# TWEWY ~ Subversive Purgatory [Profile Thread]

Discussion in 'Profile Threads' started by CerberusLycan, Nov 29, 2013.

1. Reform; scramble through to be reborn
Survive seven days the urban hive
Endure the constant ploy of Death's envoy
Forfeit your closest joys to hush the Noise

May the Reaper have mercy on your soul.

-----

"Welcome to St Paul's Underground.

I hope you are all aware that you are dead. Your manner of death is of no concern-- hit by a car, drowned in a pool, shot by an adversary; it makes no difference. What matters is that you have all been selected to participate in the Reapers' Game.

You have seven days. A mere week to complete tasks that the Reapers assign to you, keeping to a strict time limit. Failure to meet said limit will result in your very essence being erased from existence. These tasks range from simply reaching a location on time, to defeating monsters that you could not see while alive, to finally defeating the Game Master, the Reaper in charge of the week's game.

Your resolve and resourcefulness will be put to the test. Your perception of what is true will be strained. You may face physical dangers you would never have imagined. Your sole ally in this struggle is a single partner, without whom you cannot survive. On the first day, you will make a pact with another player, and they shall become your partner. Until you achieve this, you will be unable to fight the Noise, you will be unable to defend yourself against the Reapers, and you will still be subject to the time limit like your more fortunate peers.

You may be wondering at this point what you gain out of any of this. Is this simply a game to amuse us higher powers? Perhaps, despite what its purpose truly is. You do, however, have a choice in the matter. You may wish to simply not participate in the Game-- and that's fine, if you welcome oblivion. If you still cling to the thought of life, though, you will put your Soul at stake, stretch your Imagination, and take up your partner's hand in combat. Not all is pointless scrambling about to delay the inevitable- if you make it to the end, you may be able to return to life. It all depends on how well you perform.

Even in this Game, where fate seems to have been twisted into the most inhumane thing, you will always have your faith.

And with that, I hope to see you again in seven days.

Good luck."

#1
2. Top-Screen Players
Code:
[b]Name:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Level:[/b]
[b]Entry Fee:[/b]
[b]Partner:[/b]

[b]Appearance:[/b]
[b]Personality:[/b]
[b]Background:[/b]

[b]Equipment:[/b]
[i]-- Top:[/i]
[i]-- Bottom:[/i]
[i]-- Feet:[/i]
[i]-- Accessory:[/i]

[u][b]Pin Deck:[/b][/u] [i][Brand Specialties][/i]

[b]• Pin Name[/b] [Brand / Damage Type]
[b]+ Skill:[/b]

[b]+ Skill:[/b]

[b]• Pin Name[/b] [Brand / Damage Type]
[b]+ Skill:[/b]

[b]+ Skill:[/b]

[u][b]Unequipped Pins[/b][/u]
[b]• Pin Name[/b] [Brand / Damage Type]
[b]+ Skill:[/b]

[b]+ Skill:[/b]

[b]Style:[/b]
[b]Harmony:[/b]
[i]-- [Tier 1]:[/i]
[i]-- [Tier 2]:[/i] <Locked>
[i]-- [Tier 3]:[/i] <Locked>

[b]PRS:[/b]
[b]Pwr:[/b]
[b]Com:[/b]
[b]For:[/b]
[b]Per:[/b]
[b]Luck:[/b]
[b]Reaction:[/b]
[b]Agility:[/b]
[b]Faith:[/b] {[color=#424242]/////[/color]-[color=#424242]/////[/color]-[color=#424242]/////[/color]}
Bottom-Screen Players
Code:
[b]Name:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Level:[/b]
[b]Entry Fee:[/b]
[b]Partner:[/b]

[b]Appearance:[/b]
[b]Personality:[/b]
[b]Background:[/b]

[b]Equipment:[/b]
[i]-- Top:[/i]
[i]-- Bottom:[/i]
[i]-- Feet:[/i]
[i]-- Accessory:[/i]

[u][b]Pin Deck:[/b][/u]

[b]• Pin Name[/b] [Brand / Damage Type]
[b]+ Skill:[/b]

[b]+ Skill:[/b]

[b]• Pin Name[/b] [Brand / Damage Type]
[b]+ Skill:[/b]

[b]+ Skill:[/b]

[u][b]Unequipped Pins[/b][/u]
[b]• Pin Name[/b] [Brand / Damage Type]
[b]+ Skill:[/b]

[b]+ Skill:[/b]

[b]Harmony:[/b]
[i]-- [Tier 1]:[/i]
[i]-- [Tier 2]:[/i] <Locked>
[i]-- [Tier 3]:[/i] <Locked>

[b]PRS:[/b]
[b]Pwr:[/b]
[b]Com:[/b]
[b]For:[/b]
[b]Per:[/b]
[b]Luck:[/b]
[b]Reaction:[/b]
[b]Agility:[/b]
[b]Faith:[/b] {[color=#424242]/////[/color]-[color=#424242]/////[/color]-[color=#424242]/////[/color]}
Make yourselves comfortable, Players. This is an explanation you'll want to hear out if you wish to stand a chance against the Noise.

TWEWY: Subversive Purgatory is, of course, based on a video game, and so the style of statplaying you'll be making use of will be somewhat different from traditional Statistical Roleplaying. Before explaining the fields of the profiles, I believe a general explanation of the battle mechanics would benefit you, so let's start at the top!

Top-Screen, that is. And Bottom-Screen. Most will remember TWEWY's unique dual-screen combat system, though if you haven't played TWEWY, the basis is that you controlled two characters on each half of the [Nintendo] DS to combat the same enemy. In the same vein that TWEWY laid down, Players in a partnership will fight on separate planes, facing the same enemy, while sharing a 'Health Bar' but otherwise operating as their own units for all intents and purposes. Following the motif and pattern the partnerships in TWEWY followed in combat, Top-Screen Players will have a more limited range of Pin Selection, but in exchange have the freedom of the Style mechanic, which will be explained further down in this post. Bottom-Screen Players, inversely, have access to all Pins, but are devoid of the significant Style mechanic.

On the subject of Pins, they remain, as one would expect, the outlet of Players' Imagination and skills. Going hand in hand with how Pins function is our emphasis on Time in TWEWY SP. Regarding battles, 1 Turn equals 12 seconds, and this directly influences the Cooldown on your Pins. You heard right, Cooldowns. Instead of using a normal resource system with a point limitation, we kept the Cooldown system on Pins to limit their use. Pins themselves have some set statistics, but  individual Players assign Pins their real use-- their Skills. Keep in mind the power of Pin Skills are kept in check by the designated Cooldown, which applies to and is reduced by everything on the Pin (though some Pins might have Use Counters instead). We are keeping all Psychs established in TWEWY (except for Summon Rhyme), but the Pin List is made entirely by us-- save a few possible fan-favorites from the original game-- so that we can more accurately moderate balance and such.

Finally, the less conspicuous details of battle. We are keeping the mechanics of Brand Influences, the Light Puck, and Reduction Battles. Because battles will often be just one Player on each map facing a couple Noise, we wanted to allow Players more options and maneuverability. One of the most prominent means we thought of to this end is more flexible Commands. As stated before, individual Turns last 12 seconds, and your Player will normally receive use of a Command every 6 seconds. What you do with Commands is up to you; since we aren't specifying limited Move and Act Commands, you're free to Move or use Pins twice in the same Turn, if you wish.

That covers the basic mechanics, I think. Moving on to explaining the Profile!

Name, Age, Gender, Appearance, Personality, and Background are all straightforward. For those who might want some detail on the backdrop, TWEWY SP does take place in St. Paul, Minnesota, and in-universe fall is in full force, with winter about to arrive specifically to torture  @Kudamon with ice. Let's say it's set in present-day, as the events take place after those in TWEWY. Keep in mind your characters are in a realistic setting, and though we don't want it to limit your choice on character usage, the Reaper's Game has typically been seen to feature teenagers as Players and since this is Minnesota, your characters will naturally be passive-aggressive.

Your Players' Entry Fee and Partner are clear-cut to those who have played TWEWY, though if you haven't, the setup for Players was for them to relinquish something they treasured in order to enter the Reaper's Game, and Players operate in Partnerships while playing (unless they want to be Noise food). On a side note, it's optional whether or not you publicly reveal your Players' Entry Fee, though you'll have to let us GMs know what it is.

Shopping times ahead! I think the fields under Equipment are self-explanatory, but keep in mind we're using the same Brands found in TWEWY, and it may be to your advantage to have Branded clothing. Each piece of Equipment, starting off, will basically minimally boost one of the Players' stats; +1 to Pwr, Com, For, or Per; +5 to PRS; or +1 Agility if the Equipment is Feet. If you want to combine two fields (e.g. Top & Bottom because Dresses), that piece of Equipment is allowed to have two of these boosts.

Now the Pin Deck. This is where differences between Top and Bottom Screen Players first comes in. As was mentioned before, Top-Screen Players will have a limited range of Pin selection-- this will come most often in the form of being able to use Pins only from one Brand (and Unbranded Pins). However, due to expectations and interests in being able to use only one Psych instead, I'd have to say Kuda and I need to count that as a possibility, though you should check in immediately with us before committing to a Psych. Besides that, as per TWEWY, you can have a maximum of 6 Pins in your Deck eventually, but you start off with 2 slots available.

Unequipped Pins is self-explanatory, and I would strongly encourage you to put this part in a Spoiler.

And now the Style field. This is, hands-down, the mechanic we have stressed over most. And it's probably what all Top-Screen Players will stress over most as well! However, we hope it will be worth it in making the battle system of TWEWY SP truly unique and flowing. This is based off of the pattern Neku's top-screen partners followed in the game; they all were more specific in their abilities, but unique because of their minigames of sorts, and their fighting styles. Remember when Joshua said, "Simply put, I play things high or low"? Or when any of the Partners [tried to] explain how they fight? This is that. It's hard to explain what exactly you should be making for this because it's very open-ended and extremely character-specific. The Style should be a way for you to make top-screen gameplay varied and unique even without the vast selection of Pins bottom-screeners have, speaking aesthetically. To help establish ideas, I'm posting my own character's Style below, as an example. You don't have to make anything even remotely like it, but I hope it'll help you get a feel for what Styles should accomplish.

One last thing about Styles; don't bank on making any mechanics for it that are specific to your Bottom-Screen Partner. You never know when circumstances will force you to find a new Partner, so don't plan your Top-Screener around your first Bottom-Screener-- and vice versa for you Bottom-Screeners. It's fine to have some abilities cross the screen, like you can see Neorhhythm Chain's "Faith in the Discotheque" does, but try not to make it specifically useful to any one character.

Moving on from that monster of a topic! Let's unite the screens now, with Harmony. The hallmark Harmony Pin found in TWEWY is returning, and this is where Partnerships can get interesting! Harmony Skills are this statplay's equivalent of ultimate abilities-- they're what you use to turn the tides of battle and help ensure victory. These are unique to every Partnership, so the objective is to work with your Partner to produce a combination special that embodies the flavors or themes of both of your characters. Harmony Skills are used by expending Faith, and there are three ranks of Harmony-- the first is the only tier unlocked originally, and you can only use Harmony Skills while in possession of the Harmony Pin. We'll be releasing guidelines for what the standard power of Harmony Skills should be, but in the meantime just develop the theme or context of your Partnership's Harmony (note that Harmony Skills do not automatically heal you, nor do they have to inflict damage).

Now all that's left is the Stats. We're almost done here! If there's one thing I want to say for this portion, it's that while I suspect most Players will go for a Magic Knight build, we're making strides to make sure it's viable for Players to focus on Positive or Negative builds (if these terms are lost on you, all damage and Psychs in TWEWY were classified as either Positive, Neutral, or Negative. Positive is predominantly Physical or Melee playstyle, while Negative is predominantly Magical or Ranged playstyle, with Neutral being somewhere in between). The selection of Pins throughout Brands is being balanced to make sure Top-Screeners don't end up in an overly-specialized Brand, and some Psychs have been re-classified from their original Damage Type to provide more viable and varied options to Positive-oriented Players; we don't want Players to have to feel anxious about going with certain builds. With that out of the way, here's the explanation on Stats.

PRS: Abbreviation for Presence. This is equivalent to Health or HP, and starts off for everyone at 20. This is boosted in increments of 5.
Pwr: Abbreviation for Power. This is the Offensive Stat for Positive damage.
Com: Abbreviation for Composure. This is a Defensive Stat, acting to mitigate Positive damage.
For: Abbreviation for Force. This is the Offensive Stat for Negative damage.
Per: Abbreviation for Perception. This is a Defensive Stat, acting to mitigate Negative damage.
Luck: Equivalent to Critical chance.
Reaction: Equivalent to Evasion.
Agility: Equivalent to Movement. Starts at 3 cells instead of the normal 2 cells since your Player will normally be the only Ally unit on the map, and a bit of extra mobility will help make things smoother.
Faith: The meter which builds up to allow you to use Harmony Skills. This is presented in a totally unique, original format; {/////-/////-/////}. The first section will be unlocked once you obtain your Harmony Pin.

And that covers the basics of the Profiles for TWEWY SP. More information will be released soon as to specific numbers and more fine details, but for now this should allow you to get a start on your Profiles. The beginning Pins will be put below-- Bottom-Screen Players may choose two Pins only from the Unbranded, while Top-Screen Players should grab one Unbranded and one Pin of their chosen Brand (if you choose to specialize in a Psych, inform us as soon as possible and we'll do our best to make things work for you). The statistics of Pins aren't finalized yet, so you can't make Skills for your Pins yet since we don't have Cooldowns established to balance them around (although you can, of course, think of ideas for Skills-- we just can't evaluate them quite yet). Top-Screeners should develop their Style in the meantime, and we'll work out statistics for the base Unbranded Pins soon so Bottom-Screeners will have something to do. Besides that, if you have any questions, comments, or concerns, feel free to PM me or @Kudamon (or both, for communications' sake).

On one last note, as a general suggestion, it would probably be wise for the more experienced statplayer in each Partnership to take Top-Screen, as the one thing Top-Screeners have to do is establish how their Partnerships accrue Faith. Making this both balanced and useful may be difficult enough for veteran statplayers to think of, so if you don't give a care which Screen you take, it might be less frustrating all around to defer Top-Screen to the Player who's more versed in statform meta. As a message to all Top-Screeners-to-be, it would be appreciated if you keep Kuda and me informed of your plans for your Style, and what you choose to limit your Pin selection.

And there you go! We'll have this Reaper's Game starting soon, so look forward to your characters dying!

...I mean what

Pyrokinesis Psych: Pyrokinesis (Class: A, Negative)
Shockwave Psych: Shockwave (Class: B, Positive)
Cure Drink Psych: Cure Drink (Class: A, Ability)
Psychokinesis Psych: Psychokinesis (Class: B, Neutral)
Force Rounds Psych: Force Rounds (Class: B, Negative)
Thunderbolt Psych: Thunderbolt (Class: B, Negative)
Discharge Psych: Discharge (Class: A, Negative)
Velocity Attack Psych: Velocity Attack (Class: B, Positive)
Frostbite Psych: Frostbite (Class: B, Neutral)
Holy Light Psych: Holy Light (Class: A, Negative)
Twister Psych: Twister (Class: A, Neutral)

Basic Starting Pins of Brands to come!
Psychs are separated by Class and Damage Type; "Class A" means you can only have 1 Pin with that Psych in your Deck at any given time, while "Class B" allows for two Pins of the same Psych (Top-Screeners who devote to one Psych will obviously be permitted to work around this, which is why you must get our permission on which Psych you want to use). "Positive" indicates the Psych will primarily be melee and should scale off of your Pwr. Stat, while "Negative" indicates ranged or magical attacks that should scale off of your For. Stat. "Neutral" can scale off either, so as to give Positive or Negative specialists more options, and "Ability" indicates Psychs that probably won't be inflicting damage as their primary function, but rather provide buffs to yourself or debuffs to the enemy.
Please be original and creative when thinking of Skills for Pins-- you don't have to adhere even remotely to what the Psych was shown to do in TWEWY, though doing something similar to what the name of the Psych implies is expected. Remember this is a statplay, so the only limits are your own courage and creativty!

#2
3. >> It's So Wonderfully Neurotic

#3
4.
#4
5.
#5

6. #001 Sanctus Frog
-- Family: Frog Noise
---- F-Aspect: Frog Choir- This unit's PRS, Pwr., and For. are all raised by 15% for each additional ally unit on the field of the same Noise Family.
---- S-Aspect: Buccal Breathing- This unit regains 15% of their Max Vigor at the end of the Ally Phase; at the same time, PRS is regained equal to the flat value of Vigor restored.
-- Class: Chump Noise
-- Drops: ???, ???, ???
-- Amount Defeated: 0

#6
7. Species: Sanctus Frog
Level: 1
Appearance: Frog. Yeah.
Behavior: Ribbit ribbit.

Weapon: Frog Legs: 3-dimensional tattoos structured in the form of the legs of a frog. [Basic Attack: Positive. Range: Adjacent][+1 Pwr.]
Defense: Amphibian Body: The basic smooth, leathery hide of an amphibian. [+5 PRS]

A-Ability: Frog 101

+Power Jump: Pausing for a moment and giving off a terribly false impression of appearing clueless, the User suddenly leaps forward and bounces back off an unsuspecting target. [130% Pwr. Damage. Lands 2 Cells away from target. The User cannot Move in the same Turn that this Skill is used. Range: 2 Cells. Type: Positive. 6 Vigor.]

+Strong Croak: The User expands their cheeks wide and releases a corporeal blast of noise. [120% For. Damage. Allies within a 2-Cell radius with Buccal Breathing regain 10% more Vigor when that S-Aspect next activates. Range: 2 Cells. Type: Negative. 7 Vigor.]

R-Ability: None.

F-Aspect: Frog Choir- This unit's PRS, Pwr., and For. are all raised by 15% for each additional ally unit on the field of the same Noise Family.
S-Aspect: Buccal Breathing- This unit regains 15% of their Max Vigor at the end of the Ally Phase; at the same time, PRS is regained equal to the flat value of Vigor restored.

-- Stats --

PRS: 15 (+5 from Amphibian Body)
Vigor: 15
Pwr: 4 (+1 from Frog Legs)
Com: 2
For: 4
Per: 1
Reaction: 5%
Luck: 4%
Agility: 2 Cells (+1 from Sanctus Frog Species)

#7
8. Name: Skylar Arilu
Age: 17
Gender: Male
Entry Fee: TBA
Partner: TBA

Level: 1
Next Level: 0/10

Appearance: Most of Skylar's appearance is that of the stereotypical gang member- shades covering his dark teal eyes, a black jacket usually disguising his dark gray or black t-shirt, and tennis shoes that make running fast easier. His hair is dark brown, looking black in dimmer lighting, and cut military-style. His jeans are dark blue and slightly faded at the knees, held up by a black belt that carries his cell phone and a small handgun.
Personality: Aggressive and hostile towards nearly everyone but a portion of his gang- including his leader- Skylar is difficult to approach unless you want a gun aimed at your face. He won't shoot without cause, however, so unless he is attacked he will most likely not pull the trigger. Skylar is a devoted friend once one breaches through the wall he erects around himself, but a bitter enemy if he is given cause.
Background: A gang member during his life, Skylar was the "mole" for his group- scoping out the rival gang also residing in the city and delivering information to his leader. This is eventually what got him killed, however despite this he was usually very good at his role. While somewhat distant with his family, Skylar had a relatively normal childhood before joining his gang at age 15. After this point he frequently got in trouble for his less-than-stellar grades and attendance at school, but always had a way of slipping away from the police.

Equipment:
-- Head: Sunglasses [+1 Per] [Dragon Couture]
-- Top: Black Jacket [+1 Com] [Unbranded]
-- Bottom: Worn Jeans [+1 Com] [Unbranded]
-- Feet: Running Shoes [+1 Agility] [Jupiter of the Monkey]
-- Accessory: Handgun [+1 For] [Tigre Punks]

Pin Deck: [Dragon Couture]

• Fiery Spirit, Spirited Fire [Level: 1 / Progress: ??? / Boot: 12 sec / Reboot: 12 sec / Usage: 18 IP / Mod. 1] [Dragon Couture / Pyrokinesis / Negative]
+ Scorch Shot: A directed attack of fire to deal basic damage to the enemy. Target takes 120% user's Force as damage. Range: 3 cells. Element: Fire. 7 IP.

+ Sear: A flash of fire is all it takes to scorch the skin. Target takes 80% user's Force as damage at the end of the Enemy Phase for 3 turns. Range: 3 cells. Element: Fire. 6 IP.

• Cure Drink [Level: 1 / Progress: [0/10] / Boot: 0 sec / Reboot: 24 sec / Usage: 15 IP / Mod. N/A] [Unbranded / Cure Drink / Ability]
+ Adrenaline: What's better than some caffeine in your system to numb the pain of battle? Lessens damage taken by 10% for 3 turns. Range: Self or Adjacent. Element: Neutral. 6 IP.

+ Electrolytes: Energy drinks are popular with joggers for more than just the energy boost- they give you something water can't. Removes 4 seconds from a single Pin's current Reboot. Range: Self or Adjacent. Element: Neutral. 6 IP.

Unequipped Pins
N/A

Style: "With how drastically the flow of combat can change, even I'm not certain how I'll be fighting in a few seconds."
- Stances: Skylar takes one Stance during battle and can switch freely between them at the beginning of his turn. When Skylar is in an offensive Stance, the cooldown of all pins with the corresponding damage type is halved. When he is in a defensive Stance, the cooldown of all Ability pins is halved. Pins with Use Counters are unaffected.
-- Blade Stance (Default): This offensive Stance focuses on Power and Composure. Positive attacks and movement toward an enemy each take 4 seconds, but Negative attacks and movement away from an enemy each take 8 seconds.
-- Bullet Stance: This offensive Stance focuses on Force and Perception. Negative attacks and movement away from an enemy each take 4 seconds, but Positive attacks and movement toward an enemy each take 8 seconds.
*'Stat focus" swaps Negative stats with Positive, with the Stance's focus as the dominant stat type.
*Movement toward or away from an enemy is tied to relative position and distance from closest enemy unit.

-- Bracing Stance: This defensive Stance swaps offensive stats with their corresponding defensive stats. Move and Act commands each take 12 seconds, but Skylar has a 33% chance to deflect incoming damage.
-- Aiming Stance: This defensive Stance lowers Positive and Negative stats by 25%, but increases Luck and Reaction by the same amount. Damage upon Critical Hit increases by 20% and ignores the lowered stat, and dodging allows a counterattack.

- Combat's Flow: Each time Skylar changes his Stance, he gains one Counter. He can transfer two of these counters at a time to his partner, increasing a random stat by 10%. Each time he does this, one point is granted of Faith. An additional point is granted if Skylar's partner uses the augmented stat to attack or defend before the next Player Phase.

- Resonant: The strength of Skylar's partner's Dragon Couture pins is innately increased by 20% if Skylar and his partner attack the same enemy during a turn. If said enemy is Erased that turn, both Skylar and his partner are granted a 10% stat boost for the remainder of the battle.

Harmony:
-- [Tier 1]:
-- [Tier 2]: <Locked>
-- [Tier 3]: <Locked>

PRS: 20
Faith: {/////-/////-/////}
Pwr: 4
Com: 3 <Black Jacket +1> <Worn Jeans +1>
For: 2 <Handgun +1>
Per: 2 <Sunglasses +1>
Reaction: 3%
Luck: 7%
Agility: 3 <Running Shoes +1>

#8
9. Reserved.

#9
10. <General Information>

Name: Logan Faustus
Age: 16
Gender: Male

Appearance: Small and rather frail-looking, with relatively little muscle mass to him. His skin is largely a pale white colour as he hasn't been exposed to the sun at length for a while. His face can really only be described as 'gaunt,' with eyes that seem to recede very slightly into their sockets. A faint outline of his ribs is visible if he inhales slightly... and has his shirt off, which would be pretty uncharacteristic! Logan's appearance, otherwise, is fairly average for a teenage boy of his age. He has light freckles seemingly dusted across his face, and slight bags under his eyes, signifying a lack of sleep in recent days. He has green eyes, and chestnut brown hair that is always kept tucked neatly behind his ears (otherwise, it would fall to about the middle of his ears. It drives him crazy if it isn't tucked back!). Logan's bangs fall at different lengths, and are not quite as well-groomed as the rest of his hair. He tends to stick to a comfortable pair of baggy grey sweats, and an equally-large dark green pullover.

Personality: Decidedly quiet. Logan has a slight inferiority complex that is rooted within his early childhood. He doesn't typically seek approval from anyone else - something that tends to get him into trouble when he is speaking his mind. As such, he struggles a bit with human contact when he isn't in his comfort zone, and often says "the wrong thing" in social situations. He tries to cover up his social anxieties as best as he is able to. Otherwise, Logan really likes to laugh. He can be a little bitter with his humour at times, but it helps him to cling to his sanity. Having lived so much of his life on his own... can you blame him?

Background: [REDACTED]

- - -

<Reaper's Game>

Level: 1
Progress: [0/10]

Entry Fee: [REDACTED]
Partner:

- - -

<Equipment>

Head: Vintage Toque - A retro-styled toque adorned with colours that even look vintage. Mom sure was thoughtful making you wear this outside! [+5 PRS] [Unbranded]
Top: Baggy Hoodie - One of Logan's favourite sweaters... definitely more for its comfortable fabric than its appearance. It's green. It's bland. Who cares. [+1 COM] [Unbranded]
Bottom: Grey Sweats - Old sweats that certainly live up to the name... they're kind of ratty. Maybe you should consider washing them sometime! [+1 PWR] [Unbranded]
Feet: Worn Sneakers - Sneakers that have probably surpassed the 'one year' rule. You can almost feel the holes they are developing... [+1 Agility] [Unbranded]
Accessory: Four-Leaf Clover - A four-leaf clover that has been pressed in glass. This sort of trinket could really only be worn by someone who is quite superstitious. [+1 PER] [Unbranded]

- - -

<Pin Deck>

• Entanglement [Entanglement / Unbranded / Neutral]
--Specs: {Level: 1 || Progress: [0/10] || 12 Sec. Boot / 12 Sec. Reboot || Usage: 18 IP || Mod. 0.5}

+ Whiplash: The User lashes out with a quick and painful strike using a chain spawned from seemingly nowhere. What better a basic technique could there be? 120% PWR Damage. Cast Time: Instant. Accuracy: 100%. Variance: 0%. Range: 2 Cells. Element: Neutral. 6 IP.

+ Chainlink: The User flips their pin, conjuring a long multipurpose chain into existence. Sets 3 Chain Cells [Denoted {*} / 60% Piercing PWR Damage if Spawned on an Enemy / Block Property / Fades in Three Turns] in a User-Defined Path (each successive Chain Cell must be placed within Surrounding Cell Range of the previous). Cast Time: Instant. Accuracy: N/A. Variance: N/A. Range. Element: Neutral. 10 IP.

• Cure Drink [Cure Drink / Unbranded / Ability]
--Specs: {Level: 1 || Progress: [0/10] || 0 Sec. Boot / 24 Sec. Reboot || Usage: 15 IP || Mod. N/A}

+ Quick Swig: A quick swig is sometimes all it takes to recover one's strength. Better drink up! The User takes a quick sip of a drink spawned from nowhere, gaining a bit of vitality. 30% Max PRS Recovery. Automatically Sets Cure Drink on Reboot. Cast Time: Instant. Accuracy: N/A. Variance: N/A. Range: Self. Element: Neutral. 1 Use Counter.

+ Happy Hour: "You know what they say... it's five o'clock somewhere." The User pours a few drinks out, prolonging the curative effects of the conjured drink. 90% PWR Healing. Effect Persists for Three Turns. Cast Time: Instant. Accuracy: N/A. Variance: N/A. Range: Self. Element: Neutral. 11 IP.

- - -

<Unequipped Pins>

<Currently None>

- - -

<Style>

Style: <String Games> "Uhh... it's kind of like that one Rihanna song... y'know, chains and whips an' shit? Yeah, that. Look man, I'm not gonna judge you if you're into that sort of thing..."

[Trait] Criss-Cross: When the User uses a Pin Skill to attack a Target in a Cell that is diagonal from them, the User is able to 'cross over' the enemy to the opposite diagonal. Doing this marks the Target with a debuff called 'Transverse'. If able, the User can chain Criss-Cross on targets that have not been 'crossed over' in the same Turn, using a Free Command instead of a Pin Skill. This also applies the effects of [System] Transverse Strings to the Target. If the Transverse debuff is consumed, the Target is subject to the Chance of Immobilize, but receives no Damage.

{x} { } { } 1
{ } {E} { } 2
{ } { } {x} 3
-A---B---C-

i.e. If the User targets enemy E (B2) from Cell A1, they may 'transcend' the enemy to Cell C3.

[Trait] Line Rider: When the User creates a number of Chain Cells by way of a Pin Skill, they may use a Movement Command to slide along the Chain Cells. They may follow any path of created Chain Cells, provided that the next Cell he Moves along is within a Range of Surrounding Cells from the last. In addition, the User gains 1% bonus Reaction per Cell for the next Turn.

[Passive] Witch's Broom: If the User is attacked while they are in possession of the Light Puck, the assailant's Damage Output is reduced by 5% per incoming hit for Three Turns, to a maximum of 20%. Further incoming hits refresh the stacks. This rate is doubled against single-hit attacks if the assailant is marked with Transverse or is afflicted with Immobilize. Enemies on the Bottom Screen are affected by the Damage Output reduction if the Light Puck is in play on that Screen.

[Passive] Navaho: Otherwise known as 'to pass over.' After successfully passing the Light Puck, the User is granted a Free Action OR Movement Command on their next Turn.

[System] Transverse Strings: When using [Trait] Criss-Cross, the User marks their Target with a debuff - Transverse. Doing so reduces that Target's Agility by half. When the Target is attacked again by way of [Trait] Criss-Cross, the User's Damage Output is increased by 30% and is given a Chance of Immobilization (3 Turns / Mod. +1) for the single Pin Skill. Multiple Targets can be marked with Transverse at any given time, but the mark fades after Five Turns if not consumed. Consuming Transverse adds one point of Faith. Consuming Transverse to deal Damage automatically passes the Light Puck.

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<Harmony>

* [Tier 1]: <Locked>
* [Tier 2]: <Locked>
* [Tier 3]: <Locked>

- - -

<Statistics>

Presence: 20 (+5 from Vintage Toque)
PWR: 4 (+1 from Grey Sweats)
COM: 3 (+1 from Baggy Hoodie)
FOR: 1
PER: 2 (+1 from Four-Leaf Clover)
Luck: 3%
Reaction: 7%
Agility: 3 Cells (+1 from Worn Sneakers)
Faith: {/////-/////-/////}

- - -

<Update Log>

Last Updated: November 10, 2014 (9:05pm EST) - Updated [Passive] Witch's Broom's functionality.

#10

11. Name: Aχis/Achiis
Age: 15
Gender: Male
Entry Fee: Kunai Pendant
Partner:

Appearance: Aχis is rather short and scrawny, being at a height of 4'5". He has phthalo green hair which flows downward to his shoulders. A black headband is wrapped around his forehead. Both of his eyes are a neon blue. A large, black Χ is present on his face, the center of which positioned around his left eye. (This is meant to represent the Greek letter chi.) A small scar is present on his upper lip. He wears a small pendant that resembles a gold kunai around his neck. He wears a black, sleeveless shirt. It is normally covered up by a white jacket with a long left sleeve and a short right sleeve. One the back of the jacket is a silhouette of a hand holding three kunai, with a white T in the center of it. His exposed right arm bares his name in black letters. In addition to this, Aχis wears dark green pants. A black obi is worn around his waist, and attached to this is a holster for his kunai. He wears black jika-tabi on his feet.
Personality: Aχis is rather confident of his abilities, although he frequently lets it go to his head. He's quick to help out his friends and allies, even if it means putting his own life on the line. However, he is quick to anger when made fun of his height. Or when his prized pendant is taken from him.
Background: For eight years since his birth, Aχis was raised on the coast of California by his American mother and his Asian father, a former ninja. He was taught in the ways of ninjustu by his father, who passed down to him a pendant shortly before his death. He and his mother moved to Minnesota soon afterward, living in Windom for two years before moving to St. Paul. (TBC)

Equipment:
-- Top: Techninja Jacket Combo [+1 Pwr] [Unbranded]
-- Bottom: Dark Green Pants [+1 Com] [Unbranded]
-- Feet: Jika-Tabi [+1 Agility] [Unbranded]
-- Accessory: Obi [+1 Com] [Unbranded]

Pin Deck:
• Velocity Attack [Velocity Attack / Tigre Punks / Positive]
--Specs: [Level: 1 / Progress: 0/10] [Boot: None / Reboot: 12 sec] [Usage: 12 IP] [Offense Modifier: 1.5]
+ Rush Strike: Aχis charges into his target at high speed. 100% Pwr. Range: adjacent cell. 3 IP.
+ Velocity Shield: Aχis charges toward a different location. As he does so, a barrier forms in front of him. User moves 2 cells (does not consume Move Command). Increases User's Com and Per by 20% for 1 Turn. 6IP.

• Shockwave [Shockwave / Unbranded / Postive]
--Specs: [Level: 1 / Progress: 0/10] [Boot: None / Reboot: 12 sec] [Usage: 12 IP] [Offense Modifier: 1.5]
+ Slash Axis: Aχis spawns a kunai in his hand, then slashes at his target in a number of spinning motions, the finishing blow of which knocks them all back. Attacks a number of times equal to 25% of this Pin's max IP (rounded down if it results in a decimal). 100% Pwr (all hits). Last hit knocks target(s) back 1 cell. Range: adjacent cell. 7 IP
+ Sneak Slash: Aχis vanishes in a puff of smoke, then reappears behind a nearby opponent. He then slashes them twice, the second attack knocking them to where he last stood. Achiis appears behind target enemy and lands two hits for 110% Pwr. each, landing 2 Cells behind the enemy in the direction opposite his origin point. The enemy is knocked back 1 Cell after the second hit. Can only be used if the user has not used a Move Command. The user cannot use a Move Command once this skill is used. Range: adjacent cell. 5 IP

Unequipped Pins
• Pin Name [Psych / Brand / Damage Type]
--Specs: Level; Progress; Boot / Reboot; Usage; Offense Modifier.
+ Skill:
+ Skill:

Harmony:
-- [Tier 1]:
-- [Tier 2]: <Locked>
-- [Tier 3]: <Locked>

PRS: 20
Pwr: 4 [+1 Techninja Jacket Combo]
Com: 2 [+1 Dark Green Pants] [+1 Obi]
For: 2
Luck: 4%
Reaction: 6%
Agility: 3 [+1 Jika-Tabi]
Faith: {/////-/////-/////}

#11

12. Name: Aχis/Achiis
Age: 15
Gender: Male
Entry Fee: Kunai Pendant
Partner:

Appearance: Aχis is rather short and scrawny, being at a height of 4'5". He has phthalo green hair which flows downward to his shoulders. A black headband is wrapped around his forehead. Both of his eyes are a neon blue. A large, black Χ is present on his face, the center of which positioned around his left eye. (This is meant to represent the Greek letter chi.) A small scar is present on his upper lip. He wears a small pendant that resembles a gold kunai around his neck. He wears a black, sleeveless shirt. It is normally covered up by a white jacket with a long left sleeve and a short right sleeve. One the back of the jacket is a silhouette of a hand holding three kunai, with a white T in the center of it. His exposed right arm bares his name in black letters. In addition to this, Aχis wears dark green pants. A black obi is worn around his waist, and attached to this is a holster for his kunai. He wears black jika-tabi on his feet.
Personality: Aχis is rather confident of his abilities, although he frequently lets it go to his head. He's quick to help out his friends and allies, even if it means putting his own life on the line. However, he is quick to anger when made fun of his height. Or when his prized pendant is taken from him.
Background: For eight years since his birth, Aχis was raised on the coast of California by his American mother and his Asian father, a former ninja. He was taught in the ways of ninjustu by his father, who passed down to him a pendant shortly before his death. He and his mother moved to Minnesota soon afterward, living in Windom for two years before moving to St. Paul. (TBC)

Equipment:
-- Top: Techninja Jacket Combo [+1 Pwr] [Unbranded]
-- Bottom: Dark Green Pants [+1 Com] [Unbranded]
-- Feet: Jika-Tabi [+1 Agility] [Unbranded]
-- Accessory: Obi [+1 Com] [Unbranded]

Pin Deck:
• Velocity Attack [Velocity Attack / Unbranded / Positive]
--Specs: [Level: 1 / Progress: 0/10] [Boot: None / Reboot: 12 sec] [Usage: 12 IP] [Offense Modifier: 1.5]
+ Rush Strike: Aχis charges into his target at high speed. 100% Pwr. Knocks target back 1 cell. Range: adjacent cell. 4 IP.
+ Velocity Shield: Aχis charges toward a different location. As he does so, a barrier forms in front of him. User moves 2 cells (does not consume Move Command). Increases User's Com and Per by 20% for 1 Turn. 6IP.

• Shockwave [Shockwave / Unbranded / Postive]
--Specs: [Level: 1 / Progress: 0/10] [Boot: None / Reboot: 12 sec] [Usage: 12 IP] [Offense Modifier: 1.5]
+ Slash Axis: Aχis spawns a kunai in his hand, then slashes at his target in a number of spinning motions, the finishing blow of which knocks them all back. Attacks a number of times equal to 25% of this Pin's max IP (rounded down if it results in a decimal). 100% Pwr (all hits). Last hit knocks target back 1 cell. Range: adjacent cell. 7 IP
+ Sneak Slash: Aχis vanishes in a puff of smoke, then reappears behind a nearby opponent. He then slashes them twice, the second attack knocking them to where he last stood. Achiis appears behind target enemy and lands two hits for 110% Pwr. each, landing 2 Cells behind the enemy in the direction opposite his origin point. The enemy is knocked back 1 Cell after the second hit. Can only be used if the user has not used a Move Command. The user cannot use a Move Command once this skill is used. Range: adjacent cell. 5 IP

Unequipped Pins
• Pin Name [Psych / Brand / Damage Type]
--Specs: Level; Progress; Boot / Reboot; Usage; Offense Modifier.
+ Skill:
+ Skill:

Harmony:
-- [Tier 1]:
-- [Tier 2]: <Locked>
-- [Tier 3]: <Locked>

PRS: 20
Pwr: 4 [+1 Techninja Jacket Combo]
Com: 2 [+1 Dark Green Pants] [+1 Obi]
For: 2
Luck: 4%
Reaction: 6%
Agility: 3 [+1 Jika-Tabi]
Faith: {/////-/////-/////}

#12
13. Name: Cecile Victoire
Age: 15
Gender: Female
Entry Fee: Her left eye
Partner: ?

Appearance:
Personality: Cecile has quite the superiority complex which, considering her upbringing, does not come to be much of a surprise. This would all be fine and dandy if she kept it to herself but her loud and outspoken attitude makes almost everyone see her as nothing but a bratty, self-centered rich girl and they wouldn’t be wrong on that assumption. She thinks just about everything else is just there for her amusement, completely disregarding the emotions and concerns of others. She’s very easily excitable but also grows bored of things very quickly so it’s often difficult for someone to find a way to entertain her for a prolonged period of time. Being a material girl once Cecile has laid claim to something or someone, no one will be allowed to have it. It’s also good to note that not only does she throw very colorful temper tantrums she also never lets a grudge go, ever.
Background: Cecile was raised in a very rich household with the kind of parents that fully believe their child is some kind of special snowflake that must never be touched. The kind of parents that never see anything wrong with their child no matter what they do. The kind of parents that never puts any responsibility on their own child and always tells them it wasn’t their fault. The kind of parents that create the type of children everyone hates. Yeah, she was one of those children. Obviously with her upbringing and the personality that developed due to her situation she was not very well-liked growing up. She had very few friends and often resorted to being even louder and more obnoxious just to draw more attention to herself. After all being disliked, even hated, was better than being ignored.

Equipment:
-- Head: Hairband - She’s going to need something to keep her hair out of her one good eye. [+1 For / Unbranded]
-- Top: Lolita Dress - Typical dress of its kind, dark and frilly. Though the red does make it look a bit more vibrant or macabre depending on how you look at it. [+1 Com / +1 Per / Lapin Angelique]
-- Bottom: Lolita Dress
-- Feet: Black Boots - With heels too, it’s a wonder how someone can still fight in these. [+1 Agility / Unbranded]
-- Accessory: Butterfly Tattoo - Don’t worry parents, it’s one of those fake ones that you put on with water. [+1 For / Unbranded]

Pin Deck:

• Energy Rounds [Unbranded / Negative/ Level 1 / Progress 0/10 / 0 sec. Boot/12 sec. Reboot / 16 IP / Offense Rating 0.5]

+ Warning Shot: A shot with no strings attached, nothing special here. The worst has yet to come. [120% FOR Dmg. Range: 4 cells. 8 IP]

+ Proximal Blast: The user leaps forward pressing her boots onto a target before firing a concentrated blast from her heels while at the same time kicking off and vaulting backwards to open the distance between them. [130% FOR Dmg. Range: Adjacent. Moves user back 3 cells. 8 IP]

• Energy Rounds [Unbranded / Negative/ Level 1 / Progress 0/10 / 0 sec. Boot/12 sec. Reboot / 16 IP / Offense Rating 0.5]

+ Strafe: A simple technique that involves the user firing at the target while moving to the side in order to better avoid return fire. [80% FOR Dmg. Range: 3 cells. Displaces user 3 cells. All cells traveled must still be within range of skill. May be used while the user is under movement-impairing effects. 6 IP]

+ Mortar Shot: - The user fires a shot with a large amount of force to knock the target away with the purpose to disengage. [120% FOR Dmg. Range: 4 cells. Knocks target back 1 cell. 9 IP]

Unequipped Pins

N/A

Style: Quickened Tempo - “I’m always a few steps ahead. Try to keep up so you don’t bore me.”

--- Countdown - The user’s attacks against an unmarked target marks the target with 3 stacks of Countdown for 4 turns. Each of the user’s attacks against the marked target removes 1 stack of Countdown and generates .5 Faith. As long as at least one stack of Countdown remains on a target damage output against the target is increased by 10% per missing stack. Only one enemy may be marked by Countdown at a time and Countdown cannot be applied to an enemy on the same turn that Temporal Anomaly was applied.

--- Temporal Anomaly - When all stacks of Countdown are removed from the target a Temporal Anomaly occurs for 3 turns where there is a 35% chance each turn for the target to require 12 seconds to execute a command for that turn while the user has the time to execute commands reduced to 4 seconds for the same duration. If the target becomes caught in the anomaly they cannot be marked by Countdown until they return to the normal flow of time. A Temporal Anomaly cannot occur if the target cannot be slowed down.

--- Flash Steps - The user’s Reaction is increased by 2% for each cell she has traversed that turn up to a maximum of 20%, additionally while the user’s Reaction is at least 10% she is immune to the effects of Sure Hit.

--- Uncanny Perception - The accuracy of incoming attacks is reduced by 10% for each cell in between the user and the attacker. This effect becomes 15% per cell against enemies marked by Countdown or affected by Temporal Anomaly.

--- Suppressive Fire - Enemies that the user has attacked have their Agility halved for 2 turns. Does not stack.

Harmony:
-- [Tier 1]: <Locked>
-- [Tier 2]: <Locked>
-- [Tier 3]: <Locked>

Level: 1
EXP: 0/10
PRS: 20
Pwr: 1
Com: 2 (+1 from Lolita Dress)
For: 4 (+1 from Hairband) (+1 from Butterfly Tattoo)
Per: 3 (+1 from Lolita Dress)
Luck: 2%
Reaction: 8%
Agility: 3 cells (+1 from Black Boots)
Faith: {/////-/////-/////}

#13
14. After a year, here it is!

Name: Sylvan Strife
Age: 18
Gender: Male
Level: 1
Entry Fee: [REDACTED]

Appearance:
Personality:
Sylvan has always been someone who wanted to make sure his goals were met, no matter what the cost. He had high hopes for what he wanted to achieve, but they always seemed to be foiled by other plans of his opponents. Even in the face of refusal, Sylvan takes on a smile as he attempts to persuade those who would stand against him to see his way. His goal was to become the richest man in his country by the age of 30, but a combination of bad blood and failed entrepreneurship was what made him the way he is today.
Background:
Sylvan was not someone who came from money; rather, he came from a pronounced lack thereof. His one true goal was to make sure that he had enough money to make both himself and his loved ones comfortable for as long as they all shall live. With this altruistic intention, he set himself out to achieve his goals... until the true greed of what he wanted overtook him. No longer was he working for everyone he loved, but he was only out there for himself. He had degraded into an apathetic shell of himself, until he realized what was going on. By this time, things were too late to salvage, and then he was taken from life by a swift hand.

Equipment:
-- Head: Silk Fedora - An article of clothing that hints at the life of luxury. [+1 For / Pegaso]
-- Top: White Dress Shirt - Starched cotton pressed crisply so that crinkles can be heard. [+1 Com / Unbranded]
-- Bottom: Black Trousers - A nice pair of pants meant to be worn to either casual or formal occasions. [+1 Per / Unbranded]
-- Feet: Black Pumps - Shoes with a sizable heel, tapering to the floor. Not only stylish, but comfortable, contrary to popular belief. [+1 Agi / D+B]
-- Accessory: Diamond Cufflinks - The icing on the cake of many outfits, these hold the sleeves of a shirt together, and sparkle while they do so. [+1 For / Pegaso]

Pin Deck: Saving Grace

• Holy Light [Holy Light / Unbranded / Negative]
--Specs: (Level: 1 | Progress: 0/10 | Boot: 12 Seconds / Reboot: 12 Seconds | Usage: 20 IP | Mod. 0.5)
+ Fantasma A single ball of a dazzling rainbow hue is thrown, its brightness being nigh unrivaled. 120% For Dmg. Chance of Slow for 4 Turns. May be cast on an Adjacent Cell of the Target for 75% effectiveness. Variance: 10%. Cast Time: Charge 1. Range: 4 Cells. Element: Light. 7 IP.

+ Beacon: An intense beam of light smites a target, leaving them exposed. Chance of Blind (Mod. +2). Cast Time: Instant. Splash: Adjacent Cells. Range: 3 Cells. Element: Light. 12 IP.

• Cure Drink [Cure Drink / Unbranded / Ability]
--Specs: (Level: 1 | Progress: 0/10 | Boot: 0 Seconds / Reboot: 24 Seconds | Usage: 15 IP | Mod. N/A)
+ Heavenly Diffusion: A warm light spreads through the area, making one feel almost as if they were alive and well in the sunlight. 80% For Healing over 3 Turns. If the User's Partner is within proximity of the Target, they are also healed for half the amount. Cast Time: Charge 1. Range: Self, 2 Layers of Surrounding Cells. Element: Light. 6 IP.

+ Aurora Guard: Frost spreads through the air, chilling all, including pathogens that would do ill will. Tier 1 and 2 Status Ailments cast against the User have their Chance Modifier reduced by 2 for 3 Turns. Cast Time: Instant. Range: Self. Element: Ice. 12 IP.

Unequipped Pins
None.

Harmony:
-- [Tier 1]: <Locked>
-- [Tier 2]: <Locked>
-- [Tier 3]: <Locked>

PRS: 20
Pwr: 1
Com: 2 [+1 White Dress Shirt]
For: 4 [+1 Silk Fedora] [+1 Diamond Cufflinks]
Per: 3 [+1 Black Trousers]
Luck: 2%
Reaction: 8%
Agility: 3 Cells [+1 Black Pumps]
Faith: {/////-/////-/////}

#14