Post by Masaru Moto on Sept 11, 2017 12:29:01 GMT
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19 [attr="class","nightmare_info"] AGE kyoto [attr="class","nightmare_info"] BIRTHPLACE | male [attr="class","nightmare_info"] GENDER nightmare [attr="class","nightmare_info"] FACTION |
[attr="class","nightmare_name"] MASARU MOTO
[attr="class","unite_ooc"] played by 「 stallas 」
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the popular kid, the one that can't empathize with any struggle but their own. Not that Masaru openly tries to defy that perception. He can count with the digits on one hand how many people knew that he grew up the son of temple-goers, and prefers it that way.
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If one notices the chameleon way Masaru molds himself such that he could fit with any group, then maybe they would suspect a greater motive behind the lackadaisical attitude of the youth. Certainly, it is difficult to get to know him; inviting but never personal, Masaru will meet and greet anybody, but gleaning anything beyond the chuckle is difficult if they don't focus on the far away eyes.
[attr="class","nightmare_head"] PERSONALITY
It's easy to label Masaru and keep him in that box forever. The jock,the popular kid, the one that can't empathize with any struggle but their own. Not that Masaru openly tries to defy that perception. He can count with the digits on one hand how many people knew that he grew up the son of temple-goers, and prefers it that way.
[break][break]
If one notices the chameleon way Masaru molds himself such that he could fit with any group, then maybe they would suspect a greater motive behind the lackadaisical attitude of the youth. Certainly, it is difficult to get to know him; inviting but never personal, Masaru will meet and greet anybody, but gleaning anything beyond the chuckle is difficult if they don't focus on the far away eyes.
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Masaru was a popular kid. Cocksure and humorous, he made friends easily and busied his time with every extracurricular and every hobby. In particular did he form a bond with two others that transcended the years. And while not the most academically adept, he dealt with the stress of graduating and taking his boards more gracefully than most. While many set their sights on greatness, Masaru was content to go to an average university where he could continue his love of kendo and hopefully decide on what he wanted to do in life.
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Digimon had always just been a passing of time to him. Granted, it was a very fun and engaging part of his time and he partook in multiple tournaments. But he was the last one to ever think or wish they were real, though he took to his partner like peas in a pod and they've been inseparable since.
[attr="class","nightmare_head"] HISTORY
Masaru's parents were common village folk on the outskirts of proto-traditionalist Kyoto. For this reason Masaru developed an early respect and reverence for simplicity and faith. But shrine maidens and salt of the earth was not what he aspired to be. He convinced his parents to send him to big city Tokyo under the roof of his uncle Satoshi: and thus began his transition to street-savvy rebel.[break][break]
Masaru was a popular kid. Cocksure and humorous, he made friends easily and busied his time with every extracurricular and every hobby. In particular did he form a bond with two others that transcended the years. And while not the most academically adept, he dealt with the stress of graduating and taking his boards more gracefully than most. While many set their sights on greatness, Masaru was content to go to an average university where he could continue his love of kendo and hopefully decide on what he wanted to do in life.
[break][break]
Digimon had always just been a passing of time to him. Granted, it was a very fun and engaging part of his time and he partook in multiple tournaments. But he was the last one to ever think or wish they were real, though he took to his partner like peas in a pod and they've been inseparable since.
[attr="class","unity_statbox"] [attr="class","statbox_head"] ABILITY SCORES VITALITY: 7 [break] ATHLETICS: 8 [break] INTELLIGENCE: 5 [break] CHARISMA: 7 [break] SPIRIT: 0 [break][break] [attr="class","statbox_head"] PRIME VIRTUE MIRACLES [break] [attr="class","statbox_head"] PRIME VICE HERESY | [attr="class","unity_statbox"] [attr="class","statbox_head"] TRAIT SLEIGHT OF HAND[break] You don't like to play games by the rules. You may stick up to two additional cards from your collection in your sleeve, raising your deck count to 17 instead of 15. These cards can be changed whenever you'd like, but once they are revealed, you may not change them until the next thread.[break][break] |
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