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Name: lee Age: 34 Contact: PM, ghosthotel#0287 @ discord Timezone: cdt Other Character(s): n/a |
Name: akira kurusu Door: door pass! Canon: persona5 royal (+strikers) Canon Point: post-strikers, but with royal as the main timeline (strikers is a direct sequel to "vanilla", the core game prior to royal, but i am keeping the additional content of royal in mind). Age: 18 Appearance: Strikers specifically, generic Royal, and a different outfit for funsies. History: Wikia. CR AU (Optional): n/a Personality: Positive Trait: Attentive; Akira is shown with every one of the characters in the game that he interacts with to be attentive and a good listener. He follows a classmate he overhears having a stressful conversation on the phone to ensure her safety, and then sits with her in a diner while she cries about the situation only to bring her on board a team to fight the injustice she's facing. He calls upon the awkward maid service of his homeroom teacher because she needs money for an unfortunate situation in her life. He listens to and understands the trauma dumping of a teenage celebrity without pitying him, instead aiming to find a means to help him despite knowing he was set to betray him. Negative Trait: Servile; On the opposite end of Akira's attentiveness, he becomes nearly obsessive with listening and helping others. All of the bonds he has in-game are "Confidants", deals made to further his ends within the Metaverse and allow him to advance through the game. Despite also going through many hardships, often times with the very Confidants he's sought to befriend and listen to, he never once turns the tables and becomes the one listened to. At one point he is literally detained by the police, beaten and drugged, by a plan his friends put together at his behest, and never once complains or even expresses to any of them that the situation was stressful or upsetting. Negative Trait: Reckless; This video is how you are first introduced, both to the game as a whole, and Akira as a character. While being chased by authorities, he deliberately taunts them before breaking through a large glass window to keep their attention as he "escapes". This is more common for his behavior as Joker, the codename moniker he takes on as the leader of the Phantom Thieves, but gradually becomes commonplace for him just as Akira Kurusu, as well. Negative Trait: Impulsive; This can also be gleaned from the previous video-- the decision to break through the glass was presented to him and he didn't take the time to consider further risks, just went with it because it was what was in front of him. Similarly, he frequently makes choices on a dime rather than taking time to really think them over, both in the Metaverse and outside of it. This includes his initial awakening to his Persona, where he agrees to form a deal with what amounts to a demon in his head that represents his spirit of rebellion simply because it will provide him with the strength needed to overcome a situation about to curbstomp a classmate whose name he hasn't even learned yet. Powers and Abilities: Protag Problems: So there seems to be approximately nothing this kid can't manage to do passably, if not master. He cooks, he makes coffee, he's an excellent student, he memorizes food orders without writing them down, he's fluent in hanakotoba, he's good at shogi, he has the medical fortitude of a rhinoceros, he plays darts and billiards, he has to be taught by a child how to play video games well but he starts out good with daggers and later becomes good with guns, he dances in a memey way in Royal and extremely proficiently in the dancing game, but the latter is a dream and not necessarily "canon". A literal jack of all trades, though his specific points of mastery are curry, coffee, and being a confident booger while wearing a domino mask that has no business looking as good on him as it does. Third Eye: Separating this one from Protag Problems because it's a weird specific thing he does that allows him to hone in on key items. This extends to things useful to advance the plot, treasure chests with items to steal/that are empty (and being able to tell the difference), trails for specific trajectory to get places in a certain order for puzzles, and some form of night vision. How and why does he have this? Just Persona Protag Things. Nerf: If necessary, this ability can be removed, not function properly, or show him incorrect key items for the lols. Wildcard/Persona Problems: This is basically an extension of Protag Problems and I hate that. Due to being the protagonist of a Persona game, he has this nifty ability to basically house a bunch of monster souls in his head and utilize their powers by swapping between their respective masks. He can carry up to ten at a time (this number varies from Vanilla to Royal to Strikers, but in Strikers it is only ten), swap between them at will, and as their user takes on their strengths, weaknesses and other affinities in battle. Ten he could theoretically have along being pulled from post-Strikers: → Arsène: Akira's first Persona and initial awakening. Curse-forward of the Fool Arcana. Inherits/resists Curse, weak to Ice/Bless. → Queen Mab: Fire/Ice forward of the Magician Arcana. Inherits/blocks Fire, resists Elec, weak to Wind. → Sarasvati: Heal and Buff-forward of the Priestess Arcana. Inherits Heal, blocks Ice, resists Elec, weak to Nuke. → King Frost: Ice-forward of the Emperor Arcana (can Summon Jack Frost). Drains Ice, null Bless, weak to Fire. → Forneus: Psy-forward of the Hierophant Arcana. Inherits/absorbs Psy, blocks Ice, weak to Elec. → Thor: Elec-forward of the Chariot Arcana. Inherits/blocks Elec, resists Phys/Bless/Curse, weak to Wind/Psy. → Metatron: Bless/Almighty-forward of the Justice Arcana. Inherits Bless, absorbs Psy/Nuke, blocks Wind, weak to Elec/Curse. → Kurama Tengu: Wind-forward of the Hermit Arcana. Inherits/blocks Wind, resists Bless/Curse, weak to Gun/Ice. → Orthrus: Nuke-forward of the Hanged Man Arcana. Inherists/resists Nuke, absorbs Fire, weak to Ice. → Seth: Phys/Gun-forward of the Tower Arcana. Null Fire, drains Wind, weak to Bless. Nerf: All of these Persona have strengths and weaknesses, leading them to kind of nerf and buff themselves interchangeably, but I'm absolutely open to him having improper access to them, or toning down their powers, whatever the mods deem most appropriate. Inventory: A white and navy shoulder bag with tan straps. It is devoid of sentient cat friend but contains a single (right-handed) black leather glove, and a black/grey striped yukata with a red kaku obi. Samples: TDM again, which I think covers both thinks/communicates? Please let me know if additional samples are needed. :) |
revisions;
Date: 2022-11-19 07:48 am (UTC)Reckless; Akira frequently throws himself full force into situations as they come at him with a devil-may-care attitude. He is quoted reckless by his teammates multiple times-- for making himself the participant in a clearly rigged "game" battle without concern for his own well-being in the Casino Palace, for volunteering to be the decoy in an escape plan from the same, and finally for his showy exit through the glass windows. All of these instances happen within the same night, in the same game dungeon, and they are all done while fighting alongside a teammate he knows full well is going to betray him. His teammates frequently mention that once he puts his mind to something he can't be talked out of it, whether it's a well-thought plan or, more frequently a reckless one. Early in the game, Morgana shows up to he and Ryuji outside the Metaverse as a talking cat, and decides he's going to live with Akira while in that form since it's harder for him to get around. Despite knowing it could get him kicked out of his housing situation for sneaking a cat into the attic loft of a coffee shop, he does it anyway (luckily for him, Sojiro likes cats). When presented with a detective who is clearly doubting the justice of the Phantom Thieves, Akira has the option of saying publicly that the Thieves "are justice itself", despite knowing the danger of going against someone working with the police and investigating their identities.
Impulsive; This guy doesn't really think his decisions through overmuch. When he and Ryuji enter the Metaverse by mistake the very first time, their high school presents itself as a Castle. Rather than stop and question the situation, when Ryuji heads on in to figure out what's going on, he follows without hesitation. When in the same palace he is confronted by his Persona, a demon representing his spirit of rebellion, he doesn't hesitate to forge a contract with it to gain the power to save Ryuji, despite having not even learned his name at the time. Arguably most, if not all, of Akira's confidant advancements could be considered impulsive, since they are frequently rather sudden judgement calls, from agreeing to take an unmarked bag from a shady guy running an airsoft shop who later turns out to be former yakuza, to pretending to be a classmate's boyfriend so she can go on a double date with a classmate to make sure her boyfriend isn't taking advantage of her. The very reason for his involvement in the game in the first place is also impulsive, in that he chose to defend a woman who was being forced into a car by a drunk man, and when the man fell and hit his head Akira was falsely accused of and sued for assault.