & Leg: Edward’s recently upgraded Automail limbs. These prosthetic connects directly to the nerves in Edward’s shoulder and thigh, allowing him to move the joints as if it were a natural limb. Edward commonly transmutes the metal plate on his forearm into a short blade.

Strengths/Weaknesses: (See Ed’s abilities/powers for strengths)

Physically Disabled: At eleven years old Edward lost his right arm and left leg in a severe alchemy accident. Although his Automail prosthetics are impressive by the standards of modern technology, it's not a true replacement for the real deal. Automail lacks the fine motor skills of genuine flesh, is heavy and cumbersome, can burn Edward in hot weather or give him frostbite in the cold, and requires regular maintenance in order to function properly. Not to mention reattaching a limb is just about one of the most painful things you can go through. However, for all that Automail pales in comparison to the genuine limb, Edward is still incredibly reliant on these prosthetics in order to do the things he does. Destroying them beyond repair is a guarantee to put the odds in his opponent’s favor.

Two hands: While Edward can transmute without a circle, he does need to be able to use both hands in order to clap, so if something happened to either one of his arms, he’d have to physically draw out the transmutation circle, which isn’t exactly the fastest thing to do.

Napoleon Complex: At just barely 5 feet in height Edward is incredibly sensitive about ANY comments that may even allude to his lack of height. Even just using the words ‘short’ and ‘Edward’ in a sentence is enough to rile him up.

Rebounds: If Edward doesn’t abide by the steps and laws of alchemy, there is the chance that a transmutation will fail and rebound in him. A rebound is when, if there’s an unequal amount of material or energy needed for the intended transmutation, the alchemist’s own body is used to stabilize the transmutation, leading to injuries and even death.


Other


Likes/Dislikes
+Alchemy
+Chemistry
+Physics
+Mathematics
+Rocketry
+Gaudy Fashion
+Gothic Architecture (Especially Gargoyles)
-ANY mention of his height
-Milk
-Needles

Fandom: Fullmetal Alchemist (2003)

Trivia:
  • For the sake of highlighting Edward’s uniqueness from his Brotherhood/Manga counterpart, I’ll be using the mistranslated terms exclusive to the 2003 dubbed anime (For example, I’ll use the name Ishbal rather than the more ‘canon’ Ishval, Marta instead of Martel, and so on).

1730228678461.jpeg

1730228691243.jpeg

Theme/Openings














 
Last edited:
Profile:
Name
Ryuunosuke Akutagawa
Nicknames/Aliases
Hell Hound
Age
20
Gender, Sexuality, Pronouns, etc.
He|Him
Traits:
Physical Appearance And/Or Description
IMG_2091.jpeg
Akutagawa has a slim build and very pale skin. He often covers his face with his hand due to his frequent coughing. He has short, choppy black hair with side bangs that reach his chin and turn white at the tips. His eyes are sharp, somewhat baggy, and a dark empty grey.

He wears a long, black coat reaching past his knees over black-fitting pants and black dress shoes. Underneath his coat, he dons a white dress shirt, decorated with a layered ruffled fabric. He also wears a white jabot. When Akutagawa used to live in the slums, he wore dirty and ragged clothes.

When on his day off, he wears a simple black coat and frameless tinted glasses. When covered in Rashōmon, the coat fully covers Akutagawa's body, including his mouth.

Personality
Akutagawa has a black and white "survival of the fittest" view of the world, claiming that weak people should die and give way to the stronger ones. He is not afraid of pain and defeat, if only to hear a word from a "certain person". His ruthless, vicious nature makes him one of the Port Mafia's most dangerous members, feared by both ally and foe. Much of the obedience he receives from subordinates of Black Lizard largely stems from fear of his short temper and general intolerance of incompetence.

Self-titled Port Mafia's "dog", Akutagawa depicts an acute willingness to commit violent crimes to further not only the mafia's goals but his own agenda. Merciless and blunt, Akutagawa doesn't discriminate when it comes to his targets, having no qualms killing anyone from innocent civilians, children, and enemies alike. Hostile as he is towards the weak, he dislikes meaningless torture and prefers killing in one go whenever possible.

As violent as he is, Akutagawa maintains a generally composed and detached approach. Towards subordinates and superiors alike, he acts aloof, distancing himself from social interactions however possible. Nonetheless, his composure is fragile. In instances such as Higuchi's screw-up during the manhunt for Atsushi, Akutagawa is quick to lash out, ridiculing him for risking the bounty by acting recklessly. This quick temper often gets in his way, fueling his actions to the core of his very being.

The center of this anger stems from his past as an orphan in the harsh slums of Yokohama. Since childhood, Akutagawa's grim outlook never changed. The only thing that changed was meeting Dazai when he was 14, already willing to kill a group of illegal traders responsible for murdering his companions. This meeting with Dazai ends in a pivotal change in Akutagawa - respect for someone. Even after undergoing Dazai's extreme and horrific training, Akutagawa never wavers from his own philosophy, starkly against adopting Dazai's value of information over simply getting rid of the mafia's enemies.

Having only heard Dazai's berating, learning of Dazai's high opinion of Sakunosuke Oda damages Akutagawa on a deep level, feeling insulted he is thought of as lower than someone who refuses to kill in the mafia. Dazai's defection deepens the damage, leaving a permanent, lingering sense of inferiority in Akutagawa's mind no matter what he accomplished in the mafia. Although still striving for Dazai's approval, Akutagawa nonetheless views Dazai's current disposition as a disgrace to the bloodstained reputation he carved into Port Mafia's history.

Akutagawa's desire for Dazai's approval inevitably leads to an intense resentment towards Dazai's new "student", Atsushi. First meeting Atsushi when he's weak, easily scared, and freezes in the face of violence, Akutagawa dismisses Atsushi as nothing more than another weak person destined to die for the sake of those stronger than him. Although Atsushi's tiger transformation momentarily gives him a rush, Akutagawa nonetheless sees nothing special in Atsushi. His opinion of Atsushi worsens when Dazai boasts about him, simultaneously insulting Akutagawa's worth as Dazai's former pupil. For much of the time, Akutagawa cannot understand the value others put in Atsushi, and vice versa. Atsushi is a walking paradox to Akutagawa - weak, but acting stronger than he actually is for a place in the world and permission to live, despite being so valued by others. This conflicts deeply with Akutagawa's self-perception. Others see him as powerful, but Akutagawa doesn't acknowledge his strength as a result of his upbringing and own philosophy. This leads to repeating the hypocrisy of condemning Atsushi for attempting to get everyone's approval when Akutagawa himself acts almost entirely for Dazai's approval.

This rivalry eats at the two for much of the time, however, Akutagawa eventually comes to something of an understanding of Atsushi. His resentment still fresh, and a never-ending willingness to kill Atsushi for his own sake, at the least mingles with some form of respect towards Atsushi. This shows most notably when Atsushi struggles to come to terms with the death of the orphanage director. Although it is the perfect time to off Atsushi, Akutagawa refrains from doing so, saying he'll leave him alone to deal with the pain of losing his mentor. He also develops an adept understanding of Beast Beneath the Moonlight, aiding both of them when fighting together against Fitzgerald and Goncharov.

For all his rage, bitterness, and resentment towards humanity and the world itself, Akutagawa has his moments. He has an amicable relationship with his younger sister, Gin, going as far as to help and do her favors without complaint. Further, after Higuchi and Black Lizard save him from a rival group, Akutagawa apologizes to Higuchi for the trouble. Although these are small, short moments of Akutagawa's calmer, earnest side, they nonetheless carry weight. It's evident Akutagawa rarely or never lies, making him honest, even if it's a brutal and unnecessary majority of the time.
Brief Backstory (around least 2-3 paragraphs, but it can be longer if you wish)
He and his younger sister, Gin Akutagawa, were orphans and used to live in the slums along with about eight other children. At the mercy of the slums and its disgusting air, Akutagawa's lungs suffered, as a result, ending in his poor health.

The other children happened to overhear a conversation regarding the time and location of a shipment the Port Mafia was supposed to deliver to low-level subordinates. The men knew about this and sought out the children, beating everyone but Gin and Akutagawa, who managed to escape, to death.

Following through a promise made with his companions, Akutagawa went to the place where the transaction was said to take place in order to exact revenge on the men who killed his companions. When he reached the place, the six men were all dead byDazai's order—as a gift to Akutagawa who he wanted to take on as his subordinate. He offered either entry as his student, or to give Akutagawa and his sister enough money that they never had to worry about poverty again. In a fit of rage and grief, Akutagawa joined Port Mafia, overcome by a foreign sense of respect he felt towards Dazai.

Combat:
Abilities/Powers
Akutagawa's ability Rashōmon transforms his overcoat into a dark monster capable of slicing through anything, even space itself. He can also use his ability with other clothing.Weapons
N/A
Strengths/Weaknesses
As for his strength, weakness, and in combat, Akutagawa's strength is that his Rashoumon is very versatile. He can do almost everything with his Ability. His weakness? His mindset is too limited.
Other (not mandatory):
Likes/Dislikes
Likes:
Antique calligraphy and paintings, tea, figsDislikes:
Plants, dogs, baths, broad beans, mandarins, soft hearted people. Fandom (so others can look it up if they so
please :3)
Bungou Stray Dogs
 
Profile:
Name: Lucius V
Nicknames/Aliases: Lucius, Co-emperor
Age: 35
Gender, Sexuality, Pronouns, etc.: He/him, Hetero

Traits:
Physical Appearance And/Or Description: 1730217032972.jpeg
Personality:

  • Resentment
    Lucius resents his mother for sending him away from Rome as a child, and he doesn't understand why she did it.


  • Desire for revenge
    Lucius is captured and forced to become a gladiator after his home is conquered by tyrannical emperors. He enters the Colosseum to get revenge on Rome and fulfill his destiny.


  • Noble origin
    Lucius is the nephew of former Emperor Commodus and the son of Lucilla. Despite his noble origins, he is expected to fight in the arena as a gladiator
Brief Backstory (around 2-3 paragraphs, but it can be longer if you wish)

[Contains spoilers for Gladiator II]

Lucius is the nephew of former Emperor Commodus and the son of Lucilla.

As a child, he was raised to become the co-emperor of Marcus Aurelius but once he grew to age, his mother sent him away to safety in Africa where he learned to live and raise a family of his own. Once the Roman officer captured Lucius and forced him to become a gladiator.

Lucius is Maximus's son.


Combat:
Abilities/Powers: Extremely interesting sword fighter on and in the arenas, Co-emperor, etc.
Weapons: Sword, shield, Medusa Roman armor
Strengths/Weaknesses: Fighter, only human

Fandom (so others can look it up if they so please :3) Gladiator II
 
Name: Pyralis
Nicknames/Aliases: Py, "little hero" (by Hermes, he hates it), Hermes's Chosen,
Age: 21
Gender, Sexuality, Pronouns, etc.: cis male, bi/pan, he/him pronouns

Traits:
Physical Appearance And/Or Description:
Designer.jpeg
Bright red hair pulled back into dreads and a short ponytail, some short stubble on his face, a lithe yet muscular build, and he has bright gold eyes.
Personality: pyralis is stubborn, very stubborn. But on the plus side, he's friendly and loves stories. He loves bantering with his patron God, Hermes, though it might not seem like it from a superficial perspective. He's a little green when it comes to being a hero or close relationships, but is over all a good guy.
Brief Backstory: pyralis grew up on a farm in ancient greece, in the shadow of his older half brother Ligyron. Pyralis was considered a failure and lazy by everyone in his town, the bullying made worse when he was recruited into the military by his older brother. This was far from the truth of Py's nature, of course, and when everyone was turned to stone by an ancient evil, pyralis was the only one who could save them and the missing Olympian Gods. Hermes came to him, mentored him, and guided him through rescuing the Olympians and the mortals-turned stone, including saving Hermes's life, and finding out he's a demigod. It was in the middle of this adventure that he was "taken" from for this setting.

Combat:
Abilities/Powers: gets a little boost to strength and regenerative healing at night, night vision, can manipulate shadows to a small extent, and only if there's a "source" shadow. If there's no shadows, no shadow manipulation
Weapons: a dagger, a short sword, mechanical/Arcane punk wings
Strengths/Weaknesses: his circadian rhythm is kinda fucked to the point where he's kinda nocturnal, he's not the most experienced in fighting, though hes also nothing to sneeze at either. Has a tendency to rush head first into fights rather than what he's more suited for, sneaky, Rogue type fighting styles. Has limited flight from his mechanical wings gifted to him by the gods.

Other (not mandatory):
Likes/Dislikes: LOVES stories, hates stealing but will if he has to.
Fandom: oc!
Trivia:
 
Last edited:
Profile:
Name: Lucius V
Nicknames/Aliases: Lucius, Co-emperor
Age: 35
Gender, Sexuality, Pronouns, etc.: He/him, Hetero

Traits:
Physical Appearance And/Or Description: View attachment 1194017
Personality:

  • Resentment
    Lucius resents his mother for sending him away from Rome as a child, and he doesn't understand why she did it.

  • Desire for revenge
    Lucius is captured and forced to become a gladiator after his home is conquered by tyrannical emperors. He enters the Colosseum to get revenge on Rome and fulfill his destiny.


  • Noble origin
    Lucius is the nephew of former Emperor Commodus and the son of Lucilla. Despite his noble origins, he is expected to fight in the arena as a gladiator
Brief Backstory (around 2-3 paragraphs, but it can be longer if you wish)

[Contains spoilers for Gladiator II]

Lucius is the nephew of former Emperor Commodus and the son of Lucilla.

As a child, he was raised to become the co-emperor of Marcus Aurelius but once he grew to age, his mother sent him away to safety in Africa where he learned to live and raise a family of his own. Once the Roman officer captured Lucius and forced him to become a gladiator.

Lucius is Maximus's son.


Combat:
Abilities/Powers: Extremely interesting sword fighter on and in the arenas, Co-emperor, etc.
Weapons: Sword, shield, Medusa Roman armor
Strengths/Weaknesses: Fighter, only human

Fandom (so others can look it up if they so please :3) Gladiator II
Accepted!
 
Profile:
Name
Ryuunosuke Akutagawa
Nicknames/Aliases
Hell Hound
Age
20
Gender, Sexuality, Pronouns, etc.
He|Him
Traits:
Physical Appearance And/Or Description
View attachment 1194011
Akutagawa has a slim build and very pale skin. He often covers his face with his hand due to his frequent coughing. He has short, choppy black hair with side bangs that reach his chin and turn white at the tips. His eyes are sharp, somewhat baggy, and a dark empty grey.

He wears a long, black coat reaching past his knees over black-fitting pants and black dress shoes. Underneath his coat, he dons a white dress shirt, decorated with a layered ruffled fabric. He also wears a white jabot. When Akutagawa used to live in the slums, he wore dirty and ragged clothes.

When on his day off, he wears a simple black coat and frameless tinted glasses. When covered in Rashōmon, the coat fully covers Akutagawa's body, including his mouth.

Personality
Akutagawa has a black and white "survival of the fittest" view of the world, claiming that weak people should die and give way to the stronger ones. He is not afraid of pain and defeat, if only to hear a word from a "certain person". His ruthless, vicious nature makes him one of the Port Mafia's most dangerous members, feared by both ally and foe. Much of the obedience he receives from subordinates of Black Lizard largely stems from fear of his short temper and general intolerance of incompetence.

Self-titled Port Mafia's "dog", Akutagawa depicts an acute willingness to commit violent crimes to further not only the mafia's goals but his own agenda. Merciless and blunt, Akutagawa doesn't discriminate when it comes to his targets, having no qualms killing anyone from innocent civilians, children, and enemies alike. Hostile as he is towards the weak, he dislikes meaningless torture and prefers killing in one go whenever possible.

As violent as he is, Akutagawa maintains a generally composed and detached approach. Towards subordinates and superiors alike, he acts aloof, distancing himself from social interactions however possible. Nonetheless, his composure is fragile. In instances such as Higuchi's screw-up during the manhunt for Atsushi, Akutagawa is quick to lash out, ridiculing him for risking the bounty by acting recklessly. This quick temper often gets in his way, fueling his actions to the core of his very being.

The center of this anger stems from his past as an orphan in the harsh slums of Yokohama. Since childhood, Akutagawa's grim outlook never changed. The only thing that changed was meeting Dazai when he was 14, already willing to kill a group of illegal traders responsible for murdering his companions. This meeting with Dazai ends in a pivotal change in Akutagawa - respect for someone. Even after undergoing Dazai's extreme and horrific training, Akutagawa never wavers from his own philosophy, starkly against adopting Dazai's value of information over simply getting rid of the mafia's enemies.

Having only heard Dazai's berating, learning of Dazai's high opinion of Sakunosuke Oda damages Akutagawa on a deep level, feeling insulted he is thought of as lower than someone who refuses to kill in the mafia. Dazai's defection deepens the damage, leaving a permanent, lingering sense of inferiority in Akutagawa's mind no matter what he accomplished in the mafia. Although still striving for Dazai's approval, Akutagawa nonetheless views Dazai's current disposition as a disgrace to the bloodstained reputation he carved into Port Mafia's history.

Akutagawa's desire for Dazai's approval inevitably leads to an intense resentment towards Dazai's new "student", Atsushi. First meeting Atsushi when he's weak, easily scared, and freezes in the face of violence, Akutagawa dismisses Atsushi as nothing more than another weak person destined to die for the sake of those stronger than him. Although Atsushi's tiger transformation momentarily gives him a rush, Akutagawa nonetheless sees nothing special in Atsushi. His opinion of Atsushi worsens when Dazai boasts about him, simultaneously insulting Akutagawa's worth as Dazai's former pupil. For much of the time, Akutagawa cannot understand the value others put in Atsushi, and vice versa. Atsushi is a walking paradox to Akutagawa - weak, but acting stronger than he actually is for a place in the world and permission to live, despite being so valued by others. This conflicts deeply with Akutagawa's self-perception. Others see him as powerful, but Akutagawa doesn't acknowledge his strength as a result of his upbringing and own philosophy. This leads to repeating the hypocrisy of condemning Atsushi for attempting to get everyone's approval when Akutagawa himself acts almost entirely for Dazai's approval.

This rivalry eats at the two for much of the time, however, Akutagawa eventually comes to something of an understanding of Atsushi. His resentment still fresh, and a never-ending willingness to kill Atsushi for his own sake, at the least mingles with some form of respect towards Atsushi. This shows most notably when Atsushi struggles to come to terms with the death of the orphanage director. Although it is the perfect time to off Atsushi, Akutagawa refrains from doing so, saying he'll leave him alone to deal with the pain of losing his mentor. He also develops an adept understanding of Beast Beneath the Moonlight, aiding both of them when fighting together against Fitzgerald and Goncharov.

For all his rage, bitterness, and resentment towards humanity and the world itself, Akutagawa has his moments. He has an amicable relationship with his younger sister, Gin, going as far as to help and do her favors without complaint. Further, after Higuchi and Black Lizard save him from a rival group, Akutagawa apologizes to Higuchi for the trouble. Although these are small, short moments of Akutagawa's calmer, earnest side, they nonetheless carry weight. It's evident Akutagawa rarely or never lies, making him honest, even if it's a brutal and unnecessary majority of the time.
Brief Backstory (around least 2-3 paragraphs, but it can be longer if you wish)
He and his younger sister, Gin Akutagawa, were orphans and used to live in the slums along with about eight other children. At the mercy of the slums and its disgusting air, Akutagawa's lungs suffered, as a result, ending in his poor health.

The other children happened to overhear a conversation regarding the time and location of a shipment the Port Mafia was supposed to deliver to low-level subordinates. The men knew about this and sought out the children, beating everyone but Gin and Akutagawa, who managed to escape, to death.

Following through a promise made with his companions, Akutagawa went to the place where the transaction was said to take place in order to exact revenge on the men who killed his companions. When he reached the place, the six men were all dead byDazai's order—as a gift to Akutagawa who he wanted to take on as his subordinate. He offered either entry as his student, or to give Akutagawa and his sister enough money that they never had to worry about poverty again. In a fit of rage and grief, Akutagawa joined Port Mafia, overcome by a foreign sense of respect he felt towards Dazai.

Combat:
Abilities/Powers
Akutagawa's ability Rashōmon transforms his overcoat into a dark monster capable of slicing through anything, even space itself. He can also use his ability with other clothing.Weapons
N/A
Strengths/Weaknesses
As for his strength, weakness, and in combat, Akutagawa's strength is that his Rashoumon is very versatile. He can do almost everything with his Ability. His weakness? His mindset is too limited.
Other (not mandatory):
Likes/Dislikes
Likes:
Antique calligraphy and paintings, tea, figsDislikes:
Plants, dogs, baths, broad beans, mandarins, soft hearted people. Fandom (so others can look it up if they so
please :3)
Bungou Stray Dogs
Accepted!
 
Name: Pyralis
Nicknames/Aliases: Py, "little hero" (by Hermes, he hates it), Hermes's Chosen,
Age: 21
Gender, Sexuality, Pronouns, etc.: cis male, bi/pan, he/him pronouns

Traits:
Physical Appearance And/Or Description:
Bright red hair pulled back into dreads and a short ponytail, some short stubble on his face, a lithe yet muscular build, and he has bright gold eyes.
Personality: pyralis is stubborn, very stubborn. But on the plus side, he's friendly and loves stories. He loves bantering with his patron God, Hermes, though it might not seem like it from a superficial perspective. He's a little green when it comes to being a hero or close relationships, but is over all a good guy.
Brief Backstory: pyralis grew up on a farm in ancient greece, in the shadow of his older half brother Ligyron. Pyralis was considered a failure and lazy by everyone in his town, the bullying made worse when he was recruited into the military by his older brother. This was far from the truth of Py's nature, of course, and when everyone was turned to stone by an ancient evil, pyralis was the only one who could save them and the missing Olympian Gods. Hermes came to him, mentored him, and guided him through rescuing the Olympians and the mortals-turned stone, including saving Hermes's life, and finding out he's a demigod. It was in the middle of this adventure that he was "taken" from for this setting.

Combat:
Abilities/Powers: gets a little boost to strength and regenerative healing at night, night vision, can manipulate shadows to a small extent, and only if there's a "source" shadow. If there's no shadows, no shadow manipulation
Weapons: a dagger, a short sword, mechanical/Arcane punk wings
Strengths/Weaknesses: his circadian rhythm is kinda fucked to the point where he's kinda nocturnal, he's not the most experienced in fighting, though hes also nothing to sneeze at either. Has a tendency to rush head first into fights rather than what he's more suited for, sneaky, Rogue type fighting styles. Has limited flight from his mechanical wings gifted to him by the gods.

Other (not mandatory):
Likes/Dislikes: LOVES stories, hates stealing but will if he has to.
Fandom: oc!
Trivia:
Accepted!
 
Profile:
Name
Janus Zeal
Nicknames/Aliases
N/A
Age
10
Gender, Sexuality, Pronouns, etc.
He|Him
Traits:
Appearance And/Or Description
IMG_2089.jpeg
As Both Magus and Janus look quite different at first glance. Magus has pale gray skin, while Janus has skin typical of the other inhabitants of both the Kingdom of Zeal and average characters in other times. Both Magus and Janus have light blue hair; Janus, however, has shorter hair length than Magus. Janus also has rounded ears, while Magus has pointed ears.

Janus is about the same height as the various fiend imps shown in-game, while Magus is the tallest playable character. Janus also has very little muscle, while Magus has a rather muscular build.

Janus wears a light purple shawl cloak while wearing pointed boots of the same color. while Magus wore a cloak (blue in-game sprite, but red in the official artwork); dark magenta trousers; brown gloves, boots, a chest plate, and a codpiece, all of which appear to be made of leather.

As the Prophet, Magus wore a hood over his head with orange trimmings around the brim and collar.
Personality
Janus is brooding, potent, gloomy, and indomitably ambitious.
Brief Backstory (around 2-3 paragraphs, but it can be longer if you wish)
Prince Janus was born around 12,000 BC. in the Kingdom of Zeal. He was very dissimilar to his older sister, Schala, in terms of demeanor, and more closely resembled his mother, who was cold and distant. He had stronger magic than Schala and his mother, but ceased using it because of how his mother had changed. He was a very introverted child, with his sister and pet cat, Alfador, being his only friends.

Crono's party first meets Janus in Enhasa. He tells them that the "black wind howls" and that one among them will perish, and then walks away from the group. Later on, Janus and Schala converse. Janus mentions the black winds again, and Schala says that she feels "the foreboding" as well, though she tells him not to worry about it. She then gives him an amulet, saying that it contains her prayers. If something anything ever happens to him, it would keep him safe. She says she wants to remain with him, but their mother has other plans for her.

Hearing this, Janus gets quite angry and proclaims that their mother is not their mother anymore. He says that although she looks like her, she is not the same on the inside. Schala is then summoned by the Queen. She leaves him and asks for his forgiveness.

Later on, Crono and the party are imprisoned. As Schala and Janus enter, Janus comments that they are idiots. Schala says that she wants to help them, although Janus thinks that they will not be of any use and does not want her to get in trouble if she lets them go. Schala says not to worry and that they may be able to help Melchior. Schala then frees the group and tells them to flee from the palace and save the Guru of Life, as he was sent to the Mountain of Woefor opposing Queen Zeal's plans.

However, when the Prophet then enters the room, saying that he needs to put an end to them. Schala asks him not to do anything to them, so he concedes but tells Schala that she must cooperate with him. He then asks the party how they arrived. They show the Prophet and Schala the Time Gate they came through. The Prophet takes them in the Time Gate and forced Schala to place a magical barrier on it.

After the Mountain of Woe falls into the ocean, Daltonarrives and takes Janus and Schala to the Ocean Palace. There, they see their mother's ultimate plan come to fruition.

When the Mammon Machine was activated, it began absorbing too much power. Queen Zeal and Schala along with the three Gurus were the only ones at the Mammon Machine's activation. The Gurus warned about a dimensional vortex, power humans cannot control, and they would be dragged into a rift in time, yet the Queen persisted in activating the machine. Soon, Janus entered the room looking for Schala. Suddenly, the six were transported in front of Lavos. Gates then appeared and transported Belthasar, Gaspar, Melchior, and Janus to different times. Belthasar was sent to the Future, Gaspar was sent to the End of Time, Melchior was sent to the Present, and Janus was sent to the Middle Ages. c. 580 AD. Janus was found in Truce Canyon by Ozzie, who calls forth three Blue Imps. He and his Mystics would have slain him if Janus had not defended himself with magic, which human beings should not be able to use.
Combat:
Abilities/Powers
Shadow Magic:
Dark Bomb
Bomb enemies within a circle.
Dark Mist
Attack all enemies with darkness.

Weapons
N/A
Strengths/Weaknesses
He’s supposed to be a powerful mage than his older sister. However, his magic isn’t as versatile as the other elements.
Other (not mandatory):
Likes/Dislikes
Likes:
Cats, Schala, anything cat themed, his cat Alfador
Dislikes
Queen Zeal (his mother) Dalton, Lavos
 
SSIGNUP SHEET: (Obvious Spoilers for Symphogear)

  • Artist: nyanmaru

    "Various Shul Shagana tron..."
    S.O.N.G. Uniform (Winter)
    6DU65tf.png

    NAME/ALIAS
    Shirabe Tsukuyomi / No Alias
    FANDOM:
    Senki Zesshou Symphogear

    AGE
    14 G Season - 15 XV Season
    PRONOUNS
    She/Her
    SEXUALITY

    Homosexual
    PERSONALITY
    Personality: Shirabe in Symphogear G
    Shirabe is a quiet, reserved yet stubborn girl that will voice her opinions bluntly when she feels it's necessary. While her best friend Kirika is a bit of a goofball (at least on the surface), Shirabe gives the opposite presentation. A stoic, mature girl that places the mission first and foremost. Her emotionless poker face rarely breaks but she can show emotions such as disgust towards those she deems as hypocrites. She is a girl that will go to great lengths for those she considers family like her FIS companions, Maria, Kirika and Serena (dead in the mainline canon). Unless it's for the survival of said family, especially Kirika, Shirabe would allow great disasters upon others.

    During this time, she was quite cynical and knew little about the world beyond the strictly curated education to be a living weapon in the White Orphanage. Any semblance of a normal childhood was lost with her memories. However, Shirabe's focused nature also made her more aware. She began to grasp the more complicated aspects of their situation and in turn noticed that, perhaps, they weren't doing the right thing. Senselessly murdering people and all.

    Sick of the uncaring attitude Dr. Ver had towards those she loved, she chose to change sides. Even when Kirika and Maria did not. This was a major example of beneath her cool exterior was someone willing to take chances with seemingly spontaneous ideas on the spot to resolve an issue.

    There is a possibility that being Finé's host may have influenced her in small ways. Whether or not that is, is up for interpretation. However once Finé had a change of heart and experienced spirit death at the edge of Kirika's scythe, Shirabe was free to slowly cure her cold heart on her own terms with a larger family in SONG.

    Personality: Rest of the Series:
    As her time in SONG moves on, Shirabe lightens up some and continues to spend all of her time with Kirika, getting used to school life and fighting for SONG.

    Through her tough upbringing under Nastassja's care, Shirabe still has a hard time cooperating with others aside from Maria and Kirika, both of whom she was raised with. This is brought up time and again, by how low her phonic gain is compared to others. Both enemies such as the Autoscorers and SONG themselves discover that she has a weakness here. For a significant amount of time, Shirabe became the weakest link of the team. Her introversion and near hyper protective nature never quite allowing her to feel fully part of the team even after she came to terms with calling Hibiki a hypocrite to be a flawed statement.

    Eventually while chasing down Prelati alongside Tsubasa. Shirabe learns that Tsubasa too, had a similar difficulty connecting with others. With time, Shirabe continues to do what she can to be less avoidant with those not named Kirika.

    Shirabe has some skill as a cook and frequently sings to herself quietly, indicating it as a hobby she enjoys doing. Also, much like Hibiki and Kirika, she is not very into her school homework at Lydian Academy, sarcastically saying its just as fun as rumors say, especially in summertime.


    INTERESTS
    Kirika Akatsuki, Cooking, Singing, Staring
    DISLIKES
    Friends in danger, Dr.Ver, Homework, Missing deals on groceries.


    EXTRA
    The lore of Symphogear is pretty vast with a lot of lingo that goes beyond what the show covers, such as Keywords and XDU gacha game concepts. To avoid writing a novel here for just one character I'll leave these links if you want to check anything.

    Symphogear Wiki for Series or additional character information.
    Villain Wiki Has additional Details of Shirabe's story in Symphogear
    Note: Befreinding is not one of her hobbies. I don't know where Villain Wiki got that from lol. While she accepts friendship from others, she never went out of her way to get it. It was mostly based on circumstances.


    Pre-Symphogear G History:
    At a very young age, Shirabe was caught in a traffic accident that took both her parents' lives, and she was the only survivor. Due to that accident, she lost most of her memories and any documents that explained who she was. Shirabe was then kidnapped by the F.I.S. and placed in the White Orphanage, as one of the Receptor Children who could potentially host Finé's soul. Her current name of 'Shirabe Tsukuyomi' was given to her by the FIS, as Shirabe could not remember how the kanji of her name was originally read; a note attached to her bloody luggage implied her first name was originally read as 'Tsuki'.

    After the death of Ryōko Sakurai at the hands of the "Hero of the Lunar Attack", Hibiki Tachibana. The FIS attempted to determine if Finé had revived in any of the Receptor Children, but were unable to do so. They then planned to dispose of the project, but due to an armed uprising led by Nastassja, the de facto tutor, and who was seen as a mother by the children, with the help of funding provided by the Bavarian Illuminati, the existence of the confined Receptor Children was brought to light. In fear of criticism from the international community, the US government quickly changed their tune and arranged for the children to be released of their own will or provided shelter. At this point, Maria, Shirabe, and Kirika joined with Nastassja and Dr. Ver (the man who took it upon himself to "carry on" Finé's work) in order to stop the fall of the Moon. Which was triggered in the final battle at the Tower of Babel during Finé's struggle with Hibiki, Tsubasa, and Chris.

    A Very Short Summary of Shirabe in the Series:

    As stated in her personality development, Shirabe started as an enemy and after swapping sides and fighting her best friend Kirika , was able to reunite her FIS family with the larger SONG one.

    Shirabe would from there help face the Autoscorers of the Alchemic Cult and their mistress Carol.

    Followed by the Bavarian Illuminati which had a hand in every prior confrontation outside of Finé ( whom was more like a rival). Their leader was Adam Weishaupt. It was during this storyline that hints to Shirabe's actual past before FIS came to light. Although unconfirmed her relation to the Tsuki Shrine was likely more than a coincidence (XDU explores this deeper).

    Finally the group faced the Custodian, Shem-Ha, or "God".

    In the storyline of Symphogear XDU. The Gjallarhorn, a complete Relic that has the power to connect to parallel worlds was introduced and many side adventures were had.

    (I can remove XDU if you want a from the main show only canon).



    TIMEZONE
    EST
    LITERACY LEVEL
    Depends on content. (200 to over 1k words)



 
Last edited:
20240526_110727.png
Name: Lazuli
Series of Origin: Fire Emblem OC
Nicknames/Aliases: The Blue Flash
Age: 18
Gender: Female
Pronouns: She/Her
Sexuality: Not Interested
Profession: Mercenary
Personality: Lazuli is a brash and reckless woman, who hates taking orders from others. She especially hates her sister, Lapis, for becoming a knight in service to her kingdom. Lapis doesn't have any friends, wishes to make enough money to have a good life.

Brief Backstory: The twin sister of Lapis. Lazuli had always been jealous of her sister for being more successful than her. The only thing she succeeded where Lapis fails at was Combat, as she had always bested her sister in a sword fight. Lapis genuinely disliked how the world was ran by monarchs, and wished to change the government for the better. When her sister became a knight, Lazuli ran away, feeling quite bitter about it.

Lazuli spent the days after doing everything she can to become better. She became a mercenary to earn money so she can have a stable living. She's always been focused on work, and never made friends with anyone. She's gotten jealous many times when a fellow mercenary got a bigger paycheck than her. As she continues to work, she wishes she could see her sister again, but not when she's working for the kingdom.

Combat:
Abilities/Powers: N/A
Weapons: Buster Sword
Strengths: Is pretty fast for someone wearing heavy armor and wielding a big sword. She's pretty good at fighting with a sword too, having yet to be bested by another person who used a sword.
Weaknesses: Can easily get jealous. Hates being ordered around.
 
uz9LNsX.png
Name: Euphausia Etoreika
Nicknames/Aliases: Eupha, Priestess
Age: Unknown, but appears to be around 18-20
Gender: Female
Sexuality: Bisexual
Pronouns: She/Her
Fandom: Metaphor: ReFantazio

Traits:
Personality: For much of her life, Eupha was a naive and sheltered girl with little self-confidence. As a priestess of the mustari, all she ever knew was her duty to her people and their Dragon God. She is compassionate at heart, willingly offering herself up as sacrifice to the Dragon God so that her people would no longer suffer. However, once she finds out that she and her people were accidentally worshiping a Human and the mustari priestess's role is not sacrifice, but protection, she became much more self-confident. After awakening to her Archetype, she resolves to not only protect her people, but also to travel the outside world so that she may learn how to better lead her people in it.

As she was isolated for most of her life, Eupha lacks understanding of the outside world, often falling for scams or failing to understand figures of speech, such as when she misinterpreted Junah telling her that her smile is "enough to knock everyone out" for her smile being a dangerous weapon. Despite this, she still shows great kindness to others outside of her home, and is often eager to learn more about the world.

Brief Backstory: Eupha was born to the Mustari Tribe, a pagan group among the people of Euchronia. She was the daughter of the former chief and priestess of their people and was the first priestess to be born into such a family in over a few centuries. As a priestess, she was taught her life was all for protecting her people but not through fighting nor politic means, but rather through sacrifice. Her parents would leave such teachings on her though they doubted the validity of the history of their tribe. At a young age, her parents would go off on a journey to the nearby Dragon's Temple, where the Mustari's god was said to rest and they would never return. This would push Eupha into her born role immediately.

Over the years, she would seek to appease their god and do what she could to keep her people safe, however, such efforts were in vain. Virga Island where she hailed would eventually become plagued with problems all which the people would pin on their god being upset and punishing them. As things worsened, Eupha prepared to fulfill her duties as the tribe's priestess and sacrifice her life in hopes that her people would be saved. Her brother and current chief, Edeni, would travel with her to the Dragon Temple to see the ritual through, but the two would be separated due to the chaotic flow of magla coming from the temple and causing things to go array.

Edeni would send Will and his party to save her in hopes that he wouldn't lose his sister. She would meet the party and have her eyes opened to the truths of her role and the history of her own tribe. This would lead her to awakening her true essence of magic, an Archetype, in the form of the Summoner. With all these changes, Eupha would join Will on his journey and begin to explore the world she had been closed off from.

Combat:
Abilities/Powers: Eupha possesses the Archetype of the Summoner. When she calls upon it she will take on a new appearance briefly until she calls her magic off. This allows her to briefly summon tamed monsters to battle and use their magical skills to fell those who stand against her. The monsters she can summon are:
-Eagle Lion: Deals heavy magic Wind damage to all enemies
-Noctiluca: Cures one ally's status ailment and grants small health recovery for a short while
-Lizardman: Deals extreme physical Electric damage to one enemy
-Gargoyle: Deals heavy magic Fire damage to one enemy

Aside from summoning, Eupha has a innate ability to see the magic/magla in the air with her third eye. She is very attuned to feeling shifts in it more than an average Mustari would be able to.
Weapons: Eupha's weapon on hand is a simple staff which she can use in combat to whack enemies or trigger her own Archetype
Strengths/Weaknesses: Eupha is extremely good at detecting various magics and being able to read them in the air or even by looking at an individual. In a sense, she can tell if someone is adept in magic or not unless they are masking it. In terms of weakness, she has a natural weakness to ice and in order to learn new summons she has to craft special items, making her offensive output shaky at times

Other:
-Eupha sometimes wears a full mask over her head which is common among her tribe her mask can be seen in her art in her left hand
-For a bit of understanding of her, I offer a small video of her awakening scene
 

Click for a surprise!
1730224770797.png
Crime Net Dossier: Carmen Sandiego

Loading...
.
.
.
.
Profile
Name: Carmen Sandiego (birth name unknown)
Nicknames: Black Sheep, Carm, Crimson Phantom, The Crimson Shadow, La Femme Rouge, Lambkins, Red, The Red Rogue, The Scarlet Outlaw...
Age: 20
Gender: Cisgender Female (she/her)
Sexuality: Unknown (Pansexual for the sake of the RP)
Traits
1730224837472.png1730224867672.png1730224922480.png

Physical Description: Carmen is a tall, beautiful young woman of Argentinean descent, with rakuda skin and a slender-yet-athletic physique, which forms into rather shapely and curvy hips. She sports wavy, thick, voluminous and hip-length maroon-red hair with bangs, blue-gray eyes with small-yet-prominent eyelashes, thick black brows and is always seen wearing red lipstick.

In terms of attire, Carmen is always seen dressed in clothing with red and black as its color schemes. For her thief wear, she wears her signature large red fedora hat and trench coat - her hat having a black band around it, while her coat is worn over a short-sleeved, black stealth-suit with a triangular gold zipper hanging from the high-collar. Along with this, she also wore a pair of black low-heeled shoes, black gloves and small, black round earrings.

Personality: Carmen is seen as intelligent and knowledgeable due to her the education she was given when she was young, swift from the physical training under Coach Brunt and playing pranks growing up, and her own innate athletic skill, as well as quick-witted from her training to handle high-pressure situations. She isn't fazed by difficult situations as her education in V.I.L.E. Academy prepared her for similar, if not, exact scenarios. But due to her inexperience and eagerness, she can still be prone to missteps, as when she was in Ecuador, she forgot to acclimate to the altitude change and fainted; or in Mumbai when fighting Paper Star, she didn't notice the ACME card she swiped off Chase Devineaux was missing until after she returned the Magna Carta.

Carmen is also empathetic of others, as seen when she fought off her graduate classmates to save a dig-site crew after developing an appreciation of art. Or when she learned of the cultural value of Uluru to the native peoples of the Outback, and how a V.I.L.E. plan would be devastating to them. As well as the time when Doctor Pilar Marquez explained the 1830 Ecuadorian 8 Escudos doubloon's historical value, Carmen did not want to deprive the Ecuadorian people of a cultural treasure; something resonant to her, as she herself knows nothing of her past. Carmen raced to retrieve it and directly gave the coin to Marquez out of trust that she'd keep the coin safe in a museum.

She is also a humanitarian, donating the money she steals from V.I.L.E. to children's hospitals, orphanages, museums, and various other charities. Carmen is sympathetic to these causes as she knows nothing of herself, and wants to ensure others have opportunities and knowledge of the world which she believes is their right to know and have a chance to appreciate.

Carmen is also shown to be selfless, as when Devineaux is kidnapped by V.I.L.E. believing him to be her secret partner, Carmen risked her own safety to rescue him, even though she knew it was a trap as Coach Brunt and Shadowsan were in the area hunting for her.

Backstory (SPOILERS): CLASSIFIED

Combat
Abilities: Carmen lacks any magical abilities and can be overpowered by stronger foes in physical combat, but she makes up for it with technology and intelligence. Here is a list of all the gadgets she has at her disposal:
  • RED DRONE- A remote control flying drone that can send a live video feed and hack into security systems. She is often piloted by Ivy or Player.
  • GLIDER BACKPACK- A collapsible hang glider ready to deploy whenever Carmen needs to make a quick escape. It could be the equipment that she uses most, alongside Red Drone.
  • COMM-LINK EARRINGS- Carmen's earrings hide two-way communication technology, which she uses to stay in touch with Player.
  • LIPSTICK FLASHDRIVE- A drive disguised as lipstick - it can be used to hack into computers and security systems.
  • GRAPPLING HOOK- A wrist-bound device that shoots a grappling hook, allowing Carmen to reach high places. Designed by Ivy.
  • LASER CUTTER- A handheld device that can cut through glass and any other material.
  • COMPACT MIRROR TRACKER- Allows Carmen to track targets and send info to Player.
  • BINOCULARS- Allows Carmen to see farther. Also contains night vision and multi-spectrum mode.

Strengths: Due to spending the majority of her early life at V.I.L.E. Academy, learning from her large pool of nannies, and being personally tutored by the V.I.L.E. faculty members, Carmen has an assortment of relevant combat gear and skills relevant.
  • Coordination - Carmen appears to be very fast and agile. She can run at incredible speeds as well as leap fairly long distances, performing amazing parkour attributes.
  • Martial arts - Carmen is also shown to be very agile and a skilled fighter, being agile enough to free-run across steep rooftops, perform complex acrobatic maneuvers with considerable ease and defeat many experienced V.I.L.E operatives.
  • Thievery - As a professional thief, Carmen steals items without her opponents knowing or sensing the act. She was even praised by Shadowsan to be one of his finest students and best in the class by Graham.
  • Stealth - Carmen is skillful in stealth, given her ability to sneak into multiple high-security complexes to perform her heists and disappear in broad daylight, allowing her to evade capture by Interpol, A.C.M.E., and V.I.L.E.
  • Driving skills - Carmen can operate a wide range of vehicles, including but not limited to cars, motorcycles, and boats. She even engages in a high-speed chase using her motorcycle against a veteran car thief stealing an electric supercar.
  • Multilingualism - Due to her exposure to various cultures due to her upbringing, Carmen is able to speak and understand various languages, including Mandarin, Portuguese and Italian.
  • Master tactician - Carmen's strategic planning and mental prowess seem to be her greatest asset. Whether it be her strong leadership skills, her ability to adapt to a situation in a fight, she almost constantly being able to triumph in difficult positions or against foes who are numerically superior.
Weaknesses: In spite of her confidence, Carmen does have her weaknesses. Due to her mysterious past, she has shown to be insecure when she tried to avoid the topic when Graham asked for her real name during her academic year, or experienced visions which caused her to be distracted when she learned it was Shadowsan who discovered her as a baby, not Coach Brunt as she had assumed. Professor Maelstrom had tried to take advantage of this by getting Coach Brunt to reveal details of her past, hoping to sow discord between her and Shadowsan's partnership. She also has difficulty in facing foes who are vastly superior in strength and durability, such as facing Coach Brunt in France.

Coach Brunt and Shadowsan, prior to his betrayal, were the two members she had the utmost caution for, more so than the other faculty members, as they were only two who could fight her one-on-one and have an advantage. She would rather have them go on a wild goose chase then face either of them directly.

Other:
Fandom: Carmen Sandiego (2019)
Trivia:
  • Two of the gadgets Carmen uses are the same type of gadgets her late father used to use.
  • The red coat Cookie Booker first wears, which Carmen steals, is reminiscent of Carmen Sandiego's original design from the 1994 cartoon.
  • Carmen doesn't seem to like swimming; given all the times she's at the beach, she's never dressed for swimming or gone in the water, she does though know how to swim as she is seen SCUBA diving in The Fishy Doubloon Caper.
  • Player and her Russian nesting dolls are the only consistent figures in Carmen's life, and remain at her side until the end.
  • She seems to know several languages, including Spanish, Japanese, and Portuguese.
    • This is because as a child she had a "revolving door of nannies" that taught her their cultures and languages.
  • Her nationality is Argentinean-Mexican.
  • Her moral alignment is Chaotic Good.
 
Last edited:
Profile:
Name: Queen Gorgo
Nicknames/Aliases: Queen, Spartan Queen, Leonida's wife
Age: ???
Gender, Sexuality, Pronouns, etc.: she/her, cis female

Traits:
Physical Appearance And/Or Description: 1730225350366.jpeg


°.•☆•.°
Personality:Wife of Spartan King Leonidas the First, she didn’t traditionally hold the queen role in Sparta but still held considerable political power. Her biggest role was when Xerxes came to attack, a tablet was sent to Sparta with wax on it and she was the one to figure it out before things went awry. She is a woman ahead of her time and incredibly bold and intelligent. In times of chaos, she’s incredibly loving and has a wit and sharp tongue which often gets her in trouble but she can fight on her own terms.
Brief Backstory (around 2-3 paragraphs, but it can be longer if you wish)

Gorgo was born into Spartan nobility, raised in an environment that valued discipline, intelligence, and self-reliance. From a young age, she was exposed to political and military strategy, learning how to navigate the intricate power structures of Spartan society. Unlike other Greek city-states, Sparta granted its women more freedom, and Gorgo made use of it—becoming well-versed in politics and diplomacy.

Her marriage to Leonidas was not only a union of love but also a powerful alliance. The two shared mutual respect, with Gorgo often serving as an advisor to her husband. During the rise of the Persian threat, Gorgo’s insight became invaluable. When Demaratus, an exiled Spartan, sent a message warning of Xerxes’ invasion hidden beneath wax, it was Gorgo who realized that scraping away the wax would reveal the truth.

After Leonidas’s death at Thermopylae, Gorgo did not retreat into mourning. Instead, she took on the mantle of leadership, urging her people to honor his sacrifice by continuing the fight. She became a symbol of Spartan endurance—a queen not defined by her husband’s legacy but by her own strength and foresight.

Combat:
Abilities/Powers:
  • Strategic Intelligence: Gorgo’s sharp mind allows her to assess situations with clarity and come up with creative solutions. Her ability to think on her feet makes her an excellent advisor in political and military affairs.
  • Diplomacy and Manipulation: She excels in reading people, knowing when to offer kindness and when to apply pressure to achieve her goals.
  • Survivalist Instincts: In critical situations, Gorgo can remain calm, rational, and efficient, prioritizing outcomes over emotions.
Weapons:
  • Short Dagger: Carried discreetly under her robes for protection. She favors a short blade for close combat, given her smaller frame.
  • Poison: Gorgo has access to subtle, undetectable poisons, reflecting her strategic nature in handling threats without brute force.


Strengths/Weaknesses:
  • Brilliant Tactician: Gorgo can assess threats and uncover hidden dangers others overlook.
  • Unyielding Willpower: She does not falter under pressure, becoming a source of strength for others.
  • Persuasive Orator: Gorgo’s ability to articulate her thoughts effectively gives her sway over others, even in a council of men.


  • Reckless Honesty: Gorgo’s sharp tongue and tendency to speak her mind can alienate allies and provoke powerful enemies.
  • Lone Wolf Tendencies: She sometimes prefers to act independently, which can backfire if she refuses to ask for help when needed.
  • Emotional Burden: Her love for Leonidas and her people is both a source of strength and vulnerability—loss can affect her judgment

Other (not mandatory):
Fandom:300
 
Profile:
Name: Atsushi Nakajima
Nicknames/Aliases: Were-Tiger/Jinko
Age: 18
Gender/Pronouns: He/Him

Appearance:
1730224763879.png
1730224824725.png
Traits
Appearance Desc:

From Wiki: Atsushi has light gray hair, pale skin, and is of average height with a slim build. He has segmental heterochromia, consisting of purple on the top half of his iris and yellow along the bottom curve of his pupil. His hair is short and swept forward in loose spikes with a lock left long on the right side of his face. This uneven style is the result of bullying he suffered at the hands of other orphans in the orphanage, and he never fixed it. Additionally, he has a prominent black streak in his hair. When he transforms into a partial tiger, his eyes become tiger-eye-like, and he develops fangs. If more drastic, his limbs turn into into a tiger's, and his tail emerges. When he finally develops considerable control over his ability, he can transform fully into a white tiger with black stripes and retains the tiger's gold eyes.

My Desc. :
Atsushi Nakajima’s appearance reflects his life of hardship and sensitivity. He has an average build, though somewhat lean and lanky, showing the effects of a deprived past and constant movement. His light complexion and disheveled white hair, styled in a messy bob, make him easily recognizable. The hair falls naturally in a way that often covers parts of his face, giving him a slightly withdrawn and introspective look that reflects his guarded nature and initial insecurities.

Atsushi’s eyes are a unique light gray that can appear almost silver, often wide with a look of cautious alertness. This reflective gaze reveals his tendency to be watchful and tentative, traits he developed during his difficult childhood. His eyes also convey a sense of kindness, even vulnerability, which hints at his empathetic personality and compassionate heart despite the challenges he faces.

He usually wears a simple, practical outfit that includes a white button-up shirt with rolled-up sleeves and a black tie, paired with suspenders that add a slightly vintage, yet timeless, touch to his overall look. His clothes are somewhat oversized, emphasizing his slim frame and making him appear slightly younger or more fragile, contrasting with his hidden strength.

:>

Personality:

From Wiki: Atsushi's traumatic past affects much of his daily life, and he is tormented with nightmares, flashbacks, and the internal monologue of the orphanage director who abused him. He has a severely low sense of self-worth and is somewhat naïve, which causes him to initially feel helpless when confronted with dangerous situations. When paralyzed in guilt and/or fear, he has difficulty reacting or understanding what to do.

My Desc. :
Atsushi Nakajima is a complex character marked by a history of hardship, which instills both a quiet resilience and underlying insecurity in him. Having endured a traumatic past, he often grapples with self-worth, questioning his place and purpose, yet despite these struggles, he demonstrates remarkable kindness and empathy toward others. He’s deeply compassionate, feeling a strong sense of responsibility to help those in need, often putting himself at risk to protect his friends and allies.

Over time, Atsushi’s confidence begins to grow as he finds a place within the Armed Detective Agency, where he learns to recognize his own strengths and value. Though he’s often haunted by his past, his experiences give him a unique perspective and empathy toward others’ suffering, driving him to confront injustices around him. This evolution makes him a resilient figure, learning to channel his insecurities into a force for good.

Despite his gentleness, Atsushi possesses fierce courage and an instinct to protect, especially when those he cares about are threatened. His reserved demeanor belies a warrior spirit that rises in the face of danger. His heightened determination emerges in battle, as his desire to protect his newfound family motivates him to push past his limits, even when doubting himself.

Atsushi’s journey is ultimately about learning to trust himself and recognize his worth. As he faces greater threats, he also faces his inner fears, slowly learning to accept his past rather than being defined by it. This path of self-acceptance makes him a deeply relatable character, illustrating his growth from a vulnerable, unsure young man into a brave, compassionate protector.

Brief Backstory: Atsushi grew up in an orphanage, where he suffered from severe abuse – both verbal and physical – from his caretakers, as well as social isolation from the other children. This history of mistreatment has evidently taken a huge toll on Atsushi's self-worth as an adult and has caused him to constantly question the value and usefulness of his life.

According to the orphanage director, Atsushi's parents dumped him. The director becomes the foundation of Atsushi's warped self-worth. The abuse, presumably severe especially because of the tiger rampaging at night, led the director to occasionally chain Atsushi in a cell with little to no food for at least three days. Atsushi was also forcibly injected with what he thought might be poison (which Atsushi later thought in his adulthood might be nutrients). Moreover, at one point, the director forced Atsushi to hammer a nail into his own foot as a way of teaching him how to "endure pain". When he was unable to, the director himself hammered Atsushi's foot, afterwards instructing him to reflect on his own.

The director emphasized Atsushi's hatred towards him, seemingly even encouraging it. Alongside the director and other caretakers' abuse, Atsushi suffered at the hands of the other orphans. Oftentimes, the other orphans threw Atsushi under the bus when they got in trouble, as the orphanage ran on some sort of point system that affected if and when they were fed.

Once he hits 18 years old, Atsushi was kicked out of the orphanage under the pretense that they had a lack of funding and had to downsize.Though he was unaware of it at the time, he was actually transforming into a white tiger under the moonlight due to his ability and causing chaos, including destroying crop fields and storehouses.
Dazai is the first member of the agency Atsushi meets, encountering him when rescuing him from drowning in a river. Dazai quickly assumes responsibility for him, taking him to eat and happily conversing with him. He bribes Atsushi to become bait for the tiger since Atsushi admits that it had been "following" him. Upon discovering that Atsushi himself is the tiger and an ability user, Dazai recommends him to the agency and even walks with him to his entrance exam, under the guise of taking him to a job interview.

Once in the agency, Dazai takes over as his supervisor. Throughout the events, he mentors and advises him, sometimes in the form of teasing or playfully taking advantage of him, such as asking Atsushi to write a report for him. Atsushi remains trusting, albeit bemused at Dazai's constant fluctuations in demeanor and priorities.
They form a closer relationship between them; Dazai often talks Atsushi through his several breakdowns, showing concern for his wellbeing in his eccentric way. In one notable and slightly more harsh instance, when Atsushi panics after harming Naomi and Haruno under Q's ability, Dazai slaps him and sternly tells him that pitying himself will make life an endless nightmare, ultimately snapping him out of a panic attack.

Through time, Dazai would pair Atsushi with Akutagawa, thinking that they could be a new incarnation of Yokohama's Twin Dark, albeit unbeknownst to both Atsushi and Akutagawa. Although Atsushi voices out how incompatible their combat styles and general methods are, Dazai would continually have them work together and subtly attempt to have them complement each other's abilities rather than fight individually.

These periodic advices would apparently lead to Dazai appearing in Atsushi's visions that would apparently replace the orphanage director after his death and following Dazai's arrest. As opposed to the director's disparaging remarks towards Atsushi, Dazai's appearances advise him with vague encouragements in times of conflict, which push Atsushi to find optimal solutions to problems even when faced with almost none. Though Atsushi is not completely aware how this came to be, Dazai's motivations stimulate Atsushi into thinking outside the box, a feat that showcases the growth of Atsushi's trust in Dazai as a mentor figure over time.
Atsushi first met Akutagawa in a dark alley on a mission with Tanizaki and Naomi in which he was tricked by Higuchi who was on a mission to capture him. After his incident, he came to fear Akutagawa as a person who could kill him and would cower in fear about the thought of him, but he also developed a dislike and hatred of him. Later, when he is captured by him and trapped on a boat, he is faced with an enraged Akutagawa who has come to hate him after he finds out Atushi is Dazai's current subordinate and is favored by him while he was ridiculed by Dazai moments earlier.

Thought initially fearful of him, when he saw how Akutagawa looked down on Kyōka and tried to kill her, he challenged him to a battle and demanded to know why he couldn't tell Kyōka anything better than that she was worthless if she couldn't kill. Enraged and full of bitterness and wishing to protect Kyōka, Atsushi defeated Akutagawa and left him in the ocean for dead. Despite defeating Akutagawa and nearly killing him, Akutagawa would continue to live in Atsushi's mind similarly to how the orphanage director would speak to him through hallucinations.

During their second meeting, Atsushi would project his hatred towards him and accuse Akutagawa for only being a serial killer who only wants people to fear him only to be strongly berated by Akutagawa that he is wrong and that he considered him disgusting for wallowing in self-pity despite having everything including a wondrous ability, friends who care for him, and praise from Dazai just by pure luck and not counting his blessings. It's from this encounter that Akutagawa gained more interest to know Atsushi more overall despite his scathing hatred and disgust for him, while Atsushi considered Akutagawa to be much stronger than him and worthy of Dazai's acknowledgment.

Over the course of their relationship, Atsushi has had a strong dislike and hatred for Akutagawa overall due to disagreeing for his belief systems about who and what is considered strong and considers his view on himself being weak as absolutely preposterous. His hatred for Akutagawa is similar, if not parallel to, his hatred for the orphanage director, which caused him to at times have unjustified hatred for Akutagawa in which he would dehumanize him as a monster who can only kill and hypocritically strongly reject his right to live, despite Akutagawa showing moments of compassion and proving him otherwise.

These feelings only became stronger after the passing of the orphanage director, in which he believe the only way to get revenge against him was to defeat Akutagawa and erase the Director from his mind. Ironically, this mindset has negatively impacted the partnership between him and Akutagawa due to Atsushi having no trust in Akutagawa due to not having any desire to know and understand him and only rejecting him as a person. Oddly, on the other hand, Akutagawa has come to become more genuinely curious about Atsushi over time and would be the one to push Atsushi to fight in battles when he doubts himself and his strength or becomes cowardly and choose to run away. In these instances, even Akutagawa would muse on why this is so as he becomes confused as to why he chooses to fight alongside Atsushi despite detesting him so. There have also been moments where the two of them shared their innermost turmoils and secrets with each other including Atsushi who shared that the visions of his headmaster had not left him even after the latter’s death and Akutagawa who told Atsushi that he had a lung disease that was consuming his life, that the had told absolutely no one, showing utmost moments of raw vulnerability.
Though initially full of flaws, the partnership between Atsushi and Akutagawa soon developed through time and experience. This collaboration birthed Beast Beneath the Moonlight–Rashōmon, which requires Atsushi to get shrouded in Rashōmon and morph with his tiger ability. The two first used Toramurakumo against Fitzgerald and later Black Tiger's Supreme Claw on Goncharov, both of which won their respective battles. The duo also claim the latter as their strongest move yet, which can cut through even abilities and whence no life form can quite possibly survive an attack.

However, the two do not deny wishing to give up to the other, which leads to the two making a deal to fight each other in six months' time. Knowing Akutagawa's nature, Atsushi demands him not to kill anyone within those six months, a promise that Akutagawa would hold on to with genuine sincerity that even shocks Atsushi. Moreover, out of respecting their six-month deal, Akutagawa reached the point of saving Atsushi and letting him escape from Fukuchi at the cost of his life. As a result, Atsushi greatly mused on Akutagawa's stand and wondered why Akutagawa would do such thing, leaving him with no answers from others nor himself.
Combat:
Abilities/Powers: Beast Beneath the Moonlight (月げ下っか獣じゅう, Gekka-jū?) gives Atsushi has the ability to transform into a white tiger. At first, he doesn't seem to have much control over the transformation, likely due to the fact, or caused by, his unawareness of his state as an Ability user.
After becoming an official member of the Agency and under the influence of All Men Are Equal, he gains more control over his transformations - as shown during his second fight with Akutagawa, when he breaks the transformation on his arms to escape.
Weapons: Tiger Claws....body...uh...yeah!
Strengths/Weaknesses: Upon meeting detective Osamu Dazai, Atsushi learns he has a supernatural power called "Beast Beneath the Moonlight" that allows him to turn into a large white tiger with incredible strength, speed, durability, and regenerative capabilities. Atsushi is naive and suffers from an extreme case of self-deprecation and is prone to panicking. His White Tiger form is completely bestial, although he is slowly learning to overcome this.

Fandom: Bungo Stray Dogs Fandom
 
Profile:
Name
Janus Zeal
Nicknames/Aliases
N/A
Age
10
Gender, Sexuality, Pronouns, etc.
He|Him
Traits:
Appearance And/Or Description
View attachment 1194026
As Both Magus and Janus look quite different at first glance. Magus has pale gray skin, while Janus has skin typical of the other inhabitants of both the Kingdom of Zeal and average characters in other times. Both Magus and Janus have light blue hair; Janus, however, has shorter hair length than Magus. Janus also has rounded ears, while Magus has pointed ears.

Janus is about the same height as the various fiend imps shown in-game, while Magus is the tallest playable character. Janus also has very little muscle, while Magus has a rather muscular build.

Janus wears a light purple shawl cloak while wearing pointed boots of the same color. while Magus wore a cloak (blue in-game sprite, but red in the official artwork); dark magenta trousers; brown gloves, boots, a chest plate, and a codpiece, all of which appear to be made of leather.

As the Prophet, Magus wore a hood over his head with orange trimmings around the brim and collar.
Personality
Janus is brooding, potent, gloomy, and indomitably ambitious.
Brief Backstory (around 2-3 paragraphs, but it can be longer if you wish)
Prince Janus was born around 12,000 BC. in the Kingdom of Zeal. He was very dissimilar to his older sister, Schala, in terms of demeanor, and more closely resembled his mother, who was cold and distant. He had stronger magic than Schala and his mother, but ceased using it because of how his mother had changed. He was a very introverted child, with his sister and pet cat, Alfador, being his only friends.

Crono's party first meets Janus in Enhasa. He tells them that the "black wind howls" and that one among them will perish, and then walks away from the group. Later on, Janus and Schala converse. Janus mentions the black winds again, and Schala says that she feels "the foreboding" as well, though she tells him not to worry about it. She then gives him an amulet, saying that it contains her prayers. If something anything ever happens to him, it would keep him safe. She says she wants to remain with him, but their mother has other plans for her.

Hearing this, Janus gets quite angry and proclaims that their mother is not their mother anymore. He says that although she looks like her, she is not the same on the inside. Schala is then summoned by the Queen. She leaves him and asks for his forgiveness.

Later on, Crono and the party are imprisoned. As Schala and Janus enter, Janus comments that they are idiots. Schala says that she wants to help them, although Janus thinks that they will not be of any use and does not want her to get in trouble if she lets them go. Schala says not to worry and that they may be able to help Melchior. Schala then frees the group and tells them to flee from the palace and save the Guru of Life, as he was sent to the Mountain of Woefor opposing Queen Zeal's plans.

However, when the Prophet then enters the room, saying that he needs to put an end to them. Schala asks him not to do anything to them, so he concedes but tells Schala that she must cooperate with him. He then asks the party how they arrived. They show the Prophet and Schala the Time Gate they came through. The Prophet takes them in the Time Gate and forced Schala to place a magical barrier on it.

After the Mountain of Woe falls into the ocean, Daltonarrives and takes Janus and Schala to the Ocean Palace. There, they see their mother's ultimate plan come to fruition.

When the Mammon Machine was activated, it began absorbing too much power. Queen Zeal and Schala along with the three Gurus were the only ones at the Mammon Machine's activation. The Gurus warned about a dimensional vortex, power humans cannot control, and they would be dragged into a rift in time, yet the Queen persisted in activating the machine. Soon, Janus entered the room looking for Schala. Suddenly, the six were transported in front of Lavos. Gates then appeared and transported Belthasar, Gaspar, Melchior, and Janus to different times. Belthasar was sent to the Future, Gaspar was sent to the End of Time, Melchior was sent to the Present, and Janus was sent to the Middle Ages. c. 580 AD. Janus was found in Truce Canyon by Ozzie, who calls forth three Blue Imps. He and his Mystics would have slain him if Janus had not defended himself with magic, which human beings should not be able to use.
Combat:
Abilities/Powers
Shadow Magic:
Dark Bomb
Bomb enemies within a circle.
Dark Mist
Attack all enemies with darkness.

Weapons
N/A
Strengths/Weaknesses
He’s supposed to be a powerful mage than his older sister. However, his magic isn’t as versatile as the other elements.
Other (not mandatory):
Likes/Dislikes
Likes:
Cats, Schala, anything cat themed, his cat Alfador
Dislikes
Queen Zeal (his mother) Dalton, Lavos

SSIGNUP SHEET: (Obvious Spoilers for Symphogear)

  • Artist: nyanmaru

    "Various Shul Shagana tron..."
    S.O.N.G. Uniform (Winter)
    6DU65tf.png

    NAME/ALIAS
    Shirabe Tsukuyomi / No Alias
    FANDOM:
    Senki Zesshou Symphogear

    AGE
    14 G Season - 15 XV Season
    PRONOUNS
    She/Her
    SEXUALITY

    Homosexual
    PERSONALITY
    Personality: Shirabe in Symphogear G
    Shirabe is a quiet, reserved yet stubborn girl that will voice her opinions bluntly when she feels it's necessary. While her best friend Kirika is a bit of a goofball (at least on the surface), Shirabe gives the opposite presentation. A stoic, mature girl that places the mission first and foremost. Her emotionless poker face rarely breaks but she can show emotions such as disgust towards those she deems as hypocrites. She is a girl that will go to great lengths for those she considers family like her FIS companions, Maria, Kirika and Serena (dead in the mainline canon). Unless it's for the survival of said family, especially Kirika, Shirabe would allow great disasters upon others.

    During this time, she was quite cynical and knew little about the world beyond the strictly curated education to be a living weapon in the White Orphanage. Any semblance of a normal childhood was lost with her memories. However, Shirabe's focused nature also made her more aware. She began to grasp the more complicated aspects of their situation and in turn noticed that, perhaps, they weren't doing the right thing. Senselessly murdering people and all.

    Sick of the uncaring attitude Dr. Ver had towards those she loved, she chose to change sides. Even when Kirika and Maria did not. This was a major example of beneath her cool exterior was someone willing to take chances with seemingly spontaneous ideas on the spot to resolve an issue.

    There is a possibility that being Finé's host may have influenced her in small ways. Whether or not that is, is up for interpretation. However once Finé had a change of heart and experienced spirit death at the edge of Kirika's scythe, Shirabe was free to slowly cure her cold heart on her own terms with a larger family in SONG.

    Personality: Rest of the Series:
    As her time in SONG moves on, Shirabe lightens up some and continues to spend all of her time with Kirika, getting used to school life and fighting for SONG.

    Through her tough upbringing under Nastassja's care, Shirabe still has a hard time cooperating with others aside from Maria and Kirika, both of whom she was raised with. This is brought up time and again, by how low her phonic gain is compared to others. Both enemies such as the Autoscorers and SONG themselves discover that she has a weakness here. For a significant amount of time, Shirabe became the weakest link of the team. Her introversion and near hyper protective nature never quite allowing her to feel fully part of the team even after she came to terms with calling Hibiki a hypocrite to be a flawed statement.

    Eventually while chasing down Prelati alongside Tsubasa. Shirabe learns that Tsubasa too, had a similar difficulty connecting with others. With time, Shirabe continues to do what she can to be less avoidant with those not named Kirika.

    Shirabe has some skill as a cook and frequently sings to herself quietly, indicating it as a hobby she enjoys doing. Also, much like Hibiki and Kirika, she is not very into her school homework at Lydian Academy, sarcastically saying its just as fun as rumors say, especially in summertime.


    INTERESTS
    Kirika Akatsuki, Cooking, Singing, Staring
    DISLIKES
    Friends in danger, Dr.Ver, Homework, Missing deals on groceries.


    EXTRA
    The lore of Symphogear is pretty vast with a lot of lingo that goes beyond what the show covers, such as Keywords and XDU gacha game concepts. To avoid writing a novel here for just one character I'll leave these links if you want to check anything.

    Symphogear Wiki for Series or additional character information.
    Villain Wiki Has additional Details of Shirabe's story in Symphogear
    Note: Befreinding is not one of her hobbies. I don't know where Villain Wiki got that from lol. While she accepts friendship from others, she never went out of her way to get it. It was mostly based on circumstances.


    Pre-Symphogear G History:
    At a very young age, Shirabe was caught in a traffic accident that took both her parents' lives, and she was the only survivor. Due to that accident, she lost most of her memories and any documents that explained who she was. Shirabe was then kidnapped by the F.I.S. and placed in the White Orphanage, as one of the Receptor Children who could potentially host Finé's soul. Her current name of 'Shirabe Tsukuyomi' was given to her by the FIS, as Shirabe could not remember how the kanji of her name was originally read; a note attached to her bloody luggage implied her first name was originally read as 'Tsuki'.

    After the death of Ryōko Sakurai at the hands of the "Hero of the Lunar Attack", Hibiki Tachibana. The FIS attempted to determine if Finé had revived in any of the Receptor Children, but were unable to do so. They then planned to dispose of the project, but due to an armed uprising led by Nastassja, the de facto tutor, and who was seen as a mother by the children, with the help of funding provided by the Bavarian Illuminati, the existence of the confined Receptor Children was brought to light. In fear of criticism from the international community, the US government quickly changed their tune and arranged for the children to be released of their own will or provided shelter. At this point, Maria, Shirabe, and Kirika joined with Nastassja and Dr. Ver (the man who took it upon himself to "carry on" Finé's work) in order to stop the fall of the Moon. Which was triggered in the final battle at the Tower of Babel during Finé's struggle with Hibiki, Tsubasa, and Chris.

    A Very Short Summary of Shirabe in the Series:

    As stated in her personality development, Shirabe started as an enemy and after swapping sides and fighting her best friend Kirika , was able to reunite her FIS family with the larger SONG one.

    Shirabe would from there help face the Autoscorers of the Alchemic Cult and their mistress Carol.

    Followed by the Bavarian Illuminati which had a hand in every prior confrontation outside of Finé ( whom was more like a rival). Their leader was Adam Weishaupt. It was during this storyline that hints to Shirabe's actual past before FIS came to light. Although unconfirmed her relation to the Tsuki Shrine was likely more than a coincidence (XDU explores this deeper).

    Finally the group faced the Custodian, Shem-Ha, or "God".

    In the storyline of Symphogear XDU. The Gjallarhorn, a complete Relic that has the power to connect to parallel worlds was introduced and many side adventures were had.

    (I can remove XDU if you want a from the main show only canon).



    TIMEZONE
    EST
    LITERACY LEVEL
    Depends on content. (200 to over 1k words)




View attachment 1194034
Name: Lazuli
Series of Origin: Fire Emblem OC
Nicknames/Aliases: The Blue Flash
Age: 18
Gender: Female
Pronouns: She/Her
Sexuality: Not Interested
Profession: Mercenary
Personality: Lazuli is a brash and reckless woman, who hates taking orders from others. She especially hates her sister, Lapis, for becoming a knight in service to her kingdom. Lapis doesn't have any friends, wishes to make enough money to have a good life.

Brief Backstory: The twin sister of Lapis. Lazuli had always been jealous of her sister for being more successful than her. The only thing she succeeded where Lapis fails at was Combat, as she had always bested her sister in a sword fight. Lapis genuinely disliked how the world was ran by monarchs, and wished to change the government for the better. When her sister became a knight, Lazuli ran away, feeling quite bitter about it.

Lazuli spent the days after doing everything she can to become better. She became a mercenary to earn money so she can have a stable living. She's always been focused on work, and never made friends with anyone. She's gotten jealous many times when a fellow mercenary got a bigger paycheck than her. As she continues to work, she wishes she could see her sister again, but not when she's working for the kingdom.

Combat:
Abilities/Powers: N/A
Weapons: Buster Sword
Strengths: Is pretty fast for someone wearing heavy armor and wielding a big sword. She's pretty good at fighting with a sword too, having yet to be bested by another person who used a sword.
Weaknesses: Can easily get jealous. Hates being ordered around.

uz9LNsX.png
Name: Euphausia Etoreika
Nicknames/Aliases: Eupha, Priestess
Age: Unknown, but appears to be around 18-20
Gender: Female
Sexuality: Bisexual
Pronouns: She/Her
Fandom: Metaphor: ReFantazio

Traits:
Personality: For much of her life, Eupha was a naive and sheltered girl with little self-confidence. As a priestess of the mustari, all she ever knew was her duty to her people and their Dragon God. She is compassionate at heart, willingly offering herself up as sacrifice to the Dragon God so that her people would no longer suffer. However, once she finds out that she and her people were accidentally worshiping a Human and the mustari priestess's role is not sacrifice, but protection, she became much more self-confident. After awakening to her Archetype, she resolves to not only protect her people, but also to travel the outside world so that she may learn how to better lead her people in it.

As she was isolated for most of her life, Eupha lacks understanding of the outside world, often falling for scams or failing to understand figures of speech, such as when she misinterpreted Junah telling her that her smile is "enough to knock everyone out" for her smile being a dangerous weapon. Despite this, she still shows great kindness to others outside of her home, and is often eager to learn more about the world.

Brief Backstory: Eupha was born to the Mustari Tribe, a pagan group among the people of Euchronia. She was the daughter of the former chief and priestess of their people and was the first priestess to be born into such a family in over a few centuries. As a priestess, she was taught her life was all for protecting her people but not through fighting nor politic means, but rather through sacrifice. Her parents would leave such teachings on her though they doubted the validity of the history of their tribe. At a young age, her parents would go off on a journey to the nearby Dragon's Temple, where the Mustari's god was said to rest and they would never return. This would push Eupha into her born role immediately.

Over the years, she would seek to appease their god and do what she could to keep her people safe, however, such efforts were in vain. Virga Island where she hailed would eventually become plagued with problems all which the people would pin on their god being upset and punishing them. As things worsened, Eupha prepared to fulfill her duties as the tribe's priestess and sacrifice her life in hopes that her people would be saved. Her brother and current chief, Edeni, would travel with her to the Dragon Temple to see the ritual through, but the two would be separated due to the chaotic flow of magla coming from the temple and causing things to go array.

Edeni would send Will and his party to save her in hopes that he wouldn't lose his sister. She would meet the party and have her eyes opened to the truths of her role and the history of her own tribe. This would lead her to awakening her true essence of magic, an Archetype, in the form of the Summoner. With all these changes, Eupha would join Will on his journey and begin to explore the world she had been closed off from.

Combat:
Abilities/Powers: Eupha possesses the Archetype of the Summoner. When she calls upon it she will take on a new appearance briefly until she calls her magic off. This allows her to briefly summon tamed monsters to battle and use their magical skills to fell those who stand against her. The monsters she can summon are:
-Eagle Lion: Deals heavy magic Wind damage to all enemies
-Noctiluca: Cures one ally's status ailment and grants small health recovery for a short while
-Lizardman: Deals extreme physical Electric damage to one enemy
-Gargoyle: Deals heavy magic Fire damage to one enemy

Aside from summoning, Eupha has a innate ability to see the magic/magla in the air with her third eye. She is very attuned to feeling shifts in it more than an average Mustari would be able to.
Weapons: Eupha's weapon on hand is a simple staff which she can use in combat to whack enemies or trigger her own Archetype
Strengths/Weaknesses: Eupha is extremely good at detecting various magics and being able to read them in the air or even by looking at an individual. In a sense, she can tell if someone is adept in magic or not unless they are masking it. In terms of weakness, she has a natural weakness to ice and in order to learn new summons she has to craft special items, making her offensive output shaky at times

Other:
-Eupha sometimes wears a full mask over her head which is common among her tribe her mask can be seen in her art in her left hand
-For a bit of understanding of her, I offer a small video of her awakening scene

Profile:
Name: Queen Gorgo
Nicknames/Aliases: Queen, Spartan Queen, Leonida's wife
Age: ???
Gender, Sexuality, Pronouns, etc.: she/her, cis female

Traits:
Physical Appearance And/Or Description: View attachment 1194045


°.•☆•.°
Personality:Wife of Spartan King Leonidas the First, she didn’t traditionally hold the queen role in Sparta but still held considerable political power. Her biggest role was when Xerxes came to attack, a tablet was sent to Sparta with wax on it and she was the one to figure it out before things went awry. She is a woman ahead of her time and incredibly bold and intelligent. In times of chaos, she’s incredibly loving and has a wit and sharp tongue which often gets her in trouble but she can fight on her own terms.
Brief Backstory (around 2-3 paragraphs, but it can be longer if you wish)

Gorgo was born into Spartan nobility, raised in an environment that valued discipline, intelligence, and self-reliance. From a young age, she was exposed to political and military strategy, learning how to navigate the intricate power structures of Spartan society. Unlike other Greek city-states, Sparta granted its women more freedom, and Gorgo made use of it—becoming well-versed in politics and diplomacy.

Her marriage to Leonidas was not only a union of love but also a powerful alliance. The two shared mutual respect, with Gorgo often serving as an advisor to her husband. During the rise of the Persian threat, Gorgo’s insight became invaluable. When Demaratus, an exiled Spartan, sent a message warning of Xerxes’ invasion hidden beneath wax, it was Gorgo who realized that scraping away the wax would reveal the truth.

After Leonidas’s death at Thermopylae, Gorgo did not retreat into mourning. Instead, she took on the mantle of leadership, urging her people to honor his sacrifice by continuing the fight. She became a symbol of Spartan endurance—a queen not defined by her husband’s legacy but by her own strength and foresight.

Combat:
Abilities/Powers:
  • Strategic Intelligence: Gorgo’s sharp mind allows her to assess situations with clarity and come up with creative solutions. Her ability to think on her feet makes her an excellent advisor in political and military affairs.
  • Diplomacy and Manipulation: She excels in reading people, knowing when to offer kindness and when to apply pressure to achieve her goals.
  • Survivalist Instincts: In critical situations, Gorgo can remain calm, rational, and efficient, prioritizing outcomes over emotions.
Weapons:
  • Short Dagger: Carried discreetly under her robes for protection. She favors a short blade for close combat, given her smaller frame.
  • Poison: Gorgo has access to subtle, undetectable poisons, reflecting her strategic nature in handling threats without brute force.


Strengths/Weaknesses:
  • Brilliant Tactician: Gorgo can assess threats and uncover hidden dangers others overlook.
  • Unyielding Willpower: She does not falter under pressure, becoming a source of strength for others.
  • Persuasive Orator: Gorgo’s ability to articulate her thoughts effectively gives her sway over others, even in a council of men.


  • Reckless Honesty: Gorgo’s sharp tongue and tendency to speak her mind can alienate allies and provoke powerful enemies.
  • Lone Wolf Tendencies: She sometimes prefers to act independently, which can backfire if she refuses to ask for help when needed.
  • Emotional Burden: Her love for Leonidas and her people is both a source of strength and vulnerability—loss can affect her judgment

Other (not mandatory):
Fandom:300

Profile:
Name: Atsushi Nakajima
Nicknames/Aliases: Were-Tiger/Jinko
Age: 18
Gender/Pronouns: He/Him

Appearance:
View attachment 1194038
View attachment 1194040
Traits
Appearance Desc:

From Wiki: Atsushi has light gray hair, pale skin, and is of average height with a slim build. He has segmental heterochromia, consisting of purple on the top half of his iris and yellow along the bottom curve of his pupil. His hair is short and swept forward in loose spikes with a lock left long on the right side of his face. This uneven style is the result of bullying he suffered at the hands of other orphans in the orphanage, and he never fixed it. Additionally, he has a prominent black streak in his hair. When he transforms into a partial tiger, his eyes become tiger-eye-like, and he develops fangs. If more drastic, his limbs turn into into a tiger's, and his tail emerges. When he finally develops considerable control over his ability, he can transform fully into a white tiger with black stripes and retains the tiger's gold eyes.

My Desc. :
Atsushi Nakajima’s appearance reflects his life of hardship and sensitivity. He has an average build, though somewhat lean and lanky, showing the effects of a deprived past and constant movement. His light complexion and disheveled white hair, styled in a messy bob, make him easily recognizable. The hair falls naturally in a way that often covers parts of his face, giving him a slightly withdrawn and introspective look that reflects his guarded nature and initial insecurities.

Atsushi’s eyes are a unique light gray that can appear almost silver, often wide with a look of cautious alertness. This reflective gaze reveals his tendency to be watchful and tentative, traits he developed during his difficult childhood. His eyes also convey a sense of kindness, even vulnerability, which hints at his empathetic personality and compassionate heart despite the challenges he faces.

He usually wears a simple, practical outfit that includes a white button-up shirt with rolled-up sleeves and a black tie, paired with suspenders that add a slightly vintage, yet timeless, touch to his overall look. His clothes are somewhat oversized, emphasizing his slim frame and making him appear slightly younger or more fragile, contrasting with his hidden strength.

:>

Personality:

From Wiki: Atsushi's traumatic past affects much of his daily life, and he is tormented with nightmares, flashbacks, and the internal monologue of the orphanage director who abused him. He has a severely low sense of self-worth and is somewhat naïve, which causes him to initially feel helpless when confronted with dangerous situations. When paralyzed in guilt and/or fear, he has difficulty reacting or understanding what to do.

My Desc. :
Atsushi Nakajima is a complex character marked by a history of hardship, which instills both a quiet resilience and underlying insecurity in him. Having endured a traumatic past, he often grapples with self-worth, questioning his place and purpose, yet despite these struggles, he demonstrates remarkable kindness and empathy toward others. He’s deeply compassionate, feeling a strong sense of responsibility to help those in need, often putting himself at risk to protect his friends and allies.

Over time, Atsushi’s confidence begins to grow as he finds a place within the Armed Detective Agency, where he learns to recognize his own strengths and value. Though he’s often haunted by his past, his experiences give him a unique perspective and empathy toward others’ suffering, driving him to confront injustices around him. This evolution makes him a resilient figure, learning to channel his insecurities into a force for good.

Despite his gentleness, Atsushi possesses fierce courage and an instinct to protect, especially when those he cares about are threatened. His reserved demeanor belies a warrior spirit that rises in the face of danger. His heightened determination emerges in battle, as his desire to protect his newfound family motivates him to push past his limits, even when doubting himself.

Atsushi’s journey is ultimately about learning to trust himself and recognize his worth. As he faces greater threats, he also faces his inner fears, slowly learning to accept his past rather than being defined by it. This path of self-acceptance makes him a deeply relatable character, illustrating his growth from a vulnerable, unsure young man into a brave, compassionate protector.

Brief Backstory: Atsushi grew up in an orphanage, where he suffered from severe abuse – both verbal and physical – from his caretakers, as well as social isolation from the other children. This history of mistreatment has evidently taken a huge toll on Atsushi's self-worth as an adult and has caused him to constantly question the value and usefulness of his life.

According to the orphanage director, Atsushi's parents dumped him. The director becomes the foundation of Atsushi's warped self-worth. The abuse, presumably severe especially because of the tiger rampaging at night, led the director to occasionally chain Atsushi in a cell with little to no food for at least three days. Atsushi was also forcibly injected with what he thought might be poison (which Atsushi later thought in his adulthood might be nutrients). Moreover, at one point, the director forced Atsushi to hammer a nail into his own foot as a way of teaching him how to "endure pain". When he was unable to, the director himself hammered Atsushi's foot, afterwards instructing him to reflect on his own.

The director emphasized Atsushi's hatred towards him, seemingly even encouraging it. Alongside the director and other caretakers' abuse, Atsushi suffered at the hands of the other orphans. Oftentimes, the other orphans threw Atsushi under the bus when they got in trouble, as the orphanage ran on some sort of point system that affected if and when they were fed.

Once he hits 18 years old, Atsushi was kicked out of the orphanage under the pretense that they had a lack of funding and had to downsize.Though he was unaware of it at the time, he was actually transforming into a white tiger under the moonlight due to his ability and causing chaos, including destroying crop fields and storehouses.
Dazai is the first member of the agency Atsushi meets, encountering him when rescuing him from drowning in a river. Dazai quickly assumes responsibility for him, taking him to eat and happily conversing with him. He bribes Atsushi to become bait for the tiger since Atsushi admits that it had been "following" him. Upon discovering that Atsushi himself is the tiger and an ability user, Dazai recommends him to the agency and even walks with him to his entrance exam, under the guise of taking him to a job interview.

Once in the agency, Dazai takes over as his supervisor. Throughout the events, he mentors and advises him, sometimes in the form of teasing or playfully taking advantage of him, such as asking Atsushi to write a report for him. Atsushi remains trusting, albeit bemused at Dazai's constant fluctuations in demeanor and priorities.
They form a closer relationship between them; Dazai often talks Atsushi through his several breakdowns, showing concern for his wellbeing in his eccentric way. In one notable and slightly more harsh instance, when Atsushi panics after harming Naomi and Haruno under Q's ability, Dazai slaps him and sternly tells him that pitying himself will make life an endless nightmare, ultimately snapping him out of a panic attack.

Through time, Dazai would pair Atsushi with Akutagawa, thinking that they could be a new incarnation of Yokohama's Twin Dark, albeit unbeknownst to both Atsushi and Akutagawa. Although Atsushi voices out how incompatible their combat styles and general methods are, Dazai would continually have them work together and subtly attempt to have them complement each other's abilities rather than fight individually.

These periodic advices would apparently lead to Dazai appearing in Atsushi's visions that would apparently replace the orphanage director after his death and following Dazai's arrest. As opposed to the director's disparaging remarks towards Atsushi, Dazai's appearances advise him with vague encouragements in times of conflict, which push Atsushi to find optimal solutions to problems even when faced with almost none. Though Atsushi is not completely aware how this came to be, Dazai's motivations stimulate Atsushi into thinking outside the box, a feat that showcases the growth of Atsushi's trust in Dazai as a mentor figure over time.
Atsushi first met Akutagawa in a dark alley on a mission with Tanizaki and Naomi in which he was tricked by Higuchi who was on a mission to capture him. After his incident, he came to fear Akutagawa as a person who could kill him and would cower in fear about the thought of him, but he also developed a dislike and hatred of him. Later, when he is captured by him and trapped on a boat, he is faced with an enraged Akutagawa who has come to hate him after he finds out Atushi is Dazai's current subordinate and is favored by him while he was ridiculed by Dazai moments earlier.

Thought initially fearful of him, when he saw how Akutagawa looked down on Kyōka and tried to kill her, he challenged him to a battle and demanded to know why he couldn't tell Kyōka anything better than that she was worthless if she couldn't kill. Enraged and full of bitterness and wishing to protect Kyōka, Atsushi defeated Akutagawa and left him in the ocean for dead. Despite defeating Akutagawa and nearly killing him, Akutagawa would continue to live in Atsushi's mind similarly to how the orphanage director would speak to him through hallucinations.

During their second meeting, Atsushi would project his hatred towards him and accuse Akutagawa for only being a serial killer who only wants people to fear him only to be strongly berated by Akutagawa that he is wrong and that he considered him disgusting for wallowing in self-pity despite having everything including a wondrous ability, friends who care for him, and praise from Dazai just by pure luck and not counting his blessings. It's from this encounter that Akutagawa gained more interest to know Atsushi more overall despite his scathing hatred and disgust for him, while Atsushi considered Akutagawa to be much stronger than him and worthy of Dazai's acknowledgment.

Over the course of their relationship, Atsushi has had a strong dislike and hatred for Akutagawa overall due to disagreeing for his belief systems about who and what is considered strong and considers his view on himself being weak as absolutely preposterous. His hatred for Akutagawa is similar, if not parallel to, his hatred for the orphanage director, which caused him to at times have unjustified hatred for Akutagawa in which he would dehumanize him as a monster who can only kill and hypocritically strongly reject his right to live, despite Akutagawa showing moments of compassion and proving him otherwise.

These feelings only became stronger after the passing of the orphanage director, in which he believe the only way to get revenge against him was to defeat Akutagawa and erase the Director from his mind. Ironically, this mindset has negatively impacted the partnership between him and Akutagawa due to Atsushi having no trust in Akutagawa due to not having any desire to know and understand him and only rejecting him as a person. Oddly, on the other hand, Akutagawa has come to become more genuinely curious about Atsushi over time and would be the one to push Atsushi to fight in battles when he doubts himself and his strength or becomes cowardly and choose to run away. In these instances, even Akutagawa would muse on why this is so as he becomes confused as to why he chooses to fight alongside Atsushi despite detesting him so. There have also been moments where the two of them shared their innermost turmoils and secrets with each other including Atsushi who shared that the visions of his headmaster had not left him even after the latter’s death and Akutagawa who told Atsushi that he had a lung disease that was consuming his life, that the had told absolutely no one, showing utmost moments of raw vulnerability.
Though initially full of flaws, the partnership between Atsushi and Akutagawa soon developed through time and experience. This collaboration birthed Beast Beneath the Moonlight–Rashōmon, which requires Atsushi to get shrouded in Rashōmon and morph with his tiger ability. The two first used Toramurakumo against Fitzgerald and later Black Tiger's Supreme Claw on Goncharov, both of which won their respective battles. The duo also claim the latter as their strongest move yet, which can cut through even abilities and whence no life form can quite possibly survive an attack.

However, the two do not deny wishing to give up to the other, which leads to the two making a deal to fight each other in six months' time. Knowing Akutagawa's nature, Atsushi demands him not to kill anyone within those six months, a promise that Akutagawa would hold on to with genuine sincerity that even shocks Atsushi. Moreover, out of respecting their six-month deal, Akutagawa reached the point of saving Atsushi and letting him escape from Fukuchi at the cost of his life. As a result, Atsushi greatly mused on Akutagawa's stand and wondered why Akutagawa would do such thing, leaving him with no answers from others nor himself.
Combat:
Abilities/Powers: Beast Beneath the Moonlight (月げ下っか獣じゅう, Gekka-jū?) gives Atsushi has the ability to transform into a white tiger. At first, he doesn't seem to have much control over the transformation, likely due to the fact, or caused by, his unawareness of his state as an Ability user.
After becoming an official member of the Agency and under the influence of All Men Are Equal, he gains more control over his transformations - as shown during his second fight with Akutagawa, when he breaks the transformation on his arms to escape.
Weapons: Tiger Claws....body...uh...yeah!
Strengths/Weaknesses: Upon meeting detective Osamu Dazai, Atsushi learns he has a supernatural power called "Beast Beneath the Moonlight" that allows him to turn into a large white tiger with incredible strength, speed, durability, and regenerative capabilities. Atsushi is naive and suffers from an extreme case of self-deprecation and is prone to panicking. His White Tiger form is completely bestial, although he is slowly learning to overcome this.

Fandom: Bungo Stray Dogs Fandom
All accepted!
 
360

Name
Kuruna
Age
Over 100, exact age unclear
Gender, Sexuality, Pronouns, etc.
Female, Bisexual with a female preference

Physical Appearance
Kuruna stands at around 5'3, not counting her horn. She has waist length, straight blonde hair, which she parts around her most prominent feature- Her horn. Her eyes are light blue.
Species
Univir
Personality
Kuruna is the earnest, dignified leader of the Univir settlement. As the elder, she will go to any lengths to protect her settlement from danger. Her loyalty to the settlement is matched only by her hidden passion for sweets and, initially, her aversion to the human race. She is diligent in her duties, serious in character and formal in manner, but also very assertive and resolute in her opinions. She is immensely proud of her lineage and heritage. Despite having lived for centuries, Kuruna’s outlook is surprisingly rather narrow—the desert is all she has ever known, and her experiences in the world are just as limited.

She is always caring towards monsters, welcoming them all with open arms. Monsters bring out a somewhat maternal side to her. On the other hand, Kuruna is hostile towards humans due to an interracial feud dating back centuries ago, referring to them as the ‘Hornless’, and believes them to be the vilest creatures. Her settlement serves as a sanctuary for all monsters, so that the evils of humans can’t reach them. Over the course of the story, she learns to cast aside her prejudices against humans and even become friends with some of them.

She's still working on being not being hostile toward humans, be patient with her unlearning prejudice is hard.
Brief Backstory
Kuruna was chosen as the next elder for her village at a young age. To fulfill this role, she was taught magic and, most importantly, hatred. A staunch distrust and hatred toward humans was seen as vital to protecting the monster settlement after some nondescript event centuries before the plot happened that never fucking gets elaborated on no matter how much I befriend these damned characters. Because why would I want to know what caused the entire plot?

That continued until she met a cute fluffy golden sheep. She slowly warmed up to him until, surprise among surprises, he turned out to be the half-human protagonist of this game. Through him, she was convinced to give the human village (that also hated her village) a chance, because whatever happened between the univir and humans happened before she was even born.

Combat:
Abilities/Powers
Healing magic, light magic, her weapon can also be used to stab with water magic
Weapons
Magic staff shaped like a syringe because that's my favourite one in the game
Strengths/Weaknesses
Physically, not very strong. She's a mage.

Other (not mandatory):
Likes
Chocolate, monsters
Dislikes
Humans (She's working on it, okay?)
Fandom
Rune Factory 3
Trivia
 
Profile:
Name: Dazai Osamu
Nicknames: Sorry-waste of good bandages, Disseminator of Discontent, King of Laid-Back Land, Rock-for-Brains
Alias: Twin Dark/Double Black/Soukoku - Formerly, only w/ Chuuya Nakahara
Age: 22
Gender/Pronouns: He/him
1730229323970.jpeg
1730229399397.png
1730229409823.png
Traits:
Wiki Desc. : Dazai is a young man with mildly wavy, short, dark brown hair and narrow dark brown eyes. His bangs frame his face, while some are gathered at the center of his forehead. He is quite tall and slim in terms of physique.

For his attire, Dazai wears a long sand-colored trench coat, the belt of which he leaves untied. Under it is a black vest over a striped dress shirt that is light blue in hue. He wears a bolo tie, which is held by a brown ribbon and a turquoise pendant. He also dons beige pants, dark brown shoes, and has bandages wrapped around his entire body; only his face, hands, and feet are left uncovered.

Back when he was in the Mafia, Dazai wore a black trench coat that reached under his knees. He also wore bandages over his right eye and his right arm is in a sling—presumably products of his suicidal pastimes. At some point, he was able to regain the use of his right arm.

After the cannibalism, Dazai wears a formal suit during the Agency's celebration.

During the Yokohama fog incident, Dazai wears a white waistcoat over black long sleeves and a brown tie, together with white pants. A lapel pin can be also seen attached to his padded overcoat.

After being arrested by the Hunting Dogs and taken to Meursault, Dazai is currently wearing white prison clothes.

My Desc. :
Dazai Osamu’s appearance is both striking and reflective of his eccentric, unpredictable personality. Standing at a tall height with a slim yet graceful build, he carries himself with a sense of nonchalance, making him appear both disarming and enigmatic. His shaggy, brown hair frames his face in soft, loose waves that reach his neck and fall slightly over his expressive, dark brown eyes. These eyes often hold an ambiguous depth, sometimes mirroring humor, while at other times betraying a haunting intensity reflective of his inner turmoil.

His expression is typically relaxed, often featuring a mischievous grin or a glint of curiosity. Dazai’s look is distinctively accented by the numerous bandages he wears on his face, neck, arms, and hands. The bandages are seemingly random but are an integral part of his aesthetic, hinting at his self-destructive tendencies and past battles. They add an element of mystery, as it’s unclear whether they’re fresh or remnants of a distant history, blending seamlessly into his unpredictable character.

Dazai’s choice of clothing is distinctive and timeless. He typically dons a beige trench coat that falls to his knees, often left unbuttoned to reveal a three-piece suit underneath, consisting of a black vest, white dress shirt, and dark slacks. His clothing gives him an air of sophistication, contrasting with his often lighthearted or apathetic demeanor. This formal, slightly old-fashioned style complements his unconventional personality and lends him an effortlessly intellectual appearance.

Personality: Dazai is a mysterious person, his true intentions are never revealed unless he reveals them. The person who got closest to the truth of his personality, as acknowledged by Dazai himself, was his friend Sakunosuke Oda, who recognized that Dazai shall linger in the darkness forever, as there was nearly nothing that can surpass his mind. Regardless whether he is on the side of killing people or saving them, Oda knew that no place in the world could fill Dazai's loneliness, which Oda thought Dazai knew in himself. In addition, Dazai kept an enigmatic and dark façade, whose endeavors in the Mafia were unrivaled and eventually earned him the status as the youngest leader in the history of the Mafia (歴れき代だい最さい年ねん少しょう幹かん部ぶ, reki daisainenshō kanbu?). Because of his aptitude despite his youth, Dazai contributed to about half the Mafia's profits for at least two years. Eventually, Dazai's ledger became tainted; Ichiyō Higuchi describes his blood to be "dark as the Mafia itself". Even in his adulthood when he becomes an Agency member, when Kyōka Izumi showed remorse over having killed 35 people, Dazai remarked with a sinister face that such number is nothing.
While in the present he is more lighthearted and comical, he still retains some of his darker personality. He is still able and proficient at coming up with long-run strategies, though he doesn't inform his teammates what they are until the time is right. In most occasions, Dazai is overly dramatic. He takes most of his actions as a joke, and, although they are very well-thought plans, he does not credit himself for most of what he has done. Dazai likes to tease anyone and everyone, especially if it means that he can get a laugh out of it. As a suicide maniac, he often attempts to commit suicide in comical manners, but he oftentimes fails or gives up on it when such methods are painful.

My Desc. :
Dazai Osamu’s personality is a fascinating blend of humor, intellect, and darkness. His demeanor is marked by a playful, often flirtatious attitude that hides his keen analytical mind. He appears carefree, frequently engaging in eccentric behavior and humorous banter that masks his inner pain and complex worldview. His wit is sharp, quick, and at times laced with sarcasm, creating an outward impression of a man unfazed by hardship, though beneath the surface lies a deep emotional complexity.

A defining aspect of Dazai’s character is his fascination with death and self-destruction. He frequently makes lighthearted remarks about wanting to end his own life, which startles those around him, but his demeanor never wavers from calm amusement. This morbid tendency is partly a coping mechanism to shield himself from the traumas of his past. The dark humor serves as a facade, concealing the scars left by a life of hardship and emotional upheaval.

Despite his seemingly cavalier attitude, Dazai possesses a deeply compassionate side, often acting as a mentor to others, especially those who struggle with pain or difficult pasts. His empathy allows him to understand others’ motives and emotions, and he is perceptive enough to offer guidance, albeit sometimes in a roundabout or teasing manner. Dazai’s enigmatic approach makes him a powerful, if unconventional, figure who seeks redemption for himself and others.

Moreover, Dazai's intellect and cunning are essential traits, especially in his line of work. He’s highly strategic and has an uncanny ability to predict the moves of both allies and foes. His intelligence and experience allow him to navigate complex situations with ease, while his laid-back approach keeps others guessing about his true motives. This unpredictability gives him an edge, though his seemingly aloof nature often belies how invested he is in the people he cares about.

In essence, Dazai Osamu is a paradoxical figure—a man who uses humor to hide pain, who feigns indifference but cares deeply, and who contemplates mortality while encouraging others to live. His personality is a tapestry of contrasts, making him captivating yet elusive, approachable yet distant. The blend of warmth, mystery, and intellect makes Dazai one of the most multifaceted and enduring characters, leaving those around him simultaneously drawn to and baffled by his charm.

Brief Backstory: During his time as a Mafia executive, Dazai held a record of 138 counts of conspiracy to murder, 312 counts of extortion, and 625 counts of assorted fraud, among other crimes. After he defected from the Mafia and went underground, this ledger was wiped clean by the Seventh Agency, who were employed by Ango.

As a saying in the Mafia went, "The greatest misfortune for Dazai's enemies is that they are Dazai's enemies", for Dazai was aptly described to be "practically born to be in the Mafia". He was extremely confident and was a terrific planner, coming up with long-run strategies to subdue his enemies. For instance, he was able to lure Mimic operatives, who were previously trained soldiers, to fall under his trap. Dazai is quite skilled in persuasion notably through his words, which he appeared to utilize in interrogations that broke targets who did not divulge anything under Kōyō Ozaki's torture squad.

Behind this grim persona, Dazai admitted that he joined the Mafia to be exposed to death, violence, and people giving in to their urges and desires, expecting that—in this way—he would be able to see the inner nature of humankind firsthand in hopes of finding a reason to live. Following Oda's demise, Dazai defected from the Mafia and went underground in order to heed Oda's final request for him to "be on the side that saves people". Admittedly, he reckoned that people change over time where potential surfaces, which apparently seems to apply to himself as well.

Upon joining the Agency, Dazai is usually called lazy, with Doppo Kunikida always scolding him for being unproductive and slacking off. Despite that, he has shown a sharp wit, deducing all the unlikely situations that led Atsushi Nakajima to believe he was being stalked by a tiger when he was the tiger in question. He has complete confidence no matter what type of situation he is dealing with, be it combat or simply bad situations he formulated in the first place.

Dazai, in particular, wishes to commit double suicide with a beautiful woman; though he admits that he "likes all types of women", he possibly prefers the type who would die with him if he asked to. Kunikida once wondered why Dazai is quite popular with women and called him a menace to women, a sentiment Chūya Nakahara once used when he threatened to leak Dazai's address to every woman he ever made cry, which Dazai soon asked him not to do. Dazai also once had a run-in with a bomb threat instigated by a woman whom Dazai figured was obsessed with him.

In the past, while he was still suicidal, it was shown to be far less comedic. He even described the death as a way to free himself from the oxidizing world, but, strangely enough, he could not die no matter how hard he tried. Additionally, he was extremely brutal and methodical, setting up traps to catch captives alive to torture them for information, and he would often beat his then apprentice Ryūnosuke Akutagawa for disobeying orders and to push him to the limits to improve his abilities.

Combat: Abilities/Powers: No Longer Human (人にん間げん失しっ格かく, Ningen Shikkaku?) allows Dazai to nullify others' abilities on contact. It relies on skin contact and is always active. As such, he can nullify any ability even while restrained as soon as it touches him.
Weapons: A Gun
Strengths/Skills:
  • Intelligence: Dazai's intelligence is his primary source of expertise as a Mafia executive in the past and as a detective at present. Ōgai Mori, a proficient tactician himself, widely trusted and relied on Dazai's intelligence, whom he claimed to be his most worthy right-hand man should he have stayed in the Mafia. Dazai is also recognized as one of the Agency's sharpest detectives (双璧, Sōheki?, lit. "Double Jade") together with Ranpo, who is proclaimed by others and himself as the world's greatest detective. With his intelligence, he is able to go head-to-head against the formidable Fyodor Dostoevsky, an avatar of cunning who sees Dazai to be quite identical to him. Even Ranpo once subtly admitted that going up against Fyodor is like going up against Dazai, whom the great detective himself views to be quite an enigma even as his co-worker. Dazai has an aptitude for predicting outcomes, which he himself admits is one of his strong qualities, if not his strongest.
    • Negotiation Skills: Dazai is an adept persuader, able to negotiate with others and consequently acquire his required outcomes. He is able to convince Kōyō, a Mafia executive, into letting Kyōka get arrested and even to stay in the Agency as their captive; Francis Scott Key Fitzgerald, a former enemy, into collaborating with him to catch Fyodor; and even Akutagawa into tailing and potentially helping Atsushi—the latter's sworn rival—before the outbreak of the Decay of the Angel' terrorism plot. He also once presumably persuaded Naomi Tanizaki to work with him behind her brother's back, who both were secretly tasked by Kunikida into tricking Dazai, only for this scheme to backfire once Dazai realizes their clandestine arrangement.
  • Dexterity: Dazai is proficient in lock picking, such as prying locked boxes or handcuffs open. Moreover, he was able to implant a bug in Higuchi's pocket without being noticed by the mafioso. He was also able to swipe Chūya Nakahara's knife without even being seen. Kunikida also once described Dazai to be "frighteningly dexterous", knowing that Dazai can pick a lock to a bank's safe with a needle or easily switch out slips of paper with fake ones.
  • Physical Prowess: Dazai had fair-to-middling hand-to-hand skills among the Mafia as Chūya recalled, which his nullification ability made up for. Dazai was able to briefly hold his own against Chūya, the most physically gifted in the Mafia, by predicting and defending against his moves and timing which he had memorized, though he got backed up on the wall soon after. Dazai was also able to fend against a big man by utilizing his resources around him, albeit being overwhelmed later on.
  • Heart Rate Manipulation: Using the device that monitors his vitals which is planted on him at Meursault, Dazai can vary his heart rate at will and digitize his messages in order to communicate to the outside world.
Weaknesses: Dazai's greatest fear is pretty explicitly stated. "Everything I ever want to keep, I lose." He's scared of attachment, so apathy is his go-to strategy. Dazai Osamu’s weaknesses revolve around his deep-seated trauma, a fascination with death, and his reluctance to trust others fully. Despite his charisma and intelligence, he is emotionally distant and struggles to open up to others, making it difficult for him to form genuine, lasting connections. His morbid humor and frequent allusions to suicide point to unresolved inner conflicts that he masks with sarcasm. His tendency to detach himself emotionally also makes him reluctant to seek help or reveal vulnerabilities, isolating him further.

Fandom: Bungo Stray Dogs Fandom
 
Profile:
Name: Kinich
Nicknames/Aliases: Malip
Age: 22-24 (Unknown) Let's Make Him 22!
Gender/Pronouns: He/Him

1730231056041.png
1730231072839.png
1730231106915.png
Traits:
Wiki Desc. : Kinich has light tan skin, black hair with blue undertones, and lizard-like eyes split into two halves, the top being green and the bottom amber. One strand of his hair is curled upwards showing a yellow underside, and he is dressed mostly in green, blue, white, and black attire. Not Much Info...

Ajaw:
Despite his Saurian nature, Ajaw, unlike most dragons, has a small, pixelated, yellow reptilian body, white stomach and striped yellow and green tail. He also has green hair and back scales. He wears a pair of black sunglasses. This form is maintained through the Phlogiston.

When angered, Ajaw's glasses become larger and both his head and hands turn a red-orange hue.

During Kinich's Elemental Burst, Hail to the Almighty Dragonlord, Ajaw appears in his true form as a more intimidating, pixelated dragon: his body becomes completely black, while also sporting green wings and claws. His eyes also become red as he launches Dendro-based fire at enemies. This form is sealed within an engraved wristband that Kinich wears on his left wrist due to their contract. Ajaw is a cruel and highly arrogant Saurian who proclaims himself to be superior than anyone and selflessly mocking most people (such as Kinich) through verbal insults, where he was often seen as a "mere annoyance".
According to the Saurian Relics Association, Ajaw is a bona fide relic from the era of dragons dating back several millennia. Ajaw claims that he was the Almighty Dragonlord of Natlan in his time, but he was eventually sealed in a ruin for reasons unknown. Eventually, people began to hear rumors of a powerful draconic treasure hidden underground.

The ruin was unearthed during an earthquake, but many people perished trying to reach him. Kinich, who had been invited on one of these teams, managed to reach the end of the ruin and discovered Ajaw. In his conversations with him, Kinich realized that Ajaw was not only evil and powerful, but also clear-minded and would pose a threat if not controlled. Kinich decided to negotiate with Ajaw over the course of several days — Ajaw, wishing to leave and see the outside world, agreed to do so under the condition that he would take Kinich's body once he had passed away. In return, he would be Kinich's companion and would lend his powers to him on a limited, restricted basis. Nonetheless, Ajaw did not like the contract, and would often try to get Kinich killed in order to be free of it, though Kinich paid his attempts little mind.

During one Night Warden War, Kinich and Ajaw fought against the Abyss, and his party fell to the monsters, who had devised new tactics. As Kinich was surrounded by monsters and badly wounded, Ajaw gave dignified solemnity, something which he had never given him before and promised to avenge his death. Kinich continued to fight until a claw tore through his chest, after which he collapsed and seemingly died. Ajaw closed his eyes in respect, but soon saw a Dendro Vision appear from his wound. When Kinich came to afterwards, Ajaw vented his anger on him, upset that his chance to acquire Kinich's body had narrowly slipped him.

When Kachina arrived at the Stadium of the Sacred Flame with the Traveler and Paimon, Ajaw began to yell at Kachina, claiming that she was wasting his, Mualani and Kinich's time with her late arrival despite the fact that she had arrived with complete strangers. This prompted Kinich to throw him into "timeout" when he arrived, slapping him all the way to the sky, though it did little for him. The following day, Kinich, who was leading Mualani's team in her place, was eliminated from the Pilgrimage of the Return of the Sacred Flame. Ajaw laughed at his failure, claiming that it was the taste of karma with more to come, prompting Kinich to throw him back into timeout again.

Later on, the Traveler and Paimon would seek several Yumkasaur Whelps under Huni and Toba's request, running into one of the whelps with Ajaw. Ajaw revealed that their mother had succumbed to an Abyss influence and could confirm that there was an incident related with it. Later on, when Kinich confronted Enjou (under his alias Sanka), Ajaw began to insult the Abyss Lector, though Enjou paid little heed to his insults.

As part of a deal with Enjou, Ajaw would spend a few days with the Lector for "behavior" lessons, being fairly uninterested until Enjou remarked on how those who had the Turnfire name suffered a horrible death. He would make a deal with Enjou to claim Kinich's body after his deal with him was done, but this was later revealed to be a ruse planned by Kinich and Ajaw in order to draw Enjou out, so the Traveler could interrogate him about the Abyss Order, since Ajaw despised the Abyss

Ajaw FC:
1730232991025.png
1730233002611.png
1730233014543.png


Personality:
To the general public, the Saurian Hunter appears pragmatic, cold, and to-the-point. Steady, direct, and efficient, he has a utilitarian approach to life, and his exterior coldness tends to discourage people around him from getting close. Appearing to understand more than he lets on, Kinich prefers to keep a distance from others and let everyone else do the talking. Kinich is often seen observing conversations from a distance, as shown when he was at the Pilgrimage alongside Kachina, Mualani, the Traveler, and Paimon.

As a core member of the Scions of the Canopy, Kinich is fond of extreme sports, and is said by his companion K'uhul Ajaw to have plunged headfirst off a cliff and lived to see it. Skilled in his abilities as a Huitztlan Saurian Hunter, Kinich assesses commissions and confidently sets prices without a hint of chivalrous decorum, often causing others to look askance at the boy. However, Kinich appears not to be fazed by the opinions of people around him. As long as the price is right, he will fulfill all commissions in a satisfactory manner.

Despite his reserved nature, Kinich has no problem making negotiations or talking back to others when the situation calls for it. In the common occurrence in which Ajaw is bickering with him, Kinich is seen proficiently putting a stop to it, while without succumbing to anger or violence. When Kachina was under pressure in the Pilgrimage, Kinich assisted Mualani in comforting Kachina, despite his eccentric and logic-driven way of doing so. Despite his unfazed and realistic demeanor, he clearly exhibits good intentions and cares deeply about those who manage to get close to him.

Brief Backstory: Before he was seven, Kinich lived with his family. His father was a courier who took three days off for every one day of work, and made a pastime out of taking his day's wages to the betting tables, seeking to make far more than he wagered. If he won, he would bring Kinich a box of expensive sweets, and hand-pick lovely flowers for his wife. If he lost, he would borrow some money from a colleague to get himself drunk, all the better to cover up his utter lack of earnings or winnings.

But Kinich's mother remained lucid, and would argue with him constantly while holding the little Kinich. At times, the man would admit his fault, promising to never gamble again. But other times, a kitchenware-shattering domestic war would break out, in which the victor would invariably be Kinich's father, stronger in body as he was, with his defeated mother left to quietly tend to the crops they grew in their backyard—This resilient woman was not adept at fighting, but was an excellent farmer. And just as well, too, for there were three mouths to feed in that house. Not long afterward, Kinich's father would go on to lose their house, forcing them to move to the foot of a mountain, far from their tribe.

This arrangement was not without its benefits, for it did come with a larger plot of land. Here, Kinich learned to plant Grainfruit, twist castor oil plants into rope, mix tapioca flour to make thick noodles, and learn the art of trap-making to hunt for forest boars. But the ills were more evident, for any violence here had no hope of neighborly mediation, the injuries he and his mother would suffer contingent only on his father's state of drunkenness. One night, his mother snuck out and left without making the slightest noise, leaving her young son behind, perhaps for fear that her husband might pursue her to the ends of the earth otherwise. Kinich does not recall if she said goodbye to him, but nonetheless, he ably succeeded her housework, farmwork, hunting-craft, and beatings.

As he grew, however, Kinich gradually found means of escape. His athleticism proved exceptional, and as he grew faster each day, his father grew less able to catch him. Each time he all but flew out the door, the wind would briefly conceal his father's enraged yells, granting him a rare moment of freedom. And perhaps fate itself had pity on him, for he was soon to experience true freedom. On his seventh birthday, for the very first time, he asked his father if he had news of his mother. No words were needed for the answer to present itself. His father pursued him, eyes shot through with hangover red, aiming to give him a piece of his mind... But long years of drinking had left the man's body with a shadow of its former strength. As the chase led them past a precipice, he lost his footing by mistake, plummeting off the cliff.

By the time Kinich had reacted, the man with whom he had lived for many years lay at the bottom of a col, unmoving as a forest boar tired of struggling in a snare. He would never again get up. The first thing Kinich felt was a daze, almost like being snow-blind, before a staggering sourness knocked him out of that torpid haze. Only by squeezing his eyes shut, scrunching his nose, and breathing deeply, warping and twisting his face in the process, did he manage to hold in the tears. After some time, he knew not how long, he picked up his father's grappling hook and dragged the man's stiffened body back home. His father had never taught him how to use such equipment, but Kinich had learned just by watching in secret a few times. Now, he blitzed past one tree branch after another, the wind whizzing in his ears.

On his seventh birthday, the mountains had sent him the gift of freedom — but when he opened the box, he found naught but solitude within.
After his parents' successive departures, Kinich would continue living beneath that mountain. He lived thus: planting, weaving, hunting, going to the tribal market to exchange his quarry for other necessities. As time passed, this silent lad would make a deeper impression on the adults of the tribal assembly. Some were worried that he might have difficulty living, and so attempted to provide help, only to be rejected by a shake of his head.
As little Kinich saw things, nothing in this world was free, and seen in that light, free help was far more suspicious than goods with openly stated prices.
It could be bait, like that which he incorporated into his hunting traps, revealing its hidden cost only later.
And so, he would conscientiously drift along the edges of the tribe, keeping all who approached him at arm's length.
Each time he came to the tribe, he would simply trade for the things he needed, then depart right away, never tarrying for long.

All this was witnessed by Elder Leik, who was in charge of teaching the children.
Having interacted with the boy's parents while dealing with the matter of child education in the Scions of the Canopy, he was one of the few people familiar with Kinich's family circumstances.
And so, he proposed a special transaction to the boy when he visited the market.
He wanted Kinich to attend the tribe's Learning Lodge, for children of the tribe who were seven to eight years old should all attend school.
As for fees, he could run errands in lieu of payment, for Leik needed a courier to deliver impromptu notices to the students.
However, Kinich rejected the offer all the same, for he was too young to understand the value of education, and he could hunt seven or even eight forest boars in the time it took to run the errands — hardly a good trade.

Leik was quite dumbfounded, for in truth the Learning Lodge's lessons came free, and he had only proposed the errands to dispel Kinich's vigilance. Still, the Elder did not give up, spending a whole month explaining the nature of the Lodge to the boy, all the while adjusting the remuneration. At last, they came to an accord. Each time he came to the markets, Kinich would also go to school, in exchange for serving as the Elder's messenger whenever he was free. This trade proved satisfactory to both parties — though neither of them expected that Kinich would require but a single day to graduate.
Elder Leik happened to be teaching the day that Kinich showed up to school as agreed. The Elder stood at the center of a circle of seated students and motioned for Kinich to find a place to sit.

Kinich sat at the circle's outer edge, the other kids looking him up and down inquisitively. The Scions of the Canopy lived simply for the most part, but even amongst them, Kinich was shabbily dressed.
Barefoot, he wore an ash-stained headband, a coarse handmade linen shirt, and an animal-skin skirt, making him look like a wild child indeed.

"Why don't you wear shoes?" A young girl called out. "Because he's a muddy monkey from the forest," jeered a strong-looking lad and his friends.
Elder Leik immediately coughed to interrupt them and signal that class was about to start.
"Now, children, today we shall speak of our heroes and their sagas. Can anyone tell me their names?"
"'Malipo' Burkina!" "Master Yupanqui!" ... The answers rolled forth from the children in waves.
"That's right. Every one of our heroes deserves to be remembered, not only for their strength, but also for their spirit of self-sacrifice."
At this moment, Kinich raised his hand from where he sat, furthest beyond the circle. "Why would they want to sacrifice themselves?"

"There is no particular why or wherefore. That is simply a virtue innate to heroes," the Elder replied. "And what did this virtue get them in return?" Kinich asked again.
"Virtue is a thing beyond price. It cannot be exchanged for anything, for it is a reward from the heavens."
"A reward?" Kinich's doubts had not been assuaged. "What sort of reward, exactly? Fame? Mora?"
"All these, of course, but they were not the key. The key is virtue itself, for it is the basis of noble character, and that is what makes a hero a hero."
The old scholar closed his book and gave Kinich an earnest look, though the boy had not particularly understood this statement. Instead, he was thinking back on the past—
The mountains told him that the forest boar was the noblest of things, for it could fill his stomach. The next noblest was water, for without it, humans would die of thirst.

But neither of these were his birthright, and that made them precious. Thus, when he gave them up, he would seek something in return.
Mora was the "something" he preferred best, for it could be exchanged for many other things.

And so he told Elder Leik, "If I become a hero, I want to be rewarded with Mora."
How the other children laughed then, the boy who had mocked Kinich foremost amongst them. "Why don't you go back and swing in your trees then, selfish mud monkey?"
But his little gang was not satisfied with just this. Standing up, they squeezed Kinich out the door. Though Elder Leik tried to stop them, Kinich took the opportunity to leave all the same. He felt no need to stay there any longer, for his keen mind had caught onto a certain truth—

These noisy brats in the Lodge were just that — brats. As they gathered to heap praise upon the heroes, it must have seemed to them that they had become the companions of those heroes, sharing in their nobility. But such false glory would not teach them how to fill their tummies. Once school was over, every single one of them would have to return home and be fed by their mothers.

Kinich could have taught them a lesson right there, too. Laid a couple out for half a month or so, just to let them know how far they were from being heroes.
But what use was there in giving out free life lessons... emphasis on "free"?
Still, this class was not an entirely fruitless endeavor. If nothing else, he now had some answers to his doubts.
He knew what he must do in the future. Become a hero — for the Mora, that is.
A hero needs to be strong, that much cannot be contested. Not long after he graduated from the Learning Lodge, he would seek Elder Leik out on his own to suggest how he might gain this strength.
To secure the Elder's approval, he even brought all he owned, hoping that it might constitute a worthy price:
Grappling hooks and trap-making equipment, freshly-harvested castor beans, two large pots of tapioca flour, a bag of Grainfruit seeds, a freshly-slaughtered forest boar, and a small amount of Mora.

The Elder laughed and rejected Kinich's offer of remuneration, on one condition, that Kinich learn what it truly meant to be a hero on his journey.
In truth, the Elder had always cherished high hopes for the boy, for he could see a reflection of the ancient heroes within him.
At the same time, he believed that Kinich required proper guidance, for should he set out on the wrong path, he could do far greater damage than your average villain. Thus, a new trade was agreed upon.
In this way, Kinich would live alongside Elder Leik in the mountains and forests for many years.

And even as the Elder taught Kinich about the history of Natlan and the heroes of its various tribes, he would also recommend many notables to the lad.A fletcher who made special arrowheads, a witch doctor specializing in Saurian poisons, an old hunter skilled in the use of ropes and grappling hooks, an expert in escape and evasion from dire situations...
Kinich would never reject such expertise, and learned much from them day and night, but this alone did not satisfy him, and on designated rest days, he would return to the mountains to hone his combat skills.

Without a formal teacher in this regard, he would imitate the motions of wild animals as they hunted. Some were agile, others cunning, and others fierce, and so he took their strengths and incorporated them into his own unique martial arts.
As his abilities grew, Elder Leik would also guide Kinich to take on more duties within the tribe, beginning with courier work.
Kinich proved skilled at this beyond even many adults, doing all that they could in half the time.

With his skills, it was no surprise that people would gradually come to him, offering payment in exchange for more dangerous services, including the slaying of powerful Saurians.

The Elder initially assumed that Kinich might come to ask his opinion, but not once did this happen.

In this regard, the young man was like a veteran of over ten years, always able to judge the merits of any commission and negotiate suitable payment.

And when there was falsehood or concealment involved in such commissions, Kinich would forcefully weigh the cost upon the scales of his heart and adjust the price accordingly, regardless of whether the other party might refuse.

Such behavior, of course, led to some criticism, and there were important folk even within the tribe who felt that Kinich did not give his work enough care.

But the young man would never explain himself, simply continuing to set the prices he saw fit for each assignment he was given.

Even Elder Trinidad, who had charge over ritual matters, took issue with this at one point, and sought to summon the lad for questioning. However, Elder Leik stopped him.

"Come now, no need for all this fuss. The lad knows what he's doing."

"It's preposterous! The Scions of the Canopy have never called any such person a hero!"

"And that's where you're mistaken. He has never been a Scion of the Canopy. He is a scion of the mountains — the only sort of hero he will become is the sort he wishes to be."
It may seem strange that Kinich, loner that he is, goes nowhere without a certain self-proclaimed "K'uhul Ajaw" — meaning "Divine Lord" — hanging around him.

According to reliable research by the Saurian Relics Association, Ajaw is a bona fide relic from the era of dragons, dating back several millennia.

His true form has been sealed within an enigmatic engraved wristband, his current one being a mere projection via phlogiston.

Considering his great age and intelligence, the Association researchers believe Ajaw to have immense research value, and have attempted to purchase him for a more than hefty price.

However, Kinich is well-aware that Ajaw is all too intelligent, has an all-round awful personality, and poses an immense threat, and has thus rejected them without hesitation.

He knows that Ajaw is, without a doubt, dangerous — arrogant, cunning, chaotic, and wicked.

Indeed, were he to hand the relic over to the Association, the organization's very existence might soon be in jeopardy.

But there is a more direct reason behind Kinich's refusal to hand Ajaw over — they have signed an unbreakable pact.

All this goes back to an ancient dragon ruin that was rumored to contain a "secret draconic treasure." It was unearthed due to an earthquake, and before long, had attracted much attention.

After more than a few initial surveying parties were lost, however, any interested parties that were still remaining began to wise up.

At this time, Kinich was already a Saurian Hunter of some repute, and thus was invited by one such team to join.

It was only after they had entered that they found the place teeming with monsters and mechanisms, discovering that it was far more perilous than the rumors had suggested.

Some died, others were wounded, and others still fell back, until at last only Kinich reached the ruin's depths.

And that was where he encountered the ancient being, K'uhul Ajaw, who had been sealed away.

He immediately sensed the wickedness in the other party's voice, but also realized that its power might be useful even so.

As for Ajaw, he had his own schemes. Having been sealed here in this blasted hovel for countless years, he longed to see the sun once more.

And so, after several days of mutual testing that was at times friendly, other times hostile, but always brimming with intrigue...

Each had the other's measure, and so a contract was signed, a pact struck.

The mysterious life-form that called himself "K'uhul Ajaw" would henceforth heed Kinich's commands, and lend the former a share of his strength, in accordance to their contract, on a temporary, limited, conditional basis, and in restricted amounts.

In exchange, Kinich would take Ajaw out to see the outside world, and upon his passing, his body would be Ajaw's to take for his own use.
Kinich has read a great number of Elder Leik's collected books and woven scrolls while studying in the latter's home.

Some he has simply skimmed the title pages of, but others, he has read over and over.

Still, none of them compare to "The Hill of Silent Crickets," which he even recommended to the Elder.

After reading it, the old scholar stated that its prose was rough-hewn, its narrative plain, and its imagination lacking — and most importantly, it was an unfinished manuscript.

Kinich was dumbfounded for a moment, but it did not change his love for the text, for its writer had been his mother.

The draft depicted a cricket species that lived underground. There they lived out their entire lives, before climbing up to the surface to mate before dying.

Thus did they live for generations, until one day, a great upheaval shook the under-earth, and the soil temperature surged, killing off the crickets in their droves.

The remaining survivors chose to hide by burrowing ever deeper — all save the protagonist, a champion amongst crickets who chose instead to climb back up to the surface.

It wished to know what had transpired above, and see if there was some way to resolve this crisis.

But when it emerged, it found that the once-verdant mountains had been rendered desolate by the war between humans and monsters.

Plants had withered, the earth was scorched, and drifting ash blotted out the sun, the air now choked with phlogiston, deadly poison to cricket-kind — for this was the land that in latter days would be called the Mare Jivari.

The cricket hero, filled with resentment, fell to the blackened ground, but as its life's spark faded, it used up the last of its strength to lay a single cracked crystal egg ...

The story ends abruptly here, with none ever knowing if a little cricket might come forth from that egg, and that was the key reason for Elder Leik's low opinion of the tale.

Yet that was exactly why Kinich liked it — for it meant that he could look forward to the day when he might see the ending of this manuscript.
Even after obtaining his Ancient Name, Kinich made no promises that he would follow the example of the historical heroes in sacrificing himself for the many.

He simply took part in that Night Warden War without a word, and threw himself into the jaws of the glorious death that awaited him without hesitation.

That was a perilous battle indeed, with the Abyss's power having taken on a new and vile twist, now wearing the shape of those near and dear to the warriors, and ambushing them thus.

Up against familiar faces, the warriors began to hesitate one by one, and though they did so only for an instant, that was enough to spell their defeat and fatal doom.

Kinich too encountered this dilemma, for the one standing before him was his mother, just as he remembered her.

He had once thought to himself, should he ever meet her again, he would first ask her how "The Hill of Silent Crickets" ended.

But in that moment, his hunter's instincts proved swifter than his mind, for no sooner had the Abyssal entity masqued as his mother spread its arms to embrace him than his blade ran it clean through.

Following that, he proved all the more merciless in cleaving each "familiar face" that followed — yet not truly in cold blood, for each mortal swing of his sword was as another weight on his heart.

He simply understood that only victory could bring back all the fallen now, and each sacrificed comrade steeled his blade still further.

But the monstrosities came on as though a swarm of ravenous locusts, and the warriors had already taken serious losses in the previous surprise attack.

And so they fell, until Kinich at last found himself the last person standing, his vision clouded by blood, and his body savaged by wounds; yet still the monsters pressed in.

He knew that this was the end of the line, and that was also the first time he heard dignified solemnity in Ajaw's voice:

"I fear this is as much power as is mine to display, Kinich..."

"But I swear on my name, K'uhul Ajaw, that upon my accession to your form, you shall all be avenged."

Hearing this, Kinich laughed out loud, a rarity for him, and with laughter did he raise his great blade, cutting down yet another few creatures as they drew near.

All the same, he was utterly spent, and his guard grew ever sloppier, until one monstrous claw ran his chest through from the rear.

Slumping over, Kinich could see fresh blood spurting from the wound as he looked slowly down, but still his feet staggered on, eager to slay another monster.

Crimson droplets meandered across the ground behind him, their trail composing his finale. At last, his body sank to its knees. He could do no more. The final bar line had been inked.

Kinich, last of the Night Warden warriors, was slain.

Ajaw closed his eyes to give the fallen their due respect... only to open them to a stunning sight.

Kinich's fallen form had risen, his hands, just now bloodless and white, gripping his claymore tightly.

Thus did "Kinich" plunge into the Abyssal tide once more, his tireless blade flashing across the battlefield...

Recovering from the shock, Ajaw looked closely, and lo! A heart-patterned, emerald-hued gem now hung where Kinich's chest had been pierced — though when it had appeared, he knew not.

From it flowed vibrant life, driving Kinich's unconscious form on, transforming him into an indefatigable beast of instinct, tearing into the monsters until every last one was no more...

...

When Kinich next opened his eyes, he found himself back at the Stadium of the Sacred Flame, people all around singing the searing Ode of Resurrection.

He turned to see his comrades, bathed in streaming song, awakening one by one.

"We... won? But who..." Kinich mumbled, grabbing at his chest. He was so sure that he had fallen before the forces of the Abyss.

But someone must have intervened to grant them victory, for otherwise, the Ode would not have revived them.

"What claptrap are you spouting? You did it, you demented, hard-scrabbling, lucky little grasshopper!" Ajaw, splayed out on the floor and clearly frustrated, threw a stone his way. "Bah! Was gaining my succor insufficient for you? Clearly! And now you've gone and gotten a Vision... Oh, when will your body be mine to use!?"

...

The night he was given new life, Kinich leaned back on his bed, running his fingers over his emerald Vision.

Sights flashed before his eyes. The crowd swarming him, the thunderous applause, the sacred, burning Ode of Resurrection...

It came to him then, out of the blue, that he had deviated from his original goal.

He had struck out to become a hero for Mora's sake, but now, he fought for something far more precious.

His comrades, his homeland, the laughter and joy of the people... He knew not when this process had begun. Indeed, the seeds of change may have been sown long before.
"We remember our heroes not only for their strength, but for their spirit of self-sacrifice..."
"That is a virtue innate to heroes..." "For it is the basis of noble character, and that is what makes a hero a hero."
Kinich faintly recalled Elder Leik's first lesson. He did not think himself more noble, or more self-sacrificial than he had been then.
What he was, however, was surer that he was willing to pay any price to obtain what he now wanted.
Combat:
Abilities/Powers: Kinich is a playable Dendro character in Genshin Impact.
A Saurian Hunter from the Scions of the Canopy with the Ancient Name "Malipo," Kinich is a taciturn individual who has a knack for calculating the price of any request — even wetwork — due to his utilitarian philosophy. He is almost always seen with the egocentric self-proclaimed "Almighty Dragonlord" K'uhul Ajaw, whom he regularly quarrels with.
Normal Attack
Performs up to 3 rapid strikes.
After using his Elemental Skill "Canopy Hunter: Riding High"'s mid-air swing, he can perform a Normal Attack in mid-air before landing.

Charged Attack
Consumes a certain amount to spin and throw his Claymore forward to attack opponents.

Plunging Attack
Plunges from mid-air to strike the ground below, damaging opponents along the path and dealing AoE DMG upon impact.
Weapons: Claymore

Strengths/Weaknesses:
Steady, direct, and efficient, he has a utilitarian approach to life.

Having a heavy weapon will cause slight slowness, drag Kinich down. His exterior coldness tends to discourage people around him from getting close.

True Neutral To Neutral

Fandom: Genshin Impact
 
Profile

View attachment 1194015"Even when our eyes are closed, there's a whole world out there that lives outside ourselves and our dreams."
- Edward Elric



Name: Edward Elric

Nicknames/Aliases: The Fullmetal Alchemist, Major Elric, Pipsqueak

Age: 18

Gender/Pronouns: Male (He/Him)

Sexuality: Bisexual



Traits

Personality:
Throughout his life, Edward went many life changing events that hold a deep impact on the person his is today. On every corner Edward was forced to confront the assumptions, biases, and philosophies that were once so integral to his view of the world. Naturally this emotional journey also played a large part in shaping Edward into the person he is today for better or worse.

So, who is the current Edward Elric? Well, he’s someone who struggles when it comes to ‘clicking’ with people. He’s not antisocial, but after being forced to live in a world where the experiences that shaped are chalked up as nothing but simple tall tales, for the longest time Edward felt as if he was disconnected from this reality and the people who lived in it. It was like he was simply watching the world pass by rather than being a present part of it. This disassociation and apathy therefore plays a pretty large influence in how he interacts with others, as at its worst interactions with Edward can feel like talking to a brick wall. It was only very recently where Edward had made the decision to finally become a more active presence of the new world he now inhabits, so it may take him time to completely shake off these tendencies.

This distance wasn’t only a trait expressed with strangers either. Even when it comes to the people he truly cares for, such as his childhood friend and Automail Mechanic, Winry, Edward struggles with letting them get too close to him. Multiple experiences in the past have led Edward to feel that the best way to protect the people he cares for is to distance himself from them.

If there’s one thing that’s a core part of who Edward is it’s his sense of justice, kindness, and compassion for others, something that’s doubtful to ever change. He may have some flaws and his good intentions don’t always lead to net positive results, but there’s an undeniable earnestness to his desire to help other people from all walks of life. He wasn’t called ‘The People’s Alchemist’ for no reason. It doesn’t matter if a situation doesn’t directly involve him, if he sees an injustice taking place, he is going to put a stop to it in whatever way he can. And while he’s definitely mellowed out from his rowdier youth, Edward is still very vocal when it comes to voicing what he believes in and is not afraid to call other people out if he feels they are in the wrong.

As a result, Edward typically finds himself butting heads with most authority figures. Whether it be the army, the police, his superior officer, or his own father, Edward’s not just going to blindly follow or believe whatever you say for no good reason. Heck, there might actually be a good reason and Edward’s still won’t do it without at least some sass coming from his lips.

Edward is also the sort of person to act on his first impulse and stick to that action or decision with extreme tunnel vision, something he deeply struggles with correcting himself on. As, if something doesn’t fully align with his world view or there’s an uncomfortable truth he doesn’t want to face, he’ll either try to completely avoid confronting said truth, or in some cases try to overcompensate and hurry towards confrontation without taking the time to examine the nuances of the presented issue. It often takes a third party, typically his brother Alphonse, to cool Edward’s jets and force him to think things through.

Speaking of his brother, if there’s one thing Edward values most, it’s Alphonse. For someone who so often struggles to trust and maintain bonds with others, Alphonse is the one rock in his life who has always been there for him. If something happens to Alphonse, Edward will do close to near anything to save him. This is an incredibly central part of Edward’s character, especially relating to the personal guilt he holds in relation to Al. Edward has internalized that it was his fault for Alphonse losing his body, and it’s something he’ll never forgive himself for all these years later.


Brief Backstory: (Spoilers for the anime and Conqueror of Shamballa)
In the winter of 1899 Edward was born within the little town of Resembool to Trisha Elric and Hohenheim. Together he, his mom, and his younger brother, Alphonse Elric, lived out their lives in the countryside. Although their father wasn’t present Edward and Alphonse spent their childhood in relative harmony studying the alchemic journals their father had left behind. However that peace came to an end when Trisha fell ill with a fatal disease and eventually passed away.

The two were heartbroken, but Edward refused to accept his mother’s death and sought a way to bring her back. He told Alphonse of his plans to resurrect her through Human Transmutation, a forbidden taboo within the world of alchemy. Still, Edward believed that they could do it and so together the two brothers studied alchemy under the careful eye of their teacher until they learned all they could know. Finally, the time came to preform the transmutation. On a stormy night eleven year old Edward and ten year old Alphonse gathered the necessary materials and preformed the transmutation. Yet despite Edward’s confidence, everything went wrong. Ed lost his leg and Alphonse lost his entire body, Edward having to sacrifice his right arm to attach Al’s soul to a suit of armor.

Edward and Alphonse had learned there was no bringing back the dead, but now the two boys held onto a new goal. They would find the philosopher’s stone, an item rumored to allow any who used it to disobey the laws of alchemy, and get their bodies back. But to do that they’d need the funds and research that could be only accessed through the nation’s state alchemist program. So, Edward became a dog of the military and together they burned down their childhood home to began their search for the stone, a symbol that the only path they had was onward.

They traveled all over the nation of Amestris, discovering the government’s vast corruption and learning of the genocides that they had been at the helm of. All this time Amestris started wars with the intention of causing mass death for the sake of obtaining the item most needed for the philosopher stone’s creation, human souls. However, it wasn’t just the government who was the cause. Manipulating the country from the shadows were the Homunculi, a group of people named after the seven deadly sins who created from failed human transmutations. They all obeyed the orders of a woman by the name of Dante. Dante was Hohenheim’s first wife, and four hundred years ago they had created they first philosopher’s stone in order to extend their life spans, but with that stone long gone and Dante unable to make another by herself, she used the homunculi to manipulate the people of the nation into creating another for her.

Once Edward and Alphonse learned what the stone was made of, they vowed to stop its creation, yet with the war in the city of Liore and the continued injustices done towards the people of Ishbal, an Ishbalan man named Scar was determined to create the stone in order to stop the Amestrian army in their tracks. The stone would be created, but through a series of events Alphonse Elric himself became the philosopher’s stone. The homunculi soon kidnapped him and Edward had no choice but to confront the leader of the homunculi.

Despite his efforts, Edward couldn’t stop them. He was killed by homunculus known as Envy, Hohenheim’s failed attempt at resurrecting his first son, or in other words Edward’s and Alphonse’s older half brother. Edward would have remained dead if Alphonse hadn’t sacrificed himself to use the stone and resurrect Edward. Yet despite this sacrifice, Edward wasn’t going to let his brother remain gone for long. He transmuted himself, sacrificing himself to return Al back in his original body. At the cost, Edward was taken to a world where alchemy never existed and where his father now resided, Germany, 1921.

From 1921 to 1923 Edward lived in Germany half convinced it was a nightmare or personal hell concocted solely for him. The people of this world were alternate reality copies of the people he knew in Amestris, reminders of the friends and family he’d left behind. Even his roommate, Alfons Heindrich, bore the face of his younger brother, who Edward wasn’t even sure he’d been successful in resurrecting. However that changed when he met a young Romani woman by the name of Noah. Noah, with her strange power to see other peoples’ memories, was saved from being sold to The Thule Society thanks to Edward. Through her and the sudden disappearance of his father, Edward learned that The Thule Society planned to invade Amestris, believing it to be the spiritual kingdom of Shamballa. They’d succeeded in connecting the two worlds together through killing Hohenheim and Envy, thus quickly beginning their invasion of Amestris. Thanks to Alfons’ help Edward was able to give chase.

In Amestris Edward fought and defeated The Thule Society’s leader, but in order to prevent any future attempts to connect the two world’s together, Edward would have to return to Germany and leave behind his homeland for good. He planned to do this alone but at the very last moment Alphonse rushed to join him on the other side. Amestris had been saved and the Thule Society defeated, but their work wasn’t done yet. Now he, Alphonse, and Noah are currently traveling across Europe hoping to prevent another world war from happening. To do so, they are in search of a Uranium bomb that’s rumored to exist, hoping to prevent it from falling into the wrong hands.



Combat

Abilities/Powers:

Science Prodigy: Doing even the simplest act of alchemy requires a vast understanding of chemistry, physics, and mathematics, and so throughout his years of learning and research Edward has become highly skilled in these fields. As well, Edward traveled to Transylvania in order to study under the famed Rocket Scientist Hermann Oberth, thus being particularly knowledgeable in rocketry.

Hand to Hand combat: It’s just as important to train the body as it is to train the mind, at least that was his alchemy teacher’s perspective. So, during his time studying under her, Edward was taught how to defend and fight for himself. With the skills his teacher taught him, Edward is fully capable of taking down grown men double his size with just his fists.

Armed Combat: So long as Edward has two hands and access to material, he’ll never be forced to fight empty handed. He can transmute and fight with a variety of weapons, ranging from swords, polearms, bats, and so on. His default weapon is his arm sword, made by transmuting a short blade from his Automail arm.

Bilingual: Edward can speak English and German.

Survivalist: During his alchemy training he and his brother were left to fend for themselves on an abandoned island out in the middle of a lake. While there Edward learned all the basic survival skills including how to fish, hunt, start a fire, build a shelter, and so on.

Alchemy: ‘Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's first law of equivalent exchange’. Alchemy is the science of comprehension, deconstruction, and reconstruction of matter. This act, called a transmutation, allows an alchemist to change matter’s shape or composition. However there are rules to this science. First, the alchemist needs to know the chemical composition of whatever it is they are transmuting. Next, there needs to be enough material for whatever it is they wish to transmute, as alchemy is incapable of creating more than what is available. Then, they need to create a transmutation circle that acts as a conduit for the energy an Alchemist feeds into the transmutation. Finally, the alchemist must clap their hands and place them onto the circle itself, and the transmutation is complete.

Knowledge from the Gate: After a failed attempt at resurrecting his mother, Edward obtained knowledge from the entity known as ‘the gate’, the place where the energy for transmutation (the blue lightning) originates. This knowledge gave him the ability to transmute without having to draw a circle.


Weapons: (and other items)

Lunger P08: Edward carries a Lunger pistol that was lent to him by Fritz Lang. He isn’t a gun nut by any means but in a world without alchemy, Edward would prefer to have some method of defending himself.

Automail Arm & Leg: Edward’s recently upgraded Automail limbs. These prosthetic connects directly to the nerves in Edward’s shoulder and thigh, allowing him to move the joints as if it were a natural limb. Edward commonly transmutes the metal plate on his forearm into a short blade.

Strengths/Weaknesses: (See Ed’s abilities/powers for strengths)

Physically Disabled: At eleven years old Edward lost his right arm and left leg in a severe alchemy accident. Although his Automail prosthetics are impressive by the standards of modern technology, it's not a true replacement for the real deal. Automail lacks the fine motor skills of genuine flesh, is heavy and cumbersome, can burn Edward in hot weather or give him frostbite in the cold, and requires regular maintenance in order to function properly. Not to mention reattaching a limb is just about one of the most painful things you can go through. However, for all that Automail pales in comparison to the genuine limb, Edward is still incredibly reliant on these prosthetics in order to do the things he does. Destroying them beyond repair is a guarantee to put the odds in his opponent’s favor.

Two hands: While Edward can transmute without a circle, he does need to be able to use both hands in order to clap, so if something happened to either one of his arms, he’d have to physically draw out the transmutation circle, which isn’t exactly the fastest thing to do.

Napoleon Complex: At just barely 5 feet in height Edward is incredibly sensitive about ANY comments that may even allude to his lack of height. Even just using the words ‘short’ and ‘Edward’ in a sentence is enough to rile him up.

Rebounds: If Edward doesn’t abide by the steps and laws of alchemy, there is the chance that a transmutation will fail and rebound in him. A rebound is when, if there’s an unequal amount of material or energy needed for the intended transmutation, the alchemist’s own body is used to stabilize the transmutation, leading to injuries and even death.


Other


Likes/Dislikes
+Alchemy
+Chemistry
+Physics
+Mathematics
+Rocketry
+Gaudy Fashion
+Gothic Architecture (Especially Gargoyles)
-ANY mention of his height
-Milk
-Needles

Fandom: Fullmetal Alchemist (2003)

Trivia:
  • For the sake of highlighting Edward’s uniqueness from his Brotherhood/Manga counterpart, I’ll be using the mistranslated terms exclusive to the 2003 dubbed anime (For example, I’ll use the name Ishbal rather than the more ‘canon’ Ishval, Marta instead of Martel, and so on).


Theme/Openings
















360

Name
Kuruna
Age
Over 100, exact age unclear
Gender, Sexuality, Pronouns, etc.
Female, Bisexual with a female preference

Physical Appearance
Kuruna stands at around 5'3, not counting her horn. She has waist length, straight blonde hair, which she parts around her most prominent feature- Her horn. Her eyes are light blue.
Species
Univir
Personality
Kuruna is the earnest, dignified leader of the Univir settlement. As the elder, she will go to any lengths to protect her settlement from danger. Her loyalty to the settlement is matched only by her hidden passion for sweets and, initially, her aversion to the human race. She is diligent in her duties, serious in character and formal in manner, but also very assertive and resolute in her opinions. She is immensely proud of her lineage and heritage. Despite having lived for centuries, Kuruna’s outlook is surprisingly rather narrow—the desert is all she has ever known, and her experiences in the world are just as limited.

She is always caring towards monsters, welcoming them all with open arms. Monsters bring out a somewhat maternal side to her. On the other hand, Kuruna is hostile towards humans due to an interracial feud dating back centuries ago, referring to them as the ‘Hornless’, and believes them to be the vilest creatures. Her settlement serves as a sanctuary for all monsters, so that the evils of humans can’t reach them. Over the course of the story, she learns to cast aside her prejudices against humans and even become friends with some of them.

She's still working on being not being hostile toward humans, be patient with her unlearning prejudice is hard.
Brief Backstory
Kuruna was chosen as the next elder for her village at a young age. To fulfill this role, she was taught magic and, most importantly, hatred. A staunch distrust and hatred toward humans was seen as vital to protecting the monster settlement after some nondescript event centuries before the plot happened that never fucking gets elaborated on no matter how much I befriend these damned characters. Because why would I want to know what caused the entire plot?

That continued until she met a cute fluffy golden sheep. She slowly warmed up to him until, surprise among surprises, he turned out to be the half-human protagonist of this game. Through him, she was convinced to give the human village (that also hated her village) a chance, because whatever happened between the univir and humans happened before she was even born.

Combat:
Abilities/Powers
Healing magic, light magic, her weapon can also be used to stab with water magic
Weapons
Magic staff shaped like a syringe because that's my favourite one in the game
Strengths/Weaknesses
Physically, not very strong. She's a mage.

Other (not mandatory):
Likes
Chocolate, monsters
Dislikes
Humans (She's working on it, okay?)
Fandom
Rune Factory 3
Trivia

Profile:
Name: Dazai Osamu
Nicknames: Sorry-waste of good bandages, Disseminator of Discontent, King of Laid-Back Land, Rock-for-Brains
Alias: Twin Dark/Double Black/Soukoku - Formerly, only w/ Chuuya Nakahara
Age: 22
Gender/Pronouns: He/him
View attachment 1194056
View attachment 1194057
View attachment 1194058
Traits:
Wiki Desc. : Dazai is a young man with mildly wavy, short, dark brown hair and narrow dark brown eyes. His bangs frame his face, while some are gathered at the center of his forehead. He is quite tall and slim in terms of physique.

For his attire, Dazai wears a long sand-colored trench coat, the belt of which he leaves untied. Under it is a black vest over a striped dress shirt that is light blue in hue. He wears a bolo tie, which is held by a brown ribbon and a turquoise pendant. He also dons beige pants, dark brown shoes, and has bandages wrapped around his entire body; only his face, hands, and feet are left uncovered.

Back when he was in the Mafia, Dazai wore a black trench coat that reached under his knees. He also wore bandages over his right eye and his right arm is in a sling—presumably products of his suicidal pastimes. At some point, he was able to regain the use of his right arm.

After the cannibalism, Dazai wears a formal suit during the Agency's celebration.

During the Yokohama fog incident, Dazai wears a white waistcoat over black long sleeves and a brown tie, together with white pants. A lapel pin can be also seen attached to his padded overcoat.

After being arrested by the Hunting Dogs and taken to Meursault, Dazai is currently wearing white prison clothes.

My Desc. :
Dazai Osamu’s appearance is both striking and reflective of his eccentric, unpredictable personality. Standing at a tall height with a slim yet graceful build, he carries himself with a sense of nonchalance, making him appear both disarming and enigmatic. His shaggy, brown hair frames his face in soft, loose waves that reach his neck and fall slightly over his expressive, dark brown eyes. These eyes often hold an ambiguous depth, sometimes mirroring humor, while at other times betraying a haunting intensity reflective of his inner turmoil.

His expression is typically relaxed, often featuring a mischievous grin or a glint of curiosity. Dazai’s look is distinctively accented by the numerous bandages he wears on his face, neck, arms, and hands. The bandages are seemingly random but are an integral part of his aesthetic, hinting at his self-destructive tendencies and past battles. They add an element of mystery, as it’s unclear whether they’re fresh or remnants of a distant history, blending seamlessly into his unpredictable character.

Dazai’s choice of clothing is distinctive and timeless. He typically dons a beige trench coat that falls to his knees, often left unbuttoned to reveal a three-piece suit underneath, consisting of a black vest, white dress shirt, and dark slacks. His clothing gives him an air of sophistication, contrasting with his often lighthearted or apathetic demeanor. This formal, slightly old-fashioned style complements his unconventional personality and lends him an effortlessly intellectual appearance.

Personality: Dazai is a mysterious person, his true intentions are never revealed unless he reveals them. The person who got closest to the truth of his personality, as acknowledged by Dazai himself, was his friend Sakunosuke Oda, who recognized that Dazai shall linger in the darkness forever, as there was nearly nothing that can surpass his mind. Regardless whether he is on the side of killing people or saving them, Oda knew that no place in the world could fill Dazai's loneliness, which Oda thought Dazai knew in himself. In addition, Dazai kept an enigmatic and dark façade, whose endeavors in the Mafia were unrivaled and eventually earned him the status as the youngest leader in the history of the Mafia (歴れき代だい最さい年ねん少しょう幹かん部ぶ, reki daisainenshō kanbu?). Because of his aptitude despite his youth, Dazai contributed to about half the Mafia's profits for at least two years. Eventually, Dazai's ledger became tainted; Ichiyō Higuchi describes his blood to be "dark as the Mafia itself". Even in his adulthood when he becomes an Agency member, when Kyōka Izumi showed remorse over having killed 35 people, Dazai remarked with a sinister face that such number is nothing.
While in the present he is more lighthearted and comical, he still retains some of his darker personality. He is still able and proficient at coming up with long-run strategies, though he doesn't inform his teammates what they are until the time is right. In most occasions, Dazai is overly dramatic. He takes most of his actions as a joke, and, although they are very well-thought plans, he does not credit himself for most of what he has done. Dazai likes to tease anyone and everyone, especially if it means that he can get a laugh out of it. As a suicide maniac, he often attempts to commit suicide in comical manners, but he oftentimes fails or gives up on it when such methods are painful.

My Desc. :
Dazai Osamu’s personality is a fascinating blend of humor, intellect, and darkness. His demeanor is marked by a playful, often flirtatious attitude that hides his keen analytical mind. He appears carefree, frequently engaging in eccentric behavior and humorous banter that masks his inner pain and complex worldview. His wit is sharp, quick, and at times laced with sarcasm, creating an outward impression of a man unfazed by hardship, though beneath the surface lies a deep emotional complexity.

A defining aspect of Dazai’s character is his fascination with death and self-destruction. He frequently makes lighthearted remarks about wanting to end his own life, which startles those around him, but his demeanor never wavers from calm amusement. This morbid tendency is partly a coping mechanism to shield himself from the traumas of his past. The dark humor serves as a facade, concealing the scars left by a life of hardship and emotional upheaval.

Despite his seemingly cavalier attitude, Dazai possesses a deeply compassionate side, often acting as a mentor to others, especially those who struggle with pain or difficult pasts. His empathy allows him to understand others’ motives and emotions, and he is perceptive enough to offer guidance, albeit sometimes in a roundabout or teasing manner. Dazai’s enigmatic approach makes him a powerful, if unconventional, figure who seeks redemption for himself and others.

Moreover, Dazai's intellect and cunning are essential traits, especially in his line of work. He’s highly strategic and has an uncanny ability to predict the moves of both allies and foes. His intelligence and experience allow him to navigate complex situations with ease, while his laid-back approach keeps others guessing about his true motives. This unpredictability gives him an edge, though his seemingly aloof nature often belies how invested he is in the people he cares about.

In essence, Dazai Osamu is a paradoxical figure—a man who uses humor to hide pain, who feigns indifference but cares deeply, and who contemplates mortality while encouraging others to live. His personality is a tapestry of contrasts, making him captivating yet elusive, approachable yet distant. The blend of warmth, mystery, and intellect makes Dazai one of the most multifaceted and enduring characters, leaving those around him simultaneously drawn to and baffled by his charm.

Brief Backstory: During his time as a Mafia executive, Dazai held a record of 138 counts of conspiracy to murder, 312 counts of extortion, and 625 counts of assorted fraud, among other crimes. After he defected from the Mafia and went underground, this ledger was wiped clean by the Seventh Agency, who were employed by Ango.

As a saying in the Mafia went, "The greatest misfortune for Dazai's enemies is that they are Dazai's enemies", for Dazai was aptly described to be "practically born to be in the Mafia". He was extremely confident and was a terrific planner, coming up with long-run strategies to subdue his enemies. For instance, he was able to lure Mimic operatives, who were previously trained soldiers, to fall under his trap. Dazai is quite skilled in persuasion notably through his words, which he appeared to utilize in interrogations that broke targets who did not divulge anything under Kōyō Ozaki's torture squad.

Behind this grim persona, Dazai admitted that he joined the Mafia to be exposed to death, violence, and people giving in to their urges and desires, expecting that—in this way—he would be able to see the inner nature of humankind firsthand in hopes of finding a reason to live. Following Oda's demise, Dazai defected from the Mafia and went underground in order to heed Oda's final request for him to "be on the side that saves people". Admittedly, he reckoned that people change over time where potential surfaces, which apparently seems to apply to himself as well.

Upon joining the Agency, Dazai is usually called lazy, with Doppo Kunikida always scolding him for being unproductive and slacking off. Despite that, he has shown a sharp wit, deducing all the unlikely situations that led Atsushi Nakajima to believe he was being stalked by a tiger when he was the tiger in question. He has complete confidence no matter what type of situation he is dealing with, be it combat or simply bad situations he formulated in the first place.

Dazai, in particular, wishes to commit double suicide with a beautiful woman; though he admits that he "likes all types of women", he possibly prefers the type who would die with him if he asked to. Kunikida once wondered why Dazai is quite popular with women and called him a menace to women, a sentiment Chūya Nakahara once used when he threatened to leak Dazai's address to every woman he ever made cry, which Dazai soon asked him not to do. Dazai also once had a run-in with a bomb threat instigated by a woman whom Dazai figured was obsessed with him.

In the past, while he was still suicidal, it was shown to be far less comedic. He even described the death as a way to free himself from the oxidizing world, but, strangely enough, he could not die no matter how hard he tried. Additionally, he was extremely brutal and methodical, setting up traps to catch captives alive to torture them for information, and he would often beat his then apprentice Ryūnosuke Akutagawa for disobeying orders and to push him to the limits to improve his abilities.

Combat: Abilities/Powers: No Longer Human (人にん間げん失しっ格かく, Ningen Shikkaku?) allows Dazai to nullify others' abilities on contact. It relies on skin contact and is always active. As such, he can nullify any ability even while restrained as soon as it touches him.
Weapons: A Gun
Strengths/Skills:
  • Intelligence: Dazai's intelligence is his primary source of expertise as a Mafia executive in the past and as a detective at present. Ōgai Mori, a proficient tactician himself, widely trusted and relied on Dazai's intelligence, whom he claimed to be his most worthy right-hand man should he have stayed in the Mafia. Dazai is also recognized as one of the Agency's sharpest detectives (双璧, Sōheki?, lit. "Double Jade") together with Ranpo, who is proclaimed by others and himself as the world's greatest detective. With his intelligence, he is able to go head-to-head against the formidable Fyodor Dostoevsky, an avatar of cunning who sees Dazai to be quite identical to him. Even Ranpo once subtly admitted that going up against Fyodor is like going up against Dazai, whom the great detective himself views to be quite an enigma even as his co-worker. Dazai has an aptitude for predicting outcomes, which he himself admits is one of his strong qualities, if not his strongest.
    • Negotiation Skills: Dazai is an adept persuader, able to negotiate with others and consequently acquire his required outcomes. He is able to convince Kōyō, a Mafia executive, into letting Kyōka get arrested and even to stay in the Agency as their captive; Francis Scott Key Fitzgerald, a former enemy, into collaborating with him to catch Fyodor; and even Akutagawa into tailing and potentially helping Atsushi—the latter's sworn rival—before the outbreak of the Decay of the Angel' terrorism plot. He also once presumably persuaded Naomi Tanizaki to work with him behind her brother's back, who both were secretly tasked by Kunikida into tricking Dazai, only for this scheme to backfire once Dazai realizes their clandestine arrangement.
  • Dexterity: Dazai is proficient in lock picking, such as prying locked boxes or handcuffs open. Moreover, he was able to implant a bug in Higuchi's pocket without being noticed by the mafioso. He was also able to swipe Chūya Nakahara's knife without even being seen. Kunikida also once described Dazai to be "frighteningly dexterous", knowing that Dazai can pick a lock to a bank's safe with a needle or easily switch out slips of paper with fake ones.
  • Physical Prowess: Dazai had fair-to-middling hand-to-hand skills among the Mafia as Chūya recalled, which his nullification ability made up for. Dazai was able to briefly hold his own against Chūya, the most physically gifted in the Mafia, by predicting and defending against his moves and timing which he had memorized, though he got backed up on the wall soon after. Dazai was also able to fend against a big man by utilizing his resources around him, albeit being overwhelmed later on.
  • Heart Rate Manipulation: Using the device that monitors his vitals which is planted on him at Meursault, Dazai can vary his heart rate at will and digitize his messages in order to communicate to the outside world.
Weaknesses: Dazai's greatest fear is pretty explicitly stated. "Everything I ever want to keep, I lose." He's scared of attachment, so apathy is his go-to strategy. Dazai Osamu’s weaknesses revolve around his deep-seated trauma, a fascination with death, and his reluctance to trust others fully. Despite his charisma and intelligence, he is emotionally distant and struggles to open up to others, making it difficult for him to form genuine, lasting connections. His morbid humor and frequent allusions to suicide point to unresolved inner conflicts that he masks with sarcasm. His tendency to detach himself emotionally also makes him reluctant to seek help or reveal vulnerabilities, isolating him further.

Fandom: Bungo Stray Dogs Fandom
Accepted!!
 
Profile:

Name

Gintoki Sakata
Nicknames/Aliases
Shiroyasha, Gin-san, Yorozuya
Age
27 years old
Gender & Pronouns
Cis male (he/him)
Sexuality
Bisexual (slight preference for women)

Traits:
Gintoki_Sakata_webp.png

Personality
Immature, lazy, perverted, gross...these are just some of the words often used to describe Gintoki. Despite being a powerful samurai, one can usually find him reading JUMP manga or gambling away his money at pachinko parlors. His terrible financial decisions often cause him to be late on rent, resulting in his landlord, Otose, to chase and yell at him. Although he is 27 years old, he has rather childish tastes and mannerisms such as having a sweet tooth. A man of simple pleasures, he would much rather spend his days lazing and goofing off with his loved ones. He isn't always honest about his feelings and prefers to express it through his actions rather than words.

Underneath his sarcastic and easygoing exterior is someone who is heavily affected by his brutal past and mistakes as he continues to have nightmares about the war he fought in. He cares heavily for this friends, even willing to sacrifice his own well-being to ensure their happiness and safety. He is secretly an idealistic person who hates seeing good and innocent people being hurt. When the situation calls for it, he won't hesitate to strike down his enemies and become a brutal demon on the battlefield.

Brief Backstory
Gintoki was born alone. If he had any family, they were most likely gone by the time he was around 7 years old as he mentioned never knowing his mother. As an orphan, he would often be found on battlefields, scavenging through corpses for food or weapons to protect himself. This led to people calling him a "Corpse-eating demon". This all changed when he met Shouyo Yoshida, the man who would become his teacher and father-figure. Shouyo took him under his wing and he eventually opened a school where Gintoki met two of the most important people in his life: Kotarou Katsura and Shinsuke Takasugi. Even though the three of them would bicker, they were inseparable.

This all changed when officials were sent to arrest Shouyo Yoshida for his teachings as they were worried it would create anti-government sentiments. The school was burnt down in front of Gintoki's eyes. Shouyo's last request to Gintoki before he was taken away was for him to protect the other students in his place, a promise that would stick with Gintoki for the rest of his life.

Upset by their teacher's unjust imprisonment, the students of Shouyo Yoshida decided that they would join the ongoing Joui war to rescue their teacher. Gintoki's powerful and brutal skills on the battlefield caused him to be known as the "Shiroyasha" or "White Demon". Despite the students' best efforts, most of them were killed except for Gintoki, Takasugi and Katsura, who were captured. At that moment, Gintoki was forced to make a cruel and difficult choice by his captors; (major spoilers for gintama) either he would execute his beloved teacher with his own two hands to save Katsura and Takasugi or let them die in favor of saving his teacher. Recalling his promise with his teacher, Gintoki decided to protect his friends and execute Shouyo. His last words to Gintoki were "thank you".

The trauma from the war shattered the trio's relationships with each other, and they went on their separate ways. After being imprisoned for some time, Gintoki was released. Starving and on the brink of death, Gintoki found himself in a graveyard where he met Otose, an elderly woman who was visiting her husband's grave. She offered him food, and he promised to protect her on her husband's behalf. Gintoki became a tenant on the second floor of Otose's building, and started an odd jobs business where he would eventually encounter numerous people that would change his life for the better.

Combat & Strengths:
Gintoki primarily fights with a sword due to his background as a soldier in the Joui War. However, he is willing to fight dirty such as using punches, kicks or makeshift weapons if it means winning.
  • Swordsmanship: As a young orphan, Gintoki was forced to learn how to defend himself. His swordsmanship became more refined once he trained under Shouyo, and eventually fought in a war. In contrast to other characters in the series, Gintoki's swordsmanship is unpredictable and self-taught.
  • Immense endurance and stamina: Despite being an ordinary human, Gintoki has been shown to keep up with opponents much stronger than him such as aliens or other war veterans. His determination pushes him to keep on fighting in spite of his injuries.
  • Strength: Borderline superhuman strength that is capable of defeating other species known for their physical prowess such as Yato.
  • Combat intuition: He is able to anticipate his opponents' moves to a degree due to his experience as a soldier. He is quick to adapt on the battlefield and use his surroundings to his advantage.
Weapons
Due to the sword ban, he always carries around a bokken (wooden sword) with him. It gets the job done thanks to his strength.
Weaknesses
  • Rage: Although he becomes more brutal when blinded by rage, it oftentimes causes him to be outsmarted by his opponents who take advantage of his emotional state.
  • No magical abilities
  • Laziness: Gintoki would much rather eat snacks and laze around than participate in anything like fighting unless it's a life-or-death situation or his loved ones are in danger.
  • Water: He doesn't know how to swim. Instantly starts begging and whining whenever he's thrown into a pool or ocean.

Other (not mandatory):
Likes

Sweets (particularly parfaits and strawberry milk), alcohol, money, manga, gambling & beautiful women
Dislikes
Ghosts, dentists, clingy people, rainy weather & authority
Fandom
Gintama
Trivia
  • Gintoki is 177 cm or 5'10
  • Surprisingly good at cooking, especially baking sweets like cakes!
 
Profile:
Name: Kinich
Nicknames/Aliases: Malip
Age: 22-24 (Unknown) Let's Make Him 22!
Gender/Pronouns: He/Him

View attachment 1194060
View attachment 1194061
View attachment 1194062
Traits:
Wiki Desc. : Kinich has light tan skin, black hair with blue undertones, and lizard-like eyes split into two halves, the top being green and the bottom amber. One strand of his hair is curled upwards showing a yellow underside, and he is dressed mostly in green, blue, white, and black attire. Not Much Info...

Ajaw:
Despite his Saurian nature, Ajaw, unlike most dragons, has a small, pixelated, yellow reptilian body, white stomach and striped yellow and green tail. He also has green hair and back scales. He wears a pair of black sunglasses. This form is maintained through the Phlogiston.

When angered, Ajaw's glasses become larger and both his head and hands turn a red-orange hue.

During Kinich's Elemental Burst, Hail to the Almighty Dragonlord, Ajaw appears in his true form as a more intimidating, pixelated dragon: his body becomes completely black, while also sporting green wings and claws. His eyes also become red as he launches Dendro-based fire at enemies. This form is sealed within an engraved wristband that Kinich wears on his left wrist due to their contract. Ajaw is a cruel and highly arrogant Saurian who proclaims himself to be superior than anyone and selflessly mocking most people (such as Kinich) through verbal insults, where he was often seen as a "mere annoyance".
According to the Saurian Relics Association, Ajaw is a bona fide relic from the era of dragons dating back several millennia. Ajaw claims that he was the Almighty Dragonlord of Natlan in his time, but he was eventually sealed in a ruin for reasons unknown. Eventually, people began to hear rumors of a powerful draconic treasure hidden underground.

The ruin was unearthed during an earthquake, but many people perished trying to reach him. Kinich, who had been invited on one of these teams, managed to reach the end of the ruin and discovered Ajaw. In his conversations with him, Kinich realized that Ajaw was not only evil and powerful, but also clear-minded and would pose a threat if not controlled. Kinich decided to negotiate with Ajaw over the course of several days — Ajaw, wishing to leave and see the outside world, agreed to do so under the condition that he would take Kinich's body once he had passed away. In return, he would be Kinich's companion and would lend his powers to him on a limited, restricted basis. Nonetheless, Ajaw did not like the contract, and would often try to get Kinich killed in order to be free of it, though Kinich paid his attempts little mind.

During one Night Warden War, Kinich and Ajaw fought against the Abyss, and his party fell to the monsters, who had devised new tactics. As Kinich was surrounded by monsters and badly wounded, Ajaw gave dignified solemnity, something which he had never given him before and promised to avenge his death. Kinich continued to fight until a claw tore through his chest, after which he collapsed and seemingly died. Ajaw closed his eyes in respect, but soon saw a Dendro Vision appear from his wound. When Kinich came to afterwards, Ajaw vented his anger on him, upset that his chance to acquire Kinich's body had narrowly slipped him.

When Kachina arrived at the Stadium of the Sacred Flame with the Traveler and Paimon, Ajaw began to yell at Kachina, claiming that she was wasting his, Mualani and Kinich's time with her late arrival despite the fact that she had arrived with complete strangers. This prompted Kinich to throw him into "timeout" when he arrived, slapping him all the way to the sky, though it did little for him. The following day, Kinich, who was leading Mualani's team in her place, was eliminated from the Pilgrimage of the Return of the Sacred Flame. Ajaw laughed at his failure, claiming that it was the taste of karma with more to come, prompting Kinich to throw him back into timeout again.

Later on, the Traveler and Paimon would seek several Yumkasaur Whelps under Huni and Toba's request, running into one of the whelps with Ajaw. Ajaw revealed that their mother had succumbed to an Abyss influence and could confirm that there was an incident related with it. Later on, when Kinich confronted Enjou (under his alias Sanka), Ajaw began to insult the Abyss Lector, though Enjou paid little heed to his insults.

As part of a deal with Enjou, Ajaw would spend a few days with the Lector for "behavior" lessons, being fairly uninterested until Enjou remarked on how those who had the Turnfire name suffered a horrible death. He would make a deal with Enjou to claim Kinich's body after his deal with him was done, but this was later revealed to be a ruse planned by Kinich and Ajaw in order to draw Enjou out, so the Traveler could interrogate him about the Abyss Order, since Ajaw despised the Abyss

Ajaw FC:
View attachment 1194070
View attachment 1194071
View attachment 1194072


Personality:
To the general public, the Saurian Hunter appears pragmatic, cold, and to-the-point. Steady, direct, and efficient, he has a utilitarian approach to life, and his exterior coldness tends to discourage people around him from getting close. Appearing to understand more than he lets on, Kinich prefers to keep a distance from others and let everyone else do the talking. Kinich is often seen observing conversations from a distance, as shown when he was at the Pilgrimage alongside Kachina, Mualani, the Traveler, and Paimon.

As a core member of the Scions of the Canopy, Kinich is fond of extreme sports, and is said by his companion K'uhul Ajaw to have plunged headfirst off a cliff and lived to see it. Skilled in his abilities as a Huitztlan Saurian Hunter, Kinich assesses commissions and confidently sets prices without a hint of chivalrous decorum, often causing others to look askance at the boy. However, Kinich appears not to be fazed by the opinions of people around him. As long as the price is right, he will fulfill all commissions in a satisfactory manner.

Despite his reserved nature, Kinich has no problem making negotiations or talking back to others when the situation calls for it. In the common occurrence in which Ajaw is bickering with him, Kinich is seen proficiently putting a stop to it, while without succumbing to anger or violence. When Kachina was under pressure in the Pilgrimage, Kinich assisted Mualani in comforting Kachina, despite his eccentric and logic-driven way of doing so. Despite his unfazed and realistic demeanor, he clearly exhibits good intentions and cares deeply about those who manage to get close to him.

Brief Backstory: Before he was seven, Kinich lived with his family. His father was a courier who took three days off for every one day of work, and made a pastime out of taking his day's wages to the betting tables, seeking to make far more than he wagered. If he won, he would bring Kinich a box of expensive sweets, and hand-pick lovely flowers for his wife. If he lost, he would borrow some money from a colleague to get himself drunk, all the better to cover up his utter lack of earnings or winnings.

But Kinich's mother remained lucid, and would argue with him constantly while holding the little Kinich. At times, the man would admit his fault, promising to never gamble again. But other times, a kitchenware-shattering domestic war would break out, in which the victor would invariably be Kinich's father, stronger in body as he was, with his defeated mother left to quietly tend to the crops they grew in their backyard—This resilient woman was not adept at fighting, but was an excellent farmer. And just as well, too, for there were three mouths to feed in that house. Not long afterward, Kinich's father would go on to lose their house, forcing them to move to the foot of a mountain, far from their tribe.

This arrangement was not without its benefits, for it did come with a larger plot of land. Here, Kinich learned to plant Grainfruit, twist castor oil plants into rope, mix tapioca flour to make thick noodles, and learn the art of trap-making to hunt for forest boars. But the ills were more evident, for any violence here had no hope of neighborly mediation, the injuries he and his mother would suffer contingent only on his father's state of drunkenness. One night, his mother snuck out and left without making the slightest noise, leaving her young son behind, perhaps for fear that her husband might pursue her to the ends of the earth otherwise. Kinich does not recall if she said goodbye to him, but nonetheless, he ably succeeded her housework, farmwork, hunting-craft, and beatings.

As he grew, however, Kinich gradually found means of escape. His athleticism proved exceptional, and as he grew faster each day, his father grew less able to catch him. Each time he all but flew out the door, the wind would briefly conceal his father's enraged yells, granting him a rare moment of freedom. And perhaps fate itself had pity on him, for he was soon to experience true freedom. On his seventh birthday, for the very first time, he asked his father if he had news of his mother. No words were needed for the answer to present itself. His father pursued him, eyes shot through with hangover red, aiming to give him a piece of his mind... But long years of drinking had left the man's body with a shadow of its former strength. As the chase led them past a precipice, he lost his footing by mistake, plummeting off the cliff.

By the time Kinich had reacted, the man with whom he had lived for many years lay at the bottom of a col, unmoving as a forest boar tired of struggling in a snare. He would never again get up. The first thing Kinich felt was a daze, almost like being snow-blind, before a staggering sourness knocked him out of that torpid haze. Only by squeezing his eyes shut, scrunching his nose, and breathing deeply, warping and twisting his face in the process, did he manage to hold in the tears. After some time, he knew not how long, he picked up his father's grappling hook and dragged the man's stiffened body back home. His father had never taught him how to use such equipment, but Kinich had learned just by watching in secret a few times. Now, he blitzed past one tree branch after another, the wind whizzing in his ears.

On his seventh birthday, the mountains had sent him the gift of freedom — but when he opened the box, he found naught but solitude within.
After his parents' successive departures, Kinich would continue living beneath that mountain. He lived thus: planting, weaving, hunting, going to the tribal market to exchange his quarry for other necessities. As time passed, this silent lad would make a deeper impression on the adults of the tribal assembly. Some were worried that he might have difficulty living, and so attempted to provide help, only to be rejected by a shake of his head.
As little Kinich saw things, nothing in this world was free, and seen in that light, free help was far more suspicious than goods with openly stated prices.
It could be bait, like that which he incorporated into his hunting traps, revealing its hidden cost only later.
And so, he would conscientiously drift along the edges of the tribe, keeping all who approached him at arm's length.
Each time he came to the tribe, he would simply trade for the things he needed, then depart right away, never tarrying for long.

All this was witnessed by Elder Leik, who was in charge of teaching the children.
Having interacted with the boy's parents while dealing with the matter of child education in the Scions of the Canopy, he was one of the few people familiar with Kinich's family circumstances.
And so, he proposed a special transaction to the boy when he visited the market.
He wanted Kinich to attend the tribe's Learning Lodge, for children of the tribe who were seven to eight years old should all attend school.
As for fees, he could run errands in lieu of payment, for Leik needed a courier to deliver impromptu notices to the students.
However, Kinich rejected the offer all the same, for he was too young to understand the value of education, and he could hunt seven or even eight forest boars in the time it took to run the errands — hardly a good trade.

Leik was quite dumbfounded, for in truth the Learning Lodge's lessons came free, and he had only proposed the errands to dispel Kinich's vigilance. Still, the Elder did not give up, spending a whole month explaining the nature of the Lodge to the boy, all the while adjusting the remuneration. At last, they came to an accord. Each time he came to the markets, Kinich would also go to school, in exchange for serving as the Elder's messenger whenever he was free. This trade proved satisfactory to both parties — though neither of them expected that Kinich would require but a single day to graduate.
Elder Leik happened to be teaching the day that Kinich showed up to school as agreed. The Elder stood at the center of a circle of seated students and motioned for Kinich to find a place to sit.

Kinich sat at the circle's outer edge, the other kids looking him up and down inquisitively. The Scions of the Canopy lived simply for the most part, but even amongst them, Kinich was shabbily dressed.
Barefoot, he wore an ash-stained headband, a coarse handmade linen shirt, and an animal-skin skirt, making him look like a wild child indeed.

"Why don't you wear shoes?" A young girl called out. "Because he's a muddy monkey from the forest," jeered a strong-looking lad and his friends.
Elder Leik immediately coughed to interrupt them and signal that class was about to start.
"Now, children, today we shall speak of our heroes and their sagas. Can anyone tell me their names?"
"'Malipo' Burkina!" "Master Yupanqui!" ... The answers rolled forth from the children in waves.
"That's right. Every one of our heroes deserves to be remembered, not only for their strength, but also for their spirit of self-sacrifice."
At this moment, Kinich raised his hand from where he sat, furthest beyond the circle. "Why would they want to sacrifice themselves?"

"There is no particular why or wherefore. That is simply a virtue innate to heroes," the Elder replied. "And what did this virtue get them in return?" Kinich asked again.
"Virtue is a thing beyond price. It cannot be exchanged for anything, for it is a reward from the heavens."
"A reward?" Kinich's doubts had not been assuaged. "What sort of reward, exactly? Fame? Mora?"
"All these, of course, but they were not the key. The key is virtue itself, for it is the basis of noble character, and that is what makes a hero a hero."
The old scholar closed his book and gave Kinich an earnest look, though the boy had not particularly understood this statement. Instead, he was thinking back on the past—
The mountains told him that the forest boar was the noblest of things, for it could fill his stomach. The next noblest was water, for without it, humans would die of thirst.

But neither of these were his birthright, and that made them precious. Thus, when he gave them up, he would seek something in return.
Mora was the "something" he preferred best, for it could be exchanged for many other things.

And so he told Elder Leik, "If I become a hero, I want to be rewarded with Mora."
How the other children laughed then, the boy who had mocked Kinich foremost amongst them. "Why don't you go back and swing in your trees then, selfish mud monkey?"
But his little gang was not satisfied with just this. Standing up, they squeezed Kinich out the door. Though Elder Leik tried to stop them, Kinich took the opportunity to leave all the same. He felt no need to stay there any longer, for his keen mind had caught onto a certain truth—

These noisy brats in the Lodge were just that — brats. As they gathered to heap praise upon the heroes, it must have seemed to them that they had become the companions of those heroes, sharing in their nobility. But such false glory would not teach them how to fill their tummies. Once school was over, every single one of them would have to return home and be fed by their mothers.

Kinich could have taught them a lesson right there, too. Laid a couple out for half a month or so, just to let them know how far they were from being heroes.
But what use was there in giving out free life lessons... emphasis on "free"?
Still, this class was not an entirely fruitless endeavor. If nothing else, he now had some answers to his doubts.
He knew what he must do in the future. Become a hero — for the Mora, that is.
A hero needs to be strong, that much cannot be contested. Not long after he graduated from the Learning Lodge, he would seek Elder Leik out on his own to suggest how he might gain this strength.
To secure the Elder's approval, he even brought all he owned, hoping that it might constitute a worthy price:
Grappling hooks and trap-making equipment, freshly-harvested castor beans, two large pots of tapioca flour, a bag of Grainfruit seeds, a freshly-slaughtered forest boar, and a small amount of Mora.

The Elder laughed and rejected Kinich's offer of remuneration, on one condition, that Kinich learn what it truly meant to be a hero on his journey.
In truth, the Elder had always cherished high hopes for the boy, for he could see a reflection of the ancient heroes within him.
At the same time, he believed that Kinich required proper guidance, for should he set out on the wrong path, he could do far greater damage than your average villain. Thus, a new trade was agreed upon.
In this way, Kinich would live alongside Elder Leik in the mountains and forests for many years.

And even as the Elder taught Kinich about the history of Natlan and the heroes of its various tribes, he would also recommend many notables to the lad.A fletcher who made special arrowheads, a witch doctor specializing in Saurian poisons, an old hunter skilled in the use of ropes and grappling hooks, an expert in escape and evasion from dire situations...
Kinich would never reject such expertise, and learned much from them day and night, but this alone did not satisfy him, and on designated rest days, he would return to the mountains to hone his combat skills.

Without a formal teacher in this regard, he would imitate the motions of wild animals as they hunted. Some were agile, others cunning, and others fierce, and so he took their strengths and incorporated them into his own unique martial arts.
As his abilities grew, Elder Leik would also guide Kinich to take on more duties within the tribe, beginning with courier work.
Kinich proved skilled at this beyond even many adults, doing all that they could in half the time.

With his skills, it was no surprise that people would gradually come to him, offering payment in exchange for more dangerous services, including the slaying of powerful Saurians.

The Elder initially assumed that Kinich might come to ask his opinion, but not once did this happen.

In this regard, the young man was like a veteran of over ten years, always able to judge the merits of any commission and negotiate suitable payment.

And when there was falsehood or concealment involved in such commissions, Kinich would forcefully weigh the cost upon the scales of his heart and adjust the price accordingly, regardless of whether the other party might refuse.

Such behavior, of course, led to some criticism, and there were important folk even within the tribe who felt that Kinich did not give his work enough care.

But the young man would never explain himself, simply continuing to set the prices he saw fit for each assignment he was given.

Even Elder Trinidad, who had charge over ritual matters, took issue with this at one point, and sought to summon the lad for questioning. However, Elder Leik stopped him.

"Come now, no need for all this fuss. The lad knows what he's doing."

"It's preposterous! The Scions of the Canopy have never called any such person a hero!"

"And that's where you're mistaken. He has never been a Scion of the Canopy. He is a scion of the mountains — the only sort of hero he will become is the sort he wishes to be."
It may seem strange that Kinich, loner that he is, goes nowhere without a certain self-proclaimed "K'uhul Ajaw" — meaning "Divine Lord" — hanging around him.

According to reliable research by the Saurian Relics Association, Ajaw is a bona fide relic from the era of dragons, dating back several millennia.

His true form has been sealed within an enigmatic engraved wristband, his current one being a mere projection via phlogiston.

Considering his great age and intelligence, the Association researchers believe Ajaw to have immense research value, and have attempted to purchase him for a more than hefty price.

However, Kinich is well-aware that Ajaw is all too intelligent, has an all-round awful personality, and poses an immense threat, and has thus rejected them without hesitation.

He knows that Ajaw is, without a doubt, dangerous — arrogant, cunning, chaotic, and wicked.

Indeed, were he to hand the relic over to the Association, the organization's very existence might soon be in jeopardy.

But there is a more direct reason behind Kinich's refusal to hand Ajaw over — they have signed an unbreakable pact.

All this goes back to an ancient dragon ruin that was rumored to contain a "secret draconic treasure." It was unearthed due to an earthquake, and before long, had attracted much attention.

After more than a few initial surveying parties were lost, however, any interested parties that were still remaining began to wise up.

At this time, Kinich was already a Saurian Hunter of some repute, and thus was invited by one such team to join.

It was only after they had entered that they found the place teeming with monsters and mechanisms, discovering that it was far more perilous than the rumors had suggested.

Some died, others were wounded, and others still fell back, until at last only Kinich reached the ruin's depths.

And that was where he encountered the ancient being, K'uhul Ajaw, who had been sealed away.

He immediately sensed the wickedness in the other party's voice, but also realized that its power might be useful even so.

As for Ajaw, he had his own schemes. Having been sealed here in this blasted hovel for countless years, he longed to see the sun once more.

And so, after several days of mutual testing that was at times friendly, other times hostile, but always brimming with intrigue...

Each had the other's measure, and so a contract was signed, a pact struck.

The mysterious life-form that called himself "K'uhul Ajaw" would henceforth heed Kinich's commands, and lend the former a share of his strength, in accordance to their contract, on a temporary, limited, conditional basis, and in restricted amounts.

In exchange, Kinich would take Ajaw out to see the outside world, and upon his passing, his body would be Ajaw's to take for his own use.
Kinich has read a great number of Elder Leik's collected books and woven scrolls while studying in the latter's home.

Some he has simply skimmed the title pages of, but others, he has read over and over.

Still, none of them compare to "The Hill of Silent Crickets," which he even recommended to the Elder.

After reading it, the old scholar stated that its prose was rough-hewn, its narrative plain, and its imagination lacking — and most importantly, it was an unfinished manuscript.

Kinich was dumbfounded for a moment, but it did not change his love for the text, for its writer had been his mother.

The draft depicted a cricket species that lived underground. There they lived out their entire lives, before climbing up to the surface to mate before dying.

Thus did they live for generations, until one day, a great upheaval shook the under-earth, and the soil temperature surged, killing off the crickets in their droves.

The remaining survivors chose to hide by burrowing ever deeper — all save the protagonist, a champion amongst crickets who chose instead to climb back up to the surface.

It wished to know what had transpired above, and see if there was some way to resolve this crisis.

But when it emerged, it found that the once-verdant mountains had been rendered desolate by the war between humans and monsters.

Plants had withered, the earth was scorched, and drifting ash blotted out the sun, the air now choked with phlogiston, deadly poison to cricket-kind — for this was the land that in latter days would be called the Mare Jivari.

The cricket hero, filled with resentment, fell to the blackened ground, but as its life's spark faded, it used up the last of its strength to lay a single cracked crystal egg ...

The story ends abruptly here, with none ever knowing if a little cricket might come forth from that egg, and that was the key reason for Elder Leik's low opinion of the tale.

Yet that was exactly why Kinich liked it — for it meant that he could look forward to the day when he might see the ending of this manuscript.
Even after obtaining his Ancient Name, Kinich made no promises that he would follow the example of the historical heroes in sacrificing himself for the many.

He simply took part in that Night Warden War without a word, and threw himself into the jaws of the glorious death that awaited him without hesitation.

That was a perilous battle indeed, with the Abyss's power having taken on a new and vile twist, now wearing the shape of those near and dear to the warriors, and ambushing them thus.

Up against familiar faces, the warriors began to hesitate one by one, and though they did so only for an instant, that was enough to spell their defeat and fatal doom.

Kinich too encountered this dilemma, for the one standing before him was his mother, just as he remembered her.

He had once thought to himself, should he ever meet her again, he would first ask her how "The Hill of Silent Crickets" ended.

But in that moment, his hunter's instincts proved swifter than his mind, for no sooner had the Abyssal entity masqued as his mother spread its arms to embrace him than his blade ran it clean through.

Following that, he proved all the more merciless in cleaving each "familiar face" that followed — yet not truly in cold blood, for each mortal swing of his sword was as another weight on his heart.

He simply understood that only victory could bring back all the fallen now, and each sacrificed comrade steeled his blade still further.

But the monstrosities came on as though a swarm of ravenous locusts, and the warriors had already taken serious losses in the previous surprise attack.

And so they fell, until Kinich at last found himself the last person standing, his vision clouded by blood, and his body savaged by wounds; yet still the monsters pressed in.

He knew that this was the end of the line, and that was also the first time he heard dignified solemnity in Ajaw's voice:

"I fear this is as much power as is mine to display, Kinich..."

"But I swear on my name, K'uhul Ajaw, that upon my accession to your form, you shall all be avenged."

Hearing this, Kinich laughed out loud, a rarity for him, and with laughter did he raise his great blade, cutting down yet another few creatures as they drew near.

All the same, he was utterly spent, and his guard grew ever sloppier, until one monstrous claw ran his chest through from the rear.

Slumping over, Kinich could see fresh blood spurting from the wound as he looked slowly down, but still his feet staggered on, eager to slay another monster.

Crimson droplets meandered across the ground behind him, their trail composing his finale. At last, his body sank to its knees. He could do no more. The final bar line had been inked.

Kinich, last of the Night Warden warriors, was slain.

Ajaw closed his eyes to give the fallen their due respect... only to open them to a stunning sight.

Kinich's fallen form had risen, his hands, just now bloodless and white, gripping his claymore tightly.

Thus did "Kinich" plunge into the Abyssal tide once more, his tireless blade flashing across the battlefield...

Recovering from the shock, Ajaw looked closely, and lo! A heart-patterned, emerald-hued gem now hung where Kinich's chest had been pierced — though when it had appeared, he knew not.

From it flowed vibrant life, driving Kinich's unconscious form on, transforming him into an indefatigable beast of instinct, tearing into the monsters until every last one was no more...

...

When Kinich next opened his eyes, he found himself back at the Stadium of the Sacred Flame, people all around singing the searing Ode of Resurrection.

He turned to see his comrades, bathed in streaming song, awakening one by one.

"We... won? But who..." Kinich mumbled, grabbing at his chest. He was so sure that he had fallen before the forces of the Abyss.

But someone must have intervened to grant them victory, for otherwise, the Ode would not have revived them.

"What claptrap are you spouting? You did it, you demented, hard-scrabbling, lucky little grasshopper!" Ajaw, splayed out on the floor and clearly frustrated, threw a stone his way. "Bah! Was gaining my succor insufficient for you? Clearly! And now you've gone and gotten a Vision... Oh, when will your body be mine to use!?"

...

The night he was given new life, Kinich leaned back on his bed, running his fingers over his emerald Vision.

Sights flashed before his eyes. The crowd swarming him, the thunderous applause, the sacred, burning Ode of Resurrection...

It came to him then, out of the blue, that he had deviated from his original goal.

He had struck out to become a hero for Mora's sake, but now, he fought for something far more precious.

His comrades, his homeland, the laughter and joy of the people... He knew not when this process had begun. Indeed, the seeds of change may have been sown long before.
"We remember our heroes not only for their strength, but for their spirit of self-sacrifice..."
"That is a virtue innate to heroes..." "For it is the basis of noble character, and that is what makes a hero a hero."
Kinich faintly recalled Elder Leik's first lesson. He did not think himself more noble, or more self-sacrificial than he had been then.
What he was, however, was surer that he was willing to pay any price to obtain what he now wanted.
Combat:
Abilities/Powers: Kinich is a playable Dendro character in Genshin Impact.
A Saurian Hunter from the Scions of the Canopy with the Ancient Name "Malipo," Kinich is a taciturn individual who has a knack for calculating the price of any request — even wetwork — due to his utilitarian philosophy. He is almost always seen with the egocentric self-proclaimed "Almighty Dragonlord" K'uhul Ajaw, whom he regularly quarrels with.
Normal Attack
Performs up to 3 rapid strikes.
After using his Elemental Skill "Canopy Hunter: Riding High"'s mid-air swing, he can perform a Normal Attack in mid-air before landing.

Charged Attack
Consumes a certain amount to spin and throw his Claymore forward to attack opponents.

Plunging Attack
Plunges from mid-air to strike the ground below, damaging opponents along the path and dealing AoE DMG upon impact.
Weapons: Claymore

Strengths/Weaknesses:
Steady, direct, and efficient, he has a utilitarian approach to life.

Having a heavy weapon will cause slight slowness, drag Kinich down. His exterior coldness tends to discourage people around him from getting close.

True Neutral To Neutral

Fandom: Genshin Impact

Profile:

Name

Gintoki Sakata
Nicknames/Aliases
Shiroyasha, Gin-san, Yorozuya
Age
27 years old
Gender & Pronouns
Cis male (he/him)
Sexuality
Bisexual (slight preference for women)

Traits:
View attachment 1194037

Personality
Immature, lazy, perverted, gross...these are just some of the words often used to describe Gintoki. Despite being a powerful samurai, one can usually find him reading JUMP manga or gambling away his money at pachinko parlors. His terrible financial decisions often cause him to be late on rent, resulting in his landlord, Otose, to chase and yell at him. Although he is 27 years old, he has rather childish tastes and mannerisms such as having a sweet tooth. A man of simple pleasures, he would much rather spend his days lazing and goofing off with his loved ones. He isn't always honest about his feelings and prefers to express it through his actions rather than words.

Underneath his sarcastic and easygoing exterior is someone who is heavily affected by his brutal past and mistakes as he continues to have nightmares about the war he fought in. He cares heavily for this friends, even willing to sacrifice his own well-being to ensure their happiness and safety. He is secretly an idealistic person who hates seeing good and innocent people being hurt. When the situation calls for it, he won't hesitate to strike down his enemies and become a brutal demon on the battlefield.

Brief Backstory
Gintoki was born alone. If he had any family, they were most likely gone by the time he was around 7 years old as he mentioned never knowing his mother. As an orphan, he would often be found on battlefields, scavenging through corpses for food or weapons to protect himself. This led to people calling him a "Corpse-eating demon". This all changed when he met Shouyo Yoshida, the man who would become his teacher and father-figure. Shouyo took him under his wing and he eventually opened a school where Gintoki met two of the most important people in his life: Kotarou Katsura and Shinsuke Takasugi. Even though the three of them would bicker, they were inseparable.

This all changed when officials were sent to arrest Shouyo Yoshida for his teachings as they were worried it would create anti-government sentiments. The school was burnt down in front of Gintoki's eyes. Shouyo's last request to Gintoki before he was taken away was for him to protect the other students in his place, a promise that would stick with Gintoki for the rest of his life.

Upset by their teacher's unjust imprisonment, the students of Shouyo Yoshida decided that they would join the ongoing Joui war to rescue their teacher. Gintoki's powerful and brutal skills on the battlefield caused him to be known as the "Shiroyasha" or "White Demon". Despite the students' best efforts, most of them were killed except for Gintoki, Takasugi and Katsura, who were captured. At that moment, Gintoki was forced to make a cruel and difficult choice by his captors; (major spoilers for gintama) either he would execute his beloved teacher with his own two hands to save Katsura and Takasugi or let them die in favor of saving his teacher. Recalling his promise with his teacher, Gintoki decided to protect his friends and execute Shouyo. His last words to Gintoki were "thank you".

The trauma from the war shattered the trio's relationships with each other, and they went on their separate ways. After being imprisoned for some time, Gintoki was released. Starving and on the brink of death, Gintoki found himself in a graveyard where he met Otose, an elderly woman who was visiting her husband's grave. She offered him food, and he promised to protect her on her husband's behalf. Gintoki became a tenant on the second floor of Otose's building, and started an odd jobs business where he would eventually encounter numerous people that would change his life for the better.

Combat & Strengths:
Gintoki primarily fights with a sword due to his background as a soldier in the Joui War. However, he is willing to fight dirty such as using punches, kicks or makeshift weapons if it means winning.
  • Swordsmanship: As a young orphan, Gintoki was forced to learn how to defend himself. His swordsmanship became more refined once he trained under Shouyo, and eventually fought in a war. In contrast to other characters in the series, Gintoki's swordsmanship is unpredictable and self-taught.
  • Immense endurance and stamina: Despite being an ordinary human, Gintoki has been shown to keep up with opponents much stronger than him such as aliens or other war veterans. His determination pushes him to keep on fighting in spite of his injuries.
  • Strength: Borderline superhuman strength that is capable of defeating other species known for their physical prowess such as Yato.
  • Combat intuition: He is able to anticipate his opponents' moves to a degree due to his experience as a soldier. He is quick to adapt on the battlefield and use his surroundings to his advantage.
Weapons
Due to the sword ban, he always carries around a bokken (wooden sword) with him. It gets the job done thanks to his strength.
Weaknesses
  • Rage: Although he becomes more brutal when blinded by rage, it oftentimes causes him to be outsmarted by his opponents who take advantage of his emotional state.
  • No magical abilities
  • Laziness: Gintoki would much rather eat snacks and laze around than participate in anything like fighting unless it's a life-or-death situation or his loved ones are in danger.
  • Water: He doesn't know how to swim. Instantly starts begging and whining whenever he's thrown into a pool or ocean.

Other (not mandatory):
Likes

Sweets (particularly parfaits and strawberry milk), alcohol, money, manga, gambling & beautiful women
Dislikes
Ghosts, dentists, clingy people, rainy weather & authority
Fandom
Gintama
Trivia
  • Gintoki is 177 cm or 5'10
  • Surprisingly good at cooking, especially baking sweets like cakes!
Both accepted
 
SIGNUP SHEET: (Obvious Spoilers for Wild Arms 2)

  • US0TOfO.png

    The Crimson Noble
    MeKlDoc.png

    NAME/ALIAS
    Marivel Armitage / Crimson Noble
    Fandom
    Wild Arms (2 Specifically)
    AGE
    1000+
    PRONOUNS
    She/Her
    SEXUALITY
    Not interested since she will outlast everyone else anyway.



    PERSONALITY
    Marivel Armitage is the last known Crimson Noble. A race of vampires that once dominated the old world only to be wiped out by Lord Blazer,

    Marivel became a close friend of the Sword Maiden, Anastasia, and her ally in the war against Lord Blazer a thousand years ago. After the battle was over, and her one true friend had left her. She retreated to the Crimson Castle, rarely interacting with the outside world. She decided that she would no longer strike up friendships with humans, since she would outlive them anyway. Due to this, she often arrogantly boasts about her abilities and knowledge, likely in an attempt to drive people away, but in truth she's deeply lonely, and scared to make friends.

    Marivel has several wackier traits that undermine her haughty demeaner. Such as a cartoonish running style and a singing voice so terrible it brings monsters (sometimes extremely powerful ones) to attack her. Also, while she is unlikely to feed off of friends companions, she isn't afraid to ask for a bit of compensation for her help. As shown in her Wild Arms 5 cameo running a black market and draining the blood (levels) of Dean and his party.

    INTERESTS
    Anastasia Valeria, Ancient Technologies, Her own kind, Blood
    DISLIKES
    Arrogant Humans, Threats to Filgaia, Being woken up early, Being the last of her kind


    WILD ARMS 2 HISTORY
    Marivel is first met by Damzen City, where she directs them towards Odessa's whereabouts. She's later revealed to be an associate of Irving, the leader of ARMS, helping him in dealing with lost technologies. She later helps the party in fixing Kanon's cybernetics.

    In truth, Marivel has already met Ashley in the past. When Ashley finds himself in the Memory Maze and explores it, accompanied by Anastasia and Lucied, the group meets Marivel, who initially mistrusts Ashley, before Anastasia assures her otherwise. As such, Marivel already knows Ashley thanks to this time loop. Following that, Marivel was found in her castle, where the party rudely awakens her and convinces her to join forces with them.



    TIMEZONE
    EST
    LITERACY LEVEL
    Depends on content. (200 to over 1k words)



 
Last edited:
SIGNUP SHEET: (Obvious Spoilers for Wild Arms 2)

  • Artist: nyanmaru

    The Crimson Noble
    S.O.N.G. Uniform (Winter)

    NAME/ALIAS
    Marivel Armitage / Crimson Noble
    Fandom
    Wild Arms (2 Specifically)
    AGE
    1000+
    PRONOUNS
    She/Her
    SEXUALITY
    Not interested since she will outlast everyone else anyway.



    PERSONALITY
    Marivel Armitage is the last known Crimson Noble. A race of vampires that once dominated the old world only to be wiped out by Lord Blazer,

    Marivel became a close friend of the Sword Maiden, Anastasia, and her ally in the war against Lord Blazer a thousand years ago. After the battle was over, and her one true friend had left her. She retreated to the Crimson Castle, rarely interacting with the outside world. She decided that she would no longer strike up friendships with humans, since she would outlive them anyway. Due to this, she often arrogantly boasts about her abilities and knowledge, likely in an attempt to drive people away, but in truth she's deeply lonely, and scared to make friends.

    Marivel has several wackier traits that undermine her haughty demeaner. Such as a cartoonish running style and a singing voice so terrible it brings monsters (sometimes extremely powerful ones) to attack her. Also, while she is unlikely to feed off of friends companions, she isn't afraid to ask for a bit of compensation for her help. As shown in her Wild Arms 5 cameo running a black market and draining the blood (levels) of Dean and his party.

    INTERESTS
    Anastasia Valeria, Ancient Technologies, Her own kind, Blood
    DISLIKES
    Arrogant Humans, Threats to Filgaia, Being woken up early, Being the last of her kind


    WILD ARMS 2 HISTORY
    Marivel is first met by Damzen City, where she directs them towards Odessa's whereabouts. She's later revealed to be an associate of Irving, the leader of ARMS, helping him in dealing with lost technologies. She later helps the party in fixing Kanon's cybernetics.

    In truth, Marivel has already met Ashley in the past. When Ashley finds himself in the Memory Maze and explores it, accompanied by Anastasia and Lucied, the group meets Marivel, who initially mistrusts Ashley, before Anastasia assures her otherwise. As such, Marivel already knows Ashley thanks to this time loop. Following that, Marivel was found in her castle, where the party rudely awakens her and convinces her to join forces with them.



    TIMEZONE
    EST
    LITERACY LEVEL
    Depends on content. (200 to over 1k words)



Accepted!
 
Reminders:
1) OCs are welcome
2) No OP characters please
3) Three characters max!
4) First come, first serve for characters


Profile:
Name
Nicknames/Aliases
Age
Gender, Sexuality, Pronouns, etc.

Traits:
Physical Appearance And/Or Description
Personality
Brief Backstory (around 2-3 paragraphs, but it can be longer if you wish)

Combat:
Abilities/Powers
Weapons
Strengths/Weaknesses

Other (not mandatory):
Likes/Dislikes
Fandom (so others can look it up if they so please :3)
Trivia
Name: Zenitsu Agatsuma
Nicknames: Zen,Monitsu,Yellow boy
Age:16
Gender: male. He
Physical appearence:

Zenitsu Agatsuma

Personality: Despite being cowardly,anxious and lovesick,Zenitsu tries doing his best and wants to be braver.
Brief backstory: Zenitsu was absndonned at a young age,not knowing his parents. His loneliness and lovesick natured got him into trouble as he fell in love with left him with a huge debt before dumping him. Zenitsu got rescued from debt collectors by an old man,Jigoro Kuwajima,who pay his debts entirely and took Zenitsu under his wing. Kuwajima was the former Thunder hashira of the Demon Slayer Corps and trained Zenitsu as his Tsuguko( apprentice) to become a demon slayer as he saw potentisl within the boy.
During a sesdion of Jigoro's tough training, Zenitsu in panic,climbed in a tree during a thunderstorm and got hit by lightning,turning his black hair blond and orange.

After the though training regime,Zenitsu had to take on the Demon Slayer's Corps's Final Selection,which he surprisingly passed and was accepted in the Corps,much to his displeasure.

He's now taking on mission along with fellow Demon Slayer and friends Tanjiro Kamado and inosuke Hashibira.

Abilities:

Master swordman
Enhenced sence of hearing
Extrasensory perception
Great strength and agility

Thunderbreathing techniques:
First form: Thunderclap and flash ( Can perform four variations of the technique
Seventh form: Flaming thundergod
Weapon: Nichirin katana
Strength: Despite his cowardness,Zenitsu has a heart of gold and can be brave when his friends are in danger.

Weakness: Cute girls...though his heart belongs to Nezuko Kamado.( Tanjiro's demon turned sister)

Fandom: Demon Slayer


(Will add trivia later)
 
Last edited:

Users who are viewing this thread

  • Back
    Top