character information (siren's pull)

Dec 03, 2010 02:32


Character Information

General
Canon Source: Shin Megami Tensei III: Nocturne
Canon Format: JRPG
Character's Name: Isamu Nitta
Character's Age: 18 (December 13 - not canon, as there is no canon borthday given that I know of, but this is what I've chosen)

What form will your character's NV take? A cell phone, circa 2004.

Abilities
Character's Canon Abilities: None - save for when he's merged with Noah. See below.
Conditional: If your character has no superhuman canon abilities, what dormant ability will you give them? I would like to give him the abilities of Noah (its first stage), sort of like he has when he merges with him except not quite as powerful. Basically, if he focuses he can make himself immune to almost all physical and magical attacks, as well as cast spells of his own. He will always have one element he can be hurt with, which will be the opposite of the element he's casting at the time. (Fire/ice, wind/lightning.) He will always have some resistance to physical attacks, but will have no resistance to attacks that don't fall under any elemental category (or one that Nocturne doesn't include, like earth).
Weapons: none

History/Personality/Plans/etc.
Character History: here
Point in Canon: At his death, given that the protagonist has chosen to follow Isamu's reason. A.k.a, the Musubi ending. (There are six endings total.)

Character Personality:
The Isamu we see at the beginning of the game is a rather cheerful and cocky person who berates the main character for being late and claims that the MC's only purpose there is to set the mood. (Though he's probably not entirely serious, as he's a little friendlier once the MC actually arrives.) He's individualistic, which you might be able to tell from his taste in clothing (those shoes!) as well as how he's always going off on his own. Despite this, he's also easily willing to dump things on the shoulders of others - usually the protagonist. Never once does he come to the conclusion that he and someone else can handle a matter together. (Even later, if one chooses the Musubi path and sides with Isamu, either he'll do something or he'll make the protagonist do it. Never both of them at the same time.)

When he becomes fed up with failure and works his way into the Amala Network, he loses what happy-go-luckiness he still had, developing the Reason of Musubi, which would create a world solely based around the individual - where no one would have to be bothered by anyone else. (Yuko Takao seems to have been forgotten about entirely.) He becomes a bit more cruel, and if the protagonist doesn't side with him he mocks him for his soft heart. Unlike the Yosuga and Shijima Reasons, which are backed by demons that have sided with that cause, Isamu goes it alone. There are demons and spirits that ascribe to his way of thinking, but they aren't directly under his command. The protagonist will gain points toward the Musubi ending if he ignores others, and of the options given it fits most deeply into the neutral spectrum of the usual Shin Megami Tensei Law/Neutral/Chaos divide.

While lacking in the physical department, Isamu can be especially resourceful. He manages to get places on his own that the protagonist needs a full party of demons to get to and collects information on his own that the protagonist has to hear directly from the source. When arriving at the hospital at the beginning of the game, you find that Isamu has gotten hold of a key card that allows access to the lower levels - despite the fact that the building is otherwise abandoned. He also seems to have a knack for puzzles and/or codes, given how well he figured out the Amala Network, and possibly an affinity for magic. That was the strength of Noah, at least - the ability to change the sort of elemental magic it used and was protected from, with no set element it was better with. (Noah is actually the strongest of the three gods of Reason that you have to fight, despite the fact that somehow Chiaki's beats him in the Musubi ending.)

Isamu is a solo player in an environment better suited to grouping up. He has a tendency to go off and try to take care of things on his own, but then when he fails he places the blame on someone else - usually the main character. He's often selfish, not taking into account the feelings of others. This isn't to say he doesn't care for others, as he clearly considered Chiaki and the protagonist his friends before everything went downhill, and he certainly cared for Ms. Takao seeing as trying to help her on his own was what originally got him into trouble. Despite his desire to take care of everything on his own, he also doesn't like to get his hands dirty if he can help it. If he fails to do something, he'll try and leave it up to someone else. Even with the powers he gained, he is incapable of realizing his Reason on his own (leaving it up to the protagonist in the case of the path I'm taking him from).

Character Plans:
I would like to start Isamu out in the game in the same manner I brought him into the other game I play him out, and that involves him suffering from magatsuhi withdrawal not too long after arrival. In game, it's never really explained how he survives in the Amala network despite Hijiri saying that it would be impossible. He absorbs "wandering emotions" of some sort and becomes something of a pseudo-fiend. Not quite a demon, but close. Given that demons seem to live off life energy, or magatsuhi, and there's not really anything else for him to be living off of while there, it would make sense that the changes in his body allow him to live off this as well. It's never explicitly stated that this is the case, but I don't think it's too much of a jump to make.

Having to deal with a withdrawal from it, getting used to living and eating like a normal human being again, would require him to eventually rely on others - something he would avoid if he arrived taken just as he was from the end of the game. After a week or two, the growths on his body would crumble away like so much dirt and he'd be basically human again. Only then will the powers he gained in Siren's Port manifest, and I'll probably have him keep the yellow eyes just as a reminder of what he became.

It's a realistic way to have him sorta get back to the way he was before without losing any of the development throughout the course of the game.

Appearance/PB: normal, pseudo-fiend
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