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Player Information:
Name: Lins
Age: 29
Contact: aim: motomiya
Game Cast: Derek Hale ([personal profile] garou), Natasha Romanoff ([personal profile] chernaya)

Character Information:
Name: Umi Ryuuzaki
Canon: Magic Knight Rayearth
Canon Point: Volume 6, right as Fuu and Umi break into the Testing Ground to rescue Hikaru.
Age: 14
Reference: You mean I’m stuck here in a world without Mos Burger or Denny’s or Häagen-Dazs!?

Setting:
Rayearth intentionally traces out an RPG world, but I don't consider it an RPG world, myself. You can tell it's not a simple world, the kind where there's a princess, a villain who kidnaps her, and the main character who saves the day and lives happily ever after. Even if the main characters thought that's the world they got into…
—writer Nanase Ohkawa


Hunker down, people we’re about to talk about a CLAMP series.

Magic Knight Rayearth takes place primarily in a world known as Cephiro. Our heroes, three Japanese schoolgirls, named Hikaru, Umi and Fuu, are kidnapped from Tokyo Tower during Japanese School Field Trip Day to this magical land and are told of their destiny: to save the princess and save the world. See, Cephiro is a land ruled by the heart, and at the core of Cephiro is a person known as a Pillar, whom keeps the entire weight of the world on their shoulders, both literally and figuratively. The Pillar is a person whose sole job is to pray for the safety and wellbeing of Cephiro.

It is, of course, considerably flawed.

The idea that one person can keep the entire burden and well being of a world on their shoulders is incredibly naive and, frankly, a silly way to keep the peace. This is proven when the girls learn that the only way to save Emeraude and Cephiro is to kill Emeraude because she fell in love. The Pillar cannot love anyone individually; to do so causes the Pillar to think of something other than Cephiro. So, of course, Emeraude falls in love with her high priest, Zagato. The girls don’t learn this, though, until it’s basically too late. Their entire journey up until the ‘rescue’ of Emeraude, they believed they were stereotypical JRPG heroes; save the princess, save the world. Instead, they had to mercy kill the princess, who went berserk after the girls killed her lover Zagato, thinking he was the end boss.

And, this being a CLAMP series, things only managed to get worse. The girls ended up returned to Tokyo, only to be kidnapped again, this time to actually save the world from invaders. Turns out, after the death of the Pillar, Cephiro was falling to ruin, and the three neighboring countries of The United States of America, China and India Autozam, Fahren and Chizeta had managed to build magical “roads” to travel to Cephiro in order for their leaders to take over the Pillar system. This was bad because the Will of the Pillar is law, in Cephiro, and if an outsider should take the mantle, anything could happen. Each country had their own reasons for invading, but the people of Cephiro longed to remain free, naturally. Thus, the girls were summoned once more.

Except that’s not the reason why they were really summoned at all. God dammit CLAMP, you tricked us again.

This time, the girls had been summoned by their adorable animal sidekick, Mokona, who turned out to be the supreme Creator of all worlds, up to and including Earth. This plot twist was in no way foreseen by anyone, despite the Creator being named for Apapa Mokona, member of CLAMP. Mokona wanted Hikaru to compete for the role of Pillar, and with a little help from her friends, she won the right, and abolished the Pillar system because it sucked. Mokona is dutifully informed that just because Earth turned out to be shit in Mokona’s opinion, that didn’t give Mokona the right to screw over a single person in the hope that a world would be a peaceful utopia.

So. Cephiro, during the course of the series, is a world ruled by magic, and in fact, the vast majority of the people in Cephiro can do magic to varying degrees. Magic has it’s own sets of laws and rules, the biggest of which being if you use magic for a purpose it’s not suited for, it will bounce back and attack you instead. Whether or not this is actually true is never seen; the villains, after all, have no problem attacking people. Blacksmiths (known as Pharles) use a pretty form of interpretive dance to create weapons, as opposed to hammers and anvils. There are sorcerers, known as Gurus, who can cast spells and summon beasts. Swordsmen, dancers, sorceresses and beastcallers all exist in the world of Cephiro as NPC classes, but only our heroes get to be the special class of Magic Knight, because as God Law stipulates, they have to be three teen girls from another world, because only three teen girls from another world can murder a princess. Along with being a teen girl, a Magic Knight has to find and ‘don’ their Mashin, each related to the element that the Magic Knight wields. In Umi’s case, the element is water, and the Mashin is Seles, a large dragon housed in a shrine at the bottom of the ocean. The Mashin is a type of spirit or god, although Seles has no god mode powers himself. Instead, he acts as a guide and, when summoned, armor for his chosen Magic Kight. In order to ‘don’ her mashin, Umi had to prove to him that she had the strength of heart to carry him, which she did by verbally bitch slapping a ten year old villain into stopping his attack on her friends (and subsequently starting a giant, unrequited, crush on her in return).

A Magic Knight doesn’t need a Mashin to cast magic, however, and if the summoned teen girl doesn’t already have the ability to use magic, magic can be bestowed upon her (as is the case with Umi, Hikaru and Fuu). A Magic Knight must also brave the wilds of Cephiro to look for a metal known as Escudo, which a blacksmith (or Pharle) will then interpretive dance into special weapons only they can wield i swear to god i am not making that part up. She literally dances to make weapons. Escudo is important because not only can only the Magic Knights wield it, the Escudo will level up with the heart of it’s user. The girls were lucky enough to be graced with magical armor upon their arrival to Cephiro as well, which also levels up with the state of their hearts.

Word of God states that “Cephiro is merely an exaggeration of Earth”; that humanity’s fate is sealed in their actions, and thus is the basis for Cephiro where that literally comes into play. When the girls arrive to save Cephiro both times, Cephiro is dominated by monsters and is falling apart, first because the Pillar has stopped focusing on Cephiro to find love, and then because there is no more Pillar, sending the denizens of Cephiro into a sort of spiral. Their fear begets monsters which cause them to be afraid which begets more monsters and so on and so forth. In order for Cephiro to be peaceful and whole, a Pillar must be in place. This is because Cephiro is a place where the Will Rules All™, and anything can happen just by willing it into existence.



Personality: The first time people see Umi, they usually comment on her grace and elegance. The rich daughter of a politician and a housewife, Umi exudes an air of calm sensibility and rationality. Quite frankly, this couldn't be farther from the truth. Umi has her moments of refinement and grace, but out of the trio of girls that make up her and her best friends, Umi is the one most likely to flip out. Don't present Umi with something new and different; she's used to all the weird things in Cephiro now, but when she first arrived in the strange new world, she couldn't handle it or the various strange things that kept popping up. Everything was 'weird' or 'strange', and it's not too much of a stretch to say that she'd probably react the same way again if presented with a world that was outside of her comfort zone again. She's hot-tempered and feisty, speaking in a manner that doesn't befit her station very well. In fact, she's almost the complete opposite of the usual water magic tropes. She can be comically violent when angry and seriously violent when the need calls for it, and in her circle of friends, Umi is the one who is most likely to overreact at the smallest things. She's not likely to punch first, but if you attack her (or her friends), Umi will not hesitate to mess you up, and mess you up badly.

She can come across as shallow and self-centered (especially considering all she did when she first arrived in Cephiro was complain about how she wanted to go home), but Umi is an incredibly loyal friend and ally. Once you've got Umi on your side, you've got someone there for life. Her friends and family are the number one priority in Umi's mind, and attempting to sway her from that is met with harsh resistance. In fact, when faced with the most precious people in her life as an obstacle to getting the metal she needed to become a Magic Knight, Umi faced her parents. After all, they've done so much for her (she feels), worked hard and made sure her schooling and upbringing was happy and content. Her parents have inspired her to be her absolute best as a way to repay them for all the kindness they've given her over the years.

Despite having matured during her adventures in Cephiro, Umi is still just fourteen years old. She's got the reckless nature of youth, and she's as stubborn as a bull when it comes to trying to get her to do something she doesn't want to do. She's got a fierce sense of justice and an even fiercer sense of herself and what she deems right and wrong. She won't hesitate to smack sense into you (literally or figuratively) if you do something she doesn't like, and her fuse is pretty short when you get friends or family involved. She doesn't have a berserker mode, but she won't hesitate to jump into, say, a battle with a crazed sorceress armed only with one magic spell. Umi will not hesitate to sacrifice herself for her friends, even if they're people she's only known for a couple of days. Add on subsequent time spent with her, and it's damn near impossible to get rid of her. When she likes you, she likes you (romantic like not included. In fact, Umi's pretty dense when it comes to people expressing that sort of interest in her, and in these cases, it's fairly difficult to get her to reciprocate said feelings).

She has her girly moments, though. She likes to bake; her favorite class in school other than her time spent fencing is the cooking side of Home Ec. Funnily enough, she doesn't like eating the things that she bakes. Sugary foods are too sweet for her, and she'd much rather bake for other people, anyway -- it's just one more thing she can do for the people she cares about in return for everything they do for her. Her aspirations to be a bride and settle down with a family mirror this as well. She's almost like a big sister to the other two Magic Knights, the emotional one who constantly looks out for the spunky fire Knight or the logical Wind knight. If her friends are upset, Umi's first on the scene with a hug and a kind word, a ready shoulder for her friends to lean on in hard times. She's fairly emotionally intuitive, too, and won't hesitate to point out that she knows that you're lying about being fine, going so far as to tell Hikaru that it's when Hikaru says she's fine is when Umi worries the most. She relies on her intuition and gut instinct more than logic, and reads situations fairly well from an emotional standpoint.

Funnily enough, her reaction to being told she’s In Between will be a well put upon sigh, along the lines of “Oh christ, not this shit again”, although not in so many words. She won’t take well to the city, because it’s Weird and Different, but the idea she’s stuck somewhere else other than her home won’t phase her. She’s done it twice now, she’s used to it.

Appearance: Casual, ’Dormant’ Armor, ’Full’ Armor, School Uniform

Abilities:

Magic Knight; Umi is what as known as a Magic Knight. Basically, this means she gets nifty armor that powers up with her when she grows as a person and a really cool sword that does the same.
Escudo Sword; Umi’s sword generally resides in the jewel located on the glove on her left hand. It’s a long, thin blade, reminiscent of a rapier, with a dragon motif on the hilt. Should Umi anyone other than Umi attempt to use the sword, it will turn into water in their hands; Umi is the only one who can hold and wield this sword.
Spells; Umi’s elemental magic is water, and with that comes three major spells. Umi is also able to, somewhat, control water once she’s summoned it with her magic (eg, making it rain or putting out fires). All of her spells are water elemental and as a result, can be considered weak to opposing elements, such as fire or lightning. Her three spells are as follows:

Mizu no Ryuu/Water Dragon: Umi summons a dragon made of water and fires it at her target.
Aoi Tatsumaki/Azure Hurricane: Umi summons a waterspout, causing massive damage to her target.
Kouri no Yaiba/Ice Sword: Umi creates multiple blades of ice, capable of slicing through physical objects.

Mashin/Seles; Umi’s Mashin generally resides within the jewel on her chest, which Umi can summon at will. His true form is that of a large blue dragon, but when Umi summons him and ‘dons’ him, he becomes a large robot. Umi ‘floats’ inside of him, and her actions become his actions, and any damage Seles takes while Umi is wearing him, Umi takes as well. While residing within her jewel, Umi maintains a telepathic link to Seles.

Fencing; Umi is a skilled fencer, capable of using saber and epee, although she prefers fencing with a saber. She’s good enough to have been made captain of her school’s fencing team, and was planning on participating in a national championship, prior to her being kidnapped to Cephiro.

Misc; Umi is a talented baker and also speaks near perfect English.





Inventory:
-School Uniform; Dark blue jacket, white long sleeved blouse, orange tie, blue skirt, black tights, blue ankle high boots
-”Dormant” Armor; A tan colored chest piece with gold trim and blue jewels. Connected to it is a guard that comes up over her left shoulder. Umi wears matching thigh high boots. On Umi’s right wrist is a tan bracer trimmed in gold with a blue jewel, and on her left hand is a fingerless glove, trimmed in gold with a blue jewel known as an ‘ovum’ on the back of her hand. Contained in that jewel is her…
-Escudo sword, a long thin rapier with a fancy dragon hilt. Umi can summon this sword at will.
-Seles is also “resting” inside the jewel on her chest, waiting for Umi to call upon him as needed. He maintains a telepathic link with Umi in this state. He tends towards the protective role, for Umi. Most of the time, Seles aids Umi by dispensing advice and watching her back in battle, and he tends to take her spastic moments in stride, keeping her focused on the tasks at hand. Seles isn’t afraid to go hard, either, when he needs to, such as when he told Umi that in order to be able to summon him, she had to abandon her friends. Of course, she refused, which was the answer he was looking for all along. More often than not, though, Seles remains a steady, stoic, silent presence in the back of Umi’s mind. Normally, Seles’ mecha form stands at many, many stories tall. Alas, life on the turtle won’t allow for it, and instead, Umi summons a smaller version of Seles’ ‘true’ form of a small dragon, about three feet in length, with a comparable wingspan and height.
-Formal Armor; When ‘donning’ Seles, Umi’s armor gets a fancy upgrade, of a black bathing suit base, blue armor that spreads over her shoulders and hips. Her gloves change into white, opera length gloves, and she gains a fancy headband with stylized ‘wings’ and a large blue jewel.

Suite: While Umi, temperamentally and class wise, might fit better in Fire, I’m electing to put her in Water for a couple of reasons. The first, and foremost reason, is that her magical element is water, and thus, she’d be most comfortable element wise there. The second is that despite being a rich girl back home, Umi is no longer a stranger to roughing it, and wouldn’t mind being in the ‘poor’ sector. Wealth doesn’t matter to her, in the long run. WA-1A, 2A or 3A would work best, as number of floors doesn’t matter to me.

In-Character Samples:
Third Person: The first thing she did was check to make sure Seles was still there. His voice was a comforting presence in the back of her mind, and Umi was grateful that he hadn’t been taken from her; she didn’t know what she’d do, trapped here like she was without him. Survive, probably. She was good at that, as she’d come to discover, but having that edge of magic would help. This was serious, especially considering what she’d just left. The wounds on her body from tearing into the Road had somehow been healed, and Seles couldn’t explain it either. Her questions had been met with vague answers or none at all, and after she had demanded to see Mokona and gotten no response, she’d stopped asking, though she hadn’t stopped fussing at the Kedan around her.

Now, though, she was in a carriage, being carted through a countryside that wasn’t Cephiro and wasn’t Tokyo, and Umi was struck with the realization that this was very real and she was, once again, being dragged from her home to fight for something that she had no personal stake in (yet, her mind supplied). All it did was make her scowl. She had other things to do! She had Cephiro to save and then she had to get home, because while time may have stopped while she was in Cephiro it didn’t mean that Mokona’s screw up that landed her here would do the same. What if her parents worried? What if Fuu and Hikaru couldn’t do it without her? What if? What if?

Umi let out a noise of frustration, standing up in the carriage that was taking her, promptly falling onto her butt when it came to a stop. She let out an ‘oof’ as she hit, grumbling slightly as the door opened and the Kedan driving her motioned for her to exit. He told her these were her quarters, gesturing to the building in front of her, and when she had no further questions, started the carriage back up and returned from whence he came, leaving Umi staring up at the building in front of her. She turned, staring out at the city surrounding her, and huffed loudly, crossing her arms.

“Mokona, I am going to stretch your ears as long as they’ll go when I see you again!”

Network:
[ She looks flustered, and maybe a little annoyed, but not confused, and it only has a little to do with the Kedan explaining things. She’d waved them off as soon as she was let go from the carriage, and had stopped asking questions when no one had heard of Mokona.

She was still pretty sure this was all his fault. Umi grumbles looking at the camera, huffing a sharp sigh through her nose. ]
Well. This isn’t Cephiro or Tokyo, and I’m not really going to just sit around waiting for some war to start! [ She huffs out another of those sharp sighs, mumbling something along the lines of ‘I don’t care what they say, Mokona better get me out of here!’ ]

Until that little marshmallow realizes he screwed up, I guess I better find some place to work. My name is Umi Ryuuzaki, and I know how to bake, and I’m pretty good at fencing. So if there’s someplace hiring, please, let me know!

[ She pauses. ] This war had better be the key to getting home, too. I’ve got important things to do back home, and in Cephiro. No offense, but this war isn’t my problem.
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PLAYER

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Current Characters at Luceti: (If you already have characters at this roleplay, list their names and journals here. If you're a newcomer, state N/A.)


CHARACTER

Name: Umi Ryuuzaki
Canon: Magic Knight Rayearth
Gender: Female
Age: 14
Wing Color: Deep blue, the same color as her Rune God, Celes.

Canon Point: Post Series
Canon Point Explanation: This is the end of the series!
History: http://en.wikipedia.org/wiki/Umi_Ryuuzaki#Season_1

Personality: The first time people see Umi, they usually comment on her grace and elegance. The rich daughter of a policitican and a housewife, Umi exudes an air of calm sensibility and rationality. Quite frankly, this couldn't be farther from the truth. Umi has her moments of refinement and grace, but out of the trio of girls that make up her and her best friends, Umi is the one most likely to flip out. Don't present Umi with something new and different; she's used to all the weird things in Cephiro now, but when she first arrived in the strange new world, she couldn't handle it or the various strange things that kept popping up. Everything was 'weird' or 'strange', and it's not too much of a stretch to say that she'd probably react the same way again if presented with a world that was outside of her comfort zone again. She's hot-tempered and feisty, speaking in a manner that doesn't befit her station very well. In fact, she's almosst the complete opposite of the usual water magic tropes. She can be comically violent when angry and seriously violent when the need calls for it, and in her circle of friends, Umi is the one who is most likely to over react at the smallest things. She's not likely to punch first, but if you attack her (or her friends), Umi will not hesitate to mess you up, and mess you up badly.

She can come across as shallow and self-centered (especially considering all she did when she first arrived in Cephiro was complain about how she wanted to go home), but Umi is an incredibly loyal friend and ally. Once you've got Umi on your side, you've got someone there for life. Her friends and family are the number one priority in Umi's mind, and attempting to sway her from that is met with harsh resistence. In fact, when faced with the most precious people in her life as an obstacle to getting the metal she needed to become a Magic Knight, Umi faced her parents. After all, they've done so much for her (she feels), worked hard and made sure her schooling and upbringing was happy and content. Her parents have inspired her to be her absolute best as a way to repay them for all the kindness they've given her over the years.

Despite having matured during her adventures in Cephiro, Umi is still just fifteen years old. She's got the reckless nature of youth, and she's as stubborn as a bull when it comes to trying to get her to do something she doesn't want to do. She's got a fierce sense of justice and an even fiercer sense of herself and what she deems right and wrong. She won't hesitate to smack sense into you (literally or figuratively) if you do something she doesn't like, and her fuse is pretty short when you get friends or family involved. She doesn't have a berserker mode, but she won't hesitate to jump into, say, a battle with a crazed sorceress armed only with one magic spell. Umi will not hesitate to sacrifice herself for her friends, even if they're people she's only known for a couple of days. Add on subsequent time spent with her, and it's damn near impossible to get rid of her. When she likes you, she likes you (romantic like not included. In fact, Umi's pretty dense when it comes to people expressing that sort of interest in her, and in these cases, it's fairly difficult to get her to reciprocate said feelings).

She has her girly moments, though. She likes to bake; her favorite class in school other than her time spent fencing is the cooking side of Home Ec. Funnily enough, she doesn't like eating the things that she bakes. Sugary foods are too sweet for her, and she'd much rather bake for other people, anyway -- it's just one more thing she can do for the people she cares about in return for everything they do for her. Her aspirations to be a bride and settle down with a family mirror this as well. She's almost like a big sister to the other two Magic Knights, the emotional one who constantly looks out for the spunky fire Knight or the logical Wind knight. If her friends are upset, Umi's first on the scene with a hug and a kind word, a ready shoulder for her friends to lean on in hard times. She's fairly emotionally intuitive, too, and won't hesitate to point out that she knows that you're lying about being fine, going so far as to tell Hikaru that it's when Hikaru says she's fine is when Umi worries the most. She relies on her intuition and gut instinct more than logic, and reads situations fairly well from an emotional standpoint.

Strengths (Provide canon examples and include special powers/abilities as necessary. You may combine sections as needed, but remember to always be thorough.)
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Mental:
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Weaknesses ( Provide canon examples and include special powers/abilities as necessary. You may combine sections as needed, but remember to always be thorough.)
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Anything else?: (This section is *not* mandatory; however, if there is anything left you would like note that has not been covered in the rest of the application, you may do so here. This is a good place to touch base with us on any specialized items your character may show up with, any pets they may receive early on, or anything else you would like to run by us.)

SAMPLES (ALL SAMPLES MUST BE SET IN THE LUCETIVERSE)

First Person: (Must be ten *complete* sentences or longer. This does *not* include action text, though you may include action as well. Only the spoken dialogue will be counted. If you can, please refrain from giving us a generic arrival post. They make it difficult to judge voice and are one of the most frequent reasons revisions are requested.

Alternatively, we encourage you to instead link to a recent thread or a post from the Training Wings community/Test Drive Meme.

If you feel that a first person sample is daunting because the character is not talkative, you may request an IC Q&A. )

Third Person: (300 words minimum. Remember to write using proper grammar, verb tenses, and paragraphs.)

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龍咲 海 ( RYUUZAKI, Umi )

November 2020

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