FALLERS Empathy Check In
Jan. 1st, 2020 07:42 pmReira has a unique form of Empathy, which allows her to gauge the feelings of those around her within a relatively large radius. While she does not necessarily know the precise names for various emotions, it Is still a matter that obviously requires permission or narration to make use of; unless otherwise planned, I will NEVER tag with Reira guessing at an emotion unless it is otherwise given as information in another person's tag.
Related to this, if you would like for Reira to not pick up on your character's emotions at all in threads, please let me know below. Similarly, if you are fine with casual empathy, but would rather avoid the ability to be tracked in this way, say so as well.
Related to this, if you would like for Reira to not pick up on your character's emotions at all in threads, please let me know below. Similarly, if you are fine with casual empathy, but would rather avoid the ability to be tracked in this way, say so as well.
FALLERS Info
Jul. 22nd, 2019 01:17 pm
REIRA AKABA
|
||||
PARTY
![]() ![]()
|
code by
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
FALLERS APP
Jul. 12th, 2019 08:36 pmName of Player: Usagi
Age: 26
Contact Info:
usagisquared
Character Name: Reira Akaba
Series: Yu-Gi-Oh! ARC-V (Ep 140)
Tell Me About Them “Personality”:
Selfless & Self Aware - As someone brought up with little sense of identity and self, Reira was forced to work her way through a number of social 'steps' in order to properly realize certain desires with regard to those around her. While in many ways selfish (refusing to duel someone because she was given candy by them), she quickly becomes someone capable of not only recognizing her own flaws to an extent (not long after the same above situation, she not only apologizes for refusing, but for feeling bitter toward the one who replaced her to duel- and even acknowledges that rather than dwelling on regrets, it is best to move on and do her best to be better). She is someone capable of prioritizing, to a point that even adults cannot- but in many ways does this to the detriment of her own self, taking a self-sacrificing attitude toward it. Aside from pushing herself into a PTSD attack to defend someone from attacking duelists, this attitude is what ultimately leads to her alliance with Ray in the series- telling the spirit that she may pilot her body as someone who is 'soulless' and 'without self, and then later sacrificing herself to stop Zarc so that Ray is not forced to do so again. This of course has limits- Reira is still a child, and for that matter, wrong amount many things (least of all being her own self-worth).
Caring & Direct - Above any other trait Reira displays, one of the most prominent that she develops is a sense of care. As noted in the previous bullet, Reira is incredibly selfless in her intentions, even if she has childish slips of selfishness (and rightfully so, she's seven). When she becomes close to someone, she naturally becomes inclined to worry about their wellbeing and situation, and ultimately her goals and ideals focus on the happiness of others, extending someone a second chance if she feels there is even a sliver of opportunity. Reira is however, quite direct all the same; she immediately assumes certain actions of others (such as handing an object to someone who will 'obviously' take it for her), and tends to assume that her perspective is the clearest. She doesn't understand that her experiences are not universal, and are in fact quite unique; so there is little shame to her words unless she feels someone could be angry with her, leading to very odd and awkward statements.
Anxious & Avoidant - While slowly coming out of her shell, and absolutely shown to be open with others that she is closer to, Reira is still someone whose character is shaped extensively by fear. Relying somewhat upon her empathy to warn her of those around, even with those she trusts she will cow to their will once 'stopped'...only making her move when she feels safe (such as when the one stopping her is simply Gone). Reira is the type to stay by herself in a corner, and grow surprised when someone else approaches- and even when she's the one to approach, it is with a nervous swallow and little to no greeting involved. To actually be scared is worse- depending on the situation, her instinct after freezing will be to either run away, or even run into the danger in a brutal panic.
Intelligent - A more minor trait, Reira is incredibly skilled and intelligent; she is literally programmed to duel of course, but she nonetheless is shown to surpass this with her own skills, a feat which allows her to OTK nine duelists in sets of three at minimum in the series. Reira is also quick to sort out information presented before her, and learn from it- case in point, the speed at which she not only recognizes the flaws of her actions in Synchro, but overcomes them, as well as the speed with which she responds to Zarc's final stand. Her intelligence, sadly, is somewhat overshadowed by a mere lack of awareness of the world around her. There are many things she simply does not know yet, and she will need to learn them in order to actually speak of them.
Wiki Link: Dub names aside, look whose page sorted out the pronouns!
Possessions:
> Reira has one Duel Disk. But Reira's Duel Disk can do a Lot of Shit. It's a tablet. It's a field maker. It summons solid holograms that can just kind of...DO THING! But, it can't do any real damage and hits about as hard as a softball so there's that. Let's say it's Medium for now.
> Reira's Teddy has Mysteriously Materialized. It's Small.
> Reira also has her Duel Monsters Deck. That's also Small.
That is all Reira owns :'[ Someone take her shopping.
(And ofc she also gets those 6 Pokeballs and a Recovery Kit full of Berries and Potions.)
RP Sample #1: One Thread,
RP Sample #2: One.....Top level...
Age: 26
Contact Info:
Character Name: Reira Akaba
Series: Yu-Gi-Oh! ARC-V (Ep 140)
Tell Me About Them “Personality”:
Wiki Link: Dub names aside, look whose page sorted out the pronouns!
Possessions:
> Reira has one Duel Disk. But Reira's Duel Disk can do a Lot of Shit. It's a tablet. It's a field maker. It summons solid holograms that can just kind of...DO THING! But, it can't do any real damage and hits about as hard as a softball so there's that. Let's say it's Medium for now.
> Reira's Teddy has Mysteriously Materialized. It's Small.
> Reira also has her Duel Monsters Deck. That's also Small.
That is all Reira owns :'[ Someone take her shopping.
(And ofc she also gets those 6 Pokeballs and a Recovery Kit full of Berries and Potions.)
RP Sample #1: One Thread,
RP Sample #2: One.....Top level...
DAYBREAK REFERENCE
Jun. 28th, 2019 08:30 pm
ABOUT
APPEARANCE
YEAR: 4
AGE: 9
D.O.B: Oct 12
SPECIES: Human (???)
BIRTHPLACE: ??? (Assumed Ukraine or Russia)
AGE: 9
D.O.B: Oct 12
SPECIES: Human (???)
BIRTHPLACE: ??? (Assumed Ukraine or Russia)
HAIR: Extremely long. Silver.
EYES: Blue
HEIGHT: 4'5''
WEIGHT: 60lbs
NOTABLE MARKS: N/A
TYPICAL FASHION: Seen primarily in school uniform. Occasionally in casual outfits someone else bought for her.
EYES: Blue
HEIGHT: 4'5''
WEIGHT: 60lbs
NOTABLE MARKS: N/A
TYPICAL FASHION: Seen primarily in school uniform. Occasionally in casual outfits someone else bought for her.
 
 
STATS & OTHER INFORMATION
STR: 8 (expected limits of a child)
DEX: 12 -> 25 (varies according to Sprite Possession)
CON: 12 (fairly hardy despite appearances)
INT: 14 (quick to adjust and work through classes...Mostly)
WIS: 8 -> 22 (bears empathy as a Power; hindered by child logic)
CHA: 12 (kind, and approachable despite Odd Habits)
DORM INFO:
DEX: 12 -> 25 (varies according to Sprite Possession)
CON: 12 (fairly hardy despite appearances)
INT: 14 (quick to adjust and work through classes...Mostly)
WIS: 8 -> 22 (bears empathy as a Power; hindered by child logic)
CHA: 12 (kind, and approachable despite Odd Habits)
DORM INFO:
ROOM: LUM 304
DORMMATE: NONE
• Cryptoliterature
• Study of Magical Creatures
• Arts
• Social Studies/Geography
• PE
• Math
• Science
• English (Second Language)
DORMMATE: NONE
CURRENT TIMETABLE:
• Cryptoliterature
• Study of Magical Creatures
• Arts
• Social Studies/Geography
• PE
• Math
• Science
• English (Second Language)
PHYSICAL ABILITIES
MAGICAL ABILITIES
• Wind State | Windy's Possession Trait. Becomes wind for a small instant to avoid harm.
• Lighter weight, greater speed | Windy's Possession Trait. Become more easily mobile in general.
• Possession Ease | Flame Trait. Ease has lessened since the presence of the Snake. Naturally amplifies the magic of any 'possessor'.
• ???
• Lighter weight, greater speed | Windy's Possession Trait. Become more easily mobile in general.
• Possession Ease | Flame Trait. Ease has lessened since the presence of the Snake. Naturally amplifies the magic of any 'possessor'.
• ???
• Flower Growth, Identification | Flower's Possession Trait. Naturally control the growth of flowering (and Only flowering) plants to an extent, as well as vague identifiers.
• Bird Communication, Identification | Bird's Possession Trait. Naturally understand the intent of birds, while conveying her own. Vaguely identify species and 'types' of birds, and bargain for control.
• Blight Invisibility | Moon's Possession Trait. Enables complete invisibility and non-detection to blighted forces while hidden from moonlight.
• Empathetic Radar | Flame Trait. The ability to discern the emotions of others (albeit not by name), and use this to pinpoint the locations of others within a small radius. Negative emotions cause pain.
• ???
• Bird Communication, Identification | Bird's Possession Trait. Naturally understand the intent of birds, while conveying her own. Vaguely identify species and 'types' of birds, and bargain for control.
• Blight Invisibility | Moon's Possession Trait. Enables complete invisibility and non-detection to blighted forces while hidden from moonlight.
• Empathetic Radar | Flame Trait. The ability to discern the emotions of others (albeit not by name), and use this to pinpoint the locations of others within a small radius. Negative emotions cause pain.
• ???
 
Languages & General Skills
Noted Inventory
Russian | Fluent, but limited in vocabulary due to young age when learning.
English | Well Passing; appears fluent, due to use of logic and technological aids.
Unknown Outlands Languages | Mildly conversational in some languages of the Outlands.
Skill; Bird Mimicry
Skill; Climbing
Skill; Hiding objects in places they shouldn't be able to fit within a room.
English | Well Passing; appears fluent, due to use of logic and technological aids.
Unknown Outlands Languages | Mildly conversational in some languages of the Outlands.
Skill; Bird Mimicry
Skill; Climbing
Skill; Hiding objects in places they shouldn't be able to fit within a room.
• Assorted Clothing | Via the Staff
• School Supplies | Also Via the Staff
• School Supplies | Also Via the Staff
PETS & FAMILIARS
MISSIONS
Wind ('Windy') | One of Four Sprites contracted to Reira by an unknown source. Represents the power of Winds.
Moon | One of Four Sprites contracted to Reira by an unknown source. Represents the power of the Moon.
Flower | One of Four Sprites contracted to Reira by an unknown source. Represents the power of Flowers.
Bird ('Birds') | One of Four Sprites contracted to Reira by an unknown source. Represents the power of Birds.
'Snake' | Hatched from an egg between Reira and Adelaide, during the Kagerou Event. It seemed to like Reira, so she looked after it and kept it safe. It's since gone home to the Outlands.
Moon | One of Four Sprites contracted to Reira by an unknown source. Represents the power of the Moon.
Flower | One of Four Sprites contracted to Reira by an unknown source. Represents the power of Flowers.
Bird ('Birds') | One of Four Sprites contracted to Reira by an unknown source. Represents the power of Birds.
'Snake' | Hatched from an egg between Reira and Adelaide, during the Kagerou Event. It seemed to like Reira, so she looked after it and kept it safe. It's since gone home to the Outlands.
• Spring Break Vacation | Mar 30-Apr 20 - Spring Vacation in Marsielle
• BBC Interview Taping | Apr 14-20 - Trip to Oxford to avoid Interviews
• Herald of Night | Jun 27 - Acted as part of Phylactery Searching
• BBC Interview Taping | Apr 14-20 - Trip to Oxford to avoid Interviews
• Herald of Night | Jun 27 - Acted as part of Phylactery Searching
RYSLIG REFERENCE | MONSTER + OTHER
Jun. 24th, 2019 10:32 pm
ABOUT
APPEARANCE
AGE: 12
D.O.B: May 8
SPECIES: Goblin
ALIGNMENT: Fourth God
ARRIVAL DATE: Jun 8, 2015
D.O.B: May 8
SPECIES: Goblin
ALIGNMENT: Fourth God
ARRIVAL DATE: Jun 8, 2015
HAIR: Long, partly buzzed at the sides. Silver.
EYES: Blue
HEIGHT: 5'0''
WEIGHT: 105lbs
NOTABLE MARKS: Deep Lavender Skin. Scar around neck, Bullet Scars near ribs (2). 'Freckles' around arms, shoulders, back. Glowing marks around freckles. Floral 'Clover' birthmark on left hand.
TYPICAL FASHION: Remniscient of children in the 60s and 70s. Loose clothing, backless or button-down due to wings. Pastels and bright colours. Light up shoes from Felfri.
EYES: Blue
HEIGHT: 5'0''
WEIGHT: 105lbs
NOTABLE MARKS: Deep Lavender Skin. Scar around neck, Bullet Scars near ribs (2). 'Freckles' around arms, shoulders, back. Glowing marks around freckles. Floral 'Clover' birthmark on left hand.
TYPICAL FASHION: Remniscient of children in the 60s and 70s. Loose clothing, backless or button-down due to wings. Pastels and bright colours. Light up shoes from Felfri.
STATS & OTHER INFORMATION
STR: 15 (monsters >x6 humans in strength)
DEX: 20 (flexible, uses Time to advantage)
CON: 10 (child-level stamina)
INT: 14 (smart, but still young)
WIS: 17 (typically canny; can still be fooled)
CHA: 8 (polite, but somewhat blunt/unnerving)
PHYSICAL ENHANCEMENTS:
• Flight Capable Wings
• Breath Stop (Limit: 444 minutes)
FEEDING REQUIREMENTS:
• Energy, Monthly | No Hunger Sensation
OTHER:
• Death Count: 4 | Immediate Radio Revival
• Current Coin Count: 2
• Total Coins Spent: 820
DEX: 20 (flexible, uses Time to advantage)
CON: 10 (child-level stamina)
INT: 14 (smart, but still young)
WIS: 17 (typically canny; can still be fooled)
CHA: 8 (polite, but somewhat blunt/unnerving)
PHYSICAL ENHANCEMENTS:
• Flight Capable Wings
• Breath Stop (Limit: 444 minutes)
FEEDING REQUIREMENTS:
• Energy, Monthly | No Hunger Sensation
OTHER:
• Death Count: 4 | Immediate Radio Revival
• Current Coin Count: 2
• Total Coins Spent: 820
PETS & FAMILIARS
NOTABLE INVENTORY
• Lusus | A creature hatched from a stone in Lake Fors, per Mana's instruction. Large, and blind, it resembles a seal with a long 'trunk', with many hidden lamprey mouths. Lusus eats rocks, and is prickly toward anyone other than Reira.
• Snocone | A small boreal owl Reira raised. Has a nesting hole in her room, and has been trained to deliver letters. Originally shared with Draco Malfoy.
• Chocotorte & Sazha | Two cats from alternate sources. Chocotorte is a lykoi who belonged to Sora Shiunin. Sazha is a black forest cat who belonged to Bucky Barnes.
• Snocone | A small boreal owl Reira raised. Has a nesting hole in her room, and has been trained to deliver letters. Originally shared with Draco Malfoy.
• Chocotorte & Sazha | Two cats from alternate sources. Chocotorte is a lykoi who belonged to Sora Shiunin. Sazha is a black forest cat who belonged to Bucky Barnes.
• Enchanted Nyckelharpa | Purchased from Mana. The longer and more intensely music is played upon it, the harsher and more spread out a storm will be summoned. It requires re-charge time between storms.
• Enchanted Goggles | Charmed by Mana. By tapping the sides, the lenses flash 'hi-beam' lights directly before them, with no consequence to herself. The lenses are troll crystals that were burned into a green hue.
• Mysterious Coin | A gift from the plants of Lager Woods. Likely Useless.
• Dried Skin Mask | A face stolen from the cape of a 'face-stealer' mage. Unused, but will last for one day when used. A perfect disguise as the human who once bore it.
• Goblin-spike Spear & Sword | A goblin spike from Kaito Kuroba, carved by Mana and metalized by Tsukikage into a short sword. It can be mounted upon a staff to become a spear.
• Goblin-spike Earrings | Remnants from Kaito's bone spike, carved by Mana into a set of earrings, meant for long ears.
• Functional Duel Disk | Purchased from Tikbalang. The holograms are pass-through, but otherwise perfect.
• Various Duel Decks | Gathered over time; Reiji's DDD Deck, One Slime-Graydle Deck, One Aromage Deck, and her own CCC Deck.
• Arcade Key | Key to the 4th God's domain. Bears the mark of a clover, and her name. Drawn down any door-side, it will create an entrance.
• Misc | Numerous stuffed toys, books, and clothes, given by others in Ryslig.
• Enchanted Goggles | Charmed by Mana. By tapping the sides, the lenses flash 'hi-beam' lights directly before them, with no consequence to herself. The lenses are troll crystals that were burned into a green hue.
• Mysterious Coin | A gift from the plants of Lager Woods. Likely Useless.
• Dried Skin Mask | A face stolen from the cape of a 'face-stealer' mage. Unused, but will last for one day when used. A perfect disguise as the human who once bore it.
• Goblin-spike Spear & Sword | A goblin spike from Kaito Kuroba, carved by Mana and metalized by Tsukikage into a short sword. It can be mounted upon a staff to become a spear.
• Goblin-spike Earrings | Remnants from Kaito's bone spike, carved by Mana into a set of earrings, meant for long ears.
• Functional Duel Disk | Purchased from Tikbalang. The holograms are pass-through, but otherwise perfect.
• Various Duel Decks | Gathered over time; Reiji's DDD Deck, One Slime-Graydle Deck, One Aromage Deck, and her own CCC Deck.
• Arcade Key | Key to the 4th God's domain. Bears the mark of a clover, and her name. Drawn down any door-side, it will create an entrance.
• Misc | Numerous stuffed toys, books, and clothes, given by others in Ryslig.
CURRENT SCHOOL SUBJECTS
PHYSICAL BOONS
• Math (Gr. 6 Level)
• Language (Spelling, Grammar, Writing)
• Literature & Reading Comp.
• PE & Health
• Science (Bio, Chem, Phys)
• Arts & Crafts
• Music
• Social Studies & Geography
• Language (Spelling, Grammar, Writing)
• Literature & Reading Comp.
• PE & Health
• Science (Bio, Chem, Phys)
• Arts & Crafts
• Music
• Social Studies & Geography
• Fourth-Altered Fog State | Boon of the 4th God; cannot form swap back once taken during fogs, but can be resisted over all until then. Bears numerous mechanical features.
• Half Mechanical Wings | Purchased from Mana, Restored from Injury by Elias. Retractable.
• Emotive Horns | Purchased from Mana
• Retracting Spikes | Goblin Trait. Rise from 'freckles' at back and arms.
• Sharp Claws, Teeth | Goblin Trait; claws resemble resin structures.
• Wing-Like Fins | Goblin Trait; fold to resemble smaller bird wings. Retractable.
• Unnatural Features | Goblin Trait; Feet are notably beastly in appearance, with toes moving to central point. Ears are excessively long, and pointed.
• Night Vision | Goblin Trait; only partly effective beneath water.
• Sun Weakness | Goblin Trait; Sunlight weakens, and burns the skin.
• Half Mechanical Wings | Purchased from Mana, Restored from Injury by Elias. Retractable.
• Emotive Horns | Purchased from Mana
• Retracting Spikes | Goblin Trait. Rise from 'freckles' at back and arms.
• Sharp Claws, Teeth | Goblin Trait; claws resemble resin structures.
• Wing-Like Fins | Goblin Trait; fold to resemble smaller bird wings. Retractable.
• Unnatural Features | Goblin Trait; Feet are notably beastly in appearance, with toes moving to central point. Ears are excessively long, and pointed.
• Night Vision | Goblin Trait; only partly effective beneath water.
• Sun Weakness | Goblin Trait; Sunlight weakens, and burns the skin.
GENERAL SKILLS
MAGICAL BOONS
• Nykelharpa playing
• Singing (misc. genres)
• Spear, Shortsword, Slingshot Combat
• Misc. Crafts (Paper, clay, paints, etc.)
• Inordinate knowledge of Bunyipyip Inquisition Cartoon
• Singing (misc. genres)
• Spear, Shortsword, Slingshot Combat
• Misc. Crafts (Paper, clay, paints, etc.)
• Inordinate knowledge of Bunyipyip Inquisition Cartoon
• Time Stop | Boon of the 4th God; stop time for non-4th aligned beings for 4 minutes.
• Radio Teleportation | Boon of the 4th God; teleport through any known active radio device.
• Breath Stop | Boon of the 4th God; does not allow for pressure immunity.
• Swimmer Carry | Boon of the 4th God; carry one passenger underwater with no breathing consequences, for 4 hours.
• Shadow Shift | Boon of the 4th God; become 'shadows' once for maximum 5 minutes, with limited motion, between feeds- can be used to enter shadows with goblin magic.
• Audible Swap | Boon of the 4th God; switch conversational sounds with nearby sounds in the ears of eavesdroppers.
• Algae Speech & Control | Purchased from Mana; control does not apply to the algae of Central park, and cannot encourage unnatural growth or strength.
• Shadow Transportation | Goblin Trait; take the form of a shadow to travel silently within the shadows of other things.
• Dream & Hallucination Magic | Goblin Trait; create pleasant dreams and hallucinations, or darker nightmares and waking terrors using magic.
• Four Element Magic | Goblin Trait; Medium-range mastery of the four elements, and how they combine.
• Energy Draining Magic | Goblin Trait; the natural ability to drain human energy with magic.
• Radio Teleportation | Boon of the 4th God; teleport through any known active radio device.
• Breath Stop | Boon of the 4th God; does not allow for pressure immunity.
• Swimmer Carry | Boon of the 4th God; carry one passenger underwater with no breathing consequences, for 4 hours.
• Shadow Shift | Boon of the 4th God; become 'shadows' once for maximum 5 minutes, with limited motion, between feeds- can be used to enter shadows with goblin magic.
• Audible Swap | Boon of the 4th God; switch conversational sounds with nearby sounds in the ears of eavesdroppers.
• Algae Speech & Control | Purchased from Mana; control does not apply to the algae of Central park, and cannot encourage unnatural growth or strength.
• Shadow Transportation | Goblin Trait; take the form of a shadow to travel silently within the shadows of other things.
• Dream & Hallucination Magic | Goblin Trait; create pleasant dreams and hallucinations, or darker nightmares and waking terrors using magic.
• Four Element Magic | Goblin Trait; Medium-range mastery of the four elements, and how they combine.
• Energy Draining Magic | Goblin Trait; the natural ability to drain human energy with magic.
DAYBREAK | IC INBOX
Mar. 2nd, 2019 09:42 pm
UN: REIRA
STATUS: STUDENT | Y4
ACCOLADES: N/A
BIO: My name is Reira. I live here now, so I have to go to school. I don't know what else to put here.
DAYBREAK | PERMISSIONS & INFO
Mar. 2nd, 2019 09:33 pmStuff will go here- for now however!
> Over all I am fairly okay with a lot of things, but when it comes to anything such as violence, or darker subjects, make sure to 1, ask to double check, and 2, be mindful of the muse age- Reira is 9!
> If there are any things you're concerned about, or simply things that you want me to be aware of ahead of time for threads, feel free to let me know- I've enabled Anon-Screening to this end!
> For a NonScreened deal; this post will later be filled with more precise information on both Reira, and more importantly on her Empathic abilities (as well as her sprites). Please comment under this journal if you wish to opt out of this empathy ability, or if you want to leave a 'default' note for your character's typical mood to make thread starts easy!
> Over all I am fairly okay with a lot of things, but when it comes to anything such as violence, or darker subjects, make sure to 1, ask to double check, and 2, be mindful of the muse age- Reira is 9!
> If there are any things you're concerned about, or simply things that you want me to be aware of ahead of time for threads, feel free to let me know- I've enabled Anon-Screening to this end!
> For a NonScreened deal; this post will later be filled with more precise information on both Reira, and more importantly on her Empathic abilities (as well as her sprites). Please comment under this journal if you wish to opt out of this empathy ability, or if you want to leave a 'default' note for your character's typical mood to make thread starts easy!
Daybreak App
Jan. 24th, 2019 05:10 pmPLAYER INFORMATION
NAME: Usagi
CONTACT:
usagisquared
OTHER CHARACTER(S) IN GAME: Noboru Gongenzaka
CANON INFORMATION
CHARACTER NAME: Reira Akaba
CANON: Yu-Gi-Oh! ARC-V
HISTORY: Located Here- it should be warned and noted that Reira's wikipedia page is a mess pronouns wise, due to the series only revealing her to be a girl extremely late in.
STRENGTHS:
- Selfless/Prioritizing - This is a trait that toes the line between flaw and strength; it falls to strength only because it is (typically) balanced with the ability to determine where sacrifice is necessary. Through her series, Reira is shown to eventually be someone who cares more than she does not. She is someone who prefers the peaceful option, the understanding option- but is willing and able to employ force as needed.
More than that, she seems keenly aware that sacrifice can be necessary- the greatest example of course is end series where she is forced to acknowledge that the option she feels is the Only option to save everyone will still end in the possible death of four other girls- and then greater still in her personal sacrifice, made without hesitation to prevent tragedy from repeating. This is a trait that displays earlier on however as well; when Reira willingly accepts the task of retrieving and protecting another duelist, and does everything she can to do so- even at the cost of plunging herself into a PTSD attack.
A lesser form of this trait in general can be seen in how well Reira moves along with what occurs around her- seeing the bigger picture rather than focusing on the details of how real something may be. Various events escalate from mere duels to battles against soldiers, and then massive world destroying dragons- but Reira doesn't question these matters. The closest she gets is recoiling in fear at what she thinks are ghosts- but when it is explained they are merely shades of people from other realms, she simply takes it and moves along.
- Accepting/Forgiving - In addition to her ability to tackle a situation while welcoming the consequences for a necessary good, Reira is a very kind, and forgiving person. This can be difficult to tell given her tendency to take her own path of course- but the fact remains that even when the final enemy of the series comes about due to one man's actions, she insists that her brother needs to forgive that man. She is someone capable of seeing the good intentions of another- and despite the harm of those actions, is thus willing to accept and forgive those things very easily. She may certainly judge how someone does one thing or another- but at the end of the day, her goals and ideals focus on the happiness of others, and she will thus more likely give someone a second chance if she feels they truly care as well.
- Intelligent - One noted point through the series is that Reira's ability as a duelist is on par with, if not even beyond many of the Lancers she travels with. While literal programming can perhaps be sourced as the reason for her quick ability, it is clear through the series that Reira herself is intelligent without this. In addition to her impressive skill in dueling (which requires a fair amount of strategy and quick math calculation), she is the first and only one to successfully understand the intentions and words of Jack Atlas, and from this correctly assumes what these intentions mean in regard to another character- making certain to notify them so that things can be made right. She is thus not only a quick study for more academic matters, but also intelligent in general when it comes to understanding those around her over time.
FLAWS:
- Selfish - For all that Reira can be incredibly selfless, she can also be very selfish. While one might argue that the two traits replaced the other, the fact remains that her methods in pursuing a selfless act are still selfish in their own right. It extends far beyond merely refusing to face someone because they gave her candy (yes this happens- it's actually the first step toward her developing her own interests in the series). And farther still beyond wishing someone 'gone' so they can keep their social standing so to speak. It is the sort of selfishness that states 'I know better, even as you wave these facts in my face, therefore I will do it anyway'. This doesn't make her impossible to convince of course- but it does mean that however difficult a decision may be, if she believes her way is the Correct way, she'll still do it.
- Skittish/Avoidant - Reira has come a fair way from how afraid she was of others at the start of her series, becoming courageous enough to stand up for herself and pursue her ideals at times; but that doesn't change the fact that fear is still a very large aspect of her being. While not as common, if something terrifies her enough, or even vaguely seems to be too dangerous an option, she'll be reduced to a very fight or flight state- or worse, a state where she can't move at all. It is easier then, to just not face that matter at all. To work with others who seem to know what they're doing, when she doesn't- or to stick to herself, in a corner, and simply not talk to anyone no matter the prompting. (Naturally this results in a bit of shock when she Is prompted or approached, typically)
This can be seen to a point in her duel with Reiji late in the series: Reira faces Reiji over their disagreement regarding the situation surrounding Ray and Zarc. When Reiji wins, she willingly goes with him according to his wishes. It takes until she has since convinced Reiji to stop his father from sacrificing himself, and thus until they're separated, before she resumes her original goal of finding Ray. This is important, because Reira's fear is not merely a matter of if something could hurt her- she is afraid as well of rejection, and disappointing those she has grown attached to.
(Other examples through the series are more literally her running away from what frightens her- though to a minor extent, she is seen deliberately avoiding eye contact and communication at other early moments in the series when put on the spot to answer questions in matters she wants to stay out of for similar 'potential to disappoint the caregiver' reasons- such as Yuuya and Crow's argument on what children prefer)
- Presumptuous - Despite fear forming a large portion of Reira's interaction with the world, Reira is shown very early on (debut, even!) to just as often to immediately assume certain actions of other people, and place expectations upon them. She's very direct, yet vague in her intentions. In her very first episode, when it comes time for her to duel she immediately turns to a reporter near to her and hands them her bear, doing nothing and saying nothing until the confused reporter takes it (at which point she leaves to duel her opponent). She then, with just as little bother with words and interaction, takes the bear back and moves to her primary focus.
To a point, Reira's selfish actions later in the series reflect this. With Reira, making others angry is certainly a danger in her eyes- but if the anger isn't there, and if the coast seems 'clear'? Anything goes, whether someone else might not understand it, or even be upset by it. Reira doesn't understand that her experiences are not only not universal, but incredibly unique- she simply feels that what she knows is obvious, and thus acts and speaks as if it is.
CANON ABILITIES: It's Really Short rip
Reira's empathy is sort of a mess as can probably be noted from the description; supposedly it came into being as a result of her trauma, and it seems keen enough to allow Reira to track down Ray's spirit through the merging dimensions. It also seems to cause her actual pain when things grow intense enough (though this only really occurs during the RageFit from the dragons- so it takes a lot to get there).
There's the added question of what the heck is going on when her background episode states that she could obey literally any order...but. Anime, I guess.
AU INFORMATION
AU CHARACTER NAME: 'Reira' - No surname.
AGE: 9- Her birthday will be Oct. 12
GRADE: Grade 4; Part of Reira's recovering would have been spent testing and teaching certain academic skills, in particular language. As she was found to be a swift learner, she was placed within her age group for the most part. She may be enrolled in certain classes based on Outlands experience however.
AU BACKSTORY:
The exact nature of Reira's origins are unknown- even to her. She can remember having a home, once- vaguely and through the sort of haze most young memories are. They would have been the ones from whom she learned her first language. Her birth language- Russian.
But beyond that language, she cannot even remember her name.
She can remember people continuing to use that language with her- their appearances but a blur of clothing, the things in their hands never quite clear enough for her memory. Was there one person? More? She remembers at one point being made to sit down, and having something placed upon her...
And then the last thing she can remember before entering the Outlands is a bright, blinding light, and a lot of screaming.
At some point when Reira was about five years old, something went wrong in during a procedure- experimental or deliberate, she wouldn't know- she was part of. She- along with an older person who explained at least that much to her in a way where she could properly remember it back then- was caught in some sort of 'backfire' and summarily lost to the Outlands.
With no way out.
Reira's flame woke quickly while wandering with her older companion in the realms- it was a dangerous place, not only physically but mentally. Things that should not have been seen with mortal eyes were around them, and everything was unknown.
But Reira and the other wouldn't be able to travel together long. Reira herself doesn't know what became of them- whether they died, or simply left. But before either of these things happened, their temporary guardian made a deal in exchange for aid from four unique faeries- sprites, really- to last for until the end of Reira's days.
Protect her with everything in their power, they were ordered. And from there, they were bound to four small bracelets that Reira would come to wear. The sprites- with their powers in Flowers, Birds, the Wind, and the Moon- were hardly powerful. But they were creative, and that was enough.
Especially in conjunction with Reira's power. Reira's flame granted her an open heart. A sensitivity to those within a large radius of her being, her very heart and body affected by the moods of others. This same power left her vulnerable to possession.
So that is what the sprites did.
And that is how Reira survived for years. Wandering the Outlands, constantly on the move for a better, safer place to stay. For a place that didn't shift so much, or attract Creatures so much. And whenever something dangerous would draw near, Reira would black out- as one of the sprites took hold and used their power to spirit them away to some other place.
Why the sprites did not react to a team from Daybreak that had come near to rescue one of their own, is unknown. More than likely they sensed that Daybreak team wasn't a 'hostile' presence despite Reira's own initial fear. What matters is that they didn't react...
So Daybreak was able to return not only with the one they were rescuing, but with a curious 'wild child' of sorts.
Throwing someone like that right into a school would be madness, of course; but Reira was looked after on Daybreak's grounds, both physically (living in the outlands doesn't lend well to a healthy diet and upbringing), and otherwise. Though she could speak, she wasn't accustomed to regular conversation. Her own emotions were stunted, having spent so long doing little more than being afraid rather than anything else.
There was a lot of damage.
...But she was able to recover quickly.
Reira as she is when she's finally enrolled officially isn't 100% there of course. It takes more time than that to recover from that sort of lasting trauma- and there will always be scars. But between when she was taken out from the outlands, and the few months after she's taken the first key steps toward finding 'herself'.
The 'human' world is nicer than the 'other' world as it is.
It is worth noting that ICly, she will have been receiving some sort of care since October, prior game start- this is partly to give time for the IC recovery she required, and also to establish a reason for her 'birthday' (it would be the day she was recovered)
AU PERSONALITY DEVIATION: Naturally, Reira's AU personality lines up with a particular chunk of her canon self- there are however, a few very key deviations taken due to the shifts in background (among other things)
A notable aspect of Reira for the AU is the fact that she has been aged up slightly- from her canon of roughly 7- to 9. In addition to this, her original background has changed significantly, altering the exact sources of her trauma. The result of this is that the triggers for that trauma are also different- and indeed, less clear over all (though the trade off is that the reactions are less strong as well).
What is perhaps more notable is that Reira draws partly from her late series iteration, rather than early canon. Reira's series starts her on the path to recovery- but it never allows her to continue it. At the very moment she is allowed to express herself enough to choose what to do, and how to help others in the series, the plot itself hits a 'hard reset' on her; in using the magic of the En Cards, Reira is reduced to infancy, a blank slate. Because of this, and because of how much more room there is for her to grow from that budding moment of self-expression, Daybreak's Reira is at a similar point. She's someone who has started to rediscover emotions beyond fear, started to discover happiness, attachment, etc etc...so her AU personality in essence is picking up from that point in her canon.
Beyond this the most obvious difference is a lack of 'security blanket' so to speak. In canon, Reira is incredibly attached to her brother Reiji, to the point that she honestly wishes someone would 'disappear' so that she can remain 'useful' to him (as at that point in time, she believes the reason she's allowed near Reiji at all is because of her use as a duelist/'soldier'). But Reira doesn't have anyone like this in the AU- the closest thing she would have had, would be the unknown 'Guardian' in her backstory...and even then, if they were to show up now it would not be so extreme an attachment at all.
More minor points; Reira is somewhat less skittish compared to early series, due to having the sprites to lean on for safety- she's more used to having something that WILL save her, and thus has little reason to truly panic in most situations. She is, however, still very quiet and hesitant to interact over all. The sprites combined with empathy made sensing out safe creatures a walk in the park. But humans are changeable, and can lie- they can radiate positive emotions and still attack from behind, making things more touchy there. (Part of Reira's offscreen recovery is being at least open enough to other people that she'll not immediately assume everyone is a threat, on that note)
RACE: Human (Candle)
SECRET SOCIETY: Recovered from the Outlands during a recovery mission from Daybreak; she wasn't the target, but they weren't going to leave a kid out there either. Due to her state from living in the Outlands (and partly out of the desire to understand her time in the Outlands as a whole), and also due to her candle ability and connections to four sprites, it was determined that she would be enrolled at Daybreak once she was deemed physically and mentally fit enough.
Daybreak staff may have been able to determine one clue to what happened to Reira however; it appears that at one point, she did have potential as a mage, or some other magically gifted person. The potential seems to have been 'drained' somehow, which might explain her flame manifesting as it did.
POWERS: Due to Reira's connection to four small sprites, all five powersets will be noted here:
- Reira's ability is an 'Open Heart', the manifestation of her Candle Flame. In essence, she is a highly sensitive empath, capable of individually pointing out the emotions of those around her within a semi-wide radius- practically like a radar. The drawback to this however is that not only does she not necessarily have a word for what those feelings are, but the more negatively potent the emotion, the more it causes her physical pain. Hatred and Malice is by far the worst, followed by anger, then fear, and lastly sadness (it should be noted that for anything to create a verbal and/or serious response, one would need to be harboring enough genuine hate to wish the planet's destruction though...so she should be fine around people, albeit a bit overstimulated in crowds).
In addition to this open sensitivity, her own body and soul are more vulnerable to other forces. Most notably, it is easier for spirits and creatures to possess her- theoretically, it would also be easier to use other mind-related magic on her as well.
Curiously, creatures from the outlands using their magic through her during possession will find it becomes more potent; it appears Reira acts as a sort of conduit or conductor.
This empathy works on anything that experiences emotion- this includes animals. It DOES NOT read minds, or allow her to determine if someone is lying however; all she can do with regard to the latter, is make assumptions based on what she thinks 'fits' (expressions failing to match the emotions, in other words).
- Flower; The Flower sprite's domain is in plant growth. Specifically though, in flowering things. The farther away from being directly a flower, the less the sprite is able to simply grow it from nothing- so a field of tulips is plenty plausible. But a tree? No. Heavily flowering bushes or vines are a little more likely. While possessing Reira, they are capable of quickly blooming flora of larger-than-typical size, speeding through its life cycle; mostly this is used to do things like scatter petals or pollen as a distraction. The flower sprite is also able to identify most plants that flower in some way...though they tend to only do so insofar as to determine if something could be harmful when touched or ingested or not.
- Bird; The Bird sprite's domain is in birds- it can communicate with them, and summon (locally) avian species for aid. Unfortunately, birds are still their own being...so many birds, while theoretically useful as defenders or scouts and the like, will only perform such acts in exchange for something of use. What are they getting out of this? Your sandwich? Is it worth it? They may act as a flock for a quick assist, but detailed tasks are a whole other matter. Outlands-based-birds are trickier in this sprite's domain. If it looks and acts like a bird, her magic will probably work. If it's something like a griffon, with a bird head, it might or might not respond. If it's only something like a feathered serpent, it won't answer at all. Notably, the Bird sprite can only call birds in the surrounding area for aid, and they travel in real-time; they cannot call upon 'summons' from the outlands. Similar to the Flower sprite however, they can identify species of bird! Again similar, they tend to only bother giving information on how dangerous it is.
- Wind; The Wind sprite allows for very minor manipulation of the air- small gusts from the hands, or even feet, as necessary- or even brief shields. While possessing Reira, they are even capable of extending her jump length, or slowing her fall...and more astoundingly, turning her into a cloud of wind entirely. These abilities are fleeting however, and require energy on Reira's part- turning into wind, especially, is something the sprite reserves for a moment of absolute necessity. Notably, the Wind sprite's presence seems to guard Reira somewhat against the cold- potentially because the air manipulated by Wind is chilled.
- Moon; The Moon sprite is by far the oddest of the four, and at first glance doesn't seem to really be capable of much at all. What's the moon going to do, sit there? The Moon sprite however can actually illuminate dark places- as well, they can cloak Reira from 'Blighted' eyes (so 'unfortunately', a heck of a lot of students and staff can get around that)...provided she isn't directly under the light of the moon. They're also in general just a lot more cuddly and more likely to sit in their unsealed (non-bracelet) state with her.
All four of the sprites can use their own abilities for themselves, but in general only use these abilities through, and for, Reira- though not necessarily at her command. Without further training, use of powers will entirely be based on their interpretation of how much danger Reira is in. (Notably in Daybreak that...won't be very often, as the school is Pretty Safe) It is possible that with practice she could come to an agreement with them in order to use and hone their skills through cooperation instead.
(As well, with practice, she could potentially come to better defend against mental manipulation and possession. Which is probably a good idea.)
The sprites are each about the size of a typical rabbit when summoned in full. They look more like Moth-Rabbits though.
HOUSING: With Maddie, please!
RP SAMPLE
Ta-daaah- Provides a handy look at her reaction difference between human, animal, and Internet too.
NAME: Usagi
CONTACT:
OTHER CHARACTER(S) IN GAME: Noboru Gongenzaka
CANON INFORMATION
CHARACTER NAME: Reira Akaba
CANON: Yu-Gi-Oh! ARC-V
HISTORY: Located Here- it should be warned and noted that Reira's wikipedia page is a mess pronouns wise, due to the series only revealing her to be a girl extremely late in.
STRENGTHS:
- Selfless/Prioritizing - This is a trait that toes the line between flaw and strength; it falls to strength only because it is (typically) balanced with the ability to determine where sacrifice is necessary. Through her series, Reira is shown to eventually be someone who cares more than she does not. She is someone who prefers the peaceful option, the understanding option- but is willing and able to employ force as needed.
More than that, she seems keenly aware that sacrifice can be necessary- the greatest example of course is end series where she is forced to acknowledge that the option she feels is the Only option to save everyone will still end in the possible death of four other girls- and then greater still in her personal sacrifice, made without hesitation to prevent tragedy from repeating. This is a trait that displays earlier on however as well; when Reira willingly accepts the task of retrieving and protecting another duelist, and does everything she can to do so- even at the cost of plunging herself into a PTSD attack.
A lesser form of this trait in general can be seen in how well Reira moves along with what occurs around her- seeing the bigger picture rather than focusing on the details of how real something may be. Various events escalate from mere duels to battles against soldiers, and then massive world destroying dragons- but Reira doesn't question these matters. The closest she gets is recoiling in fear at what she thinks are ghosts- but when it is explained they are merely shades of people from other realms, she simply takes it and moves along.
- Accepting/Forgiving - In addition to her ability to tackle a situation while welcoming the consequences for a necessary good, Reira is a very kind, and forgiving person. This can be difficult to tell given her tendency to take her own path of course- but the fact remains that even when the final enemy of the series comes about due to one man's actions, she insists that her brother needs to forgive that man. She is someone capable of seeing the good intentions of another- and despite the harm of those actions, is thus willing to accept and forgive those things very easily. She may certainly judge how someone does one thing or another- but at the end of the day, her goals and ideals focus on the happiness of others, and she will thus more likely give someone a second chance if she feels they truly care as well.
- Intelligent - One noted point through the series is that Reira's ability as a duelist is on par with, if not even beyond many of the Lancers she travels with. While literal programming can perhaps be sourced as the reason for her quick ability, it is clear through the series that Reira herself is intelligent without this. In addition to her impressive skill in dueling (which requires a fair amount of strategy and quick math calculation), she is the first and only one to successfully understand the intentions and words of Jack Atlas, and from this correctly assumes what these intentions mean in regard to another character- making certain to notify them so that things can be made right. She is thus not only a quick study for more academic matters, but also intelligent in general when it comes to understanding those around her over time.
FLAWS:
- Selfish - For all that Reira can be incredibly selfless, she can also be very selfish. While one might argue that the two traits replaced the other, the fact remains that her methods in pursuing a selfless act are still selfish in their own right. It extends far beyond merely refusing to face someone because they gave her candy (yes this happens- it's actually the first step toward her developing her own interests in the series). And farther still beyond wishing someone 'gone' so they can keep their social standing so to speak. It is the sort of selfishness that states 'I know better, even as you wave these facts in my face, therefore I will do it anyway'. This doesn't make her impossible to convince of course- but it does mean that however difficult a decision may be, if she believes her way is the Correct way, she'll still do it.
- Skittish/Avoidant - Reira has come a fair way from how afraid she was of others at the start of her series, becoming courageous enough to stand up for herself and pursue her ideals at times; but that doesn't change the fact that fear is still a very large aspect of her being. While not as common, if something terrifies her enough, or even vaguely seems to be too dangerous an option, she'll be reduced to a very fight or flight state- or worse, a state where she can't move at all. It is easier then, to just not face that matter at all. To work with others who seem to know what they're doing, when she doesn't- or to stick to herself, in a corner, and simply not talk to anyone no matter the prompting. (Naturally this results in a bit of shock when she Is prompted or approached, typically)
This can be seen to a point in her duel with Reiji late in the series: Reira faces Reiji over their disagreement regarding the situation surrounding Ray and Zarc. When Reiji wins, she willingly goes with him according to his wishes. It takes until she has since convinced Reiji to stop his father from sacrificing himself, and thus until they're separated, before she resumes her original goal of finding Ray. This is important, because Reira's fear is not merely a matter of if something could hurt her- she is afraid as well of rejection, and disappointing those she has grown attached to.
(Other examples through the series are more literally her running away from what frightens her- though to a minor extent, she is seen deliberately avoiding eye contact and communication at other early moments in the series when put on the spot to answer questions in matters she wants to stay out of for similar 'potential to disappoint the caregiver' reasons- such as Yuuya and Crow's argument on what children prefer)
- Presumptuous - Despite fear forming a large portion of Reira's interaction with the world, Reira is shown very early on (debut, even!) to just as often to immediately assume certain actions of other people, and place expectations upon them. She's very direct, yet vague in her intentions. In her very first episode, when it comes time for her to duel she immediately turns to a reporter near to her and hands them her bear, doing nothing and saying nothing until the confused reporter takes it (at which point she leaves to duel her opponent). She then, with just as little bother with words and interaction, takes the bear back and moves to her primary focus.
To a point, Reira's selfish actions later in the series reflect this. With Reira, making others angry is certainly a danger in her eyes- but if the anger isn't there, and if the coast seems 'clear'? Anything goes, whether someone else might not understand it, or even be upset by it. Reira doesn't understand that her experiences are not only not universal, but incredibly unique- she simply feels that what she knows is obvious, and thus acts and speaks as if it is.
CANON ABILITIES: It's Really Short rip
Reira's empathy is sort of a mess as can probably be noted from the description; supposedly it came into being as a result of her trauma, and it seems keen enough to allow Reira to track down Ray's spirit through the merging dimensions. It also seems to cause her actual pain when things grow intense enough (though this only really occurs during the RageFit from the dragons- so it takes a lot to get there).
There's the added question of what the heck is going on when her background episode states that she could obey literally any order...but. Anime, I guess.
AU INFORMATION
AU CHARACTER NAME: 'Reira' - No surname.
AGE: 9- Her birthday will be Oct. 12
GRADE: Grade 4; Part of Reira's recovering would have been spent testing and teaching certain academic skills, in particular language. As she was found to be a swift learner, she was placed within her age group for the most part. She may be enrolled in certain classes based on Outlands experience however.
AU BACKSTORY:
The exact nature of Reira's origins are unknown- even to her. She can remember having a home, once- vaguely and through the sort of haze most young memories are. They would have been the ones from whom she learned her first language. Her birth language- Russian.
But beyond that language, she cannot even remember her name.
She can remember people continuing to use that language with her- their appearances but a blur of clothing, the things in their hands never quite clear enough for her memory. Was there one person? More? She remembers at one point being made to sit down, and having something placed upon her...
And then the last thing she can remember before entering the Outlands is a bright, blinding light, and a lot of screaming.
At some point when Reira was about five years old, something went wrong in during a procedure- experimental or deliberate, she wouldn't know- she was part of. She- along with an older person who explained at least that much to her in a way where she could properly remember it back then- was caught in some sort of 'backfire' and summarily lost to the Outlands.
With no way out.
Reira's flame woke quickly while wandering with her older companion in the realms- it was a dangerous place, not only physically but mentally. Things that should not have been seen with mortal eyes were around them, and everything was unknown.
But Reira and the other wouldn't be able to travel together long. Reira herself doesn't know what became of them- whether they died, or simply left. But before either of these things happened, their temporary guardian made a deal in exchange for aid from four unique faeries- sprites, really- to last for until the end of Reira's days.
Protect her with everything in their power, they were ordered. And from there, they were bound to four small bracelets that Reira would come to wear. The sprites- with their powers in Flowers, Birds, the Wind, and the Moon- were hardly powerful. But they were creative, and that was enough.
Especially in conjunction with Reira's power. Reira's flame granted her an open heart. A sensitivity to those within a large radius of her being, her very heart and body affected by the moods of others. This same power left her vulnerable to possession.
So that is what the sprites did.
And that is how Reira survived for years. Wandering the Outlands, constantly on the move for a better, safer place to stay. For a place that didn't shift so much, or attract Creatures so much. And whenever something dangerous would draw near, Reira would black out- as one of the sprites took hold and used their power to spirit them away to some other place.
Why the sprites did not react to a team from Daybreak that had come near to rescue one of their own, is unknown. More than likely they sensed that Daybreak team wasn't a 'hostile' presence despite Reira's own initial fear. What matters is that they didn't react...
So Daybreak was able to return not only with the one they were rescuing, but with a curious 'wild child' of sorts.
Throwing someone like that right into a school would be madness, of course; but Reira was looked after on Daybreak's grounds, both physically (living in the outlands doesn't lend well to a healthy diet and upbringing), and otherwise. Though she could speak, she wasn't accustomed to regular conversation. Her own emotions were stunted, having spent so long doing little more than being afraid rather than anything else.
There was a lot of damage.
...But she was able to recover quickly.
Reira as she is when she's finally enrolled officially isn't 100% there of course. It takes more time than that to recover from that sort of lasting trauma- and there will always be scars. But between when she was taken out from the outlands, and the few months after she's taken the first key steps toward finding 'herself'.
The 'human' world is nicer than the 'other' world as it is.
It is worth noting that ICly, she will have been receiving some sort of care since October, prior game start- this is partly to give time for the IC recovery she required, and also to establish a reason for her 'birthday' (it would be the day she was recovered)
AU PERSONALITY DEVIATION: Naturally, Reira's AU personality lines up with a particular chunk of her canon self- there are however, a few very key deviations taken due to the shifts in background (among other things)
A notable aspect of Reira for the AU is the fact that she has been aged up slightly- from her canon of roughly 7- to 9. In addition to this, her original background has changed significantly, altering the exact sources of her trauma. The result of this is that the triggers for that trauma are also different- and indeed, less clear over all (though the trade off is that the reactions are less strong as well).
What is perhaps more notable is that Reira draws partly from her late series iteration, rather than early canon. Reira's series starts her on the path to recovery- but it never allows her to continue it. At the very moment she is allowed to express herself enough to choose what to do, and how to help others in the series, the plot itself hits a 'hard reset' on her; in using the magic of the En Cards, Reira is reduced to infancy, a blank slate. Because of this, and because of how much more room there is for her to grow from that budding moment of self-expression, Daybreak's Reira is at a similar point. She's someone who has started to rediscover emotions beyond fear, started to discover happiness, attachment, etc etc...so her AU personality in essence is picking up from that point in her canon.
Beyond this the most obvious difference is a lack of 'security blanket' so to speak. In canon, Reira is incredibly attached to her brother Reiji, to the point that she honestly wishes someone would 'disappear' so that she can remain 'useful' to him (as at that point in time, she believes the reason she's allowed near Reiji at all is because of her use as a duelist/'soldier'). But Reira doesn't have anyone like this in the AU- the closest thing she would have had, would be the unknown 'Guardian' in her backstory...and even then, if they were to show up now it would not be so extreme an attachment at all.
More minor points; Reira is somewhat less skittish compared to early series, due to having the sprites to lean on for safety- she's more used to having something that WILL save her, and thus has little reason to truly panic in most situations. She is, however, still very quiet and hesitant to interact over all. The sprites combined with empathy made sensing out safe creatures a walk in the park. But humans are changeable, and can lie- they can radiate positive emotions and still attack from behind, making things more touchy there. (Part of Reira's offscreen recovery is being at least open enough to other people that she'll not immediately assume everyone is a threat, on that note)
RACE: Human (Candle)
SECRET SOCIETY: Recovered from the Outlands during a recovery mission from Daybreak; she wasn't the target, but they weren't going to leave a kid out there either. Due to her state from living in the Outlands (and partly out of the desire to understand her time in the Outlands as a whole), and also due to her candle ability and connections to four sprites, it was determined that she would be enrolled at Daybreak once she was deemed physically and mentally fit enough.
Daybreak staff may have been able to determine one clue to what happened to Reira however; it appears that at one point, she did have potential as a mage, or some other magically gifted person. The potential seems to have been 'drained' somehow, which might explain her flame manifesting as it did.
POWERS: Due to Reira's connection to four small sprites, all five powersets will be noted here:
- Reira's ability is an 'Open Heart', the manifestation of her Candle Flame. In essence, she is a highly sensitive empath, capable of individually pointing out the emotions of those around her within a semi-wide radius- practically like a radar. The drawback to this however is that not only does she not necessarily have a word for what those feelings are, but the more negatively potent the emotion, the more it causes her physical pain. Hatred and Malice is by far the worst, followed by anger, then fear, and lastly sadness (it should be noted that for anything to create a verbal and/or serious response, one would need to be harboring enough genuine hate to wish the planet's destruction though...so she should be fine around people, albeit a bit overstimulated in crowds).
In addition to this open sensitivity, her own body and soul are more vulnerable to other forces. Most notably, it is easier for spirits and creatures to possess her- theoretically, it would also be easier to use other mind-related magic on her as well.
Curiously, creatures from the outlands using their magic through her during possession will find it becomes more potent; it appears Reira acts as a sort of conduit or conductor.
This empathy works on anything that experiences emotion- this includes animals. It DOES NOT read minds, or allow her to determine if someone is lying however; all she can do with regard to the latter, is make assumptions based on what she thinks 'fits' (expressions failing to match the emotions, in other words).
- Flower; The Flower sprite's domain is in plant growth. Specifically though, in flowering things. The farther away from being directly a flower, the less the sprite is able to simply grow it from nothing- so a field of tulips is plenty plausible. But a tree? No. Heavily flowering bushes or vines are a little more likely. While possessing Reira, they are capable of quickly blooming flora of larger-than-typical size, speeding through its life cycle; mostly this is used to do things like scatter petals or pollen as a distraction. The flower sprite is also able to identify most plants that flower in some way...though they tend to only do so insofar as to determine if something could be harmful when touched or ingested or not.
- Bird; The Bird sprite's domain is in birds- it can communicate with them, and summon (locally) avian species for aid. Unfortunately, birds are still their own being...so many birds, while theoretically useful as defenders or scouts and the like, will only perform such acts in exchange for something of use. What are they getting out of this? Your sandwich? Is it worth it? They may act as a flock for a quick assist, but detailed tasks are a whole other matter. Outlands-based-birds are trickier in this sprite's domain. If it looks and acts like a bird, her magic will probably work. If it's something like a griffon, with a bird head, it might or might not respond. If it's only something like a feathered serpent, it won't answer at all. Notably, the Bird sprite can only call birds in the surrounding area for aid, and they travel in real-time; they cannot call upon 'summons' from the outlands. Similar to the Flower sprite however, they can identify species of bird! Again similar, they tend to only bother giving information on how dangerous it is.
- Wind; The Wind sprite allows for very minor manipulation of the air- small gusts from the hands, or even feet, as necessary- or even brief shields. While possessing Reira, they are even capable of extending her jump length, or slowing her fall...and more astoundingly, turning her into a cloud of wind entirely. These abilities are fleeting however, and require energy on Reira's part- turning into wind, especially, is something the sprite reserves for a moment of absolute necessity. Notably, the Wind sprite's presence seems to guard Reira somewhat against the cold- potentially because the air manipulated by Wind is chilled.
- Moon; The Moon sprite is by far the oddest of the four, and at first glance doesn't seem to really be capable of much at all. What's the moon going to do, sit there? The Moon sprite however can actually illuminate dark places- as well, they can cloak Reira from 'Blighted' eyes (so 'unfortunately', a heck of a lot of students and staff can get around that)...provided she isn't directly under the light of the moon. They're also in general just a lot more cuddly and more likely to sit in their unsealed (non-bracelet) state with her.
All four of the sprites can use their own abilities for themselves, but in general only use these abilities through, and for, Reira- though not necessarily at her command. Without further training, use of powers will entirely be based on their interpretation of how much danger Reira is in. (Notably in Daybreak that...won't be very often, as the school is Pretty Safe) It is possible that with practice she could come to an agreement with them in order to use and hone their skills through cooperation instead.
(As well, with practice, she could potentially come to better defend against mental manipulation and possession. Which is probably a good idea.)
The sprites are each about the size of a typical rabbit when summoned in full. They look more like Moth-Rabbits though.
HOUSING: With Maddie, please!
RP SAMPLE
Ta-daaah- Provides a handy look at her reaction difference between human, animal, and Internet too.
[DRAFT] GENERAL PERMISSIONS
Jan. 24th, 2018 01:44 pm✤ First Impressions ❖ VISUAL:
♧ Lost Carnival - Reira is her canon age-7-in the Carnival. She ages in real time. While typically quiet, she can be quick to interact with others-but slow to smile. She's currently 3'8''. ♧ Arimoi - Arimori-AU's Reira is almost nine years old, and is a 'Celestial'; standing at 4'9'', she has scales resembling Zarc's across much of her body, and a pair of golden eyes beneath her own. A flaming halo floats above her head, and she has both Zarc's wings, and his tail, long and whip-like. Feathers sprout at the base and along her back, while flower-petal scales 'bloom' from her neck and across her shoulders. Her feet can grasp as a dragon's would. She's not shy per say, but like her Carnival self, slow to smile. ❖ FASHION:
♧ Lost Carnival - Reira is slowly being introduced to the idea of fashion here; while most typically wearing some variation of a striped sweater, she also has a wool sweater, and a summer dress. This point will change depending on current threads within the game. ♧ Arimoi - Due to her various spikes, scales, and other growths, Reira prefers simple outfits; typically button-on skirts and halter tops, or backless dresses. These fasten in such a way that they go under the tail, and she has a specific set of shorts for beneath these to help while flying. ❖ DEMEANOUR:
♧ Lost Carnival - Farther 'behind' than the others, Reira feels strongly-when she feels. She is often considered to be shy, preferring to watch and listen; when she speaks however, it is bluntly-and despite a lack of experience with emotion, her eyes and face are quick to give her away. She and her Ryslig counterpart tend not to move their hands much while speaking, however. ♧ Arimoi - Due to the added factor of Zarc within her mind, Reira often seems to be in two conversations at once. Her experiences in Arimoi have made her more independent-she is quick to lose interest if something doesn't concern her somehow, and where the others will try to humor someone, this one will typically teleport away or change the subject. She is less emotive than the other two-even Carnival's version-but when a feeling strikes it strikes with purity, and if anything becomes difficult to separate from the situation. In other words, she can become excited over one thing-and then persistently seem excited regardless of the topic for the next number of minutes. ❖ SOUND:
♧ Lost Carnival - A quiet voice defines Reira-not quite a whisper, but subdued somehow, to the point it seems mousey. Even when shouting, or alarmed, there is an undertone of a 'whispering' sensation. When speaking Russian, her voice becomes notably Robotic, and Flat. ♧ Arimoi - There is a strange level of confidence to her tone here; as if she were commanding someone, despite not doing so in the slightest. Reira's voice is in general strong, but when more negative or nervous emotions strike, it waves immensely. ❖ SCENT:
♧ Lost Carnival - Various animals; typically the smell of cleaned feathers and hay. ♧ Arimoi - Smells most strongly of fresh flowers, with an added touch of cut grass...and brimstone. ❖ MENTAL INFORMATION:
♧ Lost Carnival - No defenses once again, with serious traumas; see Permissions ♧ Arimoi - Reira is not alone in her mind-those who attempt to pry into her thoughts will find Zarc waiting, and he is a possessive, angry, and Bitter spirit. Spells based in simple control will struggle, but illusions will be more successful. ❖ MAGICAL INFORMATION:
♧ Lost Carnival - The four Natural Energy cards utilized to seal Zarc are now fused with her being; this leaves a magical affinity to Flowers, Birds, Wind, and the Moon upon her being, which could potentially register to others. Reira has a reference page of magic, alongside her typical page. As well, she is a natural Empath-information on this ability, as well as specific ability linked permissions, are also on her reference page. ♧ Arimoi - As a Celestial, Reira is an inherently magical being, akin to an angel, or a demon; her magic is specifically neutral, but in particular seems to draw from Flowers, Birds, the Winds, and the Moon. Having practiced blood magic for a time however, a more visceral seeming sense could come off this magic of hers. In general, her spells are rigid-they require unique casting mechanisms, which follow rules. As well, she has a True Name; Kaachoufuugetsu-which when called, binds her to the command of the caller. ✤ OOC ❖ BACKTAGGING: All muses are fine for backtags! Go wild. If you haven't received a tag after about a week, it may be best to send a message; I may have lost the notif, which means I haven't realized it's my turn. ❖ FOURTHWALLING:
♧ Lost Carnival - Likewise, the matter of separate series and similar is to be considered a Separate Worlds matter, and the 'Yugioh Card Game' is strictly Duel Monsters Only. ♧ Arimoi - This one is for a YuGiOh Dressing Room, so...Case by Case basis??? ❖ PHYSICAL AFFECTION: As all three are young children, Hugs and hand-holds are the limit, as well as chaste kisses (IE; kissing the hand, or the forehead). So you can cuddle the kids the way it would be appropriate in real-life, in other words. ❖ PHYSICAL VIOLENCE:
♧ Lost Carnival - Unlike her monster counterparts, Reira in the Lost Carnival lacks most methods of defending herself. While violence in her direction is something I will allow, this is very much a situation where contact and plotting is necessary, even for minor acts of violence. ♧ Arimoi - Aside from her magic, this form of Reira is capable of teleporting, and in general, Stronger than she looks. Much like with Ryslig, extreme measures of violence and combat should be plotted ahead of time, and other players should be advised that the very attempt will be met with returned force from Reira herself. ❖ RELATIONSHIPS: Reira-no matter the game-is a young child. Please take care to only bring up the idea of relationship CR if your own muse is within a similar age group (6-10 for Lost Carnival, 8-12 for Ryslig and Arimoi); additionally, the definition of 'relationship' in this sense is restricted to age-appropriate/believable behaviors ie: hand holding, enjoying movies together, play dates, etc. ❖ TRIGGERS:
♧ Lost Carnival - Being relatively fresh from Canon, Reira still suffers mild PTSD; while canon has her mostly break from this, a more subtle form still exists as something she fights with. Specifically, the sensation of intense negative emotions brings associated situations to mind. The result is psychosomatic pain, and her own increased stress-while it is being curbed with more exposure and freedom, she still tends to flinch or imagine such pains when standing next to particularly enraged people. ♧ Arimoi - Due to the events of the Arimoi-based backstory, Reira has the tendency toward minor hemophobic response. Too much blood creates a doubled sensation of temptation (as Celestials obtained blood magic through offerings of flesh and blood), and fear (since naturally, Reira was not for that, and regretted what happened after she was Hooked on it). While she typically teleports from the scene, if forced to remain in the same room, she will do one of two things; enter frenzy to drink, or simply go catatonic until Zarc takes the helm for a time. ✤ Permissions ❖ BACKGROUND MATTERS: No matter the game, Reira's canon history is one which is rife with upsetting, and concerning topics. Specifically, these topics are the following:
♧ Neglect/Poverty - Having grown up seemingly alone outside soldiers who would give orders, Reira (most particularly Lost Carnival's counterpart) displays the signs and actions of someone who grew in poverty, and in situations of neglect. There are numerous matters which she is inexperienced in for her age, and simple topics such as clothes as a matter of interest, or even 'favorites' of something, are often lost on her. ♧ Child Abuse & 'Experimentation' - Aside from the obvious treatment by soldiers, Reira's adoptive mother perpetuated things by way of dehumanized reference (Reira is referred to by her as a puppet, and as someone 'without a soul') and name (Reira means 'Empty Scrap'). More importantly, she used a device to literally program knowledge of the Duel Monster's game directly into her mind; Reira refers to this as 'the chair'. In light of the above, for Lost Carnival in particular, measures have been taken in order to easily move the topic away from subjects that could become uncomfortable, with regular warnings posted in subject lines in the event that topics are allowed to 'move ahead'. (Specifically, this measure is the small sparrow Reira carries with her at all times; it acts as a convenient distraction) I will additionally contact a player when a topic risks moving in such directions, to give proper heads up (Unless, of course, a Full Go-Ahead is noted through the form below). Below, is a form one can fill out with regard to the above details-notably, while Ryslig!Reira has her own Game HMD, it would be preferred if permissions replies for all games were here to keep things organized. |
Lost Carnival - IC Info
Aug. 3rd, 2017 12:06 pm
JOINED: Summerlands (Post-Portland)
TRAILER: #34 (Shared w. Eruka)
POINTS: 26
⇨ CHANGES
✧COMMON CHANGE: Violet Feathers along arms, Slightly Elongated Fingers/no fingernails. (During Space Olympics, side effect of Magic Practice) Compounded with limb elongation & added bulk in Eden, creating the illusion of odd wings- do not actually function as wings.
✧COMMON CHANGE: Vampire Bat Teeth (Obtained in Eden)
✧COMMON CHANGE: Nictating Membrane, akin to a bird's. (Heartstone Manor)
✧COMMON CHANGE: Small Gemstone Patches; 1 set representing the Four Dragons on her Left Arm, another on her Right Arm representing the En Card Bracelets (Begin in Heartstone Manor, Complete as of Wismuth)
✩UNCOMMON CHANGE: Functioning Fuchsia Axolotyl Gills (Space Olympics)
✩UNCOMMON CHANGE: Trails 'Dust' from her hair and tears. (Greysol)
✩UNCOMMON CHANGE: Large 'flower'-like appendages akin to antennae, hanging off the back/top of her head. (Wismuth)
✩UNCOMMON CHANGE: Basalt & Olivine based Moonrock covering much of the skin; includes a set of Olivine Crystal Rosettes at the left of her head, above the ear. (Heartstone Manor; Result of the Prince's Claim)
✵RARE CHANGE: NONE
⇨ CONTRACTS
1ST CONTRACT: Zarc's soul and existence spared, and given a new chance to reincarnate.
⇨ OTHER
FOR INVENTORY & SPELL NOTES, CLICK HERE
⇨ OOC INFO
PLAYER: Usagi
CONTACT:
Reira has what amounts to Typical Empathy; while it's a basic ability, it's still one that warrants some fair warning, so this post exists for those who wish to opt out (or in!) from it.
The ability works along the following points:
* Provided something is nearby (as in, speaking range), Reira can naturally pick up on the feelings of that something; while things as alien as plants, or similar, might as well just be Objects In Space, this means a nearby animal or person would be naturally 'readable'.
* While Reira is able to identify the emotions around her, she does not experience them herself-if asked to describe what she does feel, she'll actually be fairly stuck on how to explain it, as it's more along the lines of intuition-if someone was mad beside her, she wouldn't experience that anger-she would just realize they were angry themselves.
* In part due to this, and also due to her own struggle to re-learn how her own emotions function as it is, Reira cannot always describe the most of the exact feelings people experience. It's easy with simpler cases, such as animals; their emotions are typically not very complicated. With people however, it means that she not only needs to come up with her own words for what she's faced with, but she may even be wrong to an extent; describing a feeling as the closest thing she recognizes (Anxiety as 'a little scared' for example).
* Naturally, another's emotions do not cause her direct pain either; rather, any flinching motions or expressions of pain are likely to be from either shock (a sudden change of someone's emotions) or her own fear and stress (psychosomatic, in other words; Reira is a victim of war, and still carries a degree of residual trauma relating to this.) Thanks to her personal efforts, she has dulled this response down to the sort of flinching typically associated with loud noises.
That in mind, if you have specific points you feel will be worth noting when interacting with this ability, just fill the form below and leave a comment! (Additionally, if you would prefer certain aspects of her trauma not come up in future threads, feel free to leave a note for that!)
Lost Carnival - IC Inbox
Aug. 3rd, 2017 12:00 pm
DESCRIPTION: Sometimes Reira takes a minute to answer, since she sometimes knocks the volume dial too far, and anyone shouting through it hurts her ears.
DESCRIPTION: It's a rather simple mailbox that was already built into the trailer. Reira checks it every day! (since you're supposed to, apparently)
Lost Carnival App
Jun. 18th, 2017 02:00 pmPLAYER↴ Name: Usagi Contact: Other Characters: Carly, Gongenzaka both of whom deeeefinitely make plenty of AC. CHARACTER↴ Character Name: Reira Akaba Age: 7 Species: Human Canon: Yu-Gi-Oh! ARC-V Canon Point: Ep. 141, when she's...Somewhere in the void. Character Info: SO. Both wikis have proven themselves inadequate here. One is a horrible chaotic mess of fanon and dub-info that misses a number of key chunks. The other is just illegible (And STILL misses key chunks). I don't want to link that. You don't want to read that. So here's the Better history (and handily split into arcs just like any wiki would) Past Reira was born in an unknown country that according to Himika Akaba had been ravaged by war for decades of time. While it's unknown what happened to her family, it's presumed they died-a theory that's only helped by the fact that when she was taken by the soldiers in the area as a child, she was alone in a ruined house, with an equally ruined stuffed bear. For an unknown amount of time-presumably at least a year-Reira was forced to assist the soldiers with various tasks, and the trauma forced her to detach herself from all emotion in order to protect herself. As a side effect, she became able to obey nearly any order with absolute skill and zero hesitation-something that attracted Himika to her. Himika would adopt Reira in order to use her as a weapon, intending to take advantage of the child's 'emptiness'. She would use a device to literally program dueling skill and technique into Reira, and it is following this that she was presented to Reiji as the 'ultimate weapon' against Academia. (Reiji was kinda disturbed by this, go figure) From this point on, though interactions were clearly awkward, it's implied that Reiji made an effort to show some form of approval toward her-something that started to elicit emotional response in turn. Maiami Championship Arc Reira was briefly seen attending the opening ceremonies of the tournament, holding her bear for comfort. She would later be more formally introduced as LDS' only participant in the Junior League of the tournament, facing Ayu Ayukawa. Initially afraid to duel at all, she would catch her mother's stare from the windows above, immediately locking into a robotic state and beginning her match. She would then duel within that state until drawing a card gifted to her from Reiji; upon realizing that he was watching, Reira grew more dedicated to the duel, and shortly after defeated Ayu using fusion summons. Reiji later praised her for the match, and in response to him placing his hand on her head, she became visibly at ease. Reira continued to rise through the tournament, defeating Futoshi using Synchro Summoning. She also witnessed various parts of the Junior Youth Tournament that Yuuya participated in while standing at Reiji's side, growing incredibly nervous during Shun and Sora's match in particular; a match that Reiji told her to watch close, as the duelists involved were from opposing sides of the already waging dimensional war. Reira would later be seen alongside her mother, while the Junior Youth Battle Royale was being conducted. The two encountered Shuzo Hiragi and the three children (Ayu, Futoshi, and Tatsuya) attempting to leave the stadium; after warning them that doing so during the Battle Royale would be dangerous due to the Solid Vision Holograms currently coating the surrounding area, Himika would observe that Tatsuya's final match would be coming up-a match against Reira. Her hand would clutch Reira's shoulder in this moment, causing the girl great distress-something the others noted and grew uncomfortable about. Following this, Reira would experience her final match within the Junior Championship, dueling Tatsuya and defeating him using Xyz summons. Tatsuya would congratulate her, and from there remark that her ability to utilize multiple summon techniques within her deck was a skill comparable to Reiji himself. She would smile in return, and thank him, before returning to reunite with Himika. Himika would prepare for them to meet with Reiji-however, instead they would find that Reiji had gone outside to conduct a duel with Yuuya, leaving the pair to watch. Synchro Dimension Arrival A few days after the tournament finish, Reiji would take the finalists of the Junior Youth tournament together in order to form the Lancers. He would introduce Reira as their final member, causing many of the members (whose ages ranged from 14 to 16 including Reiji himself) to express concern; not only that a child would be coming to fight in a war, but that she would become a hindrance. Though Reira briefly moved to leave, her brother would insist that her presence was absolutely vital, before going on to explain that they were travelling to the Synchro Dimension first instead of the XYZ dimension-the goal being to gather allies before conducting battle. Using the combination of a constructed addition to their duel disks and the card 'Dimension Mover', the Lancers thus traveled from the Standard Dimension they were from, to the Synchro Dimension; however, they would be separated into groups. Reira herself would appear with Yuuya, Shingo, and Serena, and the group would quickly find themselves surrounded by law enforcement officers known as 'Security'. The Security officers mistook Yuuya and Serena for Yuugo and Yuzu respectively-their appearance would frighten Reira into flight, but as the girl tried to run away, their path would be barred by Solid Vision 'Gate Blockers' (effectively Walls). With no choice but to duel, Yuuya would take Reira's hand and carry her along as he faced Security, attempting to comfort her. Reira would remain terrified however, fearfully asking where her brother was, and only watching as Yuuya seemed to lose. Before they could be arrested, various D-Wheels would drive in; Crow Hogan and his allies distracting Security and taking all of the present lancers on their bikes until they could drive to safety. The group would be left at Crow's home, and Crow invited them in for the time being, introducing them to the three children that he had adopted. Despite the children's attempts to socialize with Reira however, she would hold her bear and remain silent, keeping to herself and wishing for her brother. When Shingo and Serena chose to leave and search for him, she tried to join, but was held back by Yuuya-thus returning to sitting at the side in upset. The next morning, Crow's friend Shinji would drop in to bring some supplies and treats for the children. Crow would ask Reira if she wanted to join the other children in snacking on the sweets-Reira however, hesitant and confused, would ask if it was an 'order'. While initially confused, Crow was able to quickly play along, telling her that it was; she could only eat candy if she washed her hands! She thus did so immediately, and began to eat. Unfortunately, the potentially brightening mood would be soured as Yuuya and Crow entered an argument over which was more important in life; 'smiles' (entertainment, rather) or 'food'; as the two dragged Reira's opinion into things, they eventually began to duel over it, their arguing making Reira more and more uncomfortable as it went. The duel was such that it would cause Crow and the others to miss Security coming near to their location-the officers closed in, and moved to arrest all present over the age of 12. In this moment however, Tsukikage-one of the lancers, and a ninja hired by Reiji specifically-would successfully slip in and pull Reira to safety, bringing her to her brother. Friendship Cup After being reunited with her brother, Reira, Reiji, and Tsukikage would confront the Council of the 'City', the Synchro Dimension's seeming capital. Reira listened as her brother explained their purpose there, as well as the threat of the dimensional war. The Council would create a deal with Reiji, while also moving to take custody of the remaining lancers from Security Prison (a facility under Jean Michel Roger's jurisdiction, and not the Council, it should be noted). All of the former prisoners were to participate in the Riding Duel Tournament known as the Friendship Cup. Reiji would request that Reira also participate in the tournament, and as such, would spend much of her time in the City locked within her own room. The only exception was the time spent watching other matches-during these events, Reira would stand alongside her brother, anxious. When it came time for Reira to duel however, she would grow scared-her opponent would be none other than Shinji. As Tsukikage and Reiji appeared to guide her to her match, she would instead flee, running into Yuuya's room not long after it had been unlocked through the bribed actions of a staff member. Reira would cling desperately to Yuuya, her head buried against him while Yuuya demanded Reiji explain what was going on. Yuuya would further demand to know why Reiji felt it so necessary to bring Reira there-only receiving the answer that she was vitally important, before Reiji asked Reira why she ran. Demanding that Reira be the one to speak, she would manage to admit that she didn't want to duel Shinji, as he had given her candy-Reiji therefore came to the conclusion that she didn't wish to turn her hand against someone who had been kind to her, and requested that Tsukikage duel in her stead. Reiji began to leave the room at this point, causing a near panic attack as Reira feared she made him angry. She rushed out to rejoin him, crying his name and begging forgiveness, insisting that she would follow any order he gave from then on. Reiji however would quickly calm her, placing a hand on her head and stating that he was glad to hear her refuse the order-as it was a sign that she was developing a sense of her own self. He then offered her his hand, and the two walked back to the council room together. Despite this, Reira grew fearful that Tsukikage would 'replace' her in importance, not completely understanding the source of Reiji's care toward her. Watching over Tsukikage's duel with Shinji, she prayed desperately for Tsukikage to lose, becoming relieved when he did so...and then quickly become fearful again when Reiji announced to the council that Tsukikage being brought to the Underground Trash Facility as all losers of the tournament were was 'just as planned'. Following the last duel of the evening, Reira and Reiji would be invited to dinner with the Council, as well as Jack Atlas, the current champion. Jack would remark that he had looked forward to seeing Reira duel, noting that he saw himself in her eyes. He told her of how he had pulled himself up from the ground to the top in the past, telling her that if she had a goal to accomplish, she 'Must not falter!' Reira would take these words to heart, and more importantly, realize how horribly she had acted (even if only in thought) toward Tsukikage. When she and Reiji met him later on the balcony to speak with him and receive update on the status of the lancers currently imprisoned in the trash facility, she would therefore apologize to him, before announcing that she desired to stand and fight against Academia and fight with the Lancers. Since, however, she was 'too late' to do so in the tournament (as she put it), she asked Tsukikage to do one thing before returning to his post; specifically, she requested that he pass on a letter from her to him, where she took Jack's words and explained to Yuuya the reason why Jack had insulted Yuuya's dueling as he had. Telling Yuuya that he needed to fight from the heart and for what he personally desired, her letter would inspire Yuuya as well to fight on. Friendship Cup Final Rounds Following the last duels of the first round, Security officers sent by Roger attempted to lock down the Council and attending (Reiji and Reira, in other words), holding them hostage in a strategy that Roger referred to as 'King's Gambit'. They watched most of the Second Round duels together in this state, until the match between Serena and Yuugo-at which point Reiji abruptly challenged all of the guards present to a duel, ordering Reira to use the distraction as a way to escape and find Serena-she needed to get Serena to safety before she was brought underground. When Reira arrived at the lift where Serena was being taken, Security had already arrived to take her as well. They knocked the men from the Trash Facility out, and dosed Serena with a nerve gas, intending to take her to Roger. Reira, in that moment, would challenge the three Security officers to duel-and in one move, defeat all three of them before rushing to get Serena to safety. Serena and Reira were quickly joined by Tsukikage, who would help them escape easier by carrying Serena himself. They ran throughout the city as the next duel began, and observed Serena's bracelet reacting to Yuuya's 'berserk' state (a state of being caused by Zarc's presence within the boy). They moved through the sewers from here, attempting to avoid presence of not only Security, but also of Academia-as their forces were now also arriving in Synchro. Despite being steadily exhausted by the constant running, when Obelisk Force duelists managed to corner the three, Reira insisted that Tsukikage go on ahead alone; she defeated the duelists with yet another OTK to assure him it would be fine, and the ninja took off to gather Yuzu (who was currently on the run with Sora). In the meantime, trios of duelists continuously replaced each other, and Reira grew more and more fatigued. As the stress began to build, she began to experience a PTSD episode, viewing the approaching duelists as the soldiers marching across the roads, causing her to freeze and falter in fear. Yuuya however arrived just at this moment, facing the duelists and holding Reira close to calm her down. The victory was short-lived however; another team of duelists, led by Barrett, arrived-and though Reira attempted to face the Obelisk Force again while Yuuya was forced into a single-duelist match with Barrett, she was still overwhelmed by the PTSD. At this point, Sora arrived instead-but though he defeated them in turn, Yuuri-Yuuya's counterpart from Academia and the Fusion dimension-would come in with still more duelists. Pinning Sora with a Solid Vision monster, he would be stopped only by the arrival of Yuugo-the counterpart from Synchro-and after hearing Yuugo had defeated Serena earlier in a match, challenge him. During the duels that were in progress, all four dimensional dragons would be summoned. Reira, reacting to the rage of Zarc brought forward through these dragons, would begin to scream and experience significant pain, particularly as the dimensions themselves began to react to the boy's 'berserk' states. Before any of them could begin to re-merge, Yuzu would finally arrive, her bracelet teleporting Yuuri and Yuugo out of the dimension. The Obelisk Force present would attempt to capture the girls at this time, only to be stopped by Tsukikage (who of course, had brought Yuzu in the first place) and forced to flee. Sergey would follow in on the chaos, joining in on Yuuya and Barrett's duel in order to claim Yuzu first-but while he defeated Barrett, the Academia soldier was still able to use his duel disk to teleport himself and Serena back to Academia. While Sora intended to chase after, Reira clung to him before she could be left entirely alone, and pleaded him not to leave. From here, Sergey would defeat Yuuya, and spirit Yuzu away to Jean Michel's headquarters. Following the severe loss, the group would take a few moments to recover, Reira holding Sora as she attempted to calm herself down. Shingo, Gongenzaka, and Tokumatsu would arrive-with Shingo immediately telling Sora to get away from the girl (Sora, as far as most were aware, was an Academia soldier), before Yuuya explained the events of the last number of hours. Easing Sora from Reira, it would be decided that Sora and Tsukikage would chase after Sergey to re-capture Yuzu. Yuuya attempted to join, but was briefly held back when Reira asked him to stay with her. Despite this, she was entrusted to Shingo and Tokumatsu, while Gongenzaka and Yuuya chased after the others. While attempting to return to Reiji, Reira, Tokumatsu, and Shingo, would encounter difficulties in the form of the Commons Riots. The people of 'Commons' were being led by Shinji to rebel against the upperclass alongside the people locked in the Trash Facility, and the violence of the riots triggered a stronger PTSD response within Reira; she began to mutter about how she would destroy all of those before her, before breaking free of the others to rush toward the crowd. Before she made it, Shun would come in and snatch Reira from the ground, holding her close until she calmed down as he told her 'this is not your fight'-the same words he had insisted upon when he argued against bringing Reira into the Lancers to begin with. Before relief could sink in, Security would come to corner the group, prompting them to duel their way out. Shun would handle them easily, before using his Raid Raptors monsters to fly them out of the chaos. On the way to the stadium (where rioters could not enter), they would pick up Yuuya, Gongenzaka, as well as the other children, before landing inside the grounds. Reira would hug Reiji close once they finally reunited, and from there join in the fray to deal with remaining Security officers there. While she initially began to hyperventilate again, she would overcome the PTSD attack, defeating the duelists before her and smiling back to the Lancers (and Reiji) watching. Yuuya would challenge Jack in this time, so Reira watched alongside the other Lancers as Jack and Yuuya dueled. As the Commons Riots began to heat up again, she and the lancers moved to split up between matters, with Reira and Reiji personally heading for Jean Michel's location after Sora managed to bring an announcement that despite successfully freeing Yuzu, Jean-Michel had managed to overtake them and kidnap her personally. They regrouped with Tsukikage and Sora, moving on with the former to chase after Jean-Michel. As the man lured them into a room, Reiji would realize it was a trap, pushing Reira out of the room as the doors closed. Tsukikage would reassure her from here, and shortly after they would force the door open with Sora's help by rewiring the key panel. They entered, joined by the other Lancers and protagonists to watch Reiji lock Jean-Michel into an impossible duel, only for the man to retreat and try another tactic...Opening a faulty wormhole. Though Reira would nearly be sucked in alongside most of the Lancers, Reiji and Sora managed to keep her from flying off, while Crow, Tsukikage, and Jack also avoided being sucked inside. The portal would destabilize and collapse, leaving them alone in Synchro. The Raid of Academia For a short time, Reira and the remaining lancers within the city would attempt to help in the efforts to rebuild the city. Shinji and Tokumatsu however would insist that they, along with Crow and Jack, go to face Academia as they had intended. They thus traveled there before splitting up somewhat, with all but Jack procuring a speedboat and making their way from the mainland in the Fusion Dimension to Academia's island location. They would catch up to Captain Solo's ship just as Yuuya was thrown overboard, with Crow rescuing him from the waters as Reira called out to the boy. She would watch as Sora joined into the duel to help Yuuya win, and following the duel, notice Tsukikage holding some sort of screw-asking where it came from and later realizing it was a key part of the steering mechanism for Solo's ship, the boat now careening out of control and unable to follow after them. After Reiji explained to the others what they had missed in Synchro, Reira would insist that they now needed to make their way into Academia. She would listen in shock as Reiji explained that he had attempted to come here three years prior, managing to find scraps of information toward what his father-the leader of Academia and known as 'the Professor' Leo-was planning. Once ashore, they would climb the sheer cliff leading into Academia's grounds, before being surrounded by Academia students. The group would split off in order to allow Reiji to move forward, with Sora and Reira going with him as the rest remained to fight the students. Along the way to Leo's main location, the three would encounter Yuushou-Yuuya's father-and Asuka. In the same moment however, Yuuri would arrive, threatening to face all of them. Recognizing the threat he posed, Sora would activate a mechanism within the building's halls; shutting off the section they were in, and throwing Reira past the barrier with the others so that Asuka could safely duel Yuuri and stall for time. The siblings and Yusho would then encounter a set of students ordered to take them directly to Leo, and follow without complaint. The very presence of Leo would begin to cause anxiety for Reira, but Reiji would calm her down even as the man explained about the truth behind his 'Arc Area Project'. He explained how there had been a time 14 years prior where the four dimensions were a single one, and how he had created solid vision in that dimension. Unbeknownst to him, this allowed the spirits of the duel monsters to manifest within the holograms themselves, and those sensitive to them such as Zarc would begin to be able to communicate with the monsters. Leo would continue to explain how Zarc, a rising duelist at the time, would be be pressured into increasingly violent duels after an accident where he injured his opponent with a monster attack. Zarc would grow insane under the pressure, convincing himself that the anger his monsters experienced was a desire to fight more as well-and using the power of his 'Astrograph Magician' fused with the four dragons personally, destroying everything around them. As Leo told this story, the duels happening around the island would bring forward the four dragons themselves, and the growing rage would begin to trigger Reira's fear again, only intensifying as it combined with Leo's hate. Yuuya however would manage to make it to Leo's chambers, bringing some relief to the situation until Leo continued to explain the events of the Original Dimension. Having felt responsible for what occurred, Leo would construct four cards from the natural energies of the world-Wind, Birds, Flowers, and the Moon-before he could use these cards to stop Zarc however, his daughter Ray would steal them and face him herself. In defeating Zarc with the powers of the four cards, both Ray and Zarc would divide into four themselves, and the dimension alongside it. Reira listened as Leo explained how he had initially forgotten his life in the original dimension but recovered memories over time, coming to Academia and finding Serena there before determining that he could revive Ray if he found the girl's remaining counterparts. Leo would reveal the device he created for this purpose, powered by the life energy of those he sealed into cards, a sight that caused Reira's condition to worsen. He would explain that using the device he would merge the four girls back into Ray and bring the dimensions together into one-refusing to allow this, Reiji and Yuuya would challenge Leo to a duel, but as Leo pressured the pair, Zarc would begin to rise up within Yuuya. The immense anger and hate surrounding them would finally become too much as Yuuya entered his berserk state, and Reira would pass out, being cared for by Yusho for a short time. Yusho however would quickly terminate the duel and force it to end without result, pinning Yuuya to a pillar to keep the possessed boy from hurting anyone and passing Reira to Reiji in order to run in search of Yuuri (more specifically 'to Stop Zarc', as Yuuri and Yuugo were the remaining counterparts in play). While in her slumber, the girls would disappear into 'ARC-V' (The Fifth Dimension within the device), beginning the process of becoming Ray again. Ray's spirit would come in contact with Reira, and upon waking, Reira would be able to hear and speak to the spirit. She told Reiji that Ray wished to be revived so that she could stop Zarc, whose own return was now inevitable. Reiji countered her on this, asking if Reira desired for everyone-especially the girls-to disappear. While unable to offer a stronger defense than Reiji obtaining his 'real sister', she challenged Reiji to a duel, determining that she was therefore the only one acting in Ray's own interests now. Though she held her ground impressively, Reiji managed to come out on top. He would, however, acknowledge and show respect for the girl's will, holding little against her. Before they could choose an action to take from this, the wall beside them would be broken down as Yuuri and Yuusho arrived, their duel taking them back to the others. Yuuri would defeat Yuusho and turn him into a card before Yuuya's eyes, and though Yuusho's dueling briefly brought Yuuya to his senses, the seeming death of his father would turn him over again. (During this time, as Yuuya spoke to himself, Reira would learn that Yuuya had already absorbed Yuuto some time ago-Yuuri, on that note, had by this point absorbed Yuugo). The rage would cause Yuuya to break free from his binds, and the shockwave would knock Reira to the ground, before they watched as Yuuya and Yuuri dueled. Though Reira worried about the incoming revival of Zarc, Reiji insisted that Yuuya would overcome it, and encouraged Yuuya to win as the boy regained himself. Part way through the duel, Reira would become unable to hear Ray-as Leo isolated the room within a dome of energy, to become separate from the growing 'Arc-V' dimension that was now covering Academia and pulling other portions from the dimensions into it. She, Reiji, and the arriving Sora and Edo, thus tried to join in the duel and help Yuuya, only to be prevented by Yuuri himself. They thus watched as Yuuya struggled on alone, doing their best to encourage him to win without giving into the control of Zarc. The Battle Against Zarc It would be for naught however, as the very act of 'pressuring' him to win forced him to spill over in his moment of victory. Yuuya would absorb Yuuri and therefore Yuugo, and Zarc would become whole. Zarc would bring forward Astrograph Magician again and fuse with the dragons, reviving the 'Supreme King Dragon Zarc' into the world. As the resulting destruction and slowly fusing dimensions broke the isolation dome, Reira would hear Ray again, and hurriedly tell Reiji that they needed to go back inside where Leo was. The two ran through the warping Academia, witnessing ghostly apparitions of humans from the other dimensions as the integration became stronger. While searching for her however, Reira would be told by Ray that Leo was now trying to use the recovered energy cards to fight Zarc himself-he was heading for the battle field now, and did not intend to let Ray fight Zarc again. Reira hurriedly begged Reiji to thus go after him, and save Leo's life, claiming that he would never be happy again if he allowed Leo to sacrifice himself. Reiji agreed, and told Reira to stay where she was while he left to return to the location of Zarc. While Reira would intially try to follow him instead, Ray would urge her onward, guiding the girl to her location at the core of the dimension creating device; she would meet with Ray's spirit there, only to hear that Ray still did not have a body, and would not have one in time to face Zarc. Reira would offer to carry Ray's spirit within her body then, so that they could fight Zarc together. Taking Ray within herself, she would run toward the battle field again. Tsukikage would appear along the way, helping her up and carrying her to the duel with greater haste. Arriving at the battlefield, Tsukikage would move to help Reiji and Leo avoid certain death from Zarc's crushing blows, while Reira would arrive and cast aside her sweater and hat, allowing Ray to speak and declare her presence. They would recover Leo's energy cards using the effect of their own magic card, and bring them forward to activate against Zarc one by one-reducing his lifepoints and casting away the many dragons and bonuses he had gathered by facing all of the other duelists present. In doing so, Yuuya was able to revive from within Zarc, and fight back for control. From within Ray, Yuzu would also call out for him, helping him to finally gain enough control over his actions to turn the duel more in Reira and Ray's favor. They were at last able to defeat him, reducing Zarc's lifepoints to zero and allowing the magic of the Natural Energy Cards to take effect. As a result however, history threatened to repeat itself; Zarc attempted to split Yuuya and the counterparts back into four, an act that would not only break apart the slowly merging dimensions, but leave most of them without memory of what occurred and risk history repeating itself (particularly since Zarc's power was inherently connected to the four boys and their dragons). Reira therefore cast Ray out from her body and forced Zarc's spirit into herself instead, hastening the effects of the Natural Energy cards. She prevented the dimensions from completely dividing (Though as they had been during Zarc's battle, they were still primarily separate), and additionally succeeded in keeping Zarc away from both the counterparts and the dragons he drew power from, reincarnating as a single infant to keep Yuuya from suffering the same fate once again. Reira is taken from the 'in between' moments of this; the void of time that exists between when she was reincarnated and when reality was forced to sort itself out from her actions. Personality: Reira's personality is one that is, in a sense far distant to what it would typically entail with a child, one that is still 'developing'-it's a matter that forms a core part of her character arc in her entire series; we see her move from a traumatized, near mute state to gradually experiencing first negative emotions (chief of which is jealousy) and then finally those closer to her 'final state' (remorse, understanding, etc). If anything, she actually comes to better read people than most of the remaining cast! ...Though she has a bit of an advantage to that. From the start of the series, Reira is defined by being quiet, and being afraid. She is a child who has been raised in absolute peril and only recently removed from it-someone whose existence has been defined by her literal usefulness, to the point where she initially feels her only connection to her new brother is because of such usefulness. In understanding that this is not the case-that feelings such as love, and joy, forge such bonds, she in turn becomes someone who is capable of such feelings toward even the most abhorrent of people. She becomes capable of forgiving even her adopted father, who created the entire war of dimensions within the series and razed entire dimensions to ashes, even pleading for her brother to forgive the man-as he would "never be happy" if he severed that tie. There is a great emphasis on Reira through her development, to create her own sense of self-and that sense of self becomes someone thoroughly self-less, and kind. Too kind, as in addition to being the only one to take Ray's urgent cries to heart, she finds a way to spare Ray-and in a sense, Zarc himself-from the catastrophic consequences of re-dividing the dimensions, despite knowing that her own life would no doubt be somehow forfeit. It takes considerable confidence-but more accurately for Reira, a considerable amount of courage. She is still a quiet child, but she is more openly able to assert her own beliefs by this end to the series. While she is still easily frightened by various things, she has forced her way through her own PTSD episodes on a number of occasions by this point, and even gathers the strength to face her own brother-the same brother whose absolute ideals she fearfully obeyed-in a duel of conflicting beliefs. Reira doesn't enjoy fighting-she enjoys dueling but not fighting, as noted by not only her pleas for Reiji to forgive his father, but in how desperately she pursues Ray to stop Zarc in peace. The duel she conducts spares all but herself-she would far rather see those who tried to make her happy and show her kindness experience the same, than watch them suffer the misery she grew up with. She is intelligent enough to realize the likely consequences as well; more than intelligent, even if through the ending arc in particular she catches herself in her own desires-saying one thing and then another in a vain attempt to just make someone agree, for example. But it is expected. She is, after all, kind of still a little kid. An astonishingly understanding and observant one, mind-she alone parses Jack's cryptic words into a message that the protagonist can finally understand, and there's the entire 'Ray' mess to throw on top of things-but a kid all the same. One filled with...a little too much love, now that she's opened her heart to it. As an aside note, it's worth mentioning that the above is all from interactions with immediate cast-members. When it comes to the world at large, and even strangers, we know relatively little about how she, at this time, deals with it; as it is, Reira is assuredly quite direct. Even with the above, she tends to take a goal and head for it at full tilt. Not in a literal guns blazing manner perhaps, but enough that she tends to go straight for the most logically obvious option to her. Growing up as she did, there are many, MANY things that are unfamiliar to her-when she's first offered candy, she thinks it's an order in fact; so there is an almost mechanical curiosity about many things around her. Laughter, singing, these are things she knows exists, but she can't quite place 'when' or 'why' they're appropriate, for example. While she's definitely more approachable as a whole, she flat out doesn't understand the things that most children her age grew up with. (She will however, more openly try to, though.) Abilities: Empathy - As revealed far late into the series, Reira is a strong empath, naturally feeling intense emotions within the air. It's to the point that the volume of rage and hate exuded by Zarc caused her to pass out when she was exposed to it in full, and at many points in time before this, similar episodes caused immense fear to the point of a seeming panic attack. She was able to even sense the anger of the dragon cards that Yuuya and his counterparts bear-implying a similar ability to Zarc himself. While it was originally thought to be the exact ability (due to only being noted around the dragons), she later responded to Leo's hatred with the same headache and fear, proving it to be a more general form of the ability. This empathetic ability is implied to also be the reason she connects so quickly to Ray's spirit from within Arc-V (hey, titledrop!); where so many others immediately dismiss the idea of Ray facing Zarc, Reira immediately latches onto the other's urgency once she awakes, practically propelled by it. For some reason, this ability seems to allow her to take other spirits within herself with greater ease. 'Natural Energy Cards' - These technically don't bestow any unique powers, but they're worth noting since they might affect future reactions to magic; the Natural Energy Cards, being in Reira's possession last, are more or less 'within' her. They were just standard 'seal X away' type things, but each one represented and embodied (that last word being where the 'might affect' comes in) the four aspects of nature. These are: Birds, Flowers, the Wind, and the Moon. So basically I'm noting this here as a nod to the fact that if she picks up anything, it'll likely connect to or 'through' those four things. CARNIVAL↴ Soul Colour: Gold Ideal Jobs: Thief, Shill, Animal Keeper... Relevant Experience: Oddly enough, Reira has the most experience for being a thief; while it is never explained exactly WHAT she did while under orders from the military of her birth country, headcanon at the very least places those skills squarely in 'anything that a small body which can fit into a tight space is good for'. Generally, that's espionage and theft. Beyond this, she literally had everything she ever needed in order to be Extremely Good At Dueling programmed into her head. With wires. And Cables. This makes her a good choice for both mastering various games on display, and even being an entertainer herself, as dueling in this series is heavily geared to a certain level of physical skill and entertaining ability. Notably though, Reira isn't much of a talker; if anything, tasks that require her to speak directly to others are going to cause her to freeze up, even if it's meant for a crowd. Dueling is the vast exception-so it's probably best to avoid those kinds of jobs. And of course, for animal keeping, she has that Empathy.... Actually come to think Lambert probably WOULD make scout plausible as a job for the kid by being the current Nightrider, huh. (For starters, he'd keep her far away from combat for sure) Not to mention it'd put him in range if she ends up having a PTSD break... WELL in addition to the above, just to be thorough! Her activity late into the series is also of note; excluding the bit about running off to save Ray, in the Synchro Arc she's trusted first to be the one to escape an otherwise locked down council building, but also to be the one to prevent one of her fellow lancers from being taken by either side of the Synchro Conflict-she's then responsible for keeping Serena hidden from Academia sights, going as far as forming the primary defense against incoming soldiers once they ARE found. Outside that single example, Reira seems to get around ALARMINGLY well-she navigates most of Academia building quite well even after she's on her own, and while part of it involves being guided by Ray, she did have to take some initiative for part of it. So for the 'go to place, see what's around' bit of scouting, she's more than qualified! So scouting if it makes sense to RM could. Actually work. (I'm like 99% sure it doesn't due to the combative aspect looming overhead, I'm just being thorough hah) Reason for Joining: Reira floated in the same void that everyone else did-Yuuya and his counterparts, Zarc and herself merged in one... (Yuzu and the girls were stuck in the nebulous 'fifth dimension pocket' that is Arc-V, but that's beside the point) There are a number of contracts centering around her fate and the fate of the others as it seems, so it's unsurprising that at some point, the Ringmaster straight up drops by and pulls her in. Rather than simply go on her merry way however, or even wait around as Yuuya's contract is paid off, Reira makes one of her own. ....Mostly because the minute she got pulled into the Carnival by RM, she got to watch Zarc get stuffed in a jar 'for later'. (It's probably fortunate that Zarc's soul is tied to Yuugo and Yuuya's, or at least enough to make immediate destruction a bit questionable) Reira-whether aware of his impending End By Faerie or not-requests that Zarc be given a 'second chance', likely even explaining that before she was pulled into the Carnival, she and Zarc were to be reincarnated together as an infant. Assuming RM doesn't plan on putting her back on THAT particular boat, they could at least just let Zarc go through the whole 'baby' process, right? ...Right? (If RM asks why Reira even cares, Reira will probably say something about feeling 'sorrow and pain' from the spirit for the brief time they were together, rather than just pissy anger) SAMPLES↴ Top Level and MASSIVE thread with Yuuya Thread with Connie about Swords and also Contrived Plots |
ARIMOI | Permissions & Reference
Mar. 2nd, 2017 12:26 amCoding to come later, but !
Reira is 7 years old, and and her background contains near explicit mentions of child abuse/manipulation and children in warfare. Details are such that she still struggles to a mild extent with PTSD, but over all when the topic of both her 'homeland' and even her past outside of Arimoi come up, players should know that there is risk of such topics coming up. If you wish to discuss or avoid such things, leave a comment below; I will be more than happy to help steer things away from painful matters!
Beyond that, here's my own stance on doing the following to Reira. (It probably goes without saying that Romance is. A big no deal unless you're in the 6-10 age range, in which case sure go for it hold hands and eat ice cream!)
Fourth-Walling - To a minor extent; I'd prefer nothing like 'OH YOU PLAY YUGIOH!'. Stick with 'duel monsters' recognition, and don't say anything like 'ARE YOU AN ANIME??' and we're good.
Backtagging - ALWAYS GOOD, Always happy to backtag! Handwaving is a thing I'm good to work out with other players as well, of course.
Hugging/Grabbing - She can't put up much resistance, but be advised that she'll react accordingly if she feels uncomfortable herself.
Injury - Anything too dire, and I'd rather we plot it out, but in general as long as I'm given fair heads up through tag narrative, I'm fine!
Mind Reading/Similar - Once again, just give a heads up, and I'll decide if it's a good idea or not. Depending on what's being 'read' however, I might send a message myself to warn about the Above Possible Issues.
===================
As of Intro, Reira's right arm from the elbow down has 'changed'; the four bracelets representing the Natural Energy Cards have melted into the skin, until only the stones and their surrounding patterns can be seen. The arm itself is also far bulkier, clawed and scaled like Zarc's own.
She was formerly covering this arm with one of Yuusei's gloves, but because of how the bracelets melted through to her arm, her sleeve from just past the elbow down is missing, and visibly 'burned' off. She also carried her deck in her shorts pocket, and has her duel disk on her left arm. Typically, she's carrying a small pack with food, even now.
Now that more changes have come in however, Reira has stopped hiding them. She has two large 'wing-like' horns rising from her head to resemble Zarc's 'ears', and Zarc's eyes sit just beneath her own. Her arms and legs are bulky and scaled, like dragon's, and on her dueling arm four gems representing the dragons are embedded in it. She has a long, whip-like tail of 3.5 meters in length, with the first .5 at the base being covered in numerous violet and white feathers.
At the moment, she is aware of her 'Name' (Kaachoufuugetsu), but not her Sigil. She is able to teleport to whatever and whoever she imagines in her mind's eye leaving a cloud of dust, feathers, petals, and wind in her wake, and additionally has access to magic-though uncontrollably so.
She currently resides with Yuusei in his store-loft, and has been regularly pilfering furnishings for it. She has also stolen a golden comet chicken and named it 'Ray'.
Reira is 7 years old, and and her background contains near explicit mentions of child abuse/manipulation and children in warfare. Details are such that she still struggles to a mild extent with PTSD, but over all when the topic of both her 'homeland' and even her past outside of Arimoi come up, players should know that there is risk of such topics coming up. If you wish to discuss or avoid such things, leave a comment below; I will be more than happy to help steer things away from painful matters!
Beyond that, here's my own stance on doing the following to Reira. (It probably goes without saying that Romance is. A big no deal unless you're in the 6-10 age range, in which case sure go for it hold hands and eat ice cream!)
Fourth-Walling - To a minor extent; I'd prefer nothing like 'OH YOU PLAY YUGIOH!'. Stick with 'duel monsters' recognition, and don't say anything like 'ARE YOU AN ANIME??' and we're good.
Backtagging - ALWAYS GOOD, Always happy to backtag! Handwaving is a thing I'm good to work out with other players as well, of course.
Hugging/Grabbing - She can't put up much resistance, but be advised that she'll react accordingly if she feels uncomfortable herself.
Injury - Anything too dire, and I'd rather we plot it out, but in general as long as I'm given fair heads up through tag narrative, I'm fine!
Mind Reading/Similar - Once again, just give a heads up, and I'll decide if it's a good idea or not. Depending on what's being 'read' however, I might send a message myself to warn about the Above Possible Issues.
===================
As of Intro, Reira's right arm from the elbow down has 'changed'; the four bracelets representing the Natural Energy Cards have melted into the skin, until only the stones and their surrounding patterns can be seen. The arm itself is also far bulkier, clawed and scaled like Zarc's own.
She was formerly covering this arm with one of Yuusei's gloves, but because of how the bracelets melted through to her arm, her sleeve from just past the elbow down is missing, and visibly 'burned' off. She also carried her deck in her shorts pocket, and has her duel disk on her left arm. Typically, she's carrying a small pack with food, even now.
Now that more changes have come in however, Reira has stopped hiding them. She has two large 'wing-like' horns rising from her head to resemble Zarc's 'ears', and Zarc's eyes sit just beneath her own. Her arms and legs are bulky and scaled, like dragon's, and on her dueling arm four gems representing the dragons are embedded in it. She has a long, whip-like tail of 3.5 meters in length, with the first .5 at the base being covered in numerous violet and white feathers.
At the moment, she is aware of her 'Name' (Kaachoufuugetsu), but not her Sigil. She is able to teleport to whatever and whoever she imagines in her mind's eye leaving a cloud of dust, feathers, petals, and wind in her wake, and additionally has access to magic-though uncontrollably so.
She currently resides with Yuusei in his store-loft, and has been regularly pilfering furnishings for it. She has also stolen a golden comet chicken and named it 'Ray'.
Arimoi App
Feb. 23rd, 2017 10:09 amPlayer Name: Usagi
Player Contact:
usagisquared
Character Name: Reira Akaba
Character Account:
soft_focus
Character Canon: Yu-Gi-Oh! ARC-V (SexswapAU; See History Note)
Character History: NOTE: While it is unconfirmed and subbers are assuming male for the moment, a series of reveal tropes and language tropes combined have swayed me to the opinion that Reira is (at least biologically speaking, since they'd be entirely unaware of what 'the difference' was) a girl.
Full list of points however are: Reira, first off, is very much considered a girl's name in Japan. The romanization used for it in series (Layra) is also a girl's name, and even the dub name, curiously enough, is considered at least 'Neutral' (Riley).
Second, the 'hair reveal trope' Reira used when declaring themselves as Ray (Reira allowed Ray to possess them for the battle with Zarc) is almost exclusively reserved for women when used in anime-especially with a series like Yu-Gi-Oh.
In addition to this though, Japan doesn't really use gendered pronouns...Ever. In fact while it's clear from the animation that Reira was meant to be hiding someting, it's unclear if gender was that thing, since Reira quite likely hasn't actually been referred to even as, specifically, more than a 'sibling' so much as a brother. The time someone asks Reiji if they ARE his brother in fact, Reiji prepares to correct them for some reason. Most assume in the context and timing that he would have said 'actually, Reira is adopted'. But late series it's made clear that saying as much would have been out of character.
The final nail in the coffin however are these two points; first, more vaguely, after Reira's reincarnation in the series, they're re-introduced in a pink baby carriage...once again a colour-match trope displayed more exclusively for girls when it comes to series like Yu-Gi-Oh.
More importantly though, Reira switches from 'Boku' (Which tomboyish characters in anime use anyway, so it's often used as the 'could go either way' indicator) to 'Watashi'. While some say it could be a final nod to Reiji (who uses Watashi as a businessman), this occurs when Reira fully takes identity and choice upon themselves. They have already accepted that they have disagreements with Reiji, and even that they'll likely never see them again. More likely, this is thus Reira switching to something that they are more comfortable with, much like how they finally abandoned their sweater and hat.
TL;DR, I'm going to be apping Reira as Female, with a note considering them AU unless otherwise revealed, since subbers and viewers at this point are cautiously assuming the reveal means nothing. (Which is fair it. Is kind of a child so having this kind of discussion makes some folk feel super awkward.)
✥ Reira was born in a wartorn country that had been ravaged for decades, where her parents died at a young age. Headcanon states this location to be 'Donbass, Ukraine', due to existing educational aid efforts Japan made to this currently turmoilous area IRL when these episodes aired.
✥ For an unknown amount of time after being discovered and captured by foot soldiers, Reira was used as some form of 'tool'; as emphasis was placed on the fact that she could be given any order and still follow it, headcanon states she would have been primarily used to slip into enemy territory and gather information.
✥ When Reira is approximately 7 years old, Himika Akaba obtains knowledge of her abilities through some unknown method, adopting her in order to be used as a 'weapon' against Leo Akaba.
✥ Reira is trained through programming from cables and wires and soon officially exposed to the duel scene via the Junior division of the Maiami championships. During this time, though she expresses severe anxiety and hesitation toward most actions (and especially toward her new 'mother'), it is revealed that gestures of kindness and gifts from Reiji cause Reira to brighten and smile the minute he shows any form of genuine pride for her skills.
✥ Successfully coming out as the champion of the tournament, Reira sits in on Reiji's observation of the backdrop to the Junior Youth battle royale, formed to distract the audience from an unexpected attack from Academia. Reira watches as those who will be chosen to become the 'Lancers' manage to defeat and subdue the forces.
✥ Reira is introduced to the remaining lancers as an additional member, with the others immediately showing mixed feelings of doubt.
✥ Transport to the Synchro dimension unexpectedly causes everyone to appear in separated groups. Reira in particular finds herself with Yuuya, Shingo, and Serena. Immediately anxious without her brother present, the arrival of Synchro Security doesn't help- Security begins to overwhelm the group, but a group of duelists on motorcycles jumps the barricade and carries the four off.
✥ They're left at Crow Hogan's home, where they meet both Crow, and Crow's adopted children. Still frightened by the unfamiliar surroundings and people, Reira takes to sitting at the side, refusing to speak with everyone for a while.
✥ After a few days, Reira begins to open up-when Crow's friend Shinji arrives with sweets for the children, Crow asks if Reira wants some. Rather than immediately shying away, she quietly asks if it's an ‘order' before joining the children. When Yuuya and Crow begin an argument (smiles or food bringing happiness first). Reira anxiously refuses to pick a side, so the two start a duel.
✥ While the duel is occurring, it seems Shingo and Serena had attracted the attention of Security; everyone is immediately captured and arrested. At the last minute, Tsukikage spirits Reira away to safety and a reunion with Reiji. She stays quietly at his side until he is able to strike a deal with Synchro's council of elders.
✥ The deal being all of the lancers needing to prove themselves by participating in the Friendship Cup dueling tournament. As usual she watches the duels at Reiji’s side.
✥ When the time comes for her turn however, she runs away, finding Yuuya's room and clinging to him in fear. She refuses because her opponent would be Shinji-who gave her candy. After quietly confirming so and after ordering Tsukikage to take her place, Reiji moves to leave...sparking the fear that she has angered the person she has come to love into abandoning her. Reira runs to beg forgiveness, only to hear directly from him that he is proud of her taking a stand.
✥ When Tsukikage's duel begins however, Reiji's words to the council cause her to fear that Tsukikage is 'replacing' her in importance. She mentally curses Tsukikage, who does indeed lose- but becomes anxious when Reiji claims it was part of the plan.
✥ After the duels for the day are over, Reira and Reiji join the council, as well as Jack Atlas (the current reigning champion) for dinner. Jack notes that Reira was meant to duel, stating that he saw himself in Reira's eyes and came out from such a state with nothing but his own strength- so if Reira herself had a goal to accomplish, '[she] must not falter!'
✥ The speech not only moves Reira to focus more heavily upon herself, but allows her to understand Jack’s views. The next day, when Tsukikage escapes from the 'Underground' to pass Reiji information about what is happening, Reira apologizes then declares she wishes to help fight Academia properly- and needs Tsukikage to pass a message to Yuuya. The message is what she learned from Jack-that Yuuya must find his own unique meaning and power, rather than copying what others have done for him.
✥ Jean-Michel Roger of the Synchro Security Bureau starts to rebel against the Council and imprison them within the building. Reira and Reiji are both seemingly trapped, but Reiji begins a duel against those barring the way when Serena and Yuugo finish their match-Reira is ordered to use the chance to escape...and most importantly to keep Serena from being taken underground.
✥ Reira arrives just as Security doses Serena with nerve gas- but in time to duel them for the sake of keeping Serena out of their hands. The tournament continues alongside a covert invasion from Academia.
✥ When Academia locates them, Reira defeats three of Obelisk Force soldiers soundly to encourage Tsukikage to leave and get the rest of the Lancers. Unfortunately, after nine more soldiers, Reira begins to weaken and suffer a PTSD break, hallucinating the soldiers as the gas mask-wearing men from her homeland. Yuuya arrives on a D-Wheel to enter the duel and protect him and Serena, but is soon forced into a duel with Barrett. Reira is unable to face the additional soldiers that arrive- but Sora steps in to stop them.
✥ More people enter the fray; as all four of the dimensional dragons belonging to the facial doubles come on the field, Reira begins to sense their great rage and energy, and grows terrified. Yuzu arrives just in time for her bracelet to force Yuugo and Yuuri out of the dimension, calming most of the air. Reira is helpless to keep a defeated Barrett from warping Serena to the Fusion dimension, while Sergey steals Yuzu away.
✥ Because Sora tried to protect them, Reira clings to him, having become attached to him. It is revealed that in the meantime, Commons has now started a rebellion however- the riots to trigger another form of Reira's PTSD relapses; the girl nearly rushes to join the fray, snarling that she'll 'destroy all of them', but she is picked up and prevented from this by Shun, who calms her down then brings them all to the Council building. Reira is allowed to rush forward and reunite with Reiji by hugging him tight.
✥ The tournament is still on; Reira faces some of the Security officers still trying to capture them, forcing herself to conquer her fear and PTSD relapse in order to successfully defeat them and impress Jack-who is watching from above. She then witnesses Yuuya challenge Jack for their final match, and as the two duel, Reira leaves with Reiji to charge after Jean-Michel.
✥ Yuuya wins his duel, but in the meantime, Reiji and Reira pursue Jean, who is dragging Yuzu with him and has defeated Sora and Tsukikage both. As they come to the chamber that Reiji will have to face Jean in, Reiji pushes Reira out of the room, Tsukikage and Reira remain locked out until the other lancers arrive supporting Sora-who is able to crack the system keeping the door shut.
✥ While Reiji locks Jean in a permanent loop that forces their eternal loss, Jean refuses to accept it. In a fit of mad rage, he activates a device that will open a wormhole through the dimensions, intending to throw the entire city into the void between them. Reira is nearly blown away with most of the others, but Reiji clings to her and keeps her from falling through, until the wormhole finally collapses and ceases to function. They are left unsure of where their friends have been teleported, and so decide to attempt to help rebuild the city.
✥ The remaining Lancers are encouraged, however, to continue their promised duty as 'Lancers'; defeat Leo. They travel to the Fusion Dimension and procure a speedboat. They rescue Gongenzaka, Sawatari, and Yuuya from pirate and eventually arrive on the island of Duel Academia. She, Reiji, and Sora charge ahead to the building itself, while the remaining duelists are directed to distract the soldiers that would have otherwise gotten in their way.
✥ Along the way, Reira and the others run into Yusho and Asuka-as well as Yuuri. Asuka and Sora lock themselves in the corridor with Yuuri so that the trio can still face off with Leo.
✥ Reira listens as Leo explains about the 'Original Dimension' then the history of Zarc and Ray. She becomes overwhelmed by the growing anger and darkness Zarc's counterparts are releasing into the air. The pressure of Yuuya going berserk under Zarc's darkness finally causes her to pass out, remaining that way even after Yusho forces the duel to end via illegal card.
✥ Reira wakes after coming into contact with Ray's spirit; and when she does, insists to Reiji that Ray wants to be revived in order to stop Zarc. The two argue about the matter, before Reira finally challenges her brother to a duel, with Ray's spirit at her side. Reira nearly beats him, but Reiji manages to win.
✥ Yuuri arrives through a broken wall and the two watch Yusho’s duel with Yuuri. It calms Yuuya, but Yusho is defeated in the end. Yuuya (merged with Yuto’s spirit) steps up to face Yuuri (merged with Yuugo) and defeats him, but Reira thus watches in horror alongside everyone else as Zarc's desires overwhelm Yuuya into assimilating the other counterpart and once more to become the 'Supreme King Dragon Zarc'.
✥ Reira manages to feel the presence of Ray again, and hears her voice as the attack begins; confirming with Reiji that Leo is still inside Academia, she rushes inside in order to find them, with Reiji forced to follow after.
✥ Leo intends to use the four cards that Ray used against Zarc, to redivide the dimensions; Reira begs for Reiji to save Leo to that end, claiming that if Leo truly succeeds in sacrificing himself, it won't make Reiji happy. Ray calls Reira to Arc-V, where the girl enters and meets with Ray's spirit. In order to bring Ray to Zarc, Reira tells her to use her body, and possess it.
✥ They move to face Zarc. Reira throws aside her hooded jacket and cap to reveal her hair and face in full, as well as Ray's presence. Together they manage to bring the 'Natural Energy Cards' Leo attempted to activate back onto the field. Yuzu from within Ray pleads for Yuuya to reawaken from within Zarc. He does and the Natural Energy cards are used defeat Zarc just as they had before.
✥ Reira however, insists that she will not allow Zarc to simply split into four with the boys again. While the four boys will exist, Reira forces Ray out and seals Zarc within herself instead, in order to house and be reborn with it when the dimensions re-settle into four.
✥ In canon, Reira succeeds; as the dimensions were already still divided when the duel ended, Reira is reborn an infant, but does not split into pieces, and more importantly, holds Zarc's soul deep within her own. Reira's canon point however is such that while she has successfully trapped Zarc within herself, she has not yet been reborn...
....The Joyous Order hit the Jackpot, apparently. But at least that means Reira has some nifty bracelets.
Character Personality: Reira's character arc in Arc V is a subtle one to start, heralded by the gentle surprise of an existing backstory, and then the strong astonishment of it being taken seriously. Initially assumed to be a frightened and shy child, it turns out that Reira carried far more weight than that in their past; in fact, due to Reira's background, she suffered from severe PTSD, displaying the 'Fawn' and 'Freeze' characteristics of child abuse. She was someone who, for the sake of protecting herself, came to 'forget' emotion, to forget what she desired. If she could carry out the commands of others, and stay alive, that was all that mattered, and this state left her in a perpetually dull-or at best frightened-state of mind.
Interaction with her adoptive brother Reiji, as well as Reiji's Lancers however, allow Reira to begin opening up. They teach her that not everything is 'orders', that it is okay to want things, and pursue those things. A key example of this is when Reira fearfully refuse to duel someone who gave her candy earlier in the series-Reiji has Tsukikage duel in her place, and Reira ends up frantically chasing after Reiji, pleading that she would do whatever he asked, if he could only not be upset with her. Reiji insisted that he was proud however-resulting in Reira's second canon smile in the entire series to that point.
Re-developing a sense of emotions was a rocky road for Reira of course. For a time she was severely jealous of Tsukikage, perceiving him as 'more important' than her to Reiji. After hearing Jack Atlas' words on chasing after what one desires and not giving up however, and after witnessing more duels on the race track, Reira comes to realize where such thoughts of jealousy were wrong. There is a constant back and forth that always ends in one thing. No matter how terrified or reactionary her PTSD episodes leave her, Reira wishes to do the right thing. She loves her brother-and she comes to love Yuuya and the others as well steadily gaining courage to face her enemies and block out the flashbacks of PTSD.
And she would do anything for her friends, now.
At the end of the series, Reira notably mirrors to an extent, how the character has developed in other games I have played in. Reira doesn't quite open up entirely, of course-but she begins to assert herself, and her beliefs, smiling and cheering more openly, but more importantly coming to recognize where a great sacrifice is necessary. Reira is, and always has been, an Empath. She is highly sensitive to the darkness in Zarc's heart, but more importantly, to the voice of Ray within 'ARC-V', and her trust in this voice propels her to chase after possibly the most difficult decision she's ever made. Throughout the series, Reira was defined by following Reiji. At the end, Reira makes the stand and choice to help Ray to stop Zarc for good by not only fighting Reiji, but defying the wills of nearly everyone present. It is fortunate that Reiji accepts this reality-it enforces what Reira is coming to know and realize, that a sense of self, and a sense of 'rebellion' for what they believe is right, is acceptable.
It costs Reira her life, as she tells Ray to use her body in the fight against Zarc, and then in the final moment as Ray is forced to return to ARC-V, use her body again to seal Zarc within her for good.
Wild ride that it is, over all, Reira is a quiet young girl, observant and intelligent where others have failed due to mistrust. For all that she seemed wary at the start of the series, Reira is capable of great trust, able to sense the good in others, and open herself to them in turn. Thanks to the coaxing of her brother and friends, she is more importantly beginning to harden her will to do good. To keep them safe, to keep their families safe, and to share 'smiles' and 'joy' with others, as Yuuya in particular so believed. Her fear for standing up for herself lingers, but only barely, as evidenced by the symbolic casting aside of her coat and hat. No more does she hide; instead, she stands and fights for what represents hope, and life, and love. ...Even if it costs her existence.
At the core, she is perhaps too kind. Reira did not hesitate to allow Ray into her body. She did not hesitate to seal Zarc, surprising even Ray-these decisions were her own, and she was aware of the consequences of 'rebirth'. It is perhaps likely she was aware the entire time, given her increasingly insisting words to Reiji that Ray was his real sister, and that he needed to forgive Leo (Reiji's father) for his actions. Once Reira was gone, Leo and Himika would be Reiji's family again, after all.
And Reira in the end, would far rather forgivness prevail, than subject others to the fear and lonliness she once dealt with.
BONUS: As Reira sealed Zarc inside herself before coming in, and Zarc is under typical circumstances 'inappable', here's a little bit on Reira's 'hitchhiker'!
Reira sealed Zarc within her body in canon, and beyond her canon point that soul is Very Much still there. They're trying to put it to rest now. Zarc however, is the originator of the boys Yuuya, Yuuto, Yuugo, and Yuuri; once a duelist who could speak to the spirits of duel monsters, and someone with desires as pure as Yuuya's own, a series of events would fling Zarc into crushing insanity, a great craving for power to satisfy himself where it could not. As Zarc dueled in the great battle at the end of the series, it is revealed that more than just going mad over appeasing a blood thirsty crowd, Zarc inherited the rage of the monsters he took with him when he merged his entire being with the dragons. He desires nothing more than the destruction of the world, and actively pursued it, his eyes set on nothing but becoming the ultimate thing in existence-the absolute 'ruler' and 'champion' of the razed land... 'As (the audience) demands'. To that end, he fears loss (and Death) above anything, childishly flying into rage when such a matter is brought to his attention.
Tl;dr audience cheers over him shedding blood, Zarc tries to ramp up the violence, dragons get upset, Zarc is already too lost in making a happy audience to notice, and now ZarcDragons becomes the ultimate in 'ARE YOU NOT ENTERTAINED!!!?!!1!'
Noted Abilities: Reira retains a few abilities and objects coming in. First, her duel disk, which can project an action field and solid holograms; these are however, incapable of dealing actual damage. The 'En' Cards used to seal Zarc away have become one with her via the Four Bracelets, which will merge into her arm upon arrival. (It's ~Symbolic~)
Reira is a strong empath, sensitive to the darkness of negative emotions in particular, but also able to hear powerful spirits where others cannot. It is something limited to actual range however, much like a voice over the radio.
From Zarc, Reira inherits the ability to speak with Duel Spirits...but this isn't likely to do much, since chances are when your monsters are things like living swords and armor sets, they don't have much to say.
Monster Assignment: PLAYER PICK: Celestial
Player Contact:
Character Name: Reira Akaba
Character Account:
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Character Canon: Yu-Gi-Oh! ARC-V (SexswapAU; See History Note)
Character History: NOTE: While it is unconfirmed and subbers are assuming male for the moment, a series of reveal tropes and language tropes combined have swayed me to the opinion that Reira is (at least biologically speaking, since they'd be entirely unaware of what 'the difference' was) a girl.
Full list of points however are: Reira, first off, is very much considered a girl's name in Japan. The romanization used for it in series (Layra) is also a girl's name, and even the dub name, curiously enough, is considered at least 'Neutral' (Riley).
Second, the 'hair reveal trope' Reira used when declaring themselves as Ray (Reira allowed Ray to possess them for the battle with Zarc) is almost exclusively reserved for women when used in anime-especially with a series like Yu-Gi-Oh.
In addition to this though, Japan doesn't really use gendered pronouns...Ever. In fact while it's clear from the animation that Reira was meant to be hiding someting, it's unclear if gender was that thing, since Reira quite likely hasn't actually been referred to even as, specifically, more than a 'sibling' so much as a brother. The time someone asks Reiji if they ARE his brother in fact, Reiji prepares to correct them for some reason. Most assume in the context and timing that he would have said 'actually, Reira is adopted'. But late series it's made clear that saying as much would have been out of character.
The final nail in the coffin however are these two points; first, more vaguely, after Reira's reincarnation in the series, they're re-introduced in a pink baby carriage...once again a colour-match trope displayed more exclusively for girls when it comes to series like Yu-Gi-Oh.
More importantly though, Reira switches from 'Boku' (Which tomboyish characters in anime use anyway, so it's often used as the 'could go either way' indicator) to 'Watashi'. While some say it could be a final nod to Reiji (who uses Watashi as a businessman), this occurs when Reira fully takes identity and choice upon themselves. They have already accepted that they have disagreements with Reiji, and even that they'll likely never see them again. More likely, this is thus Reira switching to something that they are more comfortable with, much like how they finally abandoned their sweater and hat.
TL;DR, I'm going to be apping Reira as Female, with a note considering them AU unless otherwise revealed, since subbers and viewers at this point are cautiously assuming the reveal means nothing. (Which is fair it. Is kind of a child so having this kind of discussion makes some folk feel super awkward.)
✥ Reira was born in a wartorn country that had been ravaged for decades, where her parents died at a young age. Headcanon states this location to be 'Donbass, Ukraine', due to existing educational aid efforts Japan made to this currently turmoilous area IRL when these episodes aired.
✥ For an unknown amount of time after being discovered and captured by foot soldiers, Reira was used as some form of 'tool'; as emphasis was placed on the fact that she could be given any order and still follow it, headcanon states she would have been primarily used to slip into enemy territory and gather information.
✥ When Reira is approximately 7 years old, Himika Akaba obtains knowledge of her abilities through some unknown method, adopting her in order to be used as a 'weapon' against Leo Akaba.
✥ Reira is trained through programming from cables and wires and soon officially exposed to the duel scene via the Junior division of the Maiami championships. During this time, though she expresses severe anxiety and hesitation toward most actions (and especially toward her new 'mother'), it is revealed that gestures of kindness and gifts from Reiji cause Reira to brighten and smile the minute he shows any form of genuine pride for her skills.
✥ Successfully coming out as the champion of the tournament, Reira sits in on Reiji's observation of the backdrop to the Junior Youth battle royale, formed to distract the audience from an unexpected attack from Academia. Reira watches as those who will be chosen to become the 'Lancers' manage to defeat and subdue the forces.
✥ Reira is introduced to the remaining lancers as an additional member, with the others immediately showing mixed feelings of doubt.
✥ Transport to the Synchro dimension unexpectedly causes everyone to appear in separated groups. Reira in particular finds herself with Yuuya, Shingo, and Serena. Immediately anxious without her brother present, the arrival of Synchro Security doesn't help- Security begins to overwhelm the group, but a group of duelists on motorcycles jumps the barricade and carries the four off.
✥ They're left at Crow Hogan's home, where they meet both Crow, and Crow's adopted children. Still frightened by the unfamiliar surroundings and people, Reira takes to sitting at the side, refusing to speak with everyone for a while.
✥ After a few days, Reira begins to open up-when Crow's friend Shinji arrives with sweets for the children, Crow asks if Reira wants some. Rather than immediately shying away, she quietly asks if it's an ‘order' before joining the children. When Yuuya and Crow begin an argument (smiles or food bringing happiness first). Reira anxiously refuses to pick a side, so the two start a duel.
✥ While the duel is occurring, it seems Shingo and Serena had attracted the attention of Security; everyone is immediately captured and arrested. At the last minute, Tsukikage spirits Reira away to safety and a reunion with Reiji. She stays quietly at his side until he is able to strike a deal with Synchro's council of elders.
✥ The deal being all of the lancers needing to prove themselves by participating in the Friendship Cup dueling tournament. As usual she watches the duels at Reiji’s side.
✥ When the time comes for her turn however, she runs away, finding Yuuya's room and clinging to him in fear. She refuses because her opponent would be Shinji-who gave her candy. After quietly confirming so and after ordering Tsukikage to take her place, Reiji moves to leave...sparking the fear that she has angered the person she has come to love into abandoning her. Reira runs to beg forgiveness, only to hear directly from him that he is proud of her taking a stand.
✥ When Tsukikage's duel begins however, Reiji's words to the council cause her to fear that Tsukikage is 'replacing' her in importance. She mentally curses Tsukikage, who does indeed lose- but becomes anxious when Reiji claims it was part of the plan.
✥ After the duels for the day are over, Reira and Reiji join the council, as well as Jack Atlas (the current reigning champion) for dinner. Jack notes that Reira was meant to duel, stating that he saw himself in Reira's eyes and came out from such a state with nothing but his own strength- so if Reira herself had a goal to accomplish, '[she] must not falter!'
✥ The speech not only moves Reira to focus more heavily upon herself, but allows her to understand Jack’s views. The next day, when Tsukikage escapes from the 'Underground' to pass Reiji information about what is happening, Reira apologizes then declares she wishes to help fight Academia properly- and needs Tsukikage to pass a message to Yuuya. The message is what she learned from Jack-that Yuuya must find his own unique meaning and power, rather than copying what others have done for him.
✥ Jean-Michel Roger of the Synchro Security Bureau starts to rebel against the Council and imprison them within the building. Reira and Reiji are both seemingly trapped, but Reiji begins a duel against those barring the way when Serena and Yuugo finish their match-Reira is ordered to use the chance to escape...and most importantly to keep Serena from being taken underground.
✥ Reira arrives just as Security doses Serena with nerve gas- but in time to duel them for the sake of keeping Serena out of their hands. The tournament continues alongside a covert invasion from Academia.
✥ When Academia locates them, Reira defeats three of Obelisk Force soldiers soundly to encourage Tsukikage to leave and get the rest of the Lancers. Unfortunately, after nine more soldiers, Reira begins to weaken and suffer a PTSD break, hallucinating the soldiers as the gas mask-wearing men from her homeland. Yuuya arrives on a D-Wheel to enter the duel and protect him and Serena, but is soon forced into a duel with Barrett. Reira is unable to face the additional soldiers that arrive- but Sora steps in to stop them.
✥ More people enter the fray; as all four of the dimensional dragons belonging to the facial doubles come on the field, Reira begins to sense their great rage and energy, and grows terrified. Yuzu arrives just in time for her bracelet to force Yuugo and Yuuri out of the dimension, calming most of the air. Reira is helpless to keep a defeated Barrett from warping Serena to the Fusion dimension, while Sergey steals Yuzu away.
✥ Because Sora tried to protect them, Reira clings to him, having become attached to him. It is revealed that in the meantime, Commons has now started a rebellion however- the riots to trigger another form of Reira's PTSD relapses; the girl nearly rushes to join the fray, snarling that she'll 'destroy all of them', but she is picked up and prevented from this by Shun, who calms her down then brings them all to the Council building. Reira is allowed to rush forward and reunite with Reiji by hugging him tight.
✥ The tournament is still on; Reira faces some of the Security officers still trying to capture them, forcing herself to conquer her fear and PTSD relapse in order to successfully defeat them and impress Jack-who is watching from above. She then witnesses Yuuya challenge Jack for their final match, and as the two duel, Reira leaves with Reiji to charge after Jean-Michel.
✥ Yuuya wins his duel, but in the meantime, Reiji and Reira pursue Jean, who is dragging Yuzu with him and has defeated Sora and Tsukikage both. As they come to the chamber that Reiji will have to face Jean in, Reiji pushes Reira out of the room, Tsukikage and Reira remain locked out until the other lancers arrive supporting Sora-who is able to crack the system keeping the door shut.
✥ While Reiji locks Jean in a permanent loop that forces their eternal loss, Jean refuses to accept it. In a fit of mad rage, he activates a device that will open a wormhole through the dimensions, intending to throw the entire city into the void between them. Reira is nearly blown away with most of the others, but Reiji clings to her and keeps her from falling through, until the wormhole finally collapses and ceases to function. They are left unsure of where their friends have been teleported, and so decide to attempt to help rebuild the city.
✥ The remaining Lancers are encouraged, however, to continue their promised duty as 'Lancers'; defeat Leo. They travel to the Fusion Dimension and procure a speedboat. They rescue Gongenzaka, Sawatari, and Yuuya from pirate and eventually arrive on the island of Duel Academia. She, Reiji, and Sora charge ahead to the building itself, while the remaining duelists are directed to distract the soldiers that would have otherwise gotten in their way.
✥ Along the way, Reira and the others run into Yusho and Asuka-as well as Yuuri. Asuka and Sora lock themselves in the corridor with Yuuri so that the trio can still face off with Leo.
✥ Reira listens as Leo explains about the 'Original Dimension' then the history of Zarc and Ray. She becomes overwhelmed by the growing anger and darkness Zarc's counterparts are releasing into the air. The pressure of Yuuya going berserk under Zarc's darkness finally causes her to pass out, remaining that way even after Yusho forces the duel to end via illegal card.
✥ Reira wakes after coming into contact with Ray's spirit; and when she does, insists to Reiji that Ray wants to be revived in order to stop Zarc. The two argue about the matter, before Reira finally challenges her brother to a duel, with Ray's spirit at her side. Reira nearly beats him, but Reiji manages to win.
✥ Yuuri arrives through a broken wall and the two watch Yusho’s duel with Yuuri. It calms Yuuya, but Yusho is defeated in the end. Yuuya (merged with Yuto’s spirit) steps up to face Yuuri (merged with Yuugo) and defeats him, but Reira thus watches in horror alongside everyone else as Zarc's desires overwhelm Yuuya into assimilating the other counterpart and once more to become the 'Supreme King Dragon Zarc'.
✥ Reira manages to feel the presence of Ray again, and hears her voice as the attack begins; confirming with Reiji that Leo is still inside Academia, she rushes inside in order to find them, with Reiji forced to follow after.
✥ Leo intends to use the four cards that Ray used against Zarc, to redivide the dimensions; Reira begs for Reiji to save Leo to that end, claiming that if Leo truly succeeds in sacrificing himself, it won't make Reiji happy. Ray calls Reira to Arc-V, where the girl enters and meets with Ray's spirit. In order to bring Ray to Zarc, Reira tells her to use her body, and possess it.
✥ They move to face Zarc. Reira throws aside her hooded jacket and cap to reveal her hair and face in full, as well as Ray's presence. Together they manage to bring the 'Natural Energy Cards' Leo attempted to activate back onto the field. Yuzu from within Ray pleads for Yuuya to reawaken from within Zarc. He does and the Natural Energy cards are used defeat Zarc just as they had before.
✥ Reira however, insists that she will not allow Zarc to simply split into four with the boys again. While the four boys will exist, Reira forces Ray out and seals Zarc within herself instead, in order to house and be reborn with it when the dimensions re-settle into four.
✥ In canon, Reira succeeds; as the dimensions were already still divided when the duel ended, Reira is reborn an infant, but does not split into pieces, and more importantly, holds Zarc's soul deep within her own. Reira's canon point however is such that while she has successfully trapped Zarc within herself, she has not yet been reborn...
....The Joyous Order hit the Jackpot, apparently. But at least that means Reira has some nifty bracelets.
Character Personality: Reira's character arc in Arc V is a subtle one to start, heralded by the gentle surprise of an existing backstory, and then the strong astonishment of it being taken seriously. Initially assumed to be a frightened and shy child, it turns out that Reira carried far more weight than that in their past; in fact, due to Reira's background, she suffered from severe PTSD, displaying the 'Fawn' and 'Freeze' characteristics of child abuse. She was someone who, for the sake of protecting herself, came to 'forget' emotion, to forget what she desired. If she could carry out the commands of others, and stay alive, that was all that mattered, and this state left her in a perpetually dull-or at best frightened-state of mind.
Interaction with her adoptive brother Reiji, as well as Reiji's Lancers however, allow Reira to begin opening up. They teach her that not everything is 'orders', that it is okay to want things, and pursue those things. A key example of this is when Reira fearfully refuse to duel someone who gave her candy earlier in the series-Reiji has Tsukikage duel in her place, and Reira ends up frantically chasing after Reiji, pleading that she would do whatever he asked, if he could only not be upset with her. Reiji insisted that he was proud however-resulting in Reira's second canon smile in the entire series to that point.
Re-developing a sense of emotions was a rocky road for Reira of course. For a time she was severely jealous of Tsukikage, perceiving him as 'more important' than her to Reiji. After hearing Jack Atlas' words on chasing after what one desires and not giving up however, and after witnessing more duels on the race track, Reira comes to realize where such thoughts of jealousy were wrong. There is a constant back and forth that always ends in one thing. No matter how terrified or reactionary her PTSD episodes leave her, Reira wishes to do the right thing. She loves her brother-and she comes to love Yuuya and the others as well steadily gaining courage to face her enemies and block out the flashbacks of PTSD.
And she would do anything for her friends, now.
At the end of the series, Reira notably mirrors to an extent, how the character has developed in other games I have played in. Reira doesn't quite open up entirely, of course-but she begins to assert herself, and her beliefs, smiling and cheering more openly, but more importantly coming to recognize where a great sacrifice is necessary. Reira is, and always has been, an Empath. She is highly sensitive to the darkness in Zarc's heart, but more importantly, to the voice of Ray within 'ARC-V', and her trust in this voice propels her to chase after possibly the most difficult decision she's ever made. Throughout the series, Reira was defined by following Reiji. At the end, Reira makes the stand and choice to help Ray to stop Zarc for good by not only fighting Reiji, but defying the wills of nearly everyone present. It is fortunate that Reiji accepts this reality-it enforces what Reira is coming to know and realize, that a sense of self, and a sense of 'rebellion' for what they believe is right, is acceptable.
It costs Reira her life, as she tells Ray to use her body in the fight against Zarc, and then in the final moment as Ray is forced to return to ARC-V, use her body again to seal Zarc within her for good.
Wild ride that it is, over all, Reira is a quiet young girl, observant and intelligent where others have failed due to mistrust. For all that she seemed wary at the start of the series, Reira is capable of great trust, able to sense the good in others, and open herself to them in turn. Thanks to the coaxing of her brother and friends, she is more importantly beginning to harden her will to do good. To keep them safe, to keep their families safe, and to share 'smiles' and 'joy' with others, as Yuuya in particular so believed. Her fear for standing up for herself lingers, but only barely, as evidenced by the symbolic casting aside of her coat and hat. No more does she hide; instead, she stands and fights for what represents hope, and life, and love. ...Even if it costs her existence.
At the core, she is perhaps too kind. Reira did not hesitate to allow Ray into her body. She did not hesitate to seal Zarc, surprising even Ray-these decisions were her own, and she was aware of the consequences of 'rebirth'. It is perhaps likely she was aware the entire time, given her increasingly insisting words to Reiji that Ray was his real sister, and that he needed to forgive Leo (Reiji's father) for his actions. Once Reira was gone, Leo and Himika would be Reiji's family again, after all.
And Reira in the end, would far rather forgivness prevail, than subject others to the fear and lonliness she once dealt with.
BONUS: As Reira sealed Zarc inside herself before coming in, and Zarc is under typical circumstances 'inappable', here's a little bit on Reira's 'hitchhiker'!
Reira sealed Zarc within her body in canon, and beyond her canon point that soul is Very Much still there. They're trying to put it to rest now. Zarc however, is the originator of the boys Yuuya, Yuuto, Yuugo, and Yuuri; once a duelist who could speak to the spirits of duel monsters, and someone with desires as pure as Yuuya's own, a series of events would fling Zarc into crushing insanity, a great craving for power to satisfy himself where it could not. As Zarc dueled in the great battle at the end of the series, it is revealed that more than just going mad over appeasing a blood thirsty crowd, Zarc inherited the rage of the monsters he took with him when he merged his entire being with the dragons. He desires nothing more than the destruction of the world, and actively pursued it, his eyes set on nothing but becoming the ultimate thing in existence-the absolute 'ruler' and 'champion' of the razed land... 'As (the audience) demands'. To that end, he fears loss (and Death) above anything, childishly flying into rage when such a matter is brought to his attention.
Tl;dr audience cheers over him shedding blood, Zarc tries to ramp up the violence, dragons get upset, Zarc is already too lost in making a happy audience to notice, and now ZarcDragons becomes the ultimate in 'ARE YOU NOT ENTERTAINED!!!?!!1!'
Noted Abilities: Reira retains a few abilities and objects coming in. First, her duel disk, which can project an action field and solid holograms; these are however, incapable of dealing actual damage. The 'En' Cards used to seal Zarc away have become one with her via the Four Bracelets, which will merge into her arm upon arrival. (It's ~Symbolic~)
Reira is a strong empath, sensitive to the darkness of negative emotions in particular, but also able to hear powerful spirits where others cannot. It is something limited to actual range however, much like a voice over the radio.
From Zarc, Reira inherits the ability to speak with Duel Spirits...but this isn't likely to do much, since chances are when your monsters are things like living swords and armor sets, they don't have much to say.
Monster Assignment: PLAYER PICK: Celestial
REIRA & RON'S PLAYHOUSE
Oct. 9th, 2016 06:50 pm![]() | ||
![]() | ![]() | ![]() |
![]() | ![]() | ![]() |
Formerly belonging to a number of others within Ryslig, the various hands it passed through each vanished until the castle itself seemed to vanish from the world as well. Standing some distance from the shore of Lake Dala in the middle of the water, the bridge that once led to it has even crumbled due to various events, most notably including the heavy rainfall of recent months loosening the earth supporting its already fragile pillars; from there it only took one wrong move from some monsters before it collapsed into the pool below.
Since then, however, its alternate entrance has been discovered; bearing an undersea tunnel to its basement, the kelpies Reira and Ron have since claimed it as their 'club house' (though if some other waterborne or even airborne monster claimed it for themselves, they would not likely argue). For the moment, the structure has little to lend to this fact; a few toys have been brought in, and the start of seashell collections and such, but otherwise much of what is inside the castle is the same as when it belonged to the original owners.
The Basement, compared to the rest of the castle, is quite large. Bearing many pillars to support the upper levels, much of it is water and 'shore', with just enough area that the beginnings of a laboratory had been started. The stairs leading upward can be found here, and they appear to take one into the main castle building, from which one can access the main floor, courtyard, and upper areas.
From the Courtyard in particular, the ruinous stump that is the bridge can be seen. Windows from the rooms nearby overlook this area, and thanks to a lack of attention, the foilage here has become overgrown and untamed-leading to only more wear and age on the already waterdamaged building.
Inside the building's Main Floor itself, there are a number of rooms with relatively destroyed furnishings and ruined wallpaper scraps. Some show evidence that they were being repurposed into living areas; others in particular have been made into more elaborate forts by the boys, creating various chair and desk tents that they crawl around with relative ease next to the adults. There is also, most notably, a kitchen; though the old-style ovens and fire bits have definitely not seen use for some time, same as the water pump (which currently spews some sort of green sludge if someone attempts to use it).
Entering the Second Floor, there is access to a few bedrooms and likely living areas. Much like the ones below however, they're ruined beyond recognition, and while one may have been some sort of 'trophy' room with hunting prizes, what has been preserved there is still quite ruined by age, being dusted and browned on all edges. (The various displays of fencing frogs and otherwise accurately presented creatures of both mundane and abnormal origin however are nonetheless still 'cool' to look at, even if it looks like someone may have messed up a few times with the stuffing process)
Towers face the opposite end of the courtyard, flanking the bridge stump. Since there are two, the boys have rather cleverly both claimed one for themselves-even if one of them prefers staying in the other's most of the time. Each tower contains a large bedroom itself, with windows facing the courtyard and only the courtyard. They also seem to have stairwells that immediately access the water, much like the castle basement, making immediate entry to one or the other quite easy.
There is no modern plumbing or electricity in the castle at the moment, however; lighting must be done with torches and lanterns, while the toilets are very much a straight-forward 'drop into the lake' matter (though thankfully there is still a pipe sending such things in a specific direction). Maybe it's a good thing the kitchen pump is backed up with algae.
RYSLIG | MONSTER INFORMATION POST
Sep. 9th, 2016 12:48 pm
REIRA AKABA | KELPIE | ||||||||||
CURRENT INFORMATION
Wings ● A hold over from her time and purchase while a Wendigo, Reira has two large blue feathered wings on her back. Typically remaining folded, she sometimes uses them to give herself an extra boost on both land and under water, the resulting pressure from each flap propelling her greatly. These wings are present on all of her forms. After her trip to Lake Fors however, she had to regrow these wings within the Arcade; as a result, a large portion of them are made of metal, with feathers dangling off. 'Horns' ● A pair of flexible, non-combative 'horns' which come out from the top of the scalp and fall backward akin to pigtails, or tentacles. They contain muscle, and seem to react according to mood, springing upward harmlessly. Thick, Seaweed-like Hair ● As a Kelpie, Reira's hair and wool grow relatively quick-however, it is also very seaweed like. Her wool in particular is a green coloured form of red algae-her hair, now able to remain long and moisturized outside of the water in the meantime, is actual sea grass, and even bears flowers in it at times. Patterned & Tinted Skin ● Matching her hair, Reira's skin has taken a greenish tint, with a few lighter splotches over her body every now and then. This patterning and colour is matched by the short and 'grass-like' fur on her legs, which (like her hair) grows relatively quick. Shearing this fur, in fact, allows to make for very nice, and incredibly waterproof wool. Thick Nails & Hooves ● Reira's legs are like Alpaca legs, and thus, she has hooves just as she did while a wendigo. Her finger nails however, are certainly not claws; while not normal, they are merely thicker, and darker, as if her fingers are 'hooved' (though lately, she paints these). This is more evident in her Centaur form; where her fore-limbs and upper hands both become four to three fingered, with the final joint appearing to be 'hooved'. Taller Stature & Gangling Limbs ● Reira is a full foot taller than she was as a wendigo, bringing her to an astonishing 6'0'' (and growing) in her typical form. Her height, curiously, does not change while a Centaur-but her anatomy is quite visibly 'stretched', with her torso barely appearing any longer than it originally did while her limbs are in contrast quite gangling. Pointed Ears & Alpaca-like Features ● Reira's ears are pointed-but not only that, they are very long. Sitting where human ears would be, they flop somewhat downward like some young Alpaca's do, and are covered in the same grassy fuzz that her legs are. Aside from this, Reira has rather inhuman eyes, bearing not only a slightly elongated pupil, but impressively long lashes on top of that. Her nose, as well, is somewhat flattened, and occasionally she twitches it out of nervousness. Sharp Needle-like Teeth & Heightened Senses ● Hidden within Reira's mouth are a set of incredibly sharp and needle-like teeth, easily able to tear and shred at prey; combined with this however, are fairly heightened senses. ...Or at least underwater. Above water, her hearing is quite good, with her ability to see in the dark not quite on par with her original wendigo self, but still better than they would have been as a human. Beneath the water it's much the same however, making it easy for Reira to navigate the depths. Seaweed Tendrils & Sticking Skin ● Running down along her back and gradually growing longer until they hit the bottom, Reira has a large number of tendrils, almost like a mane. The clutch near the end are so long that they often coil into a 'tail' of sorts-but make no mistake. Once she's in her Centaur or Horse form, these tendrils are much more massive, and their prehensility can be used more effectively to ensare prey. (In her regular form, they're better off for mundane matters) While her tendrils are a bit awkward to use in human form, they are not her only tool for drowning. Reira has a sticking skin, and if touched and shocked all in one go, whoever is touching will find themselves stuck! This stickiness is absent from her wings, and she can release the hold if calmed down. Her other form however, is possibly her greatest form for traveling about, and one she's relatively comfortable in. Her centaur form is a true blend between her alpaca self and human self, with wool and tendrils crawling up her upper body like velvet. Her face is far more visibly changed in this state, and she can even bring her arms to he ground for a sprint. | | ![]() ☠ death countdeaths: 4 | ![]() | |