2020-09-26

Character: Kei Nanjo
Canon: Persona 2 : Eternal Punishment
Canon Point: Meeting the P1 protagonist at the bar (end game)
CRAU, Canon AU: Canon AU
Character age: 20

Canon Abilities/Powers:
PERSONA USER
The power of Persona allows Nanjo to use his other self to combat foes. Interestingly, all characters in Persona 1 and 2 are 'wild card' users, granted the ability to switch between available Personas. This is possibly due to the fact that their skill was given to them by the source of this power - Philemon - directly.

Compared to later protagonists of Persona 3,4 & 5, there are certain restraints to their wild card abilities; not all Arcanas will fit a certain user, known as 'affinities' in the game, so some personas are harder to use, and some cannot be summoned or used at all.

Here is the full list of Personas he will come with. I am more than willing to cut back on the number of Personas as needed.

FUSION SPELLS
Nanjo's Persona usage also comes with the ability to cast fusion spells, something unique to Persona 2. All possible fusion spells are listed in the official game list and theoretically, can only be combined with other Persona users.

Note that Nanjo absolutely has to be part of the attacking users for this to work.

PERSONA USER BUFF
Persona users get increased endurance and agility. Attacks that would normally kill or badly harm a non-user might just be incredibly painful for them (so basically, the difference between bleeding to death from a wind attack, vs feeling like someone punched you really hard in your gut).

PERSONA AURA DETECTION
This is something unique to P1 and P2 users; a skill that would later be regulated to the 'navigator' character in the series. Nanjo can detect other Persona users as long as he's relatively close to them. Additionally, his persona can talk to him and relay information that he might have otherwise missed (for example, 'my Persona is afraid right now' might mean its sensing danger nearby.) It's like a combination of a Spiderman's spider sense and very close, limited navigator skills.

OTHER NOTABLE ABILITIES:
DEMON CONTACT

Nanjo is able to negotiate with demons and gain their cards to turn into Personas, items or yen. It's a bit like the Negotiation options in Persona 5 or the normal demon contact in earlier Shin Megami Tensei games. His original Contact options are: Pontificate, Condescend, Bribe, Sarcasm and in P2 he talks about the future of Japan. I am not sure if this will be useful here, but it's worth mentioning since he will probably try it once or twice on the creatures of this world.

FIREARM (PROFICIENCY: RIFLES)
Nanjo used a sniper's rifle in P1 and while he isn't using it anymore in the second game, he does enjoy Fox Hunting (hey it's 1999) and is able to use rifles with relative ease.

SWORDPLAY
Nanjo uses swords in the game. He can handle anything from samurai swords to 2 handed claymores.

WILL EAT ANYTHING
To quote him "a real Japanese man should not be a picky eater."

What is their greatest negative emotion towards an object, situation, or person in their past?: I would say there's very negative feelings towards both of his parents. It's shown in the manga, in some of Kei's dialogue in both games, and in additional materials that his parents had him simply so that the Nanjo Group could have an heir. They barely talk to him except for business, and while they assigned him a bodyguard, it's only to preserve the Nanjo name.

Kei always maintains that his only true family was Yamaoka, the family butler assigned to raised him, secretly making sure that unlike his parents, Kei grew up to be an upstanding man. Unfortunately he had to sacrifice his life in the fist Persona game (and subsequently became his ultimate Persona - on a surfboard.).

Kei despises them so much that he rich people rebelled by going to a public school in the first game (making himself real friends in the process) and also prefers to go to a penthouse in Sumaru City than go stay at his parent's estate. Now add to that the Nanjo Group's dark past, and the blood of innocents at their hands through experimentation that he discovered in the second game and that's just made it worse. He's ready to bring the Nanjo Group kicking and dragging out of its dark family history if he needs to.

How strongly do they feel about the negative subject matter, on the scale of one to ten?: A nine, maybe even ten. We never see his parents, but we know how Kei feels about them strongly and how much he wants to change the Nanjo Group legacy towards something good.

What is their greatest virtue?:
Willing to Change: Perhaps Nanjo's greatest virtue is his ability to change and being able to admit that, once in a while, he may be wrong. Once willing to sacrifice the lives of others for 'the greater good', he has learned to embrace the power of friendship. This is also shown with his Arcana; Nanjo went from having Bad affinity in Persona 1 to Best affinity for the Emperor Arcana during the span of two games (showing that he has grown to be a proper leader). The contrast is even mentioned in the second game where Nanjo's realizes how he could have turned out if he didn't have his friends. He wants to make drastic changes in his family's company to try and erase the terrible experiments and errors of the past. It is also mentioned that he also goes undercover among his workers to see how they are treated so he can learn more about what it is to be at the bottom of the working chain.

How aware are they of their virtue, on a scale from one to ten?: Probably a seven or eight, if only because he's working hard towards it.

Items:
- Motorcycle outfit (including his #1 scarf)
- His Rifle
- His Sword
- Some bullets (If the clothes don't count as an item)

Samples: TDM | Prisma TDM sample and I have older PM Box from 2018. I'm happy to write more too, if needed!

Special notes This note is for "Mods, if you ever want to make Kei go mad, please have the Satomi Pharmacy Song play on repeat". Like, canonly he can't resist it and its listed as his 'greatest weakness', but more as a comical value compared to his parents.