Nagaru the Rogue Reaper
Oct 13, 2020 21:14:20 GMT -5
Post by Cin on Oct 13, 2020 21:14:20 GMT -5
♦ MEMBER INFORMATION ♦
Player Username: skybluescarf
Current Character List: ♦ Cin's Characters ♦
Random Character Notes: Me?? Make another Reaper?? No.
I tried making this character 50% TWEWY-flavored and 50% KH(/Nobody) flavored. Did it? work??? let me know? :'D
♦ CHARACTER BASICS ♦
Character Name: Nagaru Saki
Character Age: ~26Character Race: Reaper
Character Gender: Male
♦ ABOUT THE CHARACTER ♦
Character Personality:
An Officer Reaper from Shibuya once upon a time. Now a rogue agent between worlds, Nagaru has one goal in mind: to find and destroy his old colleague, Diaboro.
Softly spoken yet monotone and frequently cold, Nagaru is not a comforting person to talk to. He speaks blunty, using few words to get his points across and rarely caring if he hurts others' feelings along the way. He does not emote beyond inclining his head or moving his eyebrows subtly, making him seem robotic at worst.
Nagaru is slowly relearning how to feel emotions. It is a process that is similar to a Nobody regaining a heart, even. He may not feel or identify emotions as quickly as he did as a human. Still, he seems to understand that some feelings and events affect others in significant ways. Nagaru respects those who are moved by their emotions and believe in things such as "friendship" or even "vengeance" on that regard.
Nagaru may state that these notions do not motivate him, but his actions seem to say otherwise.
Nagaru believes that his mission is too important to follow in order to obey the rules of his late Game. He holds little prejudice in using his capabilities against anything or anyone that stands in his way, nor does he care about how he physically handles his mission. No amount of understanding human emotions or motivations seem to be enough to stop him on his warpath.
Whenever Nagaru is not gunning towards his goals, he can be found pursuing magic studies. Specifically, his research surrounds the nature of the Reaper's Game and magic that follows these worlds' rules. More importantly, he busily looks for ways to bend his late setting's laws to fit his new one.
♦ TL;DR:
|
Character Appearance:
Nagaru is a 5'7" man with a tanned complexion, rose-colored eyes, and long light pink hair that fades into light teal along the lower strands. He ties his hair back into a ponytail while he is on the field, with long bangs covering an eyepatched eye. His expression is set to one of perpetual disinterest by default. As he is dead and virtually immortal, he is perpetually within his twenties in appearance.
Nagaru possesses a pair of black wings that he could hide or reveal at will. These wings are graphic, as if they were created with an ink pen, and are skeletal in their frame. He typically keeps them hidden across the planes except for when he needs to fly.
His clothing tastes range from full military lolita outfitting to feminine degrees, to casual yet prim button-up long sleeved shirts, skirts, tights, and mary janes. His outfits are often black, white, or pastel shades of pink and blue. His mannerisms are polite and dainty even if he, himself, is more inclined towards destructive actions.
Numerous pins adorn Nagaru's topmost clothing layer: along two columns are a pin with an arc, a pin with a stylized feather, a pin with graphic shapes, a grey pin with a black silhouette of a pegasus, a pin with a shark, and a pin with a bat. Below them, centered where the columns end, are a pin with a key and a pin with a cat's skull.
♦ BATTLE STATISTICS ♦
Character Position: Neutral; Villain leaning
Character Spells:
♦ 1. Pin 183 - Swing Bishop (Spell: Reflega) A pin that casts a Reflega-like effect on Nagaru when channeled. This ability can only be used as long as Nagaru possesses Swing Bishop. Lasts: Immediately available within the Noise Plane; immediately unavailable outside of the Noise Plane. Cooldown: Four times per thread. |
♦ 2. Pin 185 - King Arthur (Spell: Sparkga) A pin that casts a Sparkga-like attack. Nagaru sends out up to three rings of revolving light crystals towards up to three opponents. This ability can only be used as long as Nagaru possesses Swing Bishop. Lasts: Immediately available within the Noise Plane; immediately unavailable outside of the Noise Plane. Cooldown: Three posts. |
♦ 3. Pin 192 - Her Royal Highness (Spell: Haste) A pin that targets one individual that is not himself and drops the cooldown on one ability by one post. Nagaru can only use this spell in the Noise Plane, and so long as he possesses Her Royal Highness. Lasts: One post. Cooldown: Once per battle; three times per thread. |
♦ 4. Pin 283 - Shark (Spell: Graviga) A pin that can be used for two purposes: to summon Shark Noise, or as a spell. As a spell, Nagaru can create a black hole that draws opponents into it, keeping them aloft and trapped in place. This Graviga-like spell lasts the longer Nagaru focuses, and Nagaru is stunned for a post after the spell ends. Nagaru can only use this spell so long as there is no Shark present and so long as he possesses the Shark pin. Lasts: Up to three posts; stun for one post. Cooldown: Five posts. |
♦ 5. Level 3 Wall Nagaru can set up an invisible-looking wall that emits visible honeycomb-like patterns upon contact. This wall can only be big enough to block the space between two buildings, and requires a Level 3 Keypin or higher to set up and take down. This wall can withstand much more attacks than its lower levels can, though exceedingly powerful attacks in succession could crack it down. Lasts: As long as Nagaru wants to keep it up, or so long as Nagaru keeps his Keypin in his possession. Cooldown: Five posts upon the wall being taken down. |
♦ 1. Planear Shift III (Active) In relation to his racial ability to phase, Nagaru can bring entities that are from the following planes into a different plane: The Realground > The Noise Plane > The Underground Permission will always be asked before Nagaru follows through with this ability. Nagaru can take up to ten people into another plane, including himself. Lasts: As long as Nagaru needs to keep people within another plane. Cooldown: Four times per thread. |
♦ 2. Flashstepping III (Active) Coupled with his racial ability to phase, Nagaru can seem to travel quickly from one point to another. So long as the point in question is within sight, Nagaru can flashstep towards it. Nagaru is especially proficient in this ability, and thus can use this in order to take himself and anything he is in physical contact with towards a different point. He may use this ability up to three times before he needs to rest. This ability may be used safely across all planes. Lasts: Up to three times per post. Cooldown: The same amount of flashsteps used. ie: One flashstep = one post cooldown. Three flashsteps summoned = three post cooldown. |
♦ 3. Planear Drag (Active) Nagaru rips entities and capabilities from one plane into another -- namely Noise, who only exists in the Noise Plane, into other planes. This allows him to apply different planear rulesets to other planes at the cost of his stamina. Nagaru can use abilities and spells that are plane dependent within any other plane. After using seven spells, abilities or summons within unorthodox planes, he cannot use any more spells, abilities or summons for three posts. Lasts: Seven plane dependent spells or abilities. Cooldown: Three posts. Three times per thread. Spells and Abilities affected: Swing Bishop, King Arthur, Her Royal Highness, Level 3 Wall, Bat (Ability and Summon), Shark (Spell and Summon) |
♦ 4. Planear Launch (Active) Nagaru can phase into another world. Nagaru needs to have visited a world first before being able to phase into it. This ability is primarily used to give Nagaru the ability to travel to different worlds independently. |
♦ 5. Flashstepping III (Active) Coupled with his racial ability to phase, Nagaru can seem to travel quickly from one point to another. So long as the point in question is within sight, Nagaru can flashstep towards it. Nagaru is especially proficient in this ability, and thus can use this in order to take himself and anything he is in physical contact with towards a different point. He may use this ability up to three times before he needs to rest. Lasts: Up to three times per post. Cooldown: The same amount of flashsteps used. ie: One flashstep = one post cooldown. Three flashsteps summoned = three post cooldown. |
♦ 6. Pin 293 - Bat (Ability: Strike Raid) (Active) A pin that can be used for two purposes: to summon Bat Noise, or as an ability. As an ability, Nagaru emits a ring of energy around them that pushes outward before bursting. Nagaru can use this ability so long as he is in the Noise Plane and so long as he possesses this pin. This pin cannot be used in the same post that Nagaru summons Bat Noise with it. Lasts: One post. Cooldown: Two posts. |
♦ 7. Blackout (Active) A natural part of Nagaru's repertoire without channeling pins. Nagaru flashes bright white before consuming all visible lights. This ability is used to attempt to blind all combatants, or to plunge certain areas within darkness. This ability may be used safely across all planes. Lasts: One post. Cooldown: Three posts. |
♦ 8. Echo Chamber (Active) Nagaru copies the last spell or ability a target used. They cannot use any other abilities for one post after activating this ability. This ability may be used safely across all planes. Lasts: As long as the last spell or ability lasts. Cooldown: As long as the last spell or ability + two additional posts. |
♦ 9. Feedback Loop (Active) Nagaru temporarily adopt the strengths and weaknesses of an opponent for two posts. This ability may be used safely across all planes. Lasts: Two posts. Cooldown: Two times per thread. |
♦ 10. Player Pin (Passive) A pin that is issued to those who are -- or were -- Players for the Reaper's Game. Its purpose surrounds its ability to scan others' thoughts and find Noise: staple abilities for Players playing the Game. Nagaru, however, primarily uses it in order to block others from scanning their own thoughts and memories. This ability works so long as Nagaru possesses the Player Pin. This ability can be safely used across all planes. Lasts: Indefinitely. Cooldown: N/A |
♦ CHARACTER FORMS AND COMMAND STYLES ♦
♦ Reaper Form
| ||
♦ Noise Form
|
Name: N/A
Number of people involved: N/A
Spells/Abilities involved: N/A
Attack description:
Special Spell for character one: N/A
Special ability for character one: N/A
Duration: N/A
Cooldown: N/A
♦ CHARACTER WEAPONS ♦
♦ Mind Fog A staff born from one of the pens Nagaru keeps on himself. This staff is meant for casting spells and maintaining control over Nagaru's powers. Mind Fog is powered by Nagaru's pin Pegaso. Without this pin, this weapon loses its power. |
♦ Hypnic Snap A dagger with a white hilt decorated in golden filigree patterns. This dagger is meant for emergencies and in case he needs to fight close quarters across the planes. |
Character Shotlocks: N/A
Character Summons:
♦ Bat Noise Bat-like creatures with frail defenses akin to Heartless within the Red Nocturne's family, whose purpose serve vastly to swoop down at an opponent in large numbers. These beings do not possess a mind of their own and only serve to fight. Nagaru can summon them to fight so long as Nagaru’s in the Noise Plane. Nagaru can immediately dispel all Bats present at will. This summon can only be used within the Noise Plane, and only as long as Nagaru possesses the Bat pin. Lasts: So long as the Bat(s) goes undefeated, or so long as Nagaru is in the Noise Plane. Up to six Bats per battle. Cooldown: One to three Bats per post; triple the post cooldown for each Bat summoned. ie: One Bat summoned = three post cooldown. Three Bats summoned = nine post cooldown. |
♦ Shark Noise Shark-like creatures with high attack and medium defenses. These creatures lurk beneath the ground before surfacing to attack or consume whatever is above them. The Shark may rise to consume other Noise for extra power. They do not possess a mind of their own and only serve to fight. Nagaru can only summon one Shark per battle and up to three per thread. Nagaru can immediately dispel the Shark they summoned at will. This summon can only be used within the Noise Plane, and only as long as Nagaru possesses the Shark pin. Lasts: So long as the Shark goes undefeated, or so long as Nagaru is in the Noise Plane. Cooldown: One Shark per battle. Up to three Sharks per thread. |
Character Racial Ability:
♦ Phasing A Reaper can shift between different planes of existence: There is the Realground, where living entities such as humans and most others reside. Then there is the Underground, where entities like the Reapers can roam about. While entities of the Underground can see those the Realground, those in the Realground cannot perceive the Underground. In fact, Realground entities can completely walk through Underground ones without feeling a thing. Between these planes is the Noise Plane, where entities known as Noise can manifest. This plane is primarily used by the Reapers to fight others. To better illustrate the above, the order of the planes are: The Realground > The Noise Plane > The Underground |
Character Strengths:
Nagaru is effectively a mage-type fighter. He understands magic well, using it for destructive means as it suits him. He is especially well versed in his own magic and is constantly finding ways to improve it on every front.
A lack of heart often translates to a lack of emotional understanding, but Nagaru seems at ease with his loss and understands the value of following one's emotions. He serves as a practical head in matters removed from his goals for that.
Character Weaknesses:
Nagaru has defenses akin to a glass cannon; it does not take a lot to knock him out of a fight. He cannot handle Fire attacks, and Dark-elemented spells and abilities can make him crumble quickly.
Nagaru is also self-destructive, and he relies on his ability to administer strong attacks at the cost of his own stamina. He is easily worn out just on him acting out.
Unable to feel most emotions himself due to his lack of a heart, Nagaru may not be a comforting presence towards much more empathetic persons. He may point his staff at innocents or allies in the event they stand in the way of his goals.
♦ CHARACTER HISTORY ♦
Before The Reaper's Game:
Nagaru lived a peaceful and happy life for twenty years. He was a highly empathetic and emotional man throughout life, which was a source of pride and pain as he grew older. As emotionally swayed as he was, Nagaru found comfort in the friendships he forged throughout the years.
He was incredibly close to his childhood friend Kotone, who he harbored feelings for. Kotone was a fiery and brash girl who only grew more headstrong over the years, but she and Nagaru were inseparable. Nagaru admired her for her ability to face adversary head-on, and Kotone never failed to mention how Nagaru's heart was what she liked the most about him.
Before Nagaru could confess his feelings to her, he was killed.
He awoke within Tokyo, Shibuya, in the middle of a frantic crossroad. Unable to interact with the living and forced to partner with a stranger, Nagaru was shoved into the Reaper's Game.
But...
The Reaper's Game:
The thing was, Nagaru was no longer the same person.
He felt nothing. He saw his partner and the Reapers express things like anger, sadness, determination, and trust. Still, he could not relate to any of this. He didn't even feel fear over the prospect that he lost his heart -- evidence enough that that had been his entry fee. The only things that kept him afloat throughout the week were his partner's drive to win and his memories tied to his lost heart.
As while Nagaru didn't feel the same as he did, he knew that precious people were waiting for him back at home.
Nagaru and his partner were among one of the rare winners of that Game. But while his partner was able to return to life, Nagaru did not meet the Reapers' standards for as such. When asked if he would join the Reapers, play again, or accept erasure, Nagaru chose to play again.
Nagaru's heart would remain his entry fee.
Nagaru played the Game again, serving as a strange Player case for Reapers to confront. When he won that Game but did not qualify for life again, he chose to play again. The cycle would repeat, with Nagaru's heart perpetually out of reach.
Then a Reaper named Diaboro finally swept in to erase Nagaru's last partner on the final day of the third Game. Nagaru was forced to become a Reaper.
Diaboro:
Diaboro took Nagaru under his wing as soon as Nagaru was accepted among the Reapers' ranks. Diaboro was thrilled to find someone who had as "wonderful" of an entry fee as Nagaru did, and sensed that a lot of power was buried within the void of Nagaru's soul for it. Not that any of this made sense to Nagaru at the time.
Diaboro dubbed himself as Nagaru's working partner from that point and would remain so for years afterward.
Nagaru felt no fear towards Diaboro -- not like most other Reapers who were tangled up with the man -- but he knew that Diaboro was dangerous. It was all the more reason for Nagaru to stick close to Diaboro and his schemes, learning just how Diaboro functioned and supplying Diaboro in what he needed to succeed. All the while, Nagaru learned about Reaperdom and the nature of the Reaper's Game magic rules. Alongside Nagaru's diligence towards his Reaper duties, these studies earned himself a seat among the Officers around the same time Diaboro did.
After their promotion, Nagaru and Diaboro were no longer working partners. Nagaru's freedom gave him more time to spend his time studying magic and the planes. He logged day-to-day developments and anomalies, and even conjured the beginnings of more unorthodox experiments regarding the planes. The last item was a secret pursuit, as anything that bent the Game's rules were considered taboo.
Then one Game, Nagaru decided to go to the field to test a theory he had about the planes. While traveling, a Player -- an adult woman with fire in her eyes -- gasped and caught him by the arm. He would have erased her for stepping out of line, had he not recognized the woman.
Standing in front of him was his best friend.
Kotone was playing the Reaper's Game.
Kotone:
It had been years since Nagaru had played his own Game. Nagaru's missing heart muted everything he felt then, and he didn't act at all throughout this reunion. Still, Kotone recognized Nagaru as if she had just seen him the other day. Even when Kotone went to him and held him close, crying into his shoulder about how she missed him and how nothing was the same with him gone, Nagaru barely felt anything.
But he knew how dire things were.
Even if Kotone was his dearest friend a lifetime ago, she would be a target to the other Reapers -- Reapers who would never care to know just how important Kotone was. Nagaru did not feel things like he used to, but he knew he could help Kotone survive and settle something that stirred where his heart once was.
Nagaru watched Kotone and her partner in secret, slipping them Noise and resources to give them a better edge towards the challenges that awaited them. Whenever Kotone found him and the two could converse, he offered nothing else to help her. Still, he hoped -- hoped, for once -- that what he was doing would be enough to earn herself victory. The moments he spent with her were the first in a long time to associate with happiness throughout his Reaperdom.
It was not meant to be.
As soon as Nagaru left Kotone's side one day, a Reaper swept in and took Kotone and her partner into the Noise Plane. Neither of them appeared for the rest of the week.
Nagaru searched the Underground for her with whatever time remained of that week. On the last day, he encountered Diaboro, who looked all too smug as the man presented Nagaru a terrible gift: Kotone's Player Pin. The woman had been as much of a fascination to Diaboro as she was for Nagaru, and Diaboro just had to see what Nagaru would do if she was ripped out of his hands.
Nagaru felt something then: the cold, familiar echoes of dread and vengeance then, if only for a moment.... it was enough to permanently change him.
Diaboro had slunk off soon afterward, seemingly having disappeared from the Underground from that point forward. At the same time, Nagaru slowly nurtured his newfound rage. Nagaru worked harder than ever since that day, aiming to land a spot among the Conductor's most trusted Reapers. At the time, the Conductor seemed to have big plans for Shibuya that Nagaru knew Diaboro would take advantage of.
But no sooner did Nagaru reach an understanding of Diaboro's machinations, Shibuya fell upon a state of slumber.
Planear Drag:
Within the sleeping worlds, Nagaru discovers the nature of hearts.
Specifically, that of the Heartless, and how he could only fight them by dragging them into the Noise Plane. The planes that once served as a grounds to test humanity upon now served as shackles for Nagaru and his goal: to find and destroy Diaboro.
Through great effort and the utter self-destruction of his own soul, Nagaru taught himself how to force his capabilities as an Officer Reaper into the other planes. Power, as it stood within The Reaper's Game, carried over between planes even if the rules for each plane differed; it was a matter of breaking those rules down now that there was no Game rules to adhere to, in Nagaru's mind.
Nagaru now ravages the worlds, tearing down Heartless and obstacles alike for a lead on Diaboro.
He would take that man down at any cost.
♦ TL;DR: Nagaru played the Reaper's Game several times before being forced into Reaperdom. With each Game he played he was ripped away of the same fee: his heart. Nagaru learned how to live without a heart and spent many years as a Reaper, rising the ranks and gaining more power throughout his services and studies on the Reaper's Game. When his childhood friend and sweetheart Kotone played the Game one day, Nagaru felt as if he was finally relearning how to feel again. This reunion was shortly lived as one of Diaboro's Reapers took Kotone away when Nagaru took his eyes off of her. Nagaru had been on Diaboro's trail since, uncovering the man's atrocities and vowing to destroy the Reaper at any cost. With Shibuya falling into a state of slumber and Diaboro nowhere in sight, Nagaru sets upon a warpath to find Diaboro and strike him down. |
♦ WRITING PORTION ♦
Sample Post:
"Diaboro's location. Reveal it now."
It was uncommon to find other Reapers within the Underground of these new worlds. Rarer, still, to see one of Diaboro's dogs slinking around in the open. Soundly beaten and cowering on the ground, Nagaru had the end of his staff pointed at the sniveling person's throat. Nagaru's flickering form only seemed to scare the Reaper further.
It was unnatural for a Reaper to fight within the Realground after all.
"I dunno man-- sir, I mean sir, I- I dunno!" The Reaper wailed beneath him. They yelped and cowered as Nagaru subtly lifted the end of their staff closer to the bottom of the Reaper's chin. Tears welled within the Reaper's eyes. "I haven't seen any other Reapers since I got here, j-- just you! I, I really don't know anything, I swear! Please please please don't erase me!!"
So they wouldn't say anything valuable. A shame.
"I see. Fine. Begone."
The Reaper shrieked as tiny crystals of light formed and circled around the base of Nagaru's staff. All at once, the crystals grew and burst in blinding light. When the light faded, only the barest remnants of static were left in the Reaper's place. Those, too, dispersed soon enough.
Nagaru's breath stuttered as he let the staff rest on the ground, ripples of static passing through him in painful waves. He waited until his form stopped flickering before he took a deep breath.
So. As far as Nagaru could tell, natural denizens of the worlds' Realgrounds released hearts whenever they were killed. But Reapers like himself broke down into Soul with no heart to speak of. There was no telling if this worlds' denizens also became Players, or if the Heartless interfered with these matters in any way. The nature of hearts in this world may be worth investigating whenever the search for Diaboro needed to wait.
How interesting. Not that Nagaru would release a heart if he were to fall in these worlds. He had none to speak of.
As Nagaru phased back into the Underground and took to the air. There was no use standing around.
He had a Reaper to destroy.
♦ KINGDOM HEARTS ♦
1. Which form will you choose?
The power of the warrior
The power of the defender
The power of the mystic.
2. What is most important to you?
Being number one.
Friendship
My prized possessions.
3. What do you want out of life?
To see rare sights
To broaden my horizons
To be strong.
4. What are you afraid of?
Getting old
Being different
Being indecisive.
♦ ADDITIONAL NOTES ♦
Character Hobbies and Activities:
♦ TBD tbd |
♦ TBD tbd |
♦ TBD tbd |
♦ TBD tbd |
Character Relationships (NPC):
♦ Kotone Nagaru's childhood friend and sweetheart. When Diaboro was found to be the cause of her disappearance, Nagaru swore to destroy Diaboro. |
♦ Diaboro A Reaper Nagaru swore to destroy. Diaboro is someone Nagaru has felt the closest thing to hatred towards since he lost his entry fee. |
Favorite Foods:
♦ TBD tbd |
♦ TBD tbd |
Misc.: