A race of animalblooded people who appear as animalistic humanoids: tail/ears only, anthropomorphic, and anything at all in between. Each different "clan" has their own way of doing things and their own animal they resemble, though the most known one are the Redtails.
---| Redtails are vulpine creatures and big on various martial arts and grappling and tend to look down on people who use weapons. Even so, they tend to be fairly mild-mannered and at the least coldly polite to those who haven't earned their friendship. Various individual style-schools and belt levels are a major part of their culture, alongside the celebration of spring and a "good luck guard" celebration at the coming of winter. Their legend says that the fox that was their origin was particularly sly and tricked Lalrynth three times total. As such, the number "three" tends to be fairly popular in what they do. Their overall style mimics that of Japanese styles.
--| Graytails are lupine creatures and big on weapon use. They tend to run hot in emotions; whether it's joy, anger, hatred, or passion, they're always the loudest and most open of the lot. They tend to put a lot of emphasis on actual weapon usage and upkeep, which unsurprisingly leads into forging being a large part of their culture. They don't tend to have many celebrations as such, instead preferring friendly tournaments, but one they always celebrate is the beginning of winter, as that's when a major graytail hero ended a demon king. Alongside weaponry, dyeing is a major part of graytail culture, and a lot of graytails walk around with unnaturally-colored streaks in their hair and fur; some even go so far as to completely dye all of it rather than just streak or highlight it. Graytails believe that their wolf ancestor was a hunting companion to Lalrynth. Their overall style resembles a more European medieval style, much like in Robin Hood-era stories or settings.
--| Furtails are feline creatures that tend to stress mobility and agility over all else. They are often very playful, or at least know how to appear so, and are one of the most manipulative races around. Their fighting styles tend to revolve around never getting hit, either by being too fast to hit or taking down the enemy before they can manage to hit you, and they put as much emphasis on a good set of claws as a good dagger -- that is to say, preferring neither. Furtails are almost constantly partying, always trying to find something to celebrate and preferring to be surrounded by nice things, though what actually IS a nice thing varies from furtail to furtail; some count objects, others would prefer to collect friends, and still others consider a lover better than all else. Above all else, furtails are known for their pride, and anything they see as bruising it is attacked in some way, whether with words or claws. Furtails also believe that their ancestor was a hunting companion of Lalrynth, and that she was made into their race when she died of a wound protecting the goddess. Their overall style and culture mimics that of Chinese/China, and the non-furry ones tend to have pale or light skin.
--| Shortails are ursine creatures that are always built large and thick. Their main belief is that "a good defense is the best offense," and they tend to focus on being able to take hits and wear down opponents rather than rely on overwhelming power. They tend to be fairly calm and even-tempered; it's hard to get a shortail genuinely mad, and they mostly shrug or laugh off insults and slights. However, if you do manage to genuinely anger one, be warned: angry shortails are vengeful and violent, and they don't forget or forgive very easily. Each shortail has its own subject or action that will press its' "berserk button," so there's no way to know what can be done or not be done to avoid angering them. Thankfully, if an insult wasn't intentional, most shortails are willing to forgive as long as it doesn't happen again; otherwise, they're almost impossible to satisfy. Of all the races, shortails are most understanding and caring about half-breeds or orphans and often pick them up, meaning that their villages or outposts tend to be a mixture of a little of everything. They believe that their patron was an old bear who foolishly challenged Lalrynth to a test of strength, but willingly surrendered when he was bested, and was thus used to give birth to their race as a reward for his good sportsmanship. Shortails don't have any one overall style because of that, and the race as a whole tends to appear as a cultural-mix in most everything they do, though shortails tend towards tan or darker skin colors.
--| Feathertails are avian creatures that are always built lithe and light, and always have wings attached to their shoulder-blades that are the proper size to allow the individual flight. Feathertails tend to be somewhat snobbish and somewhat vain, making them a fairly unpopular sub-species of the Wildtail race. Their entire culture revolves around being the most attractive or the most useful, which leads to some very interesting contests being back to back; festivals might have a beauty contest and a fighting tournament right next to each other, with both being equally important! In their culture, an ugly feathertail that can bench-press a shortail is just as attractive as a feathertail with unmatched beauty. As long as there's something top-notch to pass down, regardless of what it actually is, an individual is considered "one of the best" and ends up sought after. Surprisingly, of all the Wildtails, feathertails are the sub-species that is the least prone to having multiple mates; a feathertail tends to find one special person and stick with them forever. Though there have been cases of feathertails with multiple mates, it's never been at the same time and always because one mate slighted the other. Because of this "mating for life" ideal in their heads, feathertails look down even more so on those who sleep around or have multiple interests while being surprisingly supportive and caring with those who only ever had one or who were slighted by one. After all, if the lessers mimic them in important ways like that, then there may be hope for them after all! Surprisingly, despite their vanity and snobbish ways, feathertails don't actually care about race all that much in terms of actual mates or children: if someone is top-notch enough to beat your own race, then their blood needs to get circulating in the feathertail race! Feathertails believe that their patron was a wild, gigantic, and majestic bird that Lalrynth trapped, but couldn't bring herself to kill for his beauty, so she instead befriended him and made the feathertails from him once he died of natural causes. Their culture tends to have an overall "desert"/Persian sort of resemblance, with a stress on open-air buildings (built on higher terrain) and very light clothes so as not to hamper their flying. They also tend towards tan skin colors that don't range very light or very dark.
For all Wildtails, their patrol goddess is Lalrynth, a goddess of the hunt. Their "origin legend" says that, no matter how the goddess met their patron, every single part of the patron's body -- from nose to blood -- was used to create the first few of their race. Besides the animal and its methods/relationship being different, the legend is completely the same otherwise. While a vast majority of Wildtails worship her exclusively because of this, it's not completely unheard of for Wildtails to serve another patron on the side, and though it's rare and met with some skepticism, it doesn't have any actual stigma attached to it. A Wildtail completely abandoning Lalrynth for another, on the other hand, is met with shock, horror, anger, and disgust, and is so rare that it almost is unheard of.
Character-creation wise, their hair and fur color will always match. The natural color must at least be a color that a real one of their race has, though the player is welcome to get creative with the pattern to the fur/hair. Their eye color, on the other hand, can be anything the player wants as long as it is a singular color (for normal eyes) or two separate colors (for heterochromia). No "rainbow eyes" here.
A long-lived race that many believe is the first race that appeared in the world. Once the most numerous race in the world, that honor has since gone to the humans, although there is no shortage of elves to be found. Whether living as nomads or in spaces of the forest, the long life granted to them gives them a sense of perspective. They tend to be hard to anger, easy to forgive, and actively mingle with other races, both romantically and platonically. However, on the flip side, if an elf is truly offended and the offender doesn't take steps to make amends, that elf can nurse a grudge for a very long time, and this race is nothing if not patient.
Elves are rarely ever together in a romantic way, and "pure blood" elves likely haven't existed for a long time. For some reason, the "mixed blood" rarely ever affects the child of an elf; beyond perhaps some colors to hair, skin, or eyes that they inherit from their non-elven parent, the child themselves is completely elven in every other way, including life-span. Because of this, there's no such thing as "half-elves." Occasionally, an elf's child may be the reverse of the usual -- completely their other parent's race with some (cosmetic only) elven traits such as coloration. These children have no chance of producing an elf child, though thanks to them, having elven blood in ancestry isn't unheard of -- though it is fairly rare that the elven blood is prominent enough to actually be useful.
Elves tend to worship Lalrynth, though a few do convert to other deities. Overall, they tend to be very open and accepting of other gods and don't mind hearing about them even if they themselves worship another.
Character creation wise, elves tend to have earthy colors for their eyes and hair and have sharply pointed ears. They also tend to run either much taller or much shorter than the humans.
Originally a sub-species of Wildtail, the bat-like Darkrunners have since become considered their own race, mostly because of the noticeable differences that have come through some strange quirk of God or Fate. Darkrunners have a small tail, large ears, and bat-like wings coming from their shoulder-blades. The wings can vary in size: some have them large enough to fly, others have them so small they look like accessories. The ears can also vary in design, either being human-like or bat-like ears resembling a typical Wildtail, though the human-type of ears will always be unnaturally long and mildly pointed. Along with this, Darkrunners have sharp fangs that are easily noticeable in their mouths, though only a very select few Darkrunners actually drink blood -- and even then, it's only by lapping it. Darkrunners are never anthropomorphic; the only fur they might have would be on their ears or their tails. They also can't grow beards, though their hair can grow to fairly long lengths.
All Darkrunners are oracles: through various methods, they can actually see the future (sometimes clear, sometimes foggy) as it currently stands from their point in time. As time is fluid, not static, repeated divining is all but necessary to make sure the prediction stays accurate depending on the changes people make. Because of this, Darkrunners are often found as important people in places that can afford or tolerate them.
Unfortunately, the divining comes with a price. The goddess that gives this race its ability from birth, Eslora, is absolutely insane. As such, all Darkrunners have at least one major insanity problem that can vary widely from individual to individual. As well, Darkrunners can rarely convert away from Eslora; most who try either find themselves tormented with horrifying but unclear visions (so nothing can be done about them) until they either die, kill themselves, or go so far insane they're no longer sentient. There have been individuals who've managed to detach themselves enough to become sane, though the price is losing their divining abilities -- one that most are willing to pay.
Character creation wise, a player can choose to have either bat-like ears or human-like ears. As well, the hair color will always match any other hair or fur they have. Eye-color must either be some unnatural-in-humans color (such as purple or red, though white is acceptable) or a color that a real bat has. The player has to choose what method their Darkrunner uses to predict the future as well as how their insanity manifests itself. Most anything is acceptable, though the GM may choose to veto some things. They may also, if they wish, choose to play a "sane" Darkrunner, but as these are rare, there can only be one per group.
A "race" of any sentient "robotic" or golem-esque construction. They can vary immensely, considering they can be constructed by anyone, though the most common are types that look like one of the other races but for some telling physical signs (Quote from Cave Story, as an example). There are plenty that look completely inhuman or don't bother to hide it, but there are none yet that actually can pass for any other race without intensive disguising.
The Selatron patron god is Hephirin, a forge-god who was said to make the first of their kind as an assistant to test out the weapons he made.
Because this "race" is made up of all sentient constructs, there is not any one pattern or culture that they adhere to, and selatrons tend to vary very wildly from individual to individual.
A race that is sometime mistaken for Redtails, Kasurin are foxes with multiple tails (between 2 and 13) that can transform themselves into any form they wish down to the last detail and are incapable of dying of old age. The drawback is that, as they "borrow" the faces of others, they must always keep a mask with a stylized version of their face somewhere on their body (though it can be concealed in fur/under clothes, it must always be somewhere on them). They can also only replicate what they can see or are shown and can't deviate from what they're shown, though they can alter it depending on if what they're shown was changed (if they're copying a girl and told she cut her hair, they can immediately "cut" their hair to match, for instance, but they can't make themselves taller or bigger than what they know). The only except to this is gender: a Kasurin only needs to know the gender of who they're copying in order to be able to replicate sexual organs, rather than having to see it themselves. Very young Kasurin will always have the mask on their face until they learn their powers a bit better. Kasurin can also manifest their ears/tail at will in any form.
For the purposes of interacting with other races, Kasurin will often seek out newly deceased and "imprint" an appearance as their "humanoid" one to use regularly when interacting with people. This imprinted appearance becomes one they can transform into at any time and can stay in for as long as they need; as well, this imprinted appearance does not come with a mask on their person. Furthermore, the imprinted appearance can be altered in mild ways as much as they please (hair length, streaks in hair, color of the eyes, tweaks to the body's build, etc.), and many Kasurin do as many alters as they can in order to "hide" themselves better. The imprinted form's gender will always match the Kasurin's real gender, even if it has to change to do so (for instance, a female Kasurin imprinting an appearance from a male will still be female in all forms and ways when changed). Imprinting is somewhat of a horrific process, requiring a Kasurin to devour the very soul of the person they're attempting to imprint to themselves; this is why Kasurin usually seek out newly dead. In addition, Kasurin can only have a single imprinted appearance at any time: to get another, they must discard the one they already have through a painful process of regurgitating tissue and blood for a couple of hours.
Kasurin have no patron god, because the race as a whole are cursed and all gods reject them for it. Instead, they have a demon that comes for every one of them when they die. Long ago, the first large family of the Kasurin captured the first real family of a race only known as the "Yseral." The Yseral, who were supposedly a race of spider-like creatures, ended up tormented and tortured by the Kasurin's family, until they were killed off one by one. The last remaining of that family, Yseral (who lent her name to the race), absorbed the souls of her fallen family and became a demon, attacking and devouring almost all of the Kasurin. She left only the children and infants alone, but cast a powerful curse on them to cause them to suffer for all time: if they didn't completely devour the body of a sentient creature, either another race or their own race, at least once a year, then come their birthday past the one-year mark, Yseral would come and devour them. In addition, any death would deliver their soul to her regardless of what they had done so that they could be tortured eternally.
All Kasurin believe there's some way to break the curse, but as of yet, there hasn't been a single lead to it. The only clue they have were Yseral's last words: "Can you feel our pain, our sorrow? Even if you were to die... you cannot break our hatred."
Character creation wise, a Kasurin's real form must be based off a real fox, but the fur patterns/colors can be swapped around as the player pleases (a fennec fox body style with a red fox fur appearance, for instance) and the size itself can vary between a small dog and a large dragon (though the latter is very rare and only for very powerful Kasurin). Their imprinted form must match the rules of the race the form is taken from, with exceptions to account for alterations.
The world is a very heavy magical setting. Magic is commonplace in a lot of things, like enchanted items and clerical healers and the like, but mages themselves are not overly common -- though they are numerous and very hardly a rare sight. Only certain people have a talent for magic; however, how far this goes varies and depends on the strength of the natural talent itself as well as the person it belongs to. This means that just because you're born with magic doesn't mean you will be a mage, as you can happily ignore it and be whatever you want, while just because your talent is low doesn't mean you're stuck as a soldier, since all you need to do is work hard and study to become strong that way. Damaging clerics or healing mages are rare, but not unheard of.
There are various "mage colleges" for people to be trained in, alongside "church schools" where clerics can be trained. This is not even remotely required (that is, they won't take people with natural talent there forcibly), but is suggested and those who self-teach (or don't at least let schools know of them) tend to be looked down on some. Punishments, if someone is a part of a school, is often handed over to said school rather than law enforcement.
Alongside mage colleges, there are also various fighting schools scattered around the world. While the colleges are set in their own secluded spots that are near but not actually in cities, the fighting schools are in dedicated buildings for that specific school. There's one registered/official fighting school for each major city, and many unregisterered/unofficial ones in smaller villages (though only the major cities are guaranteed to have one).
Many of the smaller/out of the way cities have fences, while the Thieves' Guild itself is a large "city" deep, deep underground that has access through various teleporters. Good thieves can learn to disappear anywhere... mostly because a lot of cities with things worth stealing have seemingly useless symbols painted with magical ink on various back allies that can be invoked to open a spot to teleport to the guild. However, the ink won't react if there's any sort of hostility or alarm anywhere nearby it to prevent thieves from revealing the location of the guild to anyone outside of it. On top of that, actual entrance to the guild is restricted heavily, and hopeful thieves have to go through tons of hoops and trials and tests before they are even escorted in there (while completely unconscious). Any betrayers are quickly and rapidly silenced.
Kantree & Korren: The gods of twins. They appear as two lithe youths with bright red hair, braided hair to their waist, and wearing simple robes. The only way to differentiate them is through their colors: Kantree will always have something blue and never wear red, while Korren will always have something red and never wear blue. This rule goes for their eyes as well.
Their gender is ambiguous; few of the records about them are consistent, sometimes referring them as sisters, sometimes brothers, and sometimes brother and sister. The gods don't seem to care what gender they're addressed by, however, and never bother correcting people. Nor are they bothered by being mixed up; in fact, it amuses them more often than not, and they're so close that it's impossible to honor one and not the other. They simply see one of them being honored as counting for both, which is why most people count them as a singular deity. Statues in small areas just have one depiction that either wears both red and blue or lacks any color at all.
Those who worship the Twins tend to act as mediators, going between other people or standing in on talks to make sure that things go well. On top of this, any twin born is always a worshiper of Kantree & Korren, though only as a "side-deity" unless they choose otherwise. Other deities are fully aware of this and never mind "sharing" a worshiper that was born a twin, so long as they come first; as Kantree & Korren are fairly easy-going, if mischievous, they rarely ask anything of those who don't worship them solely. However, they always like being given gifts or offerings, and often will bless those who give them such things, even if only minor for someone just passing by the shrine.
Lalrynth: The goddess of the hunt, harvests, and the forests in general. She appears as a lithe, small-built woman with short cropped hair and always wearing hunting clothing in colors that match nature. The color of her eyes is debated, but what's known is that they always gleam brightly.
Lalrynth tends to be a very calm and serene sort of woman, looking at things logically and not allowing emotion to get too much in the way of things. While she certainly can feel affection -- and does, for those who worship her and her "children" race of Wildtails -- she tends to ere on the side of necessity and detachment when it comes to important things. Those who underestimate her will find themselves in a world of hurt, however: though she may be logical, Lalrynth can be as fierce as the rivers or as violent as the fires that her realm creates.
She is the patron goddess of the Wildtails, but tends to be worshiped by anyone who has a lot of involvement with the natural world. She is sometimes referred to as the "huntress".
Eslora: The goddess of oracles/seeing the future in general and insanity. Eslora appears as a haggard, scarred young woman with eyes that are completely filled in and a dark purple with a black swirl through the color. She tends to wear a very long, thick set of black robes that covers everything but her face, with white hair down to her ankles that stands out starkly against her tanned skin and clothes.
Eslora is a goddess that is rarely, if ever, served outside of her patron race. This is because, while calling on her temporarily won't cause any lasting harm, actually worshiping and serving her will send an individual insane without fail. Much like the Darkrunner race she watches over, however, a worshiper's insanity can manifest in many different ways. As such, most of her servants are Darkrunners or those with thick Darkrunner blood, though there are a few of other races who were willing to trade sanity for the ability to see -- and alter -- the future.
It isn't just her insanity that makes others reluctant to serve Eslora, however. She tends to be a very fickle -- or outright confusing -- goddess, with something that might please her one day instead sending her into a rage the next. She tends to be very unpredictable and sacrifices or tributes are given with the utmost amount of caution. Luckily for those under her, unlike other gods she doesn't particularly require tributes or get angry without them; the risk is mostly in the hopes of getting a boon of some sort from her, though much like her gifted insanity, it can take many forms. Some of which might not be good at all for the receiver.
Wiliuam: The god of virtues. Wiliuam appears as a lithe but tall man in flowing white and gold robes with the front from the waist down cut out. He wears pieces of armor scattered over his form -- greaves, gloves, shoulder-pads, and a simple breastplate -- and has short hair that leans towards the yellow end of blonde. His skin is fairly pale, though his eyes are a "rainbow" that shifts between the nine different colors in varying speeds.
Wiliuam is a god who is strict about following the virtues he sets down. The virtues Wiliuam considers worth following are, in concept, simple enough and often color-coded: Compassion (Pink), Valor (Blue), Justice (Purple), Sacrifice (Red), Honor (Green), Spirituality (White), Truth (Yellow), Courage (Black), and Humility (Brown). As long as one is following these virtues, or at least genuinely believes they are without twisting them so far they become evil, Wiliuam is satisfied and happy to lend them his strength and blessings. As such, he's often the patron god of Knights and Paladins, rather than being the patron god of any one race.
On the flip side, Wiliuam is often considered the god of extremes. While he allows his followers some "wiggle room," he himself tends to adapt a very strict view in that those who don't follow the virtues set down are evil and deserve to be exterminated. Mercifully, Wiliuam is also one who very rarely directly meddles in mortal affairs, so he is rarely a threat himself, though his followers certainly can be.
Hephirin: The god of forges/forging, artificial life, and fire. Hephirin appears as a tall creature that's a mix of man and machine, with gleaming gold and dark skin melded together in perfect harmony. His clothing tends to be little more than a pair of thick, fireproof pants and shirt, along with a blacksmith's apron and tools hanging from his belt. His hair is to his waist and braided, but the hair itself appears to be some sort of liquid-yet-solid metal, shaping and reshaping as he sees fit and never in the way.
Not much is known about Hephrin's temperament; what is known is that he tends to be fairly easy to please as sacrifices of built (but non-sentient) objects is always well-received, and even supplies and gears tend to get somewhat of a blessing from him. He also tends to only really favor the creative or the created as well, and others who've tried serving him find themselves ignored at best (and actively hindered at worst).
Naturally, Hephirin is the patron god of the Selatrons.
General "The Upright Empress represents artistic creativity, prosperity, motherly attitudes, and comfort."
Name: Karasu Saga Age: 17 Year: First Gender: Female Birthday: October 28th Arcana: The Empress Family: Baofu/Saga Kaoru (Father / Alive) Lola Saga (Mother / In America) Katie Saga (Sister / Deceased/Fused)
TV World Glasses: Black-rimmed around the top, no rim on the bottom of the linses, with said linses slightly blue-tinted (similar to Kanji's, but less prononced). As with all glasses, there are rainbow patterns where the legs meet the rims.
Summer Casual: A black short-sleeved shirt with a stylized silver "X" on the front, jeans and black boots, a gold bracelet on her left wrist with a silver watch on her right wrist, and a black leather choker/collar that has a small sapphire stone hanging off it. Her hair (except for her bangs) is pulled back into a ponytail at the back of her head.
Summer Uniform: A normal school uniform, with a gray-white top and knee-length skirt; the scarf is iceblue. Her hair (except for her bangs) is pulled back into a ponytail, just like her summer casual. The shoes remain the black boots, worn with white socks.
Winter Casual: A red turtle-neck sweater with a black diamond-like pattern across the top (one of Yukiko's rejected designs) over thick jeans that are tucked into black, steel-toed combat boots. Her hair is worn down this time, and she's got a silver cross on a necklace.
Winter Uniform: Typical uniform with an iceblue scarf and the skirt extended to her knees along with her black boots. Her hair is loose and down.
Midwinter: A heavy, thick jacket with fur lining the edge of the hood and sleeves, as well as a long, yellow scarf overtop her uniform one. Stockings as well, and her signature boots.
Swimsuit: A black swimsuit that covers her entire breasts to her neck, then covers her entire butt ("shorts" without the legs).
Where to Find: School Days: Practice Building, Entrance (Alternately, School Building F2, in front of the Library) No-School Days: Samegawa Flood Plain, Riverbed (Alternately, Shopping District North, near the Shrine)
Intro Black Shade: She starts off facing the left, turns to the right, and flips her hair. The lyrics are spread around crazily and haphazardly. Intro Scene: She's sitting on the dock eating pocky and reading a book, with the camera zooming in from a normal video camera, complete with slight shaking and focusing.
Yaso High Jersery (Gym Clothes) A typical jersery. The top is zipped down to about the stomach to free her chest/use the undershirt.
Agent Suit A typical agent suit. Her hair is actually tied up in a ponytail by a black ribbon.
Christmas Costume The Santa dress. Knee-high boots. The dress is sleeveless but covers her neck down, with all the edges rimmed in white fur. Long gloves up to her elbows.
Butler/Maid A cute maid costume that's mostly the same but with a long skirt, ribbons on the edge of the hairband, and iceblue frills at the base of it. Comes with black boots and white stockings, as well as the bow being iceblue.
Cheer Squad Mostly the same, except again with a lengthened skirt and boots (still hiding her legs).
Deep Blue Margaret's outfit.
Father's Jacket Baofu's outfit, with the exception of the earrings.
Night Goddess A costume sort of reflecting her Persona Tsukuyomi. Knee-high black boots, knee-length shorts, and a sleeveless shirt; shorts and shirt have a galaxy pattern all over them. An ankle-length robe that's fastened at her chest by two moon charms (full and crescent), as well as a headband with fox ears and seven fake fox tails attached to the back of the robe. Crescent/full moon charms in her hair as well.
TV World "The Reversed Empress represents neglecting one's self, confusion or difficulty with others, and feeling like part of one's life is lacking."
Shadow "Human": Karasu's Shadow bears her same basic appearance. However, she's dressed in a tight-fitting black kimono slit almost to her waist up at the front, with her hair wavy and shiny, otherwise being completely bare. The top part of the kimono is off her shoulders, revealing quite a bit of her cleavage. "Boss": A large "foxtaur", with the woman's half looking like the typical Japanese female horror ghost. Her hands are shackled together, and her back paws are restrained to the floor via spikes. Dungeon: Darkice Brothel [17 Floors] Open Time: After Chi
Summon Quotes: "Okay, let's go. Persona!" / "Let's do it! Persona!" Crit Summon Quotes: "Give me a hand here, [Name]!" / "Hit them hard, [Name]!"
Poses: Idle Pose (Inaba): Standing with her arms at her sides, slightly leaning backwards. Idle Pose (TV): Standing straight up, right hand even with her chest and coins held between her fingers (changes with weapon), slightly to the right with her spare arm dangling behind her. All-Out Pose: Hair swinging over her shoulder/behind her as she looks like she's "leaping" backwards, arms up and grinning. Attack: She pulls her arm back, then jerks it forward, tossing the coins. Card Break: She reaches up for the card, then crushes it between her hands. Down/Dizzy Pose: Completely flat on her back, with her feet still on the ground and her legs up, but her knees together. Standing: Pushes herself up, leaning on her knees for a moment before straightening. Standing Quote: "Ug. That hurt!" / "I'm okay! Let's keep going!" Critical Quote: "We've got it! Minamoto Yoshitsune/Tsukuyomi!" (Persona) "How do you like THIS?" (Physical) Party Recovery: She runs over, grabbing both the person's hands and hoisting them up (Down/Dizzy); She runs over, shaking the person's shoulders roughly (Other). Recovery Quote: "Come on, up you go." / "You okay?" (Down/Dizzy) "Hey! Get it together!" / "No time to waste!" (Other) Battle Win Quote: "Not bad at all." / "Phew. That was fun." All Out Quote: "Senpai, they're all down!" / "Let's go! They're wide open!" [Denied] "Well, if you say so." / "I understand." [Accepted] "Let's hit them fast and hard!" / "All right, let's go!" [Before] "Not a chance!" / "You can't stop us!" Follow-Up Quote: "Should I follow up?" / "Where do you need me, senpai?" [Accepted] "Okay, here we go!" / "Leave it to me!" [Denied] "Yes sir." / "Gotcha." Taking Mortal Blow: She quickly gets in front and knocks Azami backwards by hitting him with her shoulder/back. Taking MB Quote: "Look out!"
Persona Initial Persona: Minamoto Yoshitsune Elements: Fire (Weak) / Dark (Strong), Ice (Strong)
Ultimate Persona: Tsukuyomi Elements: Ice (Strong), Dark (Null)
Third Tier Persona: Tsukuyomi Mikoto Elements: Ice (Strong), Light (Repel), Dark (Repel)
Fantasy Races Example
WILDTAILS
---| Redtails are vulpine creatures and big on various martial arts and grappling and tend to look down on people who use weapons. Even so, they tend to be fairly mild-mannered and at the least coldly polite to those who haven't earned their friendship. Various individual style-schools and belt levels are a major part of their culture, alongside the celebration of spring and a "good luck guard" celebration at the coming of winter. Their legend says that the fox that was their origin was particularly sly and tricked Lalrynth three times total. As such, the number "three" tends to be fairly popular in what they do. Their overall style mimics that of Japanese styles.
--| Graytails are lupine creatures and big on weapon use. They tend to run hot in emotions; whether it's joy, anger, hatred, or passion, they're always the loudest and most open of the lot. They tend to put a lot of emphasis on actual weapon usage and upkeep, which unsurprisingly leads into forging being a large part of their culture. They don't tend to have many celebrations as such, instead preferring friendly tournaments, but one they always celebrate is the beginning of winter, as that's when a major graytail hero ended a demon king. Alongside weaponry, dyeing is a major part of graytail culture, and a lot of graytails walk around with unnaturally-colored streaks in their hair and fur; some even go so far as to completely dye all of it rather than just streak or highlight it. Graytails believe that their wolf ancestor was a hunting companion to Lalrynth. Their overall style resembles a more European medieval style, much like in Robin Hood-era stories or settings.
--| Furtails are feline creatures that tend to stress mobility and agility over all else. They are often very playful, or at least know how to appear so, and are one of the most manipulative races around. Their fighting styles tend to revolve around never getting hit, either by being too fast to hit or taking down the enemy before they can manage to hit you, and they put as much emphasis on a good set of claws as a good dagger -- that is to say, preferring neither. Furtails are almost constantly partying, always trying to find something to celebrate and preferring to be surrounded by nice things, though what actually IS a nice thing varies from furtail to furtail; some count objects, others would prefer to collect friends, and still others consider a lover better than all else. Above all else, furtails are known for their pride, and anything they see as bruising it is attacked in some way, whether with words or claws. Furtails also believe that their ancestor was a hunting companion of Lalrynth, and that she was made into their race when she died of a wound protecting the goddess. Their overall style and culture mimics that of Chinese/China, and the non-furry ones tend to have pale or light skin.
--| Shortails are ursine creatures that are always built large and thick. Their main belief is that "a good defense is the best offense," and they tend to focus on being able to take hits and wear down opponents rather than rely on overwhelming power. They tend to be fairly calm and even-tempered; it's hard to get a shortail genuinely mad, and they mostly shrug or laugh off insults and slights. However, if you do manage to genuinely anger one, be warned: angry shortails are vengeful and violent, and they don't forget or forgive very easily. Each shortail has its own subject or action that will press its' "berserk button," so there's no way to know what can be done or not be done to avoid angering them. Thankfully, if an insult wasn't intentional, most shortails are willing to forgive as long as it doesn't happen again; otherwise, they're almost impossible to satisfy. Of all the races, shortails are most understanding and caring about half-breeds or orphans and often pick them up, meaning that their villages or outposts tend to be a mixture of a little of everything. They believe that their patron was an old bear who foolishly challenged Lalrynth to a test of strength, but willingly surrendered when he was bested, and was thus used to give birth to their race as a reward for his good sportsmanship. Shortails don't have any one overall style because of that, and the race as a whole tends to appear as a cultural-mix in most everything they do, though shortails tend towards tan or darker skin colors.
--| Feathertails are avian creatures that are always built lithe and light, and always have wings attached to their shoulder-blades that are the proper size to allow the individual flight. Feathertails tend to be somewhat snobbish and somewhat vain, making them a fairly unpopular sub-species of the Wildtail race. Their entire culture revolves around being the most attractive or the most useful, which leads to some very interesting contests being back to back; festivals might have a beauty contest and a fighting tournament right next to each other, with both being equally important! In their culture, an ugly feathertail that can bench-press a shortail is just as attractive as a feathertail with unmatched beauty. As long as there's something top-notch to pass down, regardless of what it actually is, an individual is considered "one of the best" and ends up sought after. Surprisingly, of all the Wildtails, feathertails are the sub-species that is the least prone to having multiple mates; a feathertail tends to find one special person and stick with them forever. Though there have been cases of feathertails with multiple mates, it's never been at the same time and always because one mate slighted the other. Because of this "mating for life" ideal in their heads, feathertails look down even more so on those who sleep around or have multiple interests while being surprisingly supportive and caring with those who only ever had one or who were slighted by one. After all, if the lessers mimic them in important ways like that, then there may be hope for them after all! Surprisingly, despite their vanity and snobbish ways, feathertails don't actually care about race all that much in terms of actual mates or children: if someone is top-notch enough to beat your own race, then their blood needs to get circulating in the feathertail race! Feathertails believe that their patron was a wild, gigantic, and majestic bird that Lalrynth trapped, but couldn't bring herself to kill for his beauty, so she instead befriended him and made the feathertails from him once he died of natural causes. Their culture tends to have an overall "desert"/Persian sort of resemblance, with a stress on open-air buildings (built on higher terrain) and very light clothes so as not to hamper their flying. They also tend towards tan skin colors that don't range very light or very dark.
For all Wildtails, their patrol goddess is Lalrynth, a goddess of the hunt. Their "origin legend" says that, no matter how the goddess met their patron, every single part of the patron's body -- from nose to blood -- was used to create the first few of their race. Besides the animal and its methods/relationship being different, the legend is completely the same otherwise. While a vast majority of Wildtails worship her exclusively because of this, it's not completely unheard of for Wildtails to serve another patron on the side, and though it's rare and met with some skepticism, it doesn't have any actual stigma attached to it. A Wildtail completely abandoning Lalrynth for another, on the other hand, is met with shock, horror, anger, and disgust, and is so rare that it almost is unheard of.
Character-creation wise, their hair and fur color will always match. The natural color must at least be a color that a real one of their race has, though the player is welcome to get creative with the pattern to the fur/hair. Their eye color, on the other hand, can be anything the player wants as long as it is a singular color (for normal eyes) or two separate colors (for heterochromia). No "rainbow eyes" here.
ELVES
Elves are rarely ever together in a romantic way, and "pure blood" elves likely haven't existed for a long time. For some reason, the "mixed blood" rarely ever affects the child of an elf; beyond perhaps some colors to hair, skin, or eyes that they inherit from their non-elven parent, the child themselves is completely elven in every other way, including life-span. Because of this, there's no such thing as "half-elves." Occasionally, an elf's child may be the reverse of the usual -- completely their other parent's race with some (cosmetic only) elven traits such as coloration. These children have no chance of producing an elf child, though thanks to them, having elven blood in ancestry isn't unheard of -- though it is fairly rare that the elven blood is prominent enough to actually be useful.
Elves tend to worship Lalrynth, though a few do convert to other deities. Overall, they tend to be very open and accepting of other gods and don't mind hearing about them even if they themselves worship another.
Character creation wise, elves tend to have earthy colors for their eyes and hair and have sharply pointed ears. They also tend to run either much taller or much shorter than the humans.
DARKRUNNERS
All Darkrunners are oracles: through various methods, they can actually see the future (sometimes clear, sometimes foggy) as it currently stands from their point in time. As time is fluid, not static, repeated divining is all but necessary to make sure the prediction stays accurate depending on the changes people make. Because of this, Darkrunners are often found as important people in places that can afford or tolerate them.
Unfortunately, the divining comes with a price. The goddess that gives this race its ability from birth, Eslora, is absolutely insane. As such, all Darkrunners have at least one major insanity problem that can vary widely from individual to individual. As well, Darkrunners can rarely convert away from Eslora; most who try either find themselves tormented with horrifying but unclear visions (so nothing can be done about them) until they either die, kill themselves, or go so far insane they're no longer sentient. There have been individuals who've managed to detach themselves enough to become sane, though the price is losing their divining abilities -- one that most are willing to pay.
Character creation wise, a player can choose to have either bat-like ears or human-like ears. As well, the hair color will always match any other hair or fur they have. Eye-color must either be some unnatural-in-humans color (such as purple or red, though white is acceptable) or a color that a real bat has. The player has to choose what method their Darkrunner uses to predict the future as well as how their insanity manifests itself. Most anything is acceptable, though the GM may choose to veto some things. They may also, if they wish, choose to play a "sane" Darkrunner, but as these are rare, there can only be one per group.
SELATRON
The Selatron patron god is Hephirin, a forge-god who was said to make the first of their kind as an assistant to test out the weapons he made.
Because this "race" is made up of all sentient constructs, there is not any one pattern or culture that they adhere to, and selatrons tend to vary very wildly from individual to individual.
KASURIN
For the purposes of interacting with other races, Kasurin will often seek out newly deceased and "imprint" an appearance as their "humanoid" one to use regularly when interacting with people. This imprinted appearance becomes one they can transform into at any time and can stay in for as long as they need; as well, this imprinted appearance does not come with a mask on their person. Furthermore, the imprinted appearance can be altered in mild ways as much as they please (hair length, streaks in hair, color of the eyes, tweaks to the body's build, etc.), and many Kasurin do as many alters as they can in order to "hide" themselves better. The imprinted form's gender will always match the Kasurin's real gender, even if it has to change to do so (for instance, a female Kasurin imprinting an appearance from a male will still be female in all forms and ways when changed). Imprinting is somewhat of a horrific process, requiring a Kasurin to devour the very soul of the person they're attempting to imprint to themselves; this is why Kasurin usually seek out newly dead. In addition, Kasurin can only have a single imprinted appearance at any time: to get another, they must discard the one they already have through a painful process of regurgitating tissue and blood for a couple of hours.
Kasurin have no patron god, because the race as a whole are cursed and all gods reject them for it. Instead, they have a demon that comes for every one of them when they die. Long ago, the first large family of the Kasurin captured the first real family of a race only known as the "Yseral." The Yseral, who were supposedly a race of spider-like creatures, ended up tormented and tortured by the Kasurin's family, until they were killed off one by one. The last remaining of that family, Yseral (who lent her name to the race), absorbed the souls of her fallen family and became a demon, attacking and devouring almost all of the Kasurin. She left only the children and infants alone, but cast a powerful curse on them to cause them to suffer for all time: if they didn't completely devour the body of a sentient creature, either another race or their own race, at least once a year, then come their birthday past the one-year mark, Yseral would come and devour them. In addition, any death would deliver their soul to her regardless of what they had done so that they could be tortured eternally.
All Kasurin believe there's some way to break the curse, but as of yet, there hasn't been a single lead to it. The only clue they have were Yseral's last words: "Can you feel our pain, our sorrow? Even if you were to die... you cannot break our hatred."
Character creation wise, a Kasurin's real form must be based off a real fox, but the fur patterns/colors can be swapped around as the player pleases (a fennec fox body style with a red fox fur appearance, for instance) and the size itself can vary between a small dog and a large dragon (though the latter is very rare and only for very powerful Kasurin). Their imprinted form must match the rules of the race the form is taken from, with exceptions to account for alterations.
Fantasy World Example
SYILLIA
There are various "mage colleges" for people to be trained in, alongside "church schools" where clerics can be trained. This is not even remotely required (that is, they won't take people with natural talent there forcibly), but is suggested and those who self-teach (or don't at least let schools know of them) tend to be looked down on some. Punishments, if someone is a part of a school, is often handed over to said school rather than law enforcement.
Alongside mage colleges, there are also various fighting schools scattered around the world. While the colleges are set in their own secluded spots that are near but not actually in cities, the fighting schools are in dedicated buildings for that specific school. There's one registered/official fighting school for each major city, and many unregisterered/unofficial ones in smaller villages (though only the major cities are guaranteed to have one).
Many of the smaller/out of the way cities have fences, while the Thieves' Guild itself is a large "city" deep, deep underground that has access through various teleporters. Good thieves can learn to disappear anywhere... mostly because a lot of cities with things worth stealing have seemingly useless symbols painted with magical ink on various back allies that can be invoked to open a spot to teleport to the guild. However, the ink won't react if there's any sort of hostility or alarm anywhere nearby it to prevent thieves from revealing the location of the guild to anyone outside of it. On top of that, actual entrance to the guild is restricted heavily, and hopeful thieves have to go through tons of hoops and trials and tests before they are even escorted in there (while completely unconscious). Any betrayers are quickly and rapidly silenced.
Fantasy Pantheon Example
SYILLIA'S PANTHEON
The gods of twins. They appear as two lithe youths with bright red hair, braided hair to their waist, and wearing simple robes. The only way to differentiate them is through their colors: Kantree will always have something blue and never wear red, while Korren will always have something red and never wear blue. This rule goes for their eyes as well.
Their gender is ambiguous; few of the records about them are consistent, sometimes referring them as sisters, sometimes brothers, and sometimes brother and sister. The gods don't seem to care what gender they're addressed by, however, and never bother correcting people. Nor are they bothered by being mixed up; in fact, it amuses them more often than not, and they're so close that it's impossible to honor one and not the other. They simply see one of them being honored as counting for both, which is why most people count them as a singular deity. Statues in small areas just have one depiction that either wears both red and blue or lacks any color at all.
Those who worship the Twins tend to act as mediators, going between other people or standing in on talks to make sure that things go well. On top of this, any twin born is always a worshiper of Kantree & Korren, though only as a "side-deity" unless they choose otherwise. Other deities are fully aware of this and never mind "sharing" a worshiper that was born a twin, so long as they come first; as Kantree & Korren are fairly easy-going, if mischievous, they rarely ask anything of those who don't worship them solely. However, they always like being given gifts or offerings, and often will bless those who give them such things, even if only minor for someone just passing by the shrine.
Lalrynth:
The goddess of the hunt, harvests, and the forests in general. She appears as a lithe, small-built woman with short cropped hair and always wearing hunting clothing in colors that match nature. The color of her eyes is debated, but what's known is that they always gleam brightly.
Lalrynth tends to be a very calm and serene sort of woman, looking at things logically and not allowing emotion to get too much in the way of things. While she certainly can feel affection -- and does, for those who worship her and her "children" race of Wildtails -- she tends to ere on the side of necessity and detachment when it comes to important things. Those who underestimate her will find themselves in a world of hurt, however: though she may be logical, Lalrynth can be as fierce as the rivers or as violent as the fires that her realm creates.
She is the patron goddess of the Wildtails, but tends to be worshiped by anyone who has a lot of involvement with the natural world. She is sometimes referred to as the "huntress".
Eslora:
The goddess of oracles/seeing the future in general and insanity. Eslora appears as a haggard, scarred young woman with eyes that are completely filled in and a dark purple with a black swirl through the color. She tends to wear a very long, thick set of black robes that covers everything but her face, with white hair down to her ankles that stands out starkly against her tanned skin and clothes.
Eslora is a goddess that is rarely, if ever, served outside of her patron race. This is because, while calling on her temporarily won't cause any lasting harm, actually worshiping and serving her will send an individual insane without fail. Much like the Darkrunner race she watches over, however, a worshiper's insanity can manifest in many different ways. As such, most of her servants are Darkrunners or those with thick Darkrunner blood, though there are a few of other races who were willing to trade sanity for the ability to see -- and alter -- the future.
It isn't just her insanity that makes others reluctant to serve Eslora, however. She tends to be a very fickle -- or outright confusing -- goddess, with something that might please her one day instead sending her into a rage the next. She tends to be very unpredictable and sacrifices or tributes are given with the utmost amount of caution. Luckily for those under her, unlike other gods she doesn't particularly require tributes or get angry without them; the risk is mostly in the hopes of getting a boon of some sort from her, though much like her gifted insanity, it can take many forms. Some of which might not be good at all for the receiver.
Wiliuam:
The god of virtues. Wiliuam appears as a lithe but tall man in flowing white and gold robes with the front from the waist down cut out. He wears pieces of armor scattered over his form -- greaves, gloves, shoulder-pads, and a simple breastplate -- and has short hair that leans towards the yellow end of blonde. His skin is fairly pale, though his eyes are a "rainbow" that shifts between the nine different colors in varying speeds.
Wiliuam is a god who is strict about following the virtues he sets down. The virtues Wiliuam considers worth following are, in concept, simple enough and often color-coded: Compassion (Pink), Valor (Blue), Justice (Purple), Sacrifice (Red), Honor (Green), Spirituality (White), Truth (Yellow), Courage (Black), and Humility (Brown). As long as one is following these virtues, or at least genuinely believes they are without twisting them so far they become evil, Wiliuam is satisfied and happy to lend them his strength and blessings. As such, he's often the patron god of Knights and Paladins, rather than being the patron god of any one race.
On the flip side, Wiliuam is often considered the god of extremes. While he allows his followers some "wiggle room," he himself tends to adapt a very strict view in that those who don't follow the virtues set down are evil and deserve to be exterminated. Mercifully, Wiliuam is also one who very rarely directly meddles in mortal affairs, so he is rarely a threat himself, though his followers certainly can be.
Hephirin:
The god of forges/forging, artificial life, and fire. Hephirin appears as a tall creature that's a mix of man and machine, with gleaming gold and dark skin melded together in perfect harmony. His clothing tends to be little more than a pair of thick, fireproof pants and shirt, along with a blacksmith's apron and tools hanging from his belt. His hair is to his waist and braided, but the hair itself appears to be some sort of liquid-yet-solid metal, shaping and reshaping as he sees fit and never in the way.
Not much is known about Hephrin's temperament; what is known is that he tends to be fairly easy to please as sacrifices of built (but non-sentient) objects is always well-received, and even supplies and gears tend to get somewhat of a blessing from him. He also tends to only really favor the creative or the created as well, and others who've tried serving him find themselves ignored at best (and actively hindered at worst).
Naturally, Hephirin is the patron god of the Selatrons.
Character Examples
Original Characters
Fan Characters
PERSONA 4
"The Upright Empress represents artistic creativity, prosperity, motherly attitudes, and comfort."
Name: Karasu Saga
Age: 17
Year: First
Gender: Female
Birthday: October 28th
Arcana: The Empress
Family:
Baofu/Saga Kaoru (Father / Alive)
Lola Saga (Mother / In America)
Katie Saga (Sister / Deceased/Fused)
TV World Glasses: Black-rimmed around the top, no rim on the bottom of the linses, with said linses slightly blue-tinted (similar to Kanji's, but less prononced). As with all glasses, there are rainbow patterns where the legs meet the rims.
Summer Casual: A black short-sleeved shirt with a stylized silver "X" on the front, jeans and black boots, a gold bracelet on her left wrist with a silver watch on her right wrist, and a black leather choker/collar that has a small sapphire stone hanging off it. Her hair (except for her bangs) is pulled back into a ponytail at the back of her head.
Summer Uniform: A normal school uniform, with a gray-white top and knee-length skirt; the scarf is iceblue. Her hair (except for her bangs) is pulled back into a ponytail, just like her summer casual. The shoes remain the black boots, worn with white socks.
Winter Casual: A red turtle-neck sweater with a black diamond-like pattern across the top (one of Yukiko's rejected designs) over thick jeans that are tucked into black, steel-toed combat boots. Her hair is worn down this time, and she's got a silver cross on a necklace.
Winter Uniform: Typical uniform with an iceblue scarf and the skirt extended to her knees along with her black boots. Her hair is loose and down.
Midwinter: A heavy, thick jacket with fur lining the edge of the hood and sleeves, as well as a long, yellow scarf overtop her uniform one. Stockings as well, and her signature boots.
Swimsuit: A black swimsuit that covers her entire breasts to her neck, then covers her entire butt ("shorts" without the legs).
Where to Find:
School Days: Practice Building, Entrance (Alternately, School Building F2, in front of the Library)
No-School Days: Samegawa Flood Plain, Riverbed (Alternately, Shopping District North, near the Shrine)
Intro Black Shade: She starts off facing the left, turns to the right, and flips her hair. The lyrics are spread around crazily and haphazardly.
Intro Scene: She's sitting on the dock eating pocky and reading a book, with the camera zooming in from a normal video camera, complete with slight shaking and focusing.
Costumes: (https://www.flickr.com/photos/31524378@N00/albums/72157630517675086/page1)
Gekkoukan Uniform
Typical female Gekkoukan uniform. The skirt is just longer to account for Karasu's modesty.
Yaso High Jersery (Gym Clothes)
A typical jersery. The top is zipped down to about the stomach to free her chest/use the undershirt.
Agent Suit
A typical agent suit. Her hair is actually tied up in a ponytail by a black ribbon.
Christmas Costume
The Santa dress. Knee-high boots. The dress is sleeveless but covers her neck down, with all the edges rimmed in white fur. Long gloves up to her elbows.
Butler/Maid
A cute maid costume that's mostly the same but with a long skirt, ribbons on the edge of the hairband, and iceblue frills at the base of it. Comes with black boots and white stockings, as well as the bow being iceblue.
Cheer Squad
Mostly the same, except again with a lengthened skirt and boots (still hiding her legs).
Deep Blue
Margaret's outfit.
Father's Jacket
Baofu's outfit, with the exception of the earrings.
Night Goddess
A costume sort of reflecting her Persona Tsukuyomi. Knee-high black boots, knee-length shorts, and a sleeveless shirt; shorts and shirt have a galaxy pattern all over them. An ankle-length robe that's fastened at her chest by two moon charms (full and crescent), as well as a headband with fox ears and seven fake fox tails attached to the back of the robe. Crescent/full moon charms in her hair as well.
TV World
"The Reversed Empress represents neglecting one's self, confusion or difficulty with others, and feeling like part of one's life is lacking."
Shadow
"Human": Karasu's Shadow bears her same basic appearance. However, she's dressed in a tight-fitting black kimono slit almost to her waist up at the front, with her hair wavy and shiny, otherwise being completely bare. The top part of the kimono is off her shoulders, revealing quite a bit of her cleavage.
"Boss": A large "foxtaur", with the woman's half looking like the typical Japanese female horror ghost. Her hands are shackled together, and her back paws are restrained to the floor via spikes.
Dungeon: Darkice Brothel [17 Floors]
Open Time: After Chi
Combat
Weapon Type: Thrown (Qigong + Martial Arts)
Weapons: Coins, small discs, coin-shaped objects, etc.
Specialization: Magic, SP, Agility
Weaknesses: Health, Defense
Summon Quotes: "Okay, let's go. Persona!" / "Let's do it! Persona!"
Crit Summon Quotes: "Give me a hand here, [Name]!" / "Hit them hard, [Name]!"
Poses:
Idle Pose (Inaba): Standing with her arms at her sides, slightly leaning backwards.
Idle Pose (TV): Standing straight up, right hand even with her chest and coins held between her fingers (changes with weapon), slightly to the right with her spare arm dangling behind her.
All-Out Pose: Hair swinging over her shoulder/behind her as she looks like she's "leaping" backwards, arms up and grinning.
Attack: She pulls her arm back, then jerks it forward, tossing the coins.
Card Break: She reaches up for the card, then crushes it between her hands.
Down/Dizzy Pose: Completely flat on her back, with her feet still on the ground and her legs up, but her knees together.
Standing: Pushes herself up, leaning on her knees for a moment before straightening.
Standing Quote: "Ug. That hurt!" / "I'm okay! Let's keep going!"
Critical Quote:
"We've got it! Minamoto Yoshitsune/Tsukuyomi!" (Persona)
"How do you like THIS?" (Physical)
Party Recovery: She runs over, grabbing both the person's hands and hoisting them up (Down/Dizzy); She runs over, shaking the person's shoulders roughly (Other).
Recovery Quote:
"Come on, up you go." / "You okay?" (Down/Dizzy)
"Hey! Get it together!" / "No time to waste!" (Other)
Battle Win Quote: "Not bad at all." / "Phew. That was fun."
All Out Quote:
"Senpai, they're all down!" / "Let's go! They're wide open!"
[Denied] "Well, if you say so." / "I understand."
[Accepted] "Let's hit them fast and hard!" / "All right, let's go!"
[Before] "Not a chance!" / "You can't stop us!"
Follow-Up Quote:
"Should I follow up?" / "Where do you need me, senpai?"
[Accepted] "Okay, here we go!" / "Leave it to me!"
[Denied] "Yes sir." / "Gotcha."
Taking Mortal Blow: She quickly gets in front and knocks Azami backwards by hitting him with her shoulder/back.
Taking MB Quote: "Look out!"
Persona
Initial Persona: Minamoto Yoshitsune
Elements: Fire (Weak) / Dark (Strong), Ice (Strong)
Ultimate Persona: Tsukuyomi
Elements: Ice (Strong), Dark (Null)
Third Tier Persona: Tsukuyomi Mikoto
Elements: Ice (Strong), Light (Repel), Dark (Repel)
Skillset:
Bufu --> Bufula --> Bufudyne
Mabufu --> Mabufula --> Mabufudyne
Mudo --> Mudoon
Mamudo --> Mamudoon
Rampage --> Seal Bomb --> Virus Wave --> Myraid Arrows
Ice Break
Mudo Boost
Invigorate 1 --> Invigorate 2
Social Link:
Rank 2: Mind Slice
Rank 4: Ice Boost
Rank 6: Foolish Whisper
Rank 8: Invigorate 3
Rank 10: Akasha Arts
Second Evolution: Enveloping Moonlight [Very High Chance of Instant Death]
Biking:
1: Crazy Chain
2: Evil Smile
3: Ghastly Wail
4: Ailment Boost
5: Enduring Will