Post by Junpei Kausaka on Dec 1, 2013 9:07:15 GMT -5
Junpei Kausaka
"I'll do whatever it takes to fix my mistakes. "
"I'll do whatever it takes to fix my mistakes. "
NICKNAMES: // Cheat, Traitor, Smasher of dreams
AGE: // 31
DATE OF BIRTH: // August 13th
GENDER: // Male
ALIGNMENT: // Chaotic Good, formerly Neutral Evil
OCCUPATION: // Varies, currently Chef
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[/font][/ul] What th-Where did this come from?
My attempt to first obtain my knife didn't as smoothly as I had wanted....
Dirty, disheveled, tired, and relatively thin, Junpei is almost completely unrecognizable as the "Smasher of dreams," having been forced to do constant physical labor to support himself and his daughter after the "Tenna fiasco." Wears a black jacket, a white shirt, a lucky black hat he and Megumi made together, and a backpack he "Borrowed."
HEIGHT: // 186cm
WEIGHT: / /65kg
EYE COLOR: // Gray
HAIR COLOR: // Black
PIERCINGS: //none
TATTOOS: //none
DISTINGUISHING FEATURES: // Usually has a tired look on his face. Never seen without lucky hat or "Borrowed" backpack.
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- Relentless
- A failure is only a failure if you can't get something out of it. As with all men in the Kausaka line, Junpei is almost single minded in achieving his goals or dreams, especially when emotionally charged. The feeling of loss is something Junpei could never tolerate, though for different reasons now than before. At the very least, he has been able to put this trait to better use, focusing it towards goals such as taking care of Megumi.
- A failure is only a failure if you can't get something out of it. As with all men in the Kausaka line, Junpei is almost single minded in achieving his goals or dreams, especially when emotionally charged. The feeling of loss is something Junpei could never tolerate, though for different reasons now than before. At the very least, he has been able to put this trait to better use, focusing it towards goals such as taking care of Megumi.
- Lying, Cheating snake
- Though he would never admit it to himself, Junpei is not entirely different from the man he used to be. "Pragmatism," as his father called it, is in his blood, after all. Running from fights, misinforming others, using cheap tricks to gain the upper hand in fights, it's all fair game. Despite this, Junpei does have some limits, such as not harming allies or innocents.
- Though he would never admit it to himself, Junpei is not entirely different from the man he used to be. "Pragmatism," as his father called it, is in his blood, after all. Running from fights, misinforming others, using cheap tricks to gain the upper hand in fights, it's all fair game. Despite this, Junpei does have some limits, such as not harming allies or innocents.
- Remorseful
- Junpei Kausaka was not a nice person in his youth. His obsession with success lead him down a dark road, one of countless lies, betrayals, and despicable actions. Even though he tried so hard to be the best, his terrible deeds eventually came back full force. Out of a job and a disgrace to his family, Junpei was forced to confront his actions. After a failed suicide attempt, he seemingly calmed down when he realized there was someone he could still help. Junpei has a real problem with the guilt, and though he remains affable, the urge to brood is always boiling under the surface.
- Junpei Kausaka was not a nice person in his youth. His obsession with success lead him down a dark road, one of countless lies, betrayals, and despicable actions. Even though he tried so hard to be the best, his terrible deeds eventually came back full force. Out of a job and a disgrace to his family, Junpei was forced to confront his actions. After a failed suicide attempt, he seemingly calmed down when he realized there was someone he could still help. Junpei has a real problem with the guilt, and though he remains affable, the urge to brood is always boiling under the surface.
- Compassionate
- Junpei's experiences haven't been all bad, however. The revelation and repercussions of his actions, as well the responsibilities of being a single parent, have given way to an onset of emotions besides apathy. Junpei is extremely kind and pleasant to those he believes are allies. However, his relative inexperience with these new emotions means they can sometimes be hard to contain. This results in at least some sympathy for almost anyone he meets, no matter what.
- Junpei's experiences haven't been all bad, however. The revelation and repercussions of his actions, as well the responsibilities of being a single parent, have given way to an onset of emotions besides apathy. Junpei is extremely kind and pleasant to those he believes are allies. However, his relative inexperience with these new emotions means they can sometimes be hard to contain. This results in at least some sympathy for almost anyone he meets, no matter what.
LIKES: //
- Megumi
- Carrots
- Sincere people
- Dogs
- Success
DISLIKES: //
- The color red
- Pepperoni
- Self serving people
- Cats
- Failure
STRENGTHS: //
Junpei's main strength lies in his "Pragmatism" and lack of dignity, meaning he is able to use clever or underhanded tactics with little hesitation. His compassion and willingness to help make him a strong ally to those he considers friends. Having spent the past six years doing a variety of constant manual labor, and dealing with the occasional civil dispute, Junpei is in surprisingly good shape. He can take a few punches, and is deceptively good with his knife.
WEAKNESSES: //
Junpei is not the tactful person in the world, and though he's a great ally to those he trust, getting others to trust him can be difficult. The shadow of the man he once was still hangs over him, and others memory of his actions, as well as his inability to make a good first impression, ever, can leave him with little in the way of true allies. He also has little magic talent, having only been given basic training in both offense and defense by his older brother, leaving him with a weakness to those who rely on it.
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The Kausaka have always come out on top. Or at least, that's what they'd tell you. In truth, the family has gone by mostly unnoticed by the general public, despite being heavily involved in the political games. The family began about 500 years ago and has seen around 10 generations. The original head, Nobu Kausaka, was a decently powerful magus, and a exceptional politician. Though he tried to pass these talents onto his sons, the two boys, Daichi and Kaito, seemed only able to grasp one skill. This, and the Kausaka's obsession with winning, would lead to a still existent split in the family, as the the magus side, and the political side vied for control of the family and waged internal civil war for it.
As the years passed, this internal struggle weakened the family considerably, leaving biased, unskilled, and incompetent leaders in charge of the family. Assassination attempts, constant deceit, and the inability to trust others became the expected traits for new generations. They would never achieve there lofty dreams of success, and the path they followed would most likely lead to self destruction.
That is, until Tsuyoshi Kausaka became head of the family. Tsuyoshi was an exceptionally gifted man, with an amazing way with words and incredible magic potential. An almost immediate change was present, as the family's internal wounds started to heal, and there goal became not to fight each other for the the throne of a dying kingdom, but to rise from there ashes and become legendary. This would lead to the family's gradual rise in prominence, and some speculated they could become one of the most powerful family's of all. However, this fairytale was stopped cold, when the revelation that the next in line to become head, Junpei, had an illegitimate daughter, which lead to an onslaught of other, horrible accusations. Junpei was disowned by the family, his records wiped and his location unknown. However, the damage had been done, and the new head, Haruto Kausaka, could do nothing to salvage the reputation of this dying family.
MY HISTORY: //
Born to Tsuyoshi Kausaka, Junpei Kausaka was like any other member of his family. Raised in good conditions, few brothers or sisters to get in the way of his success,and a natural charisma about him, even at a young age, Junpei seemed like a born winner. His parents got him only the best tutors, his brother Haruto routinely trained him in the use of magic, his sister Teiko the way's of intrigue, and he taught himself to feign interest. Junpei didn't really care about all the lesson's, the private training, the attention. He and everybody else knew he was a winner. Why try to improve perfection?
And for a long time, it seemed he was right. He could play people like puppets, lead them to make bad decisions with feigned helpfulness. He would look upon the list of competitors, witnesses and rivals, and destroy their lives with a few words. Kidnapping loved ones, planting evidence, sending out hits, he would do whatever it took to get to the top. Whatever it took....
At the age of 23, Junpei made some bad decisions. The Tenna family, headed by popular Sora Tenna, were dangerous upstarts upstarts, who ran the risk of completely overtaking the Kausaka family, which would necessitate the need for his brutish sister to become head, to "Take care" of the enemy. Junpei couldn't let that happen, he just couldn't. One night, Junpei snuck over to the Tenna's main household, crept in a room, and found the young Sora happily waiting for him. He had initiated a romance some time ago, planning the downfall of the Tenna, and now, he would seal their coffin. After a night of "friendly business," Junpei returned home. Two weeks later, the news came. The Tenna's wouldn't bother him again, and the path to success was open.
At age 25, everything fell apart. It started as a routine accusation. Some hysterical man claimed that he had stolen his family's priceless artifact, sent anonymous letters claiming his family was ruined, and that he was going smelt the items down and make them into chew toys for his pets. It was ridiculous, of course. Junpei would never tell anyone his plans so blatantly. The inspection turned up nothing, and the case was all but finished when Teiko came forward. She claimed to have evidence that Junpei had ruined two lives without care or responsibility. She brought in a child.
The girl was no more than two, with dark red hair. After several test's the evidence became clear. This girl was Sora Tenna and Junpei Kausaka's daughter. She didn't know of course, she'd grown up in an orphanage after her mother had left this mortal plain. Teiko claimed that she had found the orphanage she was living in after following a strange black cat, who seemed to beckon to her. This girl was living evidence that Junpei Kausaka was a monster.
This revelation opened the floodgate of hatred and suspicion that had been broiling over the years. Numerous claims were made that Junpei had hired thugs to assault innocents, make people disappear, and ruin reputations. People were certain that he was responsible for numerous accounts of breaking and entering, fraud, and even human trafficking. Many called for his death, and refused to let up. His family disowned him and wiped him from all records. He was forced into hiding, along with the little girl. Junpei Kausaka, and his family, were ruined.
Try as he may, Junpei couldn't be made at the little girl, who he had named Megumi. It wasn't her fault his family was full of lying, cheating snakes. It wasn't her fault the public was full of squealers. It wasn't his fault. It couldn't be. This was everybody else's fault.
Of course, Junpei couldn't hold on too this childish notion forever. It was his fault. He had ruined Megumi, and many other's life. He had to take responsibility for his actions. And so he tried, again and again. He played with Megumi everyday, taught her to bake, how to handle stress, how to sew. He worked day and night, doing constant odd jobs, some for the people he used to look down on, to keep himself and his daughter alive. He moved constantly, trying to avoid what he knew he deserved. Any attempt help those he had wronged was met with justified scorn and hatred. No apology, no offers for support, no constant work, no admittance that he was a monster, would ever absolve him. He had made too many mistakes, ones that had ruined countless lives, including his own. But he would never stop looking for a way to fix this. One day, he found what he was looking for.
He had used one of the two favors, acquired after he unintentionally helped the Ibaraki, a small fry family, to find a something, anything that could help him fix his mistakes. All he had received were rumors and a map with a rock inside. The Rumors were of a mystical artifact around Lucca, one that could grant any wish, if you could get to it. Though he was skeptical of the authenticity of this rumor, Junpei was too desperate to not look into it.
He used his last favor to keep Megumi safe and taken care of until he returned, packed some essentials, and headed out. As Junpei neared Lucca, he started to to feel that this quest of his might become problematic, but he didn't care. He would get this "Holy Grail" and he would fix his mistakes, save the lives he had ruined, give Megumi the parents she deserved.
MY GOALS: // To acquire the holy Holy Grail and wish for the ability to fix my past mistakes.
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EQUIPMENT: // A medium sized backpack containing the following items:
A map of Lucca
A water bottle and emergency rations baked by Megumi (Filled with love)
A rock that was inside the map
Stray coins left by previous owner
RANK: // None
ELEMENT: // Wind/Lightning
EXPERTISE: //
Tactics - Though the Kausaka weren't the most honorable strategists you could find, they were effective, and Junpei is one of the few decent tacticians left in the family.
Running - Junpei has been running from justice ever since he was disowned. He has gotten quite good at it.
Knifeplay - Junpei has been training with a knife ever since he took on his job as a chef.
MAGIC CIRCUITS: // Junpei comes from a middle-aged family. He has 20 circuits with a quality of 9 prana per circuit, resulting in 180 prana total.
SPELLS: //
Bolt (Lightning)
Rank: E
Cost: 4 Pr
Range: 15m
Effect: Bolt uses prana to alter the atmosphere in an area, making it highly conductive. The user can then zap a target with an electrical bolt equivalent to being hit by a fifty kilowatt high-voltage cable. Wind magi tend to jokingly refer to it as 'Generic Lightning Bolt'.
A one-line spell common to most wind magi with lightning affinity. Some older families have stabilized it to the level of Single Action in their Crests.
This spell has a checkered background, and it is believed to have simultaneously originated in different countries around the world within a specific time period, much like gunpowder. That hasn't stopped some very ancient families from continuously claiming the credit for developing it.
Junpei casts this as a one line.
Razor Gale (Wind)
Rank: D
Cost: 14-18 Pr
Range: 28m
Effect: Prana is used to manipulate the atmosphere into a vacuum that can julienne a target quite effectively in a barrage of 'sharp' gusts capable of cutting through kevlar, leather, wood, and most 'light' materials. Each barrage consists of 7 gusts, costing 2 Pr each. During the initial casting, it's possible to contribute an additional 4 Pr to the spell, which will cycle the air and allow the user to cast it again in a single action manner. The result is a quicker follow-up of barrages that can potentially end up with a target shredded to bits, assuming the caster has enough prana to keep up the attack.
A three-line spell that is taught at intermediate levels, older families with this in their Crests have stabilized it to the level of One-Liner.
Razor Gale is frequently attributed to the Barthomeloi, though there are several other families who claim to be responsible for its creation. The fact that the Barthomeloi neither confirm nor deny these allegations makes the other claimants more confident in their insistence that they invented it. Unsurprisingly, however, the heads of these families tend to end up being assigned to some of the most demeaning positions in Clock Tower, such as Director for the Department of Familiar Registry, or Vice Director for the Department of Sanitation.
Junpei casts this at three lines.
Hiraishin (Lightning)
Rank: C
Cost: 32 Pr
Range: -
Effect: Japanese for 'Lightning rod'. A special defensive skill based around Lightning magic. The user targets any item in line of sight that has any sort of electrical conductive quality, and creates a field of affect around said item that supercharges it. This creates a sort of magnet for electricity, consistently redirecting Lightning based attacks until the user's line of sight is broken or the object/field hits it's limit and cannot contain any more energy. The limit of the object/field is around 6 shots of any Lightning-based spell.
A two-verse spell created in the midst of the Kausaka's inner power struggle, the concept for this came about after a newly elected magus head decided they needed to create something to validate themselves to other families. Of course, the Kausaka's couldn't put to much effort into their creation, as this might distract them from the still present power struggle, so they decided upon a completely defensive spell based on the family belief that no one could be better at the things they liked, in this case the family favorite element: Lightning.
Of course, this complete unconcern and neglect for creating a truly powerful spell due to a petty squabble has not stopped the more tactically minded of the Kausaka from getting some mildly useful distraction potential from the spell, as having a giant mass of electricity in your sword can hinder a normal human's ability to wield it properly.
Junpei casts this as a two-verse spell.
Chain Lightning (Lightning)
Rank: C
Cost: 26-44 Pr
Range: 37m
Effect: A specialized form of lightning bolt that remains excited after the first strike. Charged with prana, it jumps to another target after hitting its first target. The number of jumps is determined by the amount of prana invested in the spell; each jump costs an additional 6 Pr. Hence, Chain Lightning can hit up to 5 targets in one casting, assuming that each target is within 10m of the last. The damage is comparable to 250 kilowatts for each jump.
A two-verse spell that is taught at the more advanced levels, older families with this in their Crests have stabilized it to the level of Four-Liner. Affinity to Lightning improves the spell's destructive power.
Chain Lightning originated in France. Though there are many lectures about its expansive history, how its predecessor spell migrated from the Balkans to mutate into its present form in the province of Champagne, nobody really seems to care, as long as it can be used to zap multiple people with a single casting.
Junpei casts this as two verses.
FACE CLAIM: // Jungo Torii (Devil Survivor 2)
OTHER CHARACTERS: //
MISC. INFORMATION: //
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