Roleplayer Sheet:Age: 25Frequency Online: Tons, unless I'm working, then usually a couple hours a day.
Responsibilities Offline: Moving soon, but otherwise free~
Favorite tv show or books: Haven't watched a proper 'tv show' in several years, but my favourite anime is probably Fate/Zero, if I had to pick right now. As far as books, I recently finished Snow Crash by Neal Stephenson, and it might actually top my list. I might be biased just because it was my most recent book, though. I like the Song of Ice and Fire books, though I don't watch the show.
Why do you like to write/RP: I like to experiment. I like to make characters that push my brain in various ways, and to take part in plots that do the same. I'm pretty understated IRL and I wouldn't say that I have much of a personality, but I like to play characters who are full of the stuff and have fun existing in their headspace. Sorry if that sounds a bit raw, but I've just been thinking about it lately, and that's the conclusion I came to.
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Character Sheet:Name: Karasugawa Karako
Alias in the DgtWld: Cypher
Age: 23
Average Appearance: Corrector Appearance: Weapon of Choice: Katana (Unique style mixed with Tae Kwan Do.) She is fast and light on her feet, and enjoys moving around a lot during fights. She uses kicks to soften enemies up, then her katana to finish the job. She has upgraded her abilities a bit to be able to slash quite fast with her katana. In a style based mostly around mobility and speed, she moves around a lot, and strikes when an opponent reveals their weakness. However, while she excels in mobility, she is at constant risk due to her own lack of any sort of defense. Her fighting style demands that she always be up close to an opponent, but simultaneously that she not take any hits. It's always a risky gambit, and she relies heavily on support from her other teammates, even when it looks like she is going off alone.
Cell Phone: If it's trendy enough, Karako is happy to upgrade phones frequently, but this is her current model.
Personality:+
Action-Oriented: If there's a task to be done, Karako wants to do it, and she wants to do it
now. She has no trouble motivating herself to 'get up and go.'
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Trendy: Always having an ear to the ground, Karako feels the pulse of the city, new trends, gossip and rumors. She's always interested in any hot new tech or fashion.
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Devil's Advocate: Karako is able to think outside of the box and imagine scenarios from multiple perspectives. Although this makes her argumentative at times, it usually leads to new insight into a situation.
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Comrade: Though it takes a long time for her to warm up to you, once she considers you a friend, you're there for life. She does not handle betrayal very well.
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Cynical: Karako gets along well with individuals, but doesn't like 'society' as a whole. It's not as though she wants to pick a fight with everyone for no reason, but instead, she has the sort of mindset that makes her the first to laugh at a bad situation, or the first to get angry when things get unfair. She expects the worst, and it's hard to shock her when things turn south. But in return, she tends to complain a lot about nothing, and take a pessimistic outlook on life.
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Defeatist: While she is quick to start a task, and her self-confidence is usually sky-high, if she considers a task to be too difficult for her, Karako is even quicker to give up the ghost. She tends to lose all motivation after being defeated and needs at least some time to re-ignite her spark.
Background: "It's a trash name given to me by trash... but it's mine now. I'll clean up my own mess."The Karasugawa family were a lower-middle-class clan of humble day labourers who owned a construction company on the outskirts of Kyoto. Their humility was their pride, and they named their first daughter in a manner befitting their worldview. 'Karako,' the 'empty girl.' For the first several years of her life, everything was going according to plan. she was a quiet child who liked to follow her parents' directions, learning about their trade and being indoctrinated into their lifestyle. Life was smooth sailing with little complication. But the rise of the new tech, new phones, MChips, the DgtWld, meant more demand for infrastructure, and an increasing demand for the Karasugawas' work. It had always been the case that after High School, Karako would be hired into the family business, but at age 15, her parents pulled her out before graduation to start work early.
Karako had other plans. Without any warning, she left home with little more than the clothes on her back and some stolen money to travel the country. She took a bus from Kyoto up to Tokyo proper, and made a small life for herself there for the next two years. She found ways of making money, whether legitimately or through criminal means, and found various places to stay. For two years she lived the life of an urban teen, both the light and dark side, and in doing so, her entire outlook on life was broadened and shifted greatly. But these things can't last forever. At age 17, she decided that enough was enough, and it was time to come back home to see her family. When she returned, her parents were initially happy to see her, though that didn't last long. The quiet girl they had known was gone, and in her place stood a wild beast. She had her own money and her own life, and 'following orders' seemed incredibly low on her list of priorities. Her parents had a phone for work reasons and because it had become absolutely necessary, but Karako was totally into the new digital culture and the DgtWld - something that her parents had declared to be morally corrupt.
For three years they lived an uneasy peace, with Karako's parents trying to guilt her into becoming the girl they wanted her to be, and Karako herself refusing sharply at every turn. She may as well have been spitting fire and brimstone. On her 20th birthday, her father decided that they had suffered enough abuse from this sharp-tongued and strong-willed girl. He publically denounced and disowned her, kicking her out of the house. He declared her morally bankrupt, and empty like her name, and that he would not stand for her criminal activities. Karako merely shrugged and left, deciding to move back to Tokyo. On her way, she received the call from the Gvn. She had been recruited into the ranks of the Correctors, which she accepted happily. Her prior criminal acts were to be pardoned (and limited in the future,) and she was going to be monitored, but she would still be able to hang around her delinquent friends (a sticking point she argued heavily.)
Her new job came with new money, and she was able to rent an apartment in downtown Shibuya through her old connections. It was a good location for her, because so many potential hackers or other criminals were young people searching for attention. Her hand was always on the beating heart of youth culture. After completing training she was assigned on-call to the current group of Tokyo-based Correctors, and has been with them for four whole years and counting. Content with her new life, she spends most of her free time wandering the city, hanging out with her friends, or training in Tae Kwan Do, which she had learned during her previous stay for self-defense. She bought herself a wooden sword (though she keeps it wrapped when she leaves the house to avoid attracting too much attention,) and most people to see her walking around might think she was the daughter of some Yakuza bigwig, but that works just fine for her. Nobody screws around with her.