windbreak: (that sure beat words)
花村陽介 ⋅ Yosuke Hanamura ([personal profile] windbreak) wrote2013-07-06 09:33 pm
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[community profile] witchesreign info

Student Information

Yosuke Hanamura
Student ID #59903
Dorm A108
Sponsor Ruby
Specialisation
 
(MAG-SP) Para-Magic Specialist (Attack)
(WEP-S) Weapons Specialist: Bladed Weapons (Kunai)


Fighting style: A balanced speedster. He forgoes finesse for getting in as many and as varied hits as possible, which extends to buffs and debuffs once he acquires them, but will end up with a bias towards attack paramagic, specifically Aero and Tornado (or Fire if he has neither of those on him). If thinking tactically (read: trying to remember how Yu would tell him to fight), he'll attempt to start off more defensively with Scans and buffing before other things, but he often forgets. Unlikely to be seen without Jiraiya junctioned once he learns how, who initially allows him to boost Hit + Speed and eventually covers pretty much the same things as Pandemona except with Hit over GF HP.
Custom GF summon: Youthful Wind: Moderate wind damage to all enemies, plus moderate healing and Haste on all allies.
Limit Break: Awaken: Jiraiya stops being a GF and grants temporary access to his canon skillset (see below for tweaks to fit FF8 mechanics better, although P4 mechanics really aren't dissimilar), all of which is independent of spell stock. The higher his Crisis Level, the longer it lasts.

Scan data:
Yosuke Hanamura · 17 · male
Brought to this world by time compression. Dual wields kunai. Affinity for wind magic. Some areas are more vulnerable than others.
Somewhat low Luck, average HP and MP, above average everywhere else. Resists fire and wind. Weak to lightning.

Draw list: Confuse, Aero, Tornado.

Partial in-game history
- Starting inventory: casual winter-ish clothes (jacket, white t-shirt, boots rather than trainers), headphones, phone, wallet, keys, and glasses which he wasn't yet out of the habit of carrying around.
- Compressed into existence about a metre above a large bin in a Balamb street, and was pointed towards Garden pretty hurriedly by the onlookers who saw it happen and fished him out. He just about managed to grasp the idea despite his limited English, but got lost on the way and ended up on the beach, where he managed to trip over a couple of fastitocalons. He stole a deckchair that just happened to be nearby, then left it somewhere when he realised there was no way he could use it as even an improvised weapon; when he showed up at the actual party later that same day, nobody called him out on it.
- Discovered his custom GF in an early PMGF 101 class when a junctioning device was being handed around as part of a lesson on Ifrit.

Game-specific headcanon
- It's not impossible that he could summon his Persona in this world without the boost from his limit break, but his lack of training makes it improbably difficult, and so far he's never considered the idea even in passing - at his current canon point he has yet to encounter any Persona-users besides his friends, let alone had a chance to talk to them about how their shared universe ticks.
- His Persona-less moves from Arena are totally possible outside the TV, if initially harder to pull off properly.
- Keeps his distance from TV screens to avoid awkward questions, even though he's not sure anything would happen (it would). He's largely stopped checking them on rainy nights.
- Garden has had so many Japanese people, there could have been some way for him to find a power outlet that works well enough for his miscellaneous electronics. (If not, he'd probably have no reason to carry on wearing headphones, and since he's pre Arena that would be odd.) His phone obviously can't get any signal, though.
- He isn't taken from the anime, but his phone is a red smartphone. The dimphone seen in-game and the CD player seen in official artwork can be ascribed to artistic license.
- Wears a translator everywhere, so that's another thing he usually has around his neck.
- For the first month and a half after arriving, he'd sleep in his clothes, but after Maria got him mauled by a T-Rexaur while he was wearing the white t-shirt he initially showed up in (he got better), he decided it wasn't worth trying to get the stains out completely and started sleeping in that instead. He doesn't sleep in his headphones unless he's tired enough to forget about them, which usually means he wakes up with neck pain.
- Thinking about getting a job.

Unnecessarily videogamey breakdown of possible skillset
outside limit break
Dodge: A... dodge, probably a sidestep if possible. Will often lead into an attempt to trip.
Dash Spring: Hits twice.
Flying Kunai: In this setting, he doesn't carry many spares...
Moonsault: Aerial manoeuvre that can lead into slash attacks from unexpected directions.
Endure: Withstands an otherwise incapacitating attack through the magic of friendship and hot-blooded determination.
Cavalry Attack: Will charge in if an ally's attack leaves an opening and they don't tell him to hold off. Sadly unlikely to involve a scooter.
All-Out Attack: Yep.
during limit break
Garudyne: Localised tornado centred on one enemy. More damaging than an Aero, slightly more damaging than the spell Tornado, and possibly more visually impressive.
Magarudyne: Larger tornado of the same intensity that hits all enemies.
Brave Blade: Not necessarily a finisher; just a heavy and extremely quick strike, or series of strikes, with a good critical hit rate.
Megido: Your standard light show. Hits enemies one by one. About on par with -ra spells for damage.
Masukukaja: A green aura that fades over a short amount of time, or once the limit break does if that runs out first. The boost is comparable to the one you'd get with a decent amount of junctioning to Hit and Evasion. Casting it takes some time compared to other skills.
Tentarafoo: Green, sparkly smoke cloud that engulfs all enemies. Induces confusion if the target inhales / is immersed in it for too long.
Dekaja: Criss-cross of glowing lines. Disrupts the stat boosts of a junctioned opponent by interfering with the machine, forcing them to reapply, and also strips statuses like Protect, Shell, Haste and Defend (but not necessarily the fancier positive statuses that Dispel would hit).
Diarahan: Unlike the Cure line, which patches up wounds and such too, this is more of a stamina-bolstering pick-me-up; it's not nearly as effective on the already sick, injured or badly fatigued.
--- (not sure about the below)
Wind Amp: Boosts Aero and Tornado as well.
Evade Elec: Lightning is much more likely to miss. Doesn't need to be consciously put into effect.

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