The Return By Death group, in a single instant, have all been transported to a brand new world, with no apparent reason or circumstance as to why or how. The only thing that stood out about the transportation were two words, "I'm sorry", ingrained deep in their heads, as though it had been whispered to them at they shifted from Earth to whatever place they have now ended up in.
Unlike every other member of the group, Ada Taliar felt a strange presence, as though she were being watched and looked over by somebody standing directing behind and over her, though no person or entity exists nearby to create such an effect.
Note to fans of Re:Zero: Although taking place in the same world, and making use of many of the same lore and world building aspects as the original work, this Roleplay is by and large an Alternative Universe game. Outside of the world and concepts within it, there will be very little in the plot connecting back to the canon story of Re:Zero. I hope this doesn't cause you to reconsider your potential interest.
Note to Anime Only viewers: for the reasons stated above, there should be practically no fear of being spoiled about future events via the plot of this Roleplay. Though I cannot speak to conversations held by players, rest assured knowing that the story this Roleplay follows is significantly different to the events of the canon work.
For the majority, the Roleplay will follow the setup of the original story: individuals are summoned from Earth to the world of Re:Zero, for seemingly no purpose, with nothing but what they had with them at the time of summoning, and no unique abilities except the power to return to a point in time before their inevitable and untimely death. The story will follow the struggle, pains, and triumphs, of those unfortunate individuals, as they attempt to make a place for themselves in the world, against odds that invariably wish to seek their destruction.
As stated, though the concepts and world building elements of Re:Zero remain in tact for this story, the plot, and means by which that plot unfolds, is and will be drastically different to the story you are familiar with. Very few important characters from the canon work remain, and very little of the past remains. Perhaps the only true returning plot points are the Royal Selection, and the legend of Satella, the Great Calamity, and her eventual sealing at the hands of the Sage, Reid, and Volcanica.
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The world of Re:Zero is a fantastical one, filled with magic, abstract races, and many other aspects of typical fantasy worls that one would come to expect.
Our story takes place in the Dragon Kingdom of Lugnica, named for the Covenant formed with the Divine Dragon Volcanica, and begins at roughly the same time as the canon story would have started - 400 years after the Great Calamity. Geographically, Lugnica is the second largest country on the continent, and its territories span through a number of cities, towns, and territories, giving it one of the largest population densities in the world. Of the cities that make it up, there are five "regional capitals", including the de facto capital city, of the name Lugnica. In terms of climate and landscape, it is generally a warmer, more Mediterranean nation capable of supporting exotic agricultural products like lemons and sugar cane. Lugnica is bordered by the Vollachian Empire to the South, the Kararagi City States to the West, and the Holy Kingdom of Gusteko to the North.
The capital city will be everyone's starting location, but for everyone's general viewing, here is a large world map, containing details of both Lugnica, and its neighbouring nations as well. This should hopefully give you all an easy time visualising some of the various location descriptions down the line, and help with understanding travel distances for planning out timeskips.
The magic of Re:Zero is broken up into six main elements, known as "Fire", "Water", "Earth", "Wind", "Yin", and "Yang". The first four of these are the most common affinities for a person to have, while the latter are considered somewhat rare among mages. In terms of application, fire magic governs temperature, water magic governs life, earth magic governs physicality, wind magic governs the immaterial, and Yin and Yang govern debuffs and buffs respectively. In general, one person will have a single affinity, though it is possible to attain or simply possess multiple elements, allowing for the usage of multiple types of magic. It is also possible for a person to lack any affinity, and therefore be unable to cast magic.
In general, each element uses its own specific, general incantation for a number of its effects, though this is not always the case. Additionally, the strength of a spell begins from its original incantation, and increases through the addition of "El", "Ul", or "Al". Some of these incantations are:
Fire - "Goa" Water - "Huma" Earth - "Dona" Wind - "Fura" Yin - "Shamak" Yang - "Jiwald"
Typically, magic users are divided depending on the method by which they cast their spells, where "Magic user" and a "Spirit user" are different classifications. A Magic User casts spells through their Gate - an invisible, portal-esque concept within the soul of a being, which draws in mana and stores it within itself. A Magic User takes this mana, "charges" it with their specific elemental affinity, and releases it from their Gate, taking the shape of their intended spell. This type of magic requires training, as reckless or overuse can result in a person damaging, and eventually ruining their Gate, preventing them from expelling mana, which can prove fatal.
The second type of caster is a Spirit User, who draws upon the power of Spirits with whom they have formed Contracts with. This requires an innate talent to properly achieve, since not every person is capable of creating a Contract with a Spirit, but those that can are able to use these Spirits as pseudo-Gates, drawing from the mana naturally existing in the atmosphere, rather than the individuals own Gate. Spirits exist in three categories - Lesser Spirits, Quasi Spirits, and Spirits. These Spirits generally have their own specific elemental affinities, which allow particularly proficient Spirit Users to access spells outside their natural ability through the creation of Contracts. A Contract, both between Spirit User and Spirit, and between people as well, are considered to be incredibly important, and in the case of a Magical Contract, breaking one end of the deal typically results in penalty for the offender.
In this Roleplay, for the sake of making things somewhat clear, we'll be using a letter graded, three category system to determine your character's magical abilities. These categories are: Capacity, which determines the size of your Od, or life force, as well as how much mana you can store at any one time; Flow, which expresses the rate at which you can recharge spent mana; and Flux, which determines the amount of mana you can expel in a single spell without causing damage to your Gate. Each category is ranked from F to S, with S being the highest rank achievable by a human or Demi-Human exceptionally loved by the world, and the lowest representing either abject ineptitude, or an inability to cast magic at all. A character with high Capacity will be able to cast more low cost spells, and has more of their own life force to pull from if things get dicey, while a character with high Flux will be able to pull of much more powerful spells. Be aware, that the stronger your character is innately, the less they will grow in certain areas compared to others, in the name of keeping the playing field as level as possible; some power up periods may include bonuses or buffs to each of your magical statistics, so naturally, those born with weaker capabilities have a greater breadth into which they can grow.
Attempting to do more than your specific capabilities allow can and will result in you damaging your Gate, which leads to negative multipliers on every rank per the amount of damage you've accrued. If that becomes the case, you'll need to seek treatment, but if you keep attempting to overachieve, you'll rupture your Gate entirely. Not only is that dangerous, you will lose any and all ability to cast magic without the help of a Spirit. I'll be making sure that you know when you're reaching, or pushing, your limits. It's up to you if you want to challenge them.
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Divine Protections are blessing given to individuals from birth by Od Laguna, which is believed to be the world itself. The general rule is that, regardless of if it is useful, it could very likely be a Divine Protection. A person with a Divine Protection knows instinctively what it is, and how it is used; this is knowledge that can never be lost, no matter the circumstance or effect. A Divine Protection without much use can be seen as fairly common, but those that are unique, or with a lot of use, are incredibly rare, and a person possessing two or more is even rarer.
Since Divine Protections are gifts from Od Laguna, the Return By Death crew won't have access to them from the beginning of the story. There may be ways, or at least chances, for you to obtain some later down the line, though, so if there's something in particular you have in mind for your character, let me know. The only other immutable rule to know regarding Divine Protections, is that they are naturally incompatible with Witch Factors.
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The abilities of the Witches of Sin, which manifest within individuals who have taken in Witch Factors. These Factors seek out compatible candidates, latching onto and assimilating themselves with the body of the nearest suitable individual upon the death of their previous holder. In general, Authorities are the most powerful abilities in the world of Re:Zero, which are shaped in response to the desires and beliefs of their holder. Though, a holder does not have the ability to decide what Authority they will manifest.
Many of the secrets regarding Witch Factors and Authorities are heavily obscured, to the degree that a huge majority of the world are unaware of their existences. Those that are aware of Authorities, though, claim they are used by the leaders of the infamous Witch Cult, the Sin Archbishops. These individuals are said to have been driven mad through the use of their absolute power, though it is debated whether their madness stems from the Authorities themselves, or their general affiliation with the Jealous Witch and Witches of Sin.
Much like Divine Protections, it may be possible for you to obtain an Authority over the course of the Roleplay, though these will be greatly more limited and selective compared to the former. You will have very little input on what kind of Authority you gain - it will be decided when I choose the people who are compatible with any given Witch Factor, based on their personality, background, and how high their various magic rankings are. Time will tell who is compatible, and what trials will have to be undergone to obtain such power.
Much like Subaru himself, the characters of this Roleplay possess a single unique ability - Return By Death. Although, it features a few changes.
Dying for your characters is not permanent. In fact, death as a fact of life no longer applies. Of course, if you are stabbed in the heart, or burnt alive, or drowned, or suffer any of the innumerable methods by which death can occur, you will still experience it as "death"; the pain, the fear, the chill, the darkness. But in the moment of your "death", when consciousness has faded completely, and the only thing remaining is the void, you will live again, unharmed, and possibly, in a better position than you were before.
Unlike the Return By Death of Re:Zero proper, the moment a character dies, they will instead be returned to the exact moment before their death, abruptly unharmed by whatever attack or effect snuffed from them their light. Other people with Return By Death will see you die, and suddenly return to life again as though the sword swung to decapitate you missed by mere inches. And the ones without, who witness the death and immediate revival, remain none the wiser, assuming in almost every case that somehow, you avoided the reaper's call.
Should a certain number of the Return By Death group be killed within a single checkpoint, time will loop. Every member of the RBD group, no matter if they died during the previous loop or not, will be returned to the moment the last checkpoint was saved, and time will play out exactly as it had without their interference. From a GMs perspective, I feel this fits a Re:Zero Roleplay better than a black and white death to reset system, since that can leave certain players left out of certain events, and therefore potentially the Roleplay proper. It also gives you the players a great deal more time and chances to actually figure out what is going on in any individual moment, providing potentially more information and helping along with some of the more difficult mysteries, so that the Roleplay doesn't begin to stagnate on reset after reset. It is also worth knowing that it does not have to be individual deaths that reset the arc. A single person could be responsible for every death on that counter, and cause a reset completely on their own.
If a member of the Return By Death group attempts to speak to somebody from the new world about their ability, the fact that they can loop time, or the fact that they have been summoned from a different world, they will be exposed to some fairly unpleasant feelings and penalties. They are free to discuss amongst themselves anything related to this, provided there's nobody unqualified within earshot, but everyone else is a no-go. The penalties will be shown upon a person crossing that bridge, but one consistent factor is that the quantity of Witch's Miasma, or Witch's Scent, will increase on their body. Some people can sense this, and may associate you with the Witch Cult, but it will also attract Demon Beasts, so beware.
In the style of Re:Zero, the Roleplay will be broken down into Arcs, which each Arc covering a significant event or portion of the story at large. Within these Arcs there will be checkpoints, places to which the characters will return to upon a loop reset. These isn't necessarily a single reset point per Arc, and it is not always set at the very beginning of each either.
During each Arc, you should expect there to be at least one loop. While it is technically possible to pass any given Arc in a single attempt with enough planning and dumb luck, it is very likely that that won't be the case. Understand that I will be as fair as possible in the massacre of your characters, and will not kill them unfairly, or without good reason. It's very likely that, for example, the first time a character encounters a certain attack, it will do significant damage, because they are unaware of how to properly avoid or counter it. In subsequent loops, or even the same one, characters will be quicker on the uptick, and will be able to better avoid death as a result of experience. This will likely take time, and as such heavily benefits from the multiple death reset system.
Keeping this in mind, understand that I won't be holding your hand through the Arcs. It is up to you and your characters to figure things out, and while I may give hints both OOC and IC if progress begins to dry up, I have no intention of solving any given problem for you. This also means that, if you so chose, you could allow any character you wanted to die. If an Arc was completed perfectly except for a single NPC being wounded or killed, it is entirely your prerogative to choose to continue, and leave that NPC unsaved, regardless of how important or beneficial they could be to the party. Just keep that in mind.
When an Arc is finished, or between certain blocks of Arcs when a major overarching series of events has been concluded, there will be moments of time when the characters are free to interact and do as they please, with both each other, and the NPCs around them. These blocks of time, to the player's discretion, can involve training, which will increase their likelihood of receiving a better power increase at scheduled strengthening points. This can include Divine Protections, Authorities, unique or additional spells, and simply improved skill at a specific task. It's up to you who and how you choose to learn, and in general, up to you how well you character does.
Q: Can I make somebody native to the world?
A: On a fairly fundamental level, I'm very likely to reject any native characters. This is a choice simply out of my own convenience, because if a person is going to play a native, then I will be compelled to have them be involved in past events, so as to give them a reason for actually being involved. If you are undeterred and wish to create one regardless, PM me about it with whatever ideas you have regarding their history, so I can make the call as to whether fitting them in can be done without causing issues elsewhere. 99% of applied natives will be denied, but try not to think of that fact as me finding fault with your character or application.
Q: Could I join this with no prior knowledge of Re:Zero?
A: Sure you can. All of the information you need to know before joining will more or less be spelled out in the OOC, and anything else can be asked and answered by either me or the players. And, as stated, there will be no major story spoilers within the plot itself, so you're more than free to join, and experience the canon story of Re:Zero alongside your participation in this Roleplay.
Q: How much of the story has actually been planned?
A: Currently, there is a plan for nine or ten Arcs depending on character decisions, including NPCs, the history of the world, and the chain of events and decisions that inevitably led to the appearance of the Return By Death group. That is, provided you don't gallivant off and leave all the important NPCs to be killed. In that scenario, there'll be like four Arcs at a maximum, so let's pray that doesn't happen.
Q: You didn't really talk about combat all that much. How will it work with Return By Death?
A: In general, I'll have the final say in what attacks and other actions succeed or fail during combat encounters. NPCs, both ally and enemy, will more or less be fixed in their chances at succeeding in any specific action. The RBD group, on the other hand, will perform better or worse depending on how many times they have experienced that specific action. If a spell is cast which could easily and quickly reduce a person to a bubbling grease, and the character it is being cast at has never seen or been on the receiving end of it, they are very unlikely to succeed at dodging it. On the other hand, a character who has been killed by, or witnessed, the spell, will be more likely to escape and survive. Think of it like advantage and modifiers in D&D, except there's no dice rolls because I'm just calling out random numbers.
When it comes to Return By Death, your character will die, and then be alive again. It'll be jarring - they will experience every scrap of pain up to the moment their vision goes dark, and in a split second, they will be stood again, alive and well, having, in the eyes of those around them, narrowly avoided something that should have stolen from them their life. Those people will be confused, especially the person or thing that killed you, as to how exactly you managed to survive. Some will believe you dodged, while others will believe it to have been something supernatural. The conflict between appearance and truth wont always be so easily parsed in the minds of onlookers, and some may attempt to pry into the uncanny knack for escaping the proverbial guillotine, but that's a bridge to be crossed after it's built.
- Meta-Gaming and Power-Gaming are very much prohibited. I will likely be keeping a record of the things that have been revealed, partially or completely, and which of the player characters are aware of those reveals during any given point. Try and at least keep in mind what your character knows, and if you have any doubts, err on the side of caution and ask me. I'd rather not have to have people edit their posts because they have intentionally or unintentionally included something they should not have.
- Character Sheets should either be posted in the OOC, or sent to me via PM, so that I can approve them. Only when I have in writing said that you are accepted may you move your sheet over to the Character Tab.
- I'm only going to be allowing one character per player for this roleplay, both to alleviate the strain on myself to run that many, and to keep the story a lot more focused and personal.
- Keep your OOC drama to a happy minimum. If you've got issues, take them to PMs and sort them out somewhere other than the OOC. Nobody wants to see it when they're trying to have fun.
- At least a post every two weeks is expected, potentially more than depending on the pace we run at and how engaged your character is with any given event or encounter. If you cannot get a post up, let me know, so that I can make adjustments taking into account your situation. If you don't talk to me, and tell me what's going on, I can and will take control of your character to move the story along, and they may not be how you left them when you're able to return. Death may not be permanent, but losing limbs sure as hell can be if you aren't careful.
- Feel free to call me out if I fuck something up, but at the end of the day, I have final say on what happens and what doesn't. You can contest an action taken on various grounds, such as placement or extenuating circumstances that I might not have noticed, and therefore failed to include, but I have the final say. I will be as fair as possible, and if you feel like you have been slighted in any way let me know privately, but if I overrule you, don't make a big deal out of it.
Name
[Picture]
Age | Gender | Height | Magic Affinity | Race
Physical Description
As it says on the tin, a written description of your character's physical appearance. From their hair colour to their style of dress, up to and including their weight, tattoos, and any physical abnormalities you might feel inclined to include.
Personality
I sure hope they have one. It doesn't have to be anything exceptionally long, just a general overview of how they act, and what kind of attitude they have towards life and other things. Are they optimistic? Are they slow to trust? Do they have any particular quirks present in speech, or in their generalised social interaction? Things like that.
Bio
The history of your character from before they came to this new world. Once again, it doesn't have to be a Heroic Epic in length or detail, but it should give a foundation to your character and their past life. Keep in mind, all characters originated from modern day Earth, so there'll have been no magic or things of a similar sort in their life up until now.
Capacity:
Letter graded, from F to S.
Flow:
Letter graded, from F to S.
Flux:
Letter graded, from F to S.
These statistics represent your inherent magical skill. As detailed in the opening post, Capacity will determine your Od and the amount of mana you can store, Flow determines how quickly you can recover spent mana, and Flux determines how much mana you can use for any given spell. An S in any stat means you possess the greatest theoretical limit of that magical facet, whereas an F indicates you either cannot cast magic at all, or are at the bottom of the barrel in terms of that specific characteristic.
Magic and Abilities:
This will be where Divine Protections, Spell and Weapon Arts, Spirit Contracts, and Authorities are recorded whenever people develop them. As of right now, everybody should only have "Return By Death". Feel free to write a description for it, or simply leave it as just the name.
Character Intentions
Give me a bit of insight into what kind of character you want to create. This doesn't have to be anything concrete, and if you change your mind down the line, that's perfectly fine. You don't even have to include this on your public sheet - you can send it to me via PM instead, if it better suits you. This is simply so I can gauge what kind of opportunities people would like, so I can better tailor future power ups and compatibilities with your own personal desires.
Extra:
Any additional notes or bits of trivia you wish to add. Even a theme song, if you're feeling particularly out there. I won't judge.
Age 17| Gender Male | Height 5'8 | Magic Affinity: Fire | Race
Physical Description
A young Caucasian male with a youthful face one could see Graham as a delinquent. He has buzz cut hair style typically wore a black sleeveless leather jacket, and sweat pants. Underneath his jacket he tended to wear a white shirt with a black skull on it as he didn't make washing a priority over style. He has grown some facial hair but he typically shaves it preferring not to have a grizzled appearance. Besides facial hair is itchy. He has dark blue eyes, and tends to often give off an air of confidence deserved or not. He has no noticeable strange scars, or cuts but his hands are calloused, and tough.
Personality
Contrary to his appearance Graham is actually a fairly nice person. He's the sort of person who keeps his word, and makes sure to back his end of the deal. He's confident, arrogant, and vain at times but its due to his drive to prove to himself that he can take on any challenge. He's not afraid of the concept of death you only live once right? No use fearing the reaper. His confidence in himself is his defining feature he's not afraid to fight someone, and he tends to borderline not care about risks. That being said he's not insane and he doesn't throw himself into an unwinnable situation. If he doesn't think he can handle something he's just as likely to book it as quick as possible. But if backed into a corner he will put up as much a fight as possible. What is more divisive about him is his charisma. He can either inspire others to go harder by not backing down, or irritate them to no end.
With all that being said he also has a soft spot for young girls around his age, and maybe a bit older, and tends to flirt a lot with them. He tries his best to get along with guys too but he feels anyone who isn't into football, and pro-wrestling. Being a fan of Pro-wrestling, and football makes him a bit flamboyant when it comes to trash talk but underneath it all he can still act serious when the need arises he just doesn't feel the need to be serious twenty four seven. He's quick to accept new concepts but he honestly hates studying using books he's a more hands on learner who learns best from trial and error. Studying was never his strong suit. Overall one can describe him as reliable, and an honest person but one who is reckless at times using his self confidence as an excuse to do whatever he feels like. However when things get serious he becomes the first one to drop the act, and think frankly.
Bio
Born in Detroit Michigan young Graham was raised by his uncle after his parents up and left the city one day without word. Always thinking his parents were good for nothing Graham always dreamed of becoming a big pro-wrestling star from a young age idealizing some of them because they all seemed cool, and able to say big things without getting in trouble. As a young boy Graham often spent his life watching TV, and watching his uncle fix cars. There wasn't much to do as Detroit was a dangerous city but his uncle was all the family he had left after his parents ditched him. His uncle was a hard but fair individual who laid out strict rules that he had to follow or else he would lose privileges but he never put his hands on him unless he did something really bad. Graham learned that respect was earned not given and to be polite to everyone until they gave you an attitude you didn't like.
Graham as a student had issues learning and though he tried his best he never was quite able to match the smarter students in class. What he lacked in brain power he made up for in energy and though he did try to cram study he eventually gave up. Through elementary and middle school Graham slowly lost his drive to strive for academic success. It just wasn't for him, and in his spare time on weekends his uncle, and his buddies started teaching him handy man skills such as how to build things, and simple pipe work. Mostly however he slowly learned to work on cars. Eventually as he got older he enrolled in a pro-wrestling school that partnered with a local MMA gym his uncle's friend owned. He learned self defense, and some flashier wrestling moves there but he was still too young to actually compete anywhere. This focus on more traditional labor work, and gym work saw his grades sink. While he managed to keep a pitiable barely passing average he fully expected not to be able to go much of anywhere but the field of cars, and electricians work. Still Graham is confident one day he'll finally find something he thinks is worth his time in life.
Capacity:
A
Flow:
C
Flux:
C
Magic and Abilities:
Return by Death - The Ability to Resurrect one's self from death.
Character Intentions
A simple person Graham wants three things: Love, a purpose, and to better himself. He isn't comfortable being second fiddle, or being called weak or unskilled. Graham wants someone who he can look at and love with all his heart one day as he wants a family he never got to really have. A purpose in live that he can put his all into so that he can wake each day knowing he's got something to do, and no reason to just be lazy, and finally like mentioned above he hates not being the best he can be. If he thinks he can be better than he is than he isn't satisfied. Not giving it one's hardest is the equivalent to saying whatever they're doing is not worth the effort.
@vancexentan If you didn't, be sure to look through the OP again, as it contains information for the magic system used in Re:Zero and this RP. You'll need to specify your character's magical affinity, or if they are lacking one.
@Ithradine Like I put in the Q&A, I'm fairly reluctant to allow Natives among the PC roster. That, as well as the circumstances surrounding the Oni Race, make that a bit of a no sell unless you can bring me a particularly convincing pitch.
What if his best friend was taking him to some kind of fantasy convention/festival and he was made to dress up as one when he got transported with a horn on his head?
@Ithradine If that's the story behind their transportation, then I have no qualms with it, but it's not gonna change your race or anything like that. In general, people also aren't going to be fooled into thinking you're an Oni simply by super-gluing a horn to your forehead; all the RBD members are human through and through.
@vancexentan Yeah, I can't see anything wrong with your sheet, good effort. Feel free to move em over.
@Ithradine Afraid not, but an admirable attempt nonetheless. The circumstances behind the transportation may have a lot of resultant effects stemming from them, but the transportation itself happens as fast, and as simply, as blinking - nothing more or less complex than that. Who could say if there's even any magic or mysticism involved at all?
__________________________________________________________ Ryom was the product of a single-mother and father that was no where to be seen. Despite being poor and living in a rough neighborhood, his mother never made it seem like they were poor and was already to patch Ryom up after numerous playground scuffles. No matter what happened she was always there for him. One day as his mother was washing dishes, Ryom was watching a music show that she had left on. He doesn't remember the day that much but his mother told him later that was when she knew he had a special gift. Soon after that, his mother engaged him in singing lessons and for awhile music filled the hole that his father had left. Ryom used a bit of saved up money to purchase a worn-out guitar at a thrift store and began making videos online of himself singing.
That was the catalyst that started his career as a musician, as he began on the street and in venues that would let him play. His mother's health took a turn for the worse and after a trip to the hospital it was discovered she had breast cancer. With medical bills to pay, Ryom took whatever gigs he could get often bringing himself to the brink of collapse as his mother's condition continued to worsen. A once-in-life chance happened when a recording label agent watched one of his shows. From that point on, he became a rising star in South Korea's music industry. At the debut of his first live performance, his mother showed up with a brand new guitar for him. Ryom held show after show and his actions began to worry even his agent, who insisted he needed rest. His best friend, Tae, dragged him along to a comic convention at the behest of his mother. While looking at the various stall, he received a call from the hospital that there was drastic change in his mother's health. Ryom rushed for the exit without saying a word to Tae and knocking over several people in the process. The door the convention center flung open and squeezed his eyes shut at the bright sun above. When they finally opened, his entire world changed.
Personality
__________________________________________________________ When Ryom sets his mind to something, there is very little that will stop him from doing it. He absolutely hates when people tell him he can't achieve something, it doesn't matter if he has the strength or tools to do it. Foul-mouthed and hot-tempered, Ryom isn't one to sit down and be silent when someone is irritating him or doing something he doesn't agree with. That being said there a soft side to Ryom. He is fiercely loyal to those he considers family or friends and will defend the poor or innocent even if it means getting himself hurt in the process. Ryom isn't one to sugarcoat words and will speak openly, for better or worse.
His true feelings are normally masked with sarcasm and harsh remarks, trying to keep others at a distance. However, he absolutely loves music and talking about it is one of his favorite subjects. Ryom often hums melodies when he is by himself or while when he has to wait. He is quick to think on the fly and adjust his strategies to adapt to the situation he's in. Ryom is not afraid to utilize what others might call "dirty" or "underhanded" techniques and will fight tooth and nail to win the fights he occasionally finds himself in. No matter the odds, Ryom will not leave an friend's side if they are in danger. He is quick to assume the worst in people so he approaches anyone new with extreme caution.
Physical Appearance
__________________________________________________________ Ryom is a rather tall guy South Korean with almond-brown, medium length length that is in a state of controlled chaos. His wardrobe mostly consists of a few favorite long-sleeve shirts and some pairs of worn-out jeans with a few hoodies and button-shirts that are usually tied around his waist when its warmer out. Ryom almost always is wearing a pair of headphones on his head and when they are not on his head, they are around his neck. Almost as essential to his look, and perhaps more, is his guitar that he nearly carries everywhere he goes. A single, flower shaped tattoo resides on his arm with a date. This, and a single surgical scar in his right torso, are the only markings on his body. Ryom is thin but doesn't possess much in the form of muscles. Small bags have formed under his eyes from over-working and a lack of sleep.
Intentions
__________________________________________________________ Ryom wants nothing more than to return to his original world. He's willing to pursue any leads if he think it will bring him closer to home. Despite his situation and goals, he does want to forsake his gift for music and wants to find something similar to his guitar in the short term. In the end, what he wants most in life is to be the best son and make the person who means the most to him proud.
I realised that I didn't give a proper explanation as to what each of the six magical elements cover overall in their specialisation. It'd still be worth ya'll knowing what specifically the various magics govern, even though the nuance and spells therein will be elaborated upon further by whatever teacher you acquire. That's been added now, in the first paragraph of the Magic section.
Standing at a magnificent 5”1 or 156 cm, Miki never quite hit the growth spurt she wanted, though that never bothered her. Her posture isn’t petite, but it definitely isn’t sturdy either. She just sits in that comfortable mid-range caused by the occasional work-out followed by a good meal. Miki has the stature of a girl in a foreign country, which she has her naive nature to thank for. Mostly seen with a curious or satisfied look on her face, She stumbles through the day in comfy yet stylish clothes. Her parents always tailor her baggy clothes to fit, or at least to be sensible, and to be honest, Miki likes the style; she hates accessories though.
Personality
Despite her tiny appearance Miki is inquisitive, almost to a fault. Always chasing her thoughts without a care for others, or rather, unaware of others entirely, she gets lost in her own world whenever something new and exciting enters her vision. Although it’s much less now than it used to be, it still often completely obscures her situational awareness.
Her curiosity extends to humans as well, as she very often thinks about others; how they feel, how they act, why they act. she doesn’t talk much about it, but there’s always a cog turning somewhere in her mind as she’s trying to figure out someone else. But because she doesn’t often actually confirm these answers, or talk to people in general, her personal reality can become twisted to fantasy, only when being shown to be wrong will she change her perspective on these things.
Despite trying to figure everything out though, she does not often turn that curiosity inwards as self-reflection is big weak spot of Miki; perhaps she feels like she just isn't interesting enough.
Bio
Being the only daughter of the Teruko family, Miki had the full attention of her parents for the duration of her childhood. The father had plenty of time as he worked an office job from home while the mother stood in front of a class of elementary children.
In her early years, Miki was known as incredibly timid and curious. Her teacher often found her quietly escaping the class and going off on adventures. There was no end to her thirst for discovery and it got to the point where she became lost for entire days. Her teachers tried to get her to pay attention in class but there was always something more interesting to do or see. After lengthy discussions between Miki’s parents and the school board, it was decided that Miki would be homeschooled. Her mother, being a teacher, would educate Miki on all things important and when mom went to school, Dad remained with Miki for the remainder of the day. This way Miki would be allowed to learn at her own pace in a controlled environment as she tended to pay closer attention to her parents. But with such an isolated lifestyle, problems were bound to show up.
As expected of any kid stuck at home, Miki began to grow restless. She held on for a while, but eventually something began to gnaw at her to wake up and get out there. She had already learned to control her impulsiveness and she felt like she was ready for more. It took some convincing but not a month later, Miki was introduced to a new school. She was very excited to rejoin society but on the first day of her new life, opening the door of her home, she found herself in another world.
Capacity:
E
Flow:
D
Flux:
D
Magic and Abilities:
- Return By Death
Character Intentions
Miki is naive, like really naive. To have a character that is so blatantly innocent and wrong about the world be forced to face it. I want to create a character that is inherently relying on others as a way to live; and then make her learn to rely on herself.
Miki has a lot of things to learn. She has no social skills but is driven and kind. If her childish curiosity remains unchecked, you could see her unknowingly walking into a villain's den. There will be many problems if she doesn’t wise up and she will depend on others for that; they will influence her. Her personality will develop as she learns how different people behave and she will try to find her own place among them.
@Ithradine Magical Affinities are determined essentially at birth. They are a fundamental aspect of the Soul, which the Gate is apart of, so it's not really possible to change an Affinity, nor is it possible for an Affinity to be "hidden" - a person with the ability to check your Affinity will see all the ones you possess, pretty much no matter what. In the same vein, you don't exactly "unlock" your Affinity, since it's with you from birth, you just learn how to use your Gate and cast magic. What you're born with is what you get, and there's no way to change that, outside of some exceptional methods that I won't mention yet.