(no subject)
Applicant Info
Name: Pixle
Contact:
pixle
Current Character(s): N/A
Reserve: Here!
Character Info
Character's Name: Kei Nanjo
Character's Canon: Persona 2: Eternal Punishment
Character's Age: 20
Canon Point: Right before leaving the party
Background/History: Wiki Link
Strengths:
Brilliant: Kei's intelligence is partly a result of his upbringing and his own natural skill and knack for noticing details. He is the logical member of both groups he was a part of, catching on to situations that leave others baffled for far longer (for example, he was able to correctly deduce that the Maki that was with them wasn't really a Maki from another world, but a part of Maki herself). He is fond of debates and enjoys arguing and unraveling puzzles. He speaks Japanese and English fluently (and implied to know others as well), currently attending Oxford University in England. Despite being only twenty, he's already written a dissertation in economics. He needs to be informed at all times, will soak up information like a sponge, and will take steps to learn and seek out deeper meanings to enlarge his overall understanding. Expect him to attempt to figure out the issue at hand in his new location and find ways to fix it as efficiently and as fast as possible.
Dedicated: With a thick-hardheadedness to see things through, once Nanjo has his mind set on something, he he sure to push towards his end-goal. As the son and heir of the Nanjo Group, he was brought up to strive for excellence in all its forms. If he undertakes a hobby, he doesn't do it halfway, and the dedication is also reflected in the friendships he's formed. His dream is to become the #1 man in Japan and has been working towards this goal since a young age.
Willing to Change: Perhaps Nanjo's greatest strength 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. 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. As a much more cynical, bitter teenager in the first game, he held a grudge towards the game's antagonist, Kandori for indirectly causing his butler Yamaoka's death, and verbally destroys him in the first game. However, learning of his resurrection and facing off against him again three years later, Nanjo has grown enough that he is willing to forgive him, understanding his pain and knowing this could have been his own date. 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.
Weaknesses:
Cold: Kei can come off as dismissive and unapproachable...which he is, especially with those he doesn't know. Perhaps because of his bluntness (see below), but no doubt in part because he simply tends to work only with those he has an established trust with, he tends to brush off those he hasn't fully analyzed. His mind is also meant to run on a 'the end result can justify the means' and can do things that others might find a too harsh or lacking empathy. He has been punched in the face before due to this, and while he has gotten better, it doesn't mean he still doesn't relapse into this mindset. A big reason why this is is how his parents treated him - Kei is nothing more than an heir, and his butler was more concerned about his upbringing than his parents ever was.
Blunt: Kei does not sugar-coat, in fact he loathes the very idea of trying to soften the blow. Things should be said as they are. If he does not like something, he will tell that person, and because of his upbringing, it will very often feel like he is trying to under-talk them, much like a boss would to his employees. His choice of words tend to be calculated yet overly flourish. He will "Miss", "Madame" and "Young Lad" everyone around him, the politeness intermixed with barbs towards those who he feels are doing or making stupid decisions. For this reason he will no doubt make a few enemies who won't take too kindly to him.
World on his Shoulders/Guilt: Because of his family name and because of who he is and is supposed to be, Nanjo's dedication can take a far darker turn wherein he tries to fix things by himself. He does feel he owes a debt the world because of what his family has done. He snooped around his own family's history, risking the life of his men in the process, but not realizing this until it was too late. Part of the reason why he can be so cold towards others is he doesn't want them to get involved so a similar situation doesn't happen again.
Bonus weakness:I wanted to list this one since the game considers it his 'biggest' weakness but I don't feel in terms of personality it should be considered one as it's used mostly for comedic purposes: The Satomi Pharmacy Song is a jingle that he cannot get out of his brain if its sung nearby. The song drives him so nuts he needs to sing along if they step into the store. This is the one thing he fears, yet can't stop listening or humming, all the while denying that he likes it. Just, you know, it would be against canon not to mention it.
Powers/Abilities:
PERSONA WILD CARD 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, with the ability to switch between available Personas, perhaps due to the fact that their skill was granted to them by Philemon directly. The only restraints are each other's 'heart' Personas, along with certain Arcanas not fitting a certain user, known as 'affinities' in the game.
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. Everything is listed in the official game list and can only be combined with other Persona users. Note that Nanjo has to be part of the attacking users for this to work.
PERSONA USER BUFF
I'm not exactly sure how to describe this, but all Persona users get increased endurance and agility. Attacks that would normally kill or badly harm someone 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).
AURA DETECTION
This is something unique to P1 and P2 users; a skill that would later be given to 'navigators' 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.)
Other Noteworthy Traits:
DEMON CONTACT ABILITY
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.
SIGNS HIS NAME USING A SEAL: It's not really all that important but I found it hilarious enough to list it here.
WILL EAT ANYTHING: To quote him "a real Japanese man should not be a picky eater."
Weapons & Other Special Inventory:
Since he was still fighting with the party:
On him:
- Motorcycle outfit
- Number #1 Scarf
- Nerd Glasses
- Samurai Sword
Bonus Item:
- Motorcycle / if that is not acceptable, his Rifle
Color: Blue, #4fb6c3
This is the main color of his Number #1 scarf that he has. The scarf itself was made by his butler, Yamaoka, and is incredibly important to him - to the point that he's still wearing it 3 years later after his death, making sure that his outfit embraces the color rather than clash with it. It's a representation he made to the man he considers more his father figure than his own father.
Sample:
Sample one from the TDM. I also did another Here is a non-TDM thread with the first prompt.
World Aspect: Rumors. The way rumors work in the Persona 2 dualogy is that they can be spread and become true if enough people believe them.
There are a few ground rules;
- The rumors have to be somewhat believable (you can't say the world will stop spinning if everyone jumps at the same time, because enough people know that wouldn't happen, BUT you can say that if a certain prophesy is completed, the world will end).
- The rumors have to be spread and believed by enough people to come true.
- Examples of rumors in game that the characters spread themselves to aid them.
Rumors could have the power to change a run-down building into a run-down building that has a secret passage leading to a casino under the bed if you knock three times. The power of rumors could be both useful and incredibly dangerous.
I would be happy to do some rumor polls every few months and ask players what rumors should be 'spread' and give them a choice to vote. Rumors would be suggested by characters IC as well.
Name: Pixle
Contact:
Current Character(s): N/A
Reserve: Here!
Character Info
Character's Name: Kei Nanjo
Character's Canon: Persona 2: Eternal Punishment
Character's Age: 20
Canon Point: Right before leaving the party
Background/History: Wiki Link
Strengths:
Brilliant: Kei's intelligence is partly a result of his upbringing and his own natural skill and knack for noticing details. He is the logical member of both groups he was a part of, catching on to situations that leave others baffled for far longer (for example, he was able to correctly deduce that the Maki that was with them wasn't really a Maki from another world, but a part of Maki herself). He is fond of debates and enjoys arguing and unraveling puzzles. He speaks Japanese and English fluently (and implied to know others as well), currently attending Oxford University in England. Despite being only twenty, he's already written a dissertation in economics. He needs to be informed at all times, will soak up information like a sponge, and will take steps to learn and seek out deeper meanings to enlarge his overall understanding. Expect him to attempt to figure out the issue at hand in his new location and find ways to fix it as efficiently and as fast as possible.
Dedicated: With a thick-hardheadedness to see things through, once Nanjo has his mind set on something, he he sure to push towards his end-goal. As the son and heir of the Nanjo Group, he was brought up to strive for excellence in all its forms. If he undertakes a hobby, he doesn't do it halfway, and the dedication is also reflected in the friendships he's formed. His dream is to become the #1 man in Japan and has been working towards this goal since a young age.
Willing to Change: Perhaps Nanjo's greatest strength 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. 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. As a much more cynical, bitter teenager in the first game, he held a grudge towards the game's antagonist, Kandori for indirectly causing his butler Yamaoka's death, and verbally destroys him in the first game. However, learning of his resurrection and facing off against him again three years later, Nanjo has grown enough that he is willing to forgive him, understanding his pain and knowing this could have been his own date. 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.
Weaknesses:
Cold: Kei can come off as dismissive and unapproachable...which he is, especially with those he doesn't know. Perhaps because of his bluntness (see below), but no doubt in part because he simply tends to work only with those he has an established trust with, he tends to brush off those he hasn't fully analyzed. His mind is also meant to run on a 'the end result can justify the means' and can do things that others might find a too harsh or lacking empathy. He has been punched in the face before due to this, and while he has gotten better, it doesn't mean he still doesn't relapse into this mindset. A big reason why this is is how his parents treated him - Kei is nothing more than an heir, and his butler was more concerned about his upbringing than his parents ever was.
Blunt: Kei does not sugar-coat, in fact he loathes the very idea of trying to soften the blow. Things should be said as they are. If he does not like something, he will tell that person, and because of his upbringing, it will very often feel like he is trying to under-talk them, much like a boss would to his employees. His choice of words tend to be calculated yet overly flourish. He will "Miss", "Madame" and "Young Lad" everyone around him, the politeness intermixed with barbs towards those who he feels are doing or making stupid decisions. For this reason he will no doubt make a few enemies who won't take too kindly to him.
World on his Shoulders/Guilt: Because of his family name and because of who he is and is supposed to be, Nanjo's dedication can take a far darker turn wherein he tries to fix things by himself. He does feel he owes a debt the world because of what his family has done. He snooped around his own family's history, risking the life of his men in the process, but not realizing this until it was too late. Part of the reason why he can be so cold towards others is he doesn't want them to get involved so a similar situation doesn't happen again.
Bonus weakness:I wanted to list this one since the game considers it his 'biggest' weakness but I don't feel in terms of personality it should be considered one as it's used mostly for comedic purposes: The Satomi Pharmacy Song is a jingle that he cannot get out of his brain if its sung nearby. The song drives him so nuts he needs to sing along if they step into the store. This is the one thing he fears, yet can't stop listening or humming, all the while denying that he likes it. Just, you know, it would be against canon not to mention it.
Powers/Abilities:
PERSONA WILD CARD 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, with the ability to switch between available Personas, perhaps due to the fact that their skill was granted to them by Philemon directly. The only restraints are each other's 'heart' Personas, along with certain Arcanas not fitting a certain user, known as 'affinities' in the game.
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. Everything is listed in the official game list and can only be combined with other Persona users. Note that Nanjo has to be part of the attacking users for this to work.
PERSONA USER BUFF
I'm not exactly sure how to describe this, but all Persona users get increased endurance and agility. Attacks that would normally kill or badly harm someone 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).
AURA DETECTION
This is something unique to P1 and P2 users; a skill that would later be given to 'navigators' 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.)
Other Noteworthy Traits:
DEMON CONTACT ABILITY
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.
SIGNS HIS NAME USING A SEAL: It's not really all that important but I found it hilarious enough to list it here.
WILL EAT ANYTHING: To quote him "a real Japanese man should not be a picky eater."
Weapons & Other Special Inventory:
Since he was still fighting with the party:
On him:
- Motorcycle outfit
- Number #1 Scarf
- Nerd Glasses
- Samurai Sword
Bonus Item:
- Motorcycle / if that is not acceptable, his Rifle
Color: Blue, #4fb6c3
This is the main color of his Number #1 scarf that he has. The scarf itself was made by his butler, Yamaoka, and is incredibly important to him - to the point that he's still wearing it 3 years later after his death, making sure that his outfit embraces the color rather than clash with it. It's a representation he made to the man he considers more his father figure than his own father.
Sample:
Sample one from the TDM. I also did another Here is a non-TDM thread with the first prompt.
World Aspect: Rumors. The way rumors work in the Persona 2 dualogy is that they can be spread and become true if enough people believe them.
There are a few ground rules;
- The rumors have to be somewhat believable (you can't say the world will stop spinning if everyone jumps at the same time, because enough people know that wouldn't happen, BUT you can say that if a certain prophesy is completed, the world will end).
- The rumors have to be spread and believed by enough people to come true.
- Examples of rumors in game that the characters spread themselves to aid them.
Rumors could have the power to change a run-down building into a run-down building that has a secret passage leading to a casino under the bed if you knock three times. The power of rumors could be both useful and incredibly dangerous.
I would be happy to do some rumor polls every few months and ask players what rumors should be 'spread' and give them a choice to vote. Rumors would be suggested by characters IC as well.
