@VitaVitaARYeah. Obviously not planning on having her be a permanent villain or anything, since she's way too silly and not enough of a threat and besides, I don't think you wanted villain PCs in the first place. But having her running amok initially and doing the whole "first rival joins the team" and/or token evil/stupid teammate thing could totally work.
...Also, now that I think about it, I don't actually have any reason why she was unsealed beyond probably random coincidence or something. So if that was the work of an actual legitimate villain, it could totally work.
Anyway, putting her under characters, in that case. By the way, do we have a Discord for this thread? I remember there was one for Esoterica back in the day, but I don't seem to be in it anymore.
Age: Her name certainly dates back to the Heian Period and Soushi is quite clear that she's been around since the Tale of the Bamboo Cutter... which is about as close an age as you're going to get from her.
Race: Moon Rabbit. Technically a type of youkai, but she'd be quite offended to be lumped in with the rest of them.
Personality: Polite and demure, it's easy to underestimate how much Soushi observes and how persistent she can be in the face of adversity--quite unlike the normal animal that she resembles. Her most notable quirk is a habit of treating everyone else like a child to some extent or another, save for a few lunar inhabitants, even if they're a centuries old oni. On the plus side, this seems to extend to offering any and all visitors plenty of sweets on top of other food and drink.
Abilities: As a moon rabbit, Soushi has two natural abilities: the ability to form illusions, and the ability to speak with rabbits. Of course, she's very good with the former--having had years to work with it--and can do far more than the common "make someone see something that isn't there." Whilst looking into her eyes is the easiest way for her to manipulate any of someone's senses for long periods of time, she's capable of influencing people simply from seeing her, or keying the illusion to a particular item--which is handy if, for instance, you aren't aware of exactly how many people are around. They're particularly strong illusions; knowing of their falseness won't dispell them even if they can be ignored, and illusory pain is no less incapacitating than actual pain. As an expert of applying illusions, it's not surprising that she's nearly impossible to place one on, and detecting light-based illusions is comparatively easy for her. As is magically breaking them.
Skills: Do you need gardening, someone good at ceremonies and court protocol, or a supply of information? If yes, then Soushi's a good source--either because it's something that the moon rabbit herself knows (which is more often the case with simple knowledge) or because she probably has some way of finding out, so long as you can sufficiently persuade her. It should be noted that she is completely hopeless in fighting should her illusions fail.
Equipment: She has a house/office, all nicely furnished. It's also full of strangely well-behaved and fearless rabbits.
Brief Backstory: Like other moon rabbits, Soushi is on Earth to gather information--though that was far from her original purpose in being here. Instead, she was one of those rabbits to accompany Princess Kaguya in what would go on to develop into the Tale of the Bamboo Cutter. However, when the princess returned to the moon, not all of her entourage did--Soushi, for one, ended up being part of the nobility in those periods, even getting married but generally concealing that she was a moon rabbit. Courts, of course, were the place to gather more information, and she's quite glad that such things no longer need to be done. With the development of more advanced communication methods and changes in society, the rabbit has been quite happy to independently supply any and all information that she can get her hands on, as well as passing it onto the moon. Though her primary role is to gather information, she also works as a point of first contact when new rabbits are sent: very few have the experience that she does (nor the wealth) to help with such a thing.
@VitaVitaAR Please tell me if it needs work, or perhaps some beefing up.
Name: Toriyama Itona
Appearance: Itona stands at 167.64 centimeters (or 5'6"), and is of an average build. However, his usual level of activity (read: next to nothing outside of school) means that he lacks any visible muscle tone.
Personality: While Itona is outwardly quiet and polite, his behavior with friends and family is quite different. In those events, he can be described best as "sarcastic, lazy, and keeping his head in the clouds when he isn't glued to his media of choice". While extremely intelligent, he has two things that counteract this: his aforementioned laziness, and about as much common sense as a bag of hammers. While not superstitious, he's receptive to the idea of monsters, ghosts, aliens, espers, and time travelers; in the same vein, he isn't particularly religious, but believes in God. Oh, and he won't say it, but he has mild arachnophobia. And by "mild," it means his idea of getting a spider out of his shower is tossing a live grenade in and cleaning up the mess later (or someone else, if he has his way).
Abilities: Higher than average levels of spiritual energy (however Itona has no way to use or channel it)
Brief Backstory: Born an only child, Itona lived a relatively normal life as a child. However, shortly before he started middle school, Itona's father disappeared without a trace. After an investigation, the police had no idea what happened to him. Rumors flew around like wildfire— he'd skipped town, he'd been murdered, he'd been abducted by aliens…
Okay, the last one was Itona's theory.
His mother went back to work, and Itona himself descended deeper and deeper into his own little world, becoming more jaded and cynical with each passing month. Now doing occasional part-time work, Itona only leaves the house when necessary and has a tendency to put the bare minimum of effort into anything outside of his hobbies and occasionly school. The one exception is during full moons, when he can't sleep. So he goes out for walks, avoiding shadier areas, and returns without anyone knowing.
I guess I'll put up my own character- one of the few non yokai old enough to start up and front a business such as an investigation agency:
Name: Haccho Takumi Age: 26 Gender: Male Race: Human - Onmyouji Appearance: Tall and lanky, Haccho stands in at 6 feet or about 183 cm in height, giving him a bit of height over many Japanese folk. He has a sinewy build and his long dark hair is typically pulled back behind his head. Along with the stubble around his face, Haccho often looks less like an investigator and more like a typical Japanese rocker- and his lazy and easygoing personality does little to assuage those assumptions. In terms of dress, Haccho is fairly set in his own fashion sense, from high end casual to well fitted suits. Personality: Casually confident, Haccho carries himself with a sort of calm bravado and rarely breaks this character. Outgoing, yet not brash and outspoken, Haccho's generally cheerful and light-hearted disposition is of one who is rather confident in himself and his abilities. While casually boastful of his own abilities, he isn't afraid to acknowledge his own shortcomings, though will often spin it around in a manner that sounds better of him. Though relaxed and lazy, Haccho is competent and appreciably professional, and often interacts quite well with women and children, and will casually flirt with others regularly, though rarely shows any inclination to go any further. A generally good natured man, Haccho is fairly friendly, and talkative, often making sarcastic jokes or face-palm worthy puns even when in the middle of deep shit. Prideful and somewhat cocky, Haccho can be, in short, a bit of an ass- a well meaning ass, but an ass nonetheless.
Abilities: Haccho is an onmyouji of dark affinity, most of his spells and magical talent revolve around shadows and illusions, giving him an edge in subterfuge. From opening doors not meant to be opened to shrouding himself from view or binding suspects with shadow tags, Haccho's magical spells are printed onto specialized paper tags, allowing him to more easily deploy spells without having to take the time to cast spells. Very few of Haccho's abilities are conducive for combat, and primarily provide him with supportive or situational control. Outside of his spell tags, Haccho possesses an innate magical talent, and has the ability to cast simple charms and telekinetically move smaller objects, such as books, pens, wallets, and coins.
Magical Trait: Shadow Waltz - For brief moments- typically an amount of seconds, Haccho can take on a shadowy visage, allowing him to phase through walls or danger.
Skills: While by no means an Olympic athlete, Haccho is no slouch. In good shape for someone his age, Haccho possesses a mental and physical fortitude capable of taking a considerable beating and can hold his own in most situations that are physically taxing, from lifting and moving objects, to chasing down suspects and even fist fights. While not a brawler, Haccho knows his way around a street fight and can be a formidable foe when provoked. Though not a marksman, Haccho is well versed in operating firearms and firearm safety, and can be a decent shot with his sidearm or even a shotgun or rifle.
Equipment: Haccho always carries a handgun with him in either a shoulder holster or a concealed waist holster at his back. The sidearm is a small, compact pistol, often loaded with silver bullets for use against the supernatural. Along with a few additional magazines of ammunition, Haccho carries a small set of ofuda loaded with pre-written spells. Brief Backstory: Born in the heart of Tokyo, Haccho has spent most of his life used to the urban sprawl of the city. Haccho was born the the oldest of two, the son of a doctor and a 'businessman'. The oldest child in a household whose parents weren't around often, Haccho was quick to assume the role of "secondary man of the house" at a young age, to help his parents take care of the family and house. Their family traced back an old line of Onmyouji, and though their father was fairly skilled with his abilities, he didn't put much effort into teaching his sons, not until both of them began to manifest the magical trait which has been dormant in their family for generations. Only when both brothers began manifesting their abilities, did their father begin to bring them into the family business, and introduced him to various other businesspeople that he dealt with- most notably the yakuza.
As a youth Haccho performed well in school and sports alike, excelling in mathematics as well as athletics, though was often disciplined for disrupting class, fighting and arguing with teachers and students- though few people ever really messed with the Yakuza kids. Despite any disciplinary action Haccho might have faced, he nevertheless graduated with honors, and upon graduating from high school was excepted into Tokyo U, where he planned to business.
Things never exactly go as planned, and after a small dispute landed their family in hot water with the local branch of the yakuza. Forced into exile, Haccho and his younger brother fled to Osaka, where Haccho would eventually join the police force.
Sometime later, Haccho and his brother would find themselves in the small, but growing region of Minizawa, to start up their own investigation agency.
Personality: Almost always wearing a mildly pleasant expression, Weiland almost never wears his true feelings or thoughts openly, far too used to keeping such things suppressed on orders from his family. In his day to day, he tends to hide any of his real emotions or reactions behind a facade of humor and mockery, being the first to call someone out or make a joke out of a situation. While mockery and jest are his typical face and coping mechanism, with just a dash of appearing to be oblivious, he tends to keep a very, very close eye on his surroundings and occurrences within his ability to detect. Underneath the flippant and jesting mentality is someone with a very analytic, very focused mind. When on a task he actually cares to do, he becomes hyperfocused to a degree that he often needs reminded, either by Ermendrud or, more commonly, one of his peers.
Weiland typically cannot be bothered to focus that much on just anything, so he tends to slack around, feet kicked up, relaxing and observing. He tends to look for ways to antagonize and prod at those around him, filing such things away for when he needs, or wants, to use them. While he doesn't typically manipulate for gain, he does it mostly for his own amusement. Seeing how people react and act when being prodded and pushed is a guilty pleasure of his, and it doesn't help that Ermendrud enables him by encouraging such behavior. Even so, he does know where the line is typically, but sometimes he crosses it, just to gather information and see how people react.
Abilities: The Voss family is a very old, very established blood line within Germany, and their only son has inherited the same Affinity that has been a staple of their family, that of Light. While not necessarily the most useful of Affinities in regards to raw offensive potential, with exceptions, he is very capable of various utilities and tricks. His go to for offensive power tends to be focusing light into high powered beams of light, laser beams effectively, though he also can refract light around him to render himself invisible, blind people with blasts of focused light, maintain orbs to keep light in areas to allow better vision, and the like. He has a great deal of practice hiding his presence, via bent light, though this is completely useless against tracking that doesn't rely on visual confirmation, while the laser beams can work well against most targets.
Notably, Weiland, much like his family, lacks any sort of Magic Trait. However, the family instead had, in its early generations, established a contract in blood with their Hamingja, a guardian spirit of sorts that was responsible for luck and happiness of her charge, that bound the spirit to their family for all time. In return for this, it allowed Ermendrud, the name of the spirit, to be anchored to the world in such a way that her charges could call upon her outside of prayers and offerings for her passive assistance in their fortune and well being. The spirit herself has a great deal of knowledge, accumulated over the countless millennia. Ermendrud is a whimsical spirit, fitting as her domain is fortune first and foremost, typically chattering and speaking to Weiland, though no one else can hear such chatter. When manifested, she typically appears in an aquatic form, much preferring it over a more traditional look. Otherwise, while not manifested, her aura overrides Weiland's own, protecting him from being read by anyone capable of seeing and viewing auras.
Skills: Weiland is actually a fairly accomplished unarmed fighter, having been learning from his bodyguard growing up, and continuing to practice and implement such activities. He employs a mix of formal martial arts and brawling, taking useful techniques from both to help make up for the fact he is just a human, magi abilities put aside. Besides this, he is a fairly accurate shot, be it with sidearms or thrown items, though nowhere near as impressive as his unarmed abilities.
Equipment: Besides a small set of tools for engraving that tend to never leave the apartment he stays at, the only notable item that Weiland has is a graduation gift from his father, a pair of brass knuckles that were blessed, each knuckle having a small cross engraved on it.
Brief Backstory: The Voss bloodline is far older than the country that they have based themselves in, though they are not quick to brag or confirm such things. Weiland is the only son of the family, and that means living with the entire expectations of the family on his shoulders. The main options he had to temporarily escape such pressure was training with his bodyguard, and older man who taught him everything he knew about hand to hand fighting, and Ermendrud, the Hamingja bound to his family's bloodline. Every first born would find the spirit transferred to them once they were old enough, usually around five or six years old, and Weiland was no different. Growing up, he did not depart for the Tower in London to train, like his family would have preferred, choosing to stay in Germany to train in his magic. This allowed his father to continue tutoring him in the more subtle arts in the Light affinity, though once he was old enough, and finished his main training and schooling in Germany, it was decided he needed to travel abroad for further experience. With Ermendrud protecting and guiding Weiland, it wasn't seen as anywhere near as unsafe as it could be.
Weiland didn't initially end up in Japan, wandering most of Europe first and foremost, spending several years after his 18th birthday exploring and practicing further. He would eventually settle down in Japan when he was 23 years old, and would spend the most time he ever did in one place, his wanderlust never seeming to trigger again and drive him to leave and move on to other places. Weiland couldn't peg the why as to why he didn't leave already, but he did odd jobs and the like when he felt the need, mostly to keep himself busy since his family kept him well supplied while he traveled and studied in various places.
@VitaVitaAR I can switch to an illustrated image easily enough... Sorta, my computer is currently broken so I'm using whatever I can find on Google images with my phone.
The gun is more of a carry over from Haccho's police career- he's still a cop, just transferred to minizawa. I figured since he doesn't have the super speeds or sword skills of some of these characters, he'd pull out his gun when shit really hit the fan
It's a volunteer agency? Interesting. Private investigators are usually primarily interested in paying customers.
@Eisenhorn: I'm so sorry I forgot to mention this in PMs, but "Divine" is not a possible affinity. Holiness is inherently something different from magic, and comes from a very different source then magic.
@vietmyke: He wouldn't have a sawed-off if that's the case.
As for the nature of the agency, it's... a very unofficial thing formed for the purpose of handling the supernatural threats in Minazawa, with a "cover" of being one of the "investigation clubs" that spring up form time to time to look into the urban legends of the town.
@VitaVitaAR Alrighty, I scratched out the shotty- I think I'll keep him as a cop for now, give him something to do when he's not helping out with investigations. It'll also give him a couple extra resources if they need to look into stuff