Iyashikei: Application
Jan. 18th, 2025 06:38 pmI think this is done... Iyashikei requires apps to be posted in the comments, so this copy is just here for reference.
Player Name: Salsa
Pronouns: he/him
Age: 35
Preferred Means of Contact:
eternities
Invitation: Link
Other Characters In Game: Ena Shinonome (this cycle)
Do you have any plans for this character in the game? Not really! Presuming my castmates get in, it's going to be a post-canon epilogue for all of them, I think. She may or may not try to corner (benevolent) the local economy with time.
Character's Full Name: Alice Yotsuba | Cure Rosetta
Character's Pronouns: she/her
Character's Canon: Dokidoki! Precure (anime plus mid-season movie); a novel just recently came out but has no accepted English translation yet, so we're presently ignoring that; we're aggressively ignoring that Glitter Force Doki Doki ever happened; the crossover movies are non-canon
Character's Canon Point: Post-canon, to match Mana
Character's Age: 15
Did your character willingly come to Iyashikei? If yes, why? Absent her friends, it's just par for the course as a magical girl, as she sees it - helping the worlds will help everyone and will also make her job easier at the end of the day. She'll be unpleasantly surprised to find she's unpowered when she arrives, which will make her duties temporarily more difficult, but she'll manage.
Will they need any special accommodations upon arrival? Nope.
Character's History: Alice Yotsuba is the heiress to the illustrious Yotsuba Group (literally referred to in-show as the Yotsuba zaibatsu), who have their hands in a wide variety of industries from manufacturing to public works to entertainment. Over the course of the first several episodes, we're shown that the Group owns the local television station, produces its own iPad competitor, and has just finished construction last year on a radio tower. She's grown up going to a fancy private school, but befriended Mana Aida and Rikka Hishikawa early in life, as they snuck onto her property to play with her at a young age. Alice had a weak constitution as a little girl, and so had to stay around the property, but eventually Alice collapsed and it fell to a (much) younger Mana to seek help. When later confronted, Alice's father ended up accepting Mana and Rikka to be the girl's friends, enrolling her in public school to stay alongside them. That blossomed into a strong bond - perhaps too strong. To help get her body into proper health, Alice learned martial arts under her grandfather, and at a certain point she became protective enough of her friends that she found her temper snapping at least once. By the time she realized what she was doing and got control of herself, she'd beaten a group of bullies fairly soundly, and she recoiled from that power, vowing not to fight again in fear of her own strength.
Skip forward to the present: the year is 2013, in a Japanese prefecture called Oogai. Mana and Rikka attend the local public middle school, where Mana is the student council president and Rikka is the secretary. Alice is... sideways from this, as she returned to private school to rid herself of the temptation to knock sense into people, but the girls get together for activities around town and frequent tea parties on the lawn of her family's mansion.
This peace is shattered after an incident at a new Yotsuba radio tower involving Mana's class on a field trip: the Clover Tower is attacked by two strange people that summoned a monster from the insecurities in a nearby visitor's heart. This monster, a Jikochu (literally selfishness, and also referring to the generals mentioned earlier), began to rampage and threatened a child on the roof; Mana, chasing after the missing child, ends up being saved from the monster by a warrior named Cure Sword - a girl maybe her age in a purple costume - and three fairies that look a lot like small plushies. One of them, Charle, offers to help Mana transform, and agreeing, Mana becomes Cure Heart and helps repel the monster.
The fairies convince Mana to hide her new secret identity, but Rikka recognizes something is wrong, and after dragging the truth out, agrees to help cover for her, but when Heart finds herself in trouble, Rikka, together with another of the fairies, Raquel, transforms into Cure Diamond and bails Heart out, the two defeating a monster together. Alice finds this out because the girls are fighting on a city street, and she sees it on the security cameras - and finds the third fairy, Lance, that they left behind. Inviting them for tea, she asks them what they've gotten themselves into, and while she declines Lance's request to become a Precure at first, instead offering to become their manager, within a short time Alice is forced to confront her insecurities, and transforms into Cure Rosetta in an emergency.
The three girls, plus Sword (Makoto, as a human), begin a quest to search for the missing princess of the Trump Kingdom, Marie Ange. Their search eventually leads them to Jonathan Klondike, royal knight of the Trump Kingdom, and an egg that hatches a baby fairy, whom Mana names Ai-chan. It also leads them to Regina, princess of the Jikochu, who tries to befriend the girls but is generally very bad at acting like a normal human. That friendship comes to blows when Regina attacks them to steal a set of magical crystals they'd been collecting; Regina overpowers them but is repelled by a new fifth Precure, Cure Ace. Ace, who is older than the others, turns out to be an elementary school girl, Aguri, whose transformation ages her up but only lasts five minutes.
Winter comes. Jonathan has found the last of a series of artifacts the girls were searching for and brought it back, and it resonates with Aguri. She sends them away for the evening to mull over the visions it showed her, and when they return the next day, Aguri, Jonathan, Ai-chan, and the crown are gone; they've gone to the Trump Kingdom, where the others find Ace fighting Regina. The princess, it turns out, split herself into three parts defending against an attack after sealing away King Jikochu: Aguri, Regina, and Ai-chan. And the power Aguri and Regina were throwing around has weakened the seal: King Jikochu awakens and begins to rampage, cutting open a rift in space that links the Trump Kingdom to the coastal waters of Japan, and causing the battle to spill over into their dimension.
The resulting battle is hard-fought; Mana accidentally reveals their identities to the world at large, as each girl fights to give Heart a path into the King's core. Reaching the core and hauling out the king of the Trump Kingdom, after a final battle, the worlds are saved. Aguri and Regina resolve their differences and live as normal girls in Japan. The rift is impossible to close; the Trump Kingdom becomes a vital trade partner with Japan, under the auspices of the Yotsuba Group and personally managed by Alice herself. And between that and the cell phones connected to the Prime Minister's office, things are looking good for Alice.
(I've paraphrased this a lot; I have a somewhat longer version in an application for another version of Alice to a different game. Precure's wiki is historically... not great, so I've never used it.)
Character's Personality: Alice comes from a vaunted archetype of characters who are defined by their fortunes. Something in the way? Buy it and remove it. Need to acquire something? It's done. Creature comforts? Anything is available, anytime. Need laws casually ignored? It's possible enough. All of these are things Alice is capable of, occasionally on her own but usually through Sebastian, her butler who acts almost like an extension of her will. She needs only make her wishes known, and they become reality. She's become accustomed to this; while Mana and the others have given her some independence, she also very much needs her helper to orchestrate big workings. She does appreciate him, especially since he tends to take the place of the parental figures so often absent from her life, but at the end of the day she's the boss and he's the servant, and she does respect that boundary. (Sebastian, for his part, does the same - if he were any more physical, he'd resemble a certain butler from Hellsing in that way.)
Her motivations can be summed up in two words: Mana and Rikka. Alice fully believes she owes everything she is today to those girls, and she will give them the world if they only ask. Around them, she softens, letting her walls down and sharing everything of herself openly. Her tea parties are as much an excuse to take a deep breath as they are a chance to catch up. Alice has hinted at least once that her feelings for her best friends may be something stronger than a platonic bond, but she also understands them well enough to keep that to herself - it'd only trouble them, especially after Mana and Rikka come to a bit of an understanding late in their eighth-grade year about their bond. It won't stop her from following them to the ends of the earth, and keeping an eye on them with whatever means are at her disposal. Indeed, Mana is her role model in more ways than one, and more than a few of her other traits are informed by how Mana acts and feels.
Alice is kind of bad at being a sensible person, which is why she has a combination of Mana and Sebastian to temper her occasional urges. From the very first episode, when Alice asks if they can take the monster home rather than running away like everyone else does almost immediately, Alice has a habit of ignoring the decent choice and skipping straight ahead to what might be fun - or to what's most profitable. Of course, she'll also always choose whatever keeps her friends safe first - it's that single-minded devotion that drives even this trend. She jumps on opportunities when they present themselves, and acts without concern for the consequences, though this is at least in part because the Group can smooth those consequences out should something go wrong.
Outside her eccentricities, Alice is kind and wise, if in a different way than Rikka or even Mana. She understands people's motivations, and knows how to get them to look the other way, or to cooperate if that's what's needed. To an extent, she appreciates the value of subtlety; she simply chooses to act in excess instead, but she's capable of laying low when the job requires it. She also knows how to work around her limitations. When she doesn't want to become a Precure, she instead finds another way to help, even as restricted as that role ended up being while she retained it. When convicing Makoto to join the group is met with resistance, she simply uses her contacts to find her location and give Mana more chances. Alice isn't shy about using all the resources at her disposal to solve problems. She's slow to judge and even slower to act in judgment of others; even when confronted with things that she really should be dealing with, she simply stands there and works out her options, so long as someone isn't trying to punch her face in.
Alice's temper, something she was concerned with as a girl and has remained worried about ever since, is legendary amongst her friends and acquaintances. Ever since her little run-in with schoolyard bullies all those years ago, she's staunchly refused to use her power to do battle, choosing other ways to settle things instead. If she could do that much damage even then, what could she do now? With the power she's trained for all this time, or with the power of Precure? Still, when Lance reminds her of her grandfather's teachings, Alice re-evaluates her policy, settling instead for a lesser definition: she remains non-violent wherever possible, but sometimes that isn't possible, especially when it's Mana and Rikka in harm's way. For those times, there's creatively applied violence to just the extent needed to repel an attack. Alternately, there's Cure Rosetta's form, which has convenient auto-repair properties. Her views on fighting show in her powerset, in a bit of a meta capacity: not only is Rosetta's loadout the least offensive among the defensive Precure of her era (Sunshine has something akin to micro-missiles, Mint is green but still counts with her earth abilities), but it's the least offensive outright. Of course, given she's plenty dangerous without powers, that may simply be a result of Rosetta's powers adapting to fill the weaknesses in her ability set.
Even without accounting for her Precure form, though, Alice's anger is better-controlled now than it used to be. Others have tried to take advantage of her tendencies more than once, but to Alice's surprise (and, indeed, relief) she simply doesn't snap the way she used to, even when pushed. Whether it's Mana's influence or simply the wisdom and control that come with age, Alice is able to keep functioning and keep a lid on her anger when she's pushed repeatedly. That doesn't mean she'll give her enemies any quarter, of course - Rosetta doesn't stop for anything, not until the job is done, and Alice simply pushes her opponents back until they have no choice but to retreat.
Character Abilities: (Disclaimer: Please read this section with the understanding that Precure is, as a franchise, a cartoon canon aimed at young girls to sell them toys. It'll make understanding the kinds of items and talents we're talking about easier. Apologies in advance.)
Alice has a magical fairy partner and that partner grants her (and only her) magical abilties. Alice's fairy partner, Lance, is a denizen of the Trump (as in card) Kingdom in the shape of a teddy bear plushie, yellow with orange accents, in the small-but-huggable size of four to six inches tall. He's a bit slow on the uptake, but he means well, and is protective of Alice, for better or worse. He's also somewhat used to Alice's particular access to excesses by now - he can be found in a doll-sized lawn chair sipping a fruity drink with an umbrella when not otherwise occupied - but that's an unfortunate consequence of a year spent with a girl used to solving problems with money. He speaks Japanese fluently with a trailing particle, presumably by magic, and can also fly by magic, capping at roughly Alice's civilian running speed. While not in any other form, Lance can sense the movement of dark energy, traditionally through the machinations of the Trump Kingdom's enemies, the Selfish; it's more a compass than a radar.
Lance can turn into a Lovely Commune, something vaguely in the shape of a white brick-style cell phone with a touch screen and a capacitive D-pad in the shape of a four-leaf clover made of hearts, and with his head replacing the earpiece. He can call the other fairies if they're currently Communes, but that's... usually not helpful, for reasons we'll come to in just a moment. There's also a conspicuous place to mount some kind of accessory... maybe some kind of pin or small brooch? This mount point accepts Cure Loveads, small jeweled brooches unique to each Precure with magical effects. When Alice's Rosetta Loveads is set in the mount point, she transforms into the legendary warrior Cure Rosetta.
Cure Rosetta is a magical transformation that's significantly stronger, faster, and more resilient than Alice is, and Alice is already stronger and faster than the average girl her age, which makes her a force to be reckoned with. She isn't immediately recognizable to others, though whether it's disguise magic or the fact that her appearances changes is... debatable. Most likely it's a combination of the two. While Rosetta can take a lot of damage like this, too much damage or too strong a single hit will eject her from the form back into Alice, and risks leaving her unconscious. Aside from hand-to-hand combat, Rosetta has three main abilities, each governed by slotting a specific Loveads into her Commune or into one of a couple more artifacts she can freely draw from thin air once she's received them: Rosetta Wall, a paid of small handheld shields in the shape of clovers; Rosetta Reflection, a big sometimes-reactive shield in the shape of a four-leaf clover that she can also split in half to wield as war fans; and Rosetta Balloon, which Rosetta describes in a fourth-wall-break moment as doing something different every time she uses it, but as an example has turned Lance into a kaiju... it doesn't get used much. Together with at least three other members of her team and those artifacts, Rosetta has access to team-up attacks, which are really just big cinematic finishing moves.
Alice's advanced special moves require artifacts: her Commune for Wall; her Love Heart Arrow, a bow that doesn't seem to be able to be drawn with a touchpad down the side and a Loveads slot, for Reflection; and her Magical Lovely Pad, something suspiciously in the shape of an iPad for a show that aired ten years ago with magical apps and a Loveads slot, for Balloon. Other than her Commune, Alice can summon the rest at will, and the Lovely Pad in particular also has video call functionality to any of the other Lovely Pads, as well as allowing local teleportation.
Beyond her magical abilities, Alice has some training relevant to succeeding the Yotsuba Group. Etiquette, painting, ballroom dance, piano, sports, and academics are second nature, though Rikka is better at specialist knowledge and Mana is better at athletics. She's also trained in self-defense for her protection, and knows a variety of styles, including karate, kendo, judo, and aikido, although she'd really much rather not have to use them. The Group's interests themselves give her some additional focus points: she's adept at information gathering and processing (but usually not by herself, depending on her butler for much of that), and she has some business knowledge, both general and specific to the Group. This makes Alice a good generalist who can be dropped into almost any situation and be able to immediately put herself to work, but who depends on allies and friends to truly excel.
Player Opt-out/Opt-in Permissions post: N/A, no relevant abilities or warnings
TDM Sample Link: Link to TDM top-level; also, here's a thread with five comments just in case
Any comments or questions you would like us to know? A funny meme is also welcome! Apologies in advance for all the weird stuff Alice is going to get up to. Just. She's a very outside-the-box sort of person and plopping a new world in front of her that's rich in opportunity is going to make her a menace.
Player Information
Player Name: Salsa
Pronouns: he/him
Age: 35
Preferred Means of Contact:
Invitation: Link
Other Characters In Game: Ena Shinonome (this cycle)
Do you have any plans for this character in the game? Not really! Presuming my castmates get in, it's going to be a post-canon epilogue for all of them, I think. She may or may not try to corner (benevolent) the local economy with time.
Character Information
Character's Full Name: Alice Yotsuba | Cure Rosetta
Character's Pronouns: she/her
Character's Canon: Dokidoki! Precure (anime plus mid-season movie); a novel just recently came out but has no accepted English translation yet, so we're presently ignoring that; we're aggressively ignoring that Glitter Force Doki Doki ever happened; the crossover movies are non-canon
Character's Canon Point: Post-canon, to match Mana
Character's Age: 15
Did your character willingly come to Iyashikei? If yes, why? Absent her friends, it's just par for the course as a magical girl, as she sees it - helping the worlds will help everyone and will also make her job easier at the end of the day. She'll be unpleasantly surprised to find she's unpowered when she arrives, which will make her duties temporarily more difficult, but she'll manage.
Will they need any special accommodations upon arrival? Nope.
Character's History: Alice Yotsuba is the heiress to the illustrious Yotsuba Group (literally referred to in-show as the Yotsuba zaibatsu), who have their hands in a wide variety of industries from manufacturing to public works to entertainment. Over the course of the first several episodes, we're shown that the Group owns the local television station, produces its own iPad competitor, and has just finished construction last year on a radio tower. She's grown up going to a fancy private school, but befriended Mana Aida and Rikka Hishikawa early in life, as they snuck onto her property to play with her at a young age. Alice had a weak constitution as a little girl, and so had to stay around the property, but eventually Alice collapsed and it fell to a (much) younger Mana to seek help. When later confronted, Alice's father ended up accepting Mana and Rikka to be the girl's friends, enrolling her in public school to stay alongside them. That blossomed into a strong bond - perhaps too strong. To help get her body into proper health, Alice learned martial arts under her grandfather, and at a certain point she became protective enough of her friends that she found her temper snapping at least once. By the time she realized what she was doing and got control of herself, she'd beaten a group of bullies fairly soundly, and she recoiled from that power, vowing not to fight again in fear of her own strength.
Skip forward to the present: the year is 2013, in a Japanese prefecture called Oogai. Mana and Rikka attend the local public middle school, where Mana is the student council president and Rikka is the secretary. Alice is... sideways from this, as she returned to private school to rid herself of the temptation to knock sense into people, but the girls get together for activities around town and frequent tea parties on the lawn of her family's mansion.
This peace is shattered after an incident at a new Yotsuba radio tower involving Mana's class on a field trip: the Clover Tower is attacked by two strange people that summoned a monster from the insecurities in a nearby visitor's heart. This monster, a Jikochu (literally selfishness, and also referring to the generals mentioned earlier), began to rampage and threatened a child on the roof; Mana, chasing after the missing child, ends up being saved from the monster by a warrior named Cure Sword - a girl maybe her age in a purple costume - and three fairies that look a lot like small plushies. One of them, Charle, offers to help Mana transform, and agreeing, Mana becomes Cure Heart and helps repel the monster.
The fairies convince Mana to hide her new secret identity, but Rikka recognizes something is wrong, and after dragging the truth out, agrees to help cover for her, but when Heart finds herself in trouble, Rikka, together with another of the fairies, Raquel, transforms into Cure Diamond and bails Heart out, the two defeating a monster together. Alice finds this out because the girls are fighting on a city street, and she sees it on the security cameras - and finds the third fairy, Lance, that they left behind. Inviting them for tea, she asks them what they've gotten themselves into, and while she declines Lance's request to become a Precure at first, instead offering to become their manager, within a short time Alice is forced to confront her insecurities, and transforms into Cure Rosetta in an emergency.
The three girls, plus Sword (Makoto, as a human), begin a quest to search for the missing princess of the Trump Kingdom, Marie Ange. Their search eventually leads them to Jonathan Klondike, royal knight of the Trump Kingdom, and an egg that hatches a baby fairy, whom Mana names Ai-chan. It also leads them to Regina, princess of the Jikochu, who tries to befriend the girls but is generally very bad at acting like a normal human. That friendship comes to blows when Regina attacks them to steal a set of magical crystals they'd been collecting; Regina overpowers them but is repelled by a new fifth Precure, Cure Ace. Ace, who is older than the others, turns out to be an elementary school girl, Aguri, whose transformation ages her up but only lasts five minutes.
Winter comes. Jonathan has found the last of a series of artifacts the girls were searching for and brought it back, and it resonates with Aguri. She sends them away for the evening to mull over the visions it showed her, and when they return the next day, Aguri, Jonathan, Ai-chan, and the crown are gone; they've gone to the Trump Kingdom, where the others find Ace fighting Regina. The princess, it turns out, split herself into three parts defending against an attack after sealing away King Jikochu: Aguri, Regina, and Ai-chan. And the power Aguri and Regina were throwing around has weakened the seal: King Jikochu awakens and begins to rampage, cutting open a rift in space that links the Trump Kingdom to the coastal waters of Japan, and causing the battle to spill over into their dimension.
The resulting battle is hard-fought; Mana accidentally reveals their identities to the world at large, as each girl fights to give Heart a path into the King's core. Reaching the core and hauling out the king of the Trump Kingdom, after a final battle, the worlds are saved. Aguri and Regina resolve their differences and live as normal girls in Japan. The rift is impossible to close; the Trump Kingdom becomes a vital trade partner with Japan, under the auspices of the Yotsuba Group and personally managed by Alice herself. And between that and the cell phones connected to the Prime Minister's office, things are looking good for Alice.
(I've paraphrased this a lot; I have a somewhat longer version in an application for another version of Alice to a different game. Precure's wiki is historically... not great, so I've never used it.)
Character's Personality: Alice comes from a vaunted archetype of characters who are defined by their fortunes. Something in the way? Buy it and remove it. Need to acquire something? It's done. Creature comforts? Anything is available, anytime. Need laws casually ignored? It's possible enough. All of these are things Alice is capable of, occasionally on her own but usually through Sebastian, her butler who acts almost like an extension of her will. She needs only make her wishes known, and they become reality. She's become accustomed to this; while Mana and the others have given her some independence, she also very much needs her helper to orchestrate big workings. She does appreciate him, especially since he tends to take the place of the parental figures so often absent from her life, but at the end of the day she's the boss and he's the servant, and she does respect that boundary. (Sebastian, for his part, does the same - if he were any more physical, he'd resemble a certain butler from Hellsing in that way.)
Her motivations can be summed up in two words: Mana and Rikka. Alice fully believes she owes everything she is today to those girls, and she will give them the world if they only ask. Around them, she softens, letting her walls down and sharing everything of herself openly. Her tea parties are as much an excuse to take a deep breath as they are a chance to catch up. Alice has hinted at least once that her feelings for her best friends may be something stronger than a platonic bond, but she also understands them well enough to keep that to herself - it'd only trouble them, especially after Mana and Rikka come to a bit of an understanding late in their eighth-grade year about their bond. It won't stop her from following them to the ends of the earth, and keeping an eye on them with whatever means are at her disposal. Indeed, Mana is her role model in more ways than one, and more than a few of her other traits are informed by how Mana acts and feels.
Alice is kind of bad at being a sensible person, which is why she has a combination of Mana and Sebastian to temper her occasional urges. From the very first episode, when Alice asks if they can take the monster home rather than running away like everyone else does almost immediately, Alice has a habit of ignoring the decent choice and skipping straight ahead to what might be fun - or to what's most profitable. Of course, she'll also always choose whatever keeps her friends safe first - it's that single-minded devotion that drives even this trend. She jumps on opportunities when they present themselves, and acts without concern for the consequences, though this is at least in part because the Group can smooth those consequences out should something go wrong.
Outside her eccentricities, Alice is kind and wise, if in a different way than Rikka or even Mana. She understands people's motivations, and knows how to get them to look the other way, or to cooperate if that's what's needed. To an extent, she appreciates the value of subtlety; she simply chooses to act in excess instead, but she's capable of laying low when the job requires it. She also knows how to work around her limitations. When she doesn't want to become a Precure, she instead finds another way to help, even as restricted as that role ended up being while she retained it. When convicing Makoto to join the group is met with resistance, she simply uses her contacts to find her location and give Mana more chances. Alice isn't shy about using all the resources at her disposal to solve problems. She's slow to judge and even slower to act in judgment of others; even when confronted with things that she really should be dealing with, she simply stands there and works out her options, so long as someone isn't trying to punch her face in.
Alice's temper, something she was concerned with as a girl and has remained worried about ever since, is legendary amongst her friends and acquaintances. Ever since her little run-in with schoolyard bullies all those years ago, she's staunchly refused to use her power to do battle, choosing other ways to settle things instead. If she could do that much damage even then, what could she do now? With the power she's trained for all this time, or with the power of Precure? Still, when Lance reminds her of her grandfather's teachings, Alice re-evaluates her policy, settling instead for a lesser definition: she remains non-violent wherever possible, but sometimes that isn't possible, especially when it's Mana and Rikka in harm's way. For those times, there's creatively applied violence to just the extent needed to repel an attack. Alternately, there's Cure Rosetta's form, which has convenient auto-repair properties. Her views on fighting show in her powerset, in a bit of a meta capacity: not only is Rosetta's loadout the least offensive among the defensive Precure of her era (Sunshine has something akin to micro-missiles, Mint is green but still counts with her earth abilities), but it's the least offensive outright. Of course, given she's plenty dangerous without powers, that may simply be a result of Rosetta's powers adapting to fill the weaknesses in her ability set.
Even without accounting for her Precure form, though, Alice's anger is better-controlled now than it used to be. Others have tried to take advantage of her tendencies more than once, but to Alice's surprise (and, indeed, relief) she simply doesn't snap the way she used to, even when pushed. Whether it's Mana's influence or simply the wisdom and control that come with age, Alice is able to keep functioning and keep a lid on her anger when she's pushed repeatedly. That doesn't mean she'll give her enemies any quarter, of course - Rosetta doesn't stop for anything, not until the job is done, and Alice simply pushes her opponents back until they have no choice but to retreat.
Character Abilities: (Disclaimer: Please read this section with the understanding that Precure is, as a franchise, a cartoon canon aimed at young girls to sell them toys. It'll make understanding the kinds of items and talents we're talking about easier. Apologies in advance.)
Alice has a magical fairy partner and that partner grants her (and only her) magical abilties. Alice's fairy partner, Lance, is a denizen of the Trump (as in card) Kingdom in the shape of a teddy bear plushie, yellow with orange accents, in the small-but-huggable size of four to six inches tall. He's a bit slow on the uptake, but he means well, and is protective of Alice, for better or worse. He's also somewhat used to Alice's particular access to excesses by now - he can be found in a doll-sized lawn chair sipping a fruity drink with an umbrella when not otherwise occupied - but that's an unfortunate consequence of a year spent with a girl used to solving problems with money. He speaks Japanese fluently with a trailing particle, presumably by magic, and can also fly by magic, capping at roughly Alice's civilian running speed. While not in any other form, Lance can sense the movement of dark energy, traditionally through the machinations of the Trump Kingdom's enemies, the Selfish; it's more a compass than a radar.
Lance can turn into a Lovely Commune, something vaguely in the shape of a white brick-style cell phone with a touch screen and a capacitive D-pad in the shape of a four-leaf clover made of hearts, and with his head replacing the earpiece. He can call the other fairies if they're currently Communes, but that's... usually not helpful, for reasons we'll come to in just a moment. There's also a conspicuous place to mount some kind of accessory... maybe some kind of pin or small brooch? This mount point accepts Cure Loveads, small jeweled brooches unique to each Precure with magical effects. When Alice's Rosetta Loveads is set in the mount point, she transforms into the legendary warrior Cure Rosetta.
Cure Rosetta is a magical transformation that's significantly stronger, faster, and more resilient than Alice is, and Alice is already stronger and faster than the average girl her age, which makes her a force to be reckoned with. She isn't immediately recognizable to others, though whether it's disguise magic or the fact that her appearances changes is... debatable. Most likely it's a combination of the two. While Rosetta can take a lot of damage like this, too much damage or too strong a single hit will eject her from the form back into Alice, and risks leaving her unconscious. Aside from hand-to-hand combat, Rosetta has three main abilities, each governed by slotting a specific Loveads into her Commune or into one of a couple more artifacts she can freely draw from thin air once she's received them: Rosetta Wall, a paid of small handheld shields in the shape of clovers; Rosetta Reflection, a big sometimes-reactive shield in the shape of a four-leaf clover that she can also split in half to wield as war fans; and Rosetta Balloon, which Rosetta describes in a fourth-wall-break moment as doing something different every time she uses it, but as an example has turned Lance into a kaiju... it doesn't get used much. Together with at least three other members of her team and those artifacts, Rosetta has access to team-up attacks, which are really just big cinematic finishing moves.
Alice's advanced special moves require artifacts: her Commune for Wall; her Love Heart Arrow, a bow that doesn't seem to be able to be drawn with a touchpad down the side and a Loveads slot, for Reflection; and her Magical Lovely Pad, something suspiciously in the shape of an iPad for a show that aired ten years ago with magical apps and a Loveads slot, for Balloon. Other than her Commune, Alice can summon the rest at will, and the Lovely Pad in particular also has video call functionality to any of the other Lovely Pads, as well as allowing local teleportation.
Beyond her magical abilities, Alice has some training relevant to succeeding the Yotsuba Group. Etiquette, painting, ballroom dance, piano, sports, and academics are second nature, though Rikka is better at specialist knowledge and Mana is better at athletics. She's also trained in self-defense for her protection, and knows a variety of styles, including karate, kendo, judo, and aikido, although she'd really much rather not have to use them. The Group's interests themselves give her some additional focus points: she's adept at information gathering and processing (but usually not by herself, depending on her butler for much of that), and she has some business knowledge, both general and specific to the Group. This makes Alice a good generalist who can be dropped into almost any situation and be able to immediately put herself to work, but who depends on allies and friends to truly excel.
Player Opt-out/Opt-in Permissions post: N/A, no relevant abilities or warnings
TDM Sample Link: Link to TDM top-level; also, here's a thread with five comments just in case
Any comments or questions you would like us to know? A funny meme is also welcome! Apologies in advance for all the weird stuff Alice is going to get up to. Just. She's a very outside-the-box sort of person and plopping a new world in front of her that's rich in opportunity is going to make her a menace.
Permissions: DDD
Aug. 20th, 2013 11:24 amI'll get to more "normal" permissions in a bit, but while I work on that, please be aware that Alice has access (in her own world) to a frankly absurd set of tools to monitor pretty much everything that goes on around town, which she mostly uses to make sure her friends are out of trouble. Once she realizes the community has let her connect to other worlds, she will exploit it as far as she can, building dossiers on anyone she can discover anything useful about, and keeping tabs on people she's either worried about or interested in. She's also liable to take up hacking if she finds something locked that she thinks might be important, and is definitely likely to try to institute surveillance on other worlds via the community.
...Long story short, Alice knows things, and wants to know all about you. If you'd rather I keep her to unlocked information on the community only, or otherwise restrict her information-gathering, please let me know.
...Long story short, Alice knows things, and wants to know all about you. If you'd rather I keep her to unlocked information on the community only, or otherwise restrict her information-gathering, please let me know.
Application: Drama Drama Duck
Aug. 12th, 2013 11:56 amPlayer nickname: MaxSalsa
Player DW:
maxsalsa
Way to contact you:
AIM: UltimateSalsa
Plurk:
MaxSalsa
Are you at least 15?: Aye.
Current Characters: Rita Mordio, Itsuki Myoudouin, Kanade Minamino, Chrono Harlaown, Kaito Yashio
Character: Alice Yotsuba
Fandom: Dokidoki! Precure
( I'm sure you all would rather this not be taking up the whole journal. )
Player DW:
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Way to contact you:
AIM: UltimateSalsa
Plurk:
Are you at least 15?: Aye.
Current Characters: Rita Mordio, Itsuki Myoudouin, Kanade Minamino, Chrono Harlaown, Kaito Yashio
Character: Alice Yotsuba
Fandom: Dokidoki! Precure
( I'm sure you all would rather this not be taking up the whole journal. )