Ryslig App
Jan. 2nd, 2017 12:41 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
OOC INFORMATION
Name: Usagi
Contact:
Other Characters: Reira Akaba, Loki, Noa Kaiba
CHARACTER INFORMATION
Character Name: Espurr
Age: ?? (She's considered a 'pokemon child', so 12-13 seems the most accurate)
Canon: Pokemon Super Mystery Dungeon
Canon Point: Post-Game
Character Information: NOTE: Unfortunately, the wiki tends to neglect giving PMD characters their own pages. As such, I have two links...and a written history. Beyond that this is all they write about her. :[ (Though she does have a Quotes listing here, lending more to personality accuracy)
Which brings us to WRITTEN. I've made it point form to keep it quick and to the point! (A more detailed history is located here, but it's also 7,700 words long)
- In the PMD series, Espurr was born and raised in 'Serene Village'. When visiting her house, she appears to live alone; but given the emphasis that children need guardians at the least in the game, it's assumed there is someone looking after her.
- During one of the first tutorial/school days, Espurr is asked to sit out of the dungeon trip in order to coordinate student progress with her telepathy, something she seems to do somewhat often.
- The lesson after this, Espurr joins the player's team in order to train with Looplets and Emeras, helping them to find the sought for flag using her psychic sense.
- When the class asks the player where they came from the next day, Espurr finds it difficult to believe that they were once human-though she admits it's a lie that leaves nothing to gain, her doubt is as strong as the others.
- Espurr, Pancham, and Shelmet get to be first to demonstrate and attempt 'alliances' when they take a class on them in the day after this, nearly knocking the Vice Principal out cold.
- When Roselia intrudes on the next day's class looking for her daughter, Espurr watches as the player and partner skip class to try and find her. Because of this, Espurr uses telepathy to help them the next day; in order to give them the time to sneak into class without being scolded too fiercely by the teacher, she telepathically contacts the Vice Principal Watchog standing guard at the gates, flattering him until he's unaware of who passes him.
- Summer Vacation eventually comes, and soon after, rumors of ghosts haunting the school grounds. When Pancham (after reports of kidnapping even come through) dares all the children to spend the night at the school, she eagerly takes the dare, saying 'I want to see these ghosts for myself!' with a smile.
- When they try spending the night, a shadow appears, causing everyone to pass out; Espurr does not, but pretends to be unconscious so that she can follow the ghosts as they take Shelmet and Pancham away. She then returns to the school to rouse the others, and they go to where she saw the ghosts disappear; the children all teaming up and heading in to rescue them.
- The pokemon successfully reveal the culprits to be Litwick (who feed on fear) and their friend Solosis; after making sure that the pokemon won't take things so far as kidnapping again, the children sneak back into their homes. However, guilty about what happened, most of them come clean anyway. Only Espurr appears to not do so, as her parents "aren't really around enough" to scold her (in other words, she was alone at home to begin with).
- Since the morning after, the player's partner is stuck cleaning all day as punishment, the player chooses one from the group of classmates to travel with them to a dungeon. Espurr (for the purposes of this history) is the one chosen, and after coming along she presents a gift of silver throwing spikes to the player, thanking them for a fun time and saying that they're free to call on her in the future if they like.
- Curiously, as Summer Vacation continues on, Espurr is not among those questioned when the partner tries to gather enough people convinced that leaving for Lively Town is a good idea-despite the partner insisting on speaking to 'everyone in the village'.
- Late in the evening after this questioning of the town, Espurr uses telepathy to gather the other children in order to see the player and their partner off, as the two prepare to run away for Lively Town. She admits that she felt the two were acting suspicious for a while, and had followed them. After presenting to the two the letters the adults of the village wrote for them, they watch their friends leave, before continuing on with their lives.
- Espurr eventually gets to meet with her friends when they return, albeit with confusion as they ask about a suspicious red pokemon they're looking for. When it seems he's headed for Revelation Mountain, she is told to remain behind, and to contact Ampharos if she can't contact them after a while. Waiting for them to be out of sight, she instead follows them.
- While on the mountain, Espurr witnesses a dramatic showdown, which ends in Nuzleaf revealing himself to be an agent of 'Dark Matter' alongside the pokemon Yveltal. She watches as they trick the player into giving them the 'Luminous Water'; which can restore pokemon turned to stone, only for the player, partner, and friends to be turned to stone themselves.
- While Espurr tries to remain hidden, she is caught; Nuzleaf claims that she can either work with him, or be turned to stone. While Espurr doesn't wish to work with him, she feels it 'wouldn't be very interesting' if she simply turned to stone, and instead decides to work as a double agent, seeming to agree with Nuzleaf and hiding once again in the bushes to contact Ampharos.
- Ampharos and Jirachi from the Expedition Society appear according to her call, and when she discovers that her village has been entirely turned to stone, they offer her a home in the Society Building. Espurr tells them about her deal with Nuzleaf, and they come up with a plan; while they search for information on how to stop Dark Matter, Espurr will relay just enough information back and forth to stay on Nuzleaf's good side, while keeping Ampharos abreast of the plan.
- Many days after this event, the player and partner successfully return from the Void their spirits were sent to, against all odds. They come to find all cities cleared of pokemon, with Lively Town's few remaining citizens hiding away in the Society Building alongside Espurr. While Espurr updates the player on what happened to the world, they hear noises heading toward the upstairs-heading there, they corner a single Beheeyem, who it seems has escaped control of Dark Matter and wishes to help.
- The Beheeyem claims to know the location of the Tree of Life, which will stop Dark Matter; Espurr contacts Ampharos to tell him of this, but at his order, tells the others she was unable to contact him. She then tells Nuzleaf that the player and partner, alongside the Beheeyem, will be travelling to the Prehistoric Ruin to find the 'Tree'.
- Espurr travels to the bottom of the ruin as well, in order to 'reveal herself' as Nuzleaf's agent, claiming that she 'certainly didn't want to go [to the void]', and thus decided to help 'Mr. Nuzleaf'. The Beheeyem who brought the two there turns sides again, and it seems the two will be turned to stone; at the last minute however, Celebi arrives and teleports them alongside Espurr away to the Primeval Forest entrance.
- Ampharos and Jirachi appear at this place alongside them, and Celebi explains that in their search for information, he has gone through time itself to find answers. It seems the player and partner bear scarves that are connected to the tree of life, which could help with stopping Dark Matter once they get there. As Ampharos explains Espurr's role in gathering this information, the partner protests that she's been working for Nuzleaf-at which point Espurr angrily tells him off for not believing her, before explaining that she's been a double agent the whole time. 'At any rate, threats don't work on me.' ('You can be really scary sometimes...' is the response the partner has for her)
- The team finish filling the player and partner in on their duty, and travel to the tree; an enormous growth with numerous branches, withered to nearly nothing. Just as they arrive, they are cornered by Nuzleaf, Yveltal, and the Beheeyem however-and while the nonpossessed one tries to turn on them, he is turned to stone. One of the other Beheeyem attempt to do the same to Espurr as well, but a mysterious shield blocks the attack; the scarves the player and partner wearing now protecting their allies from the power.
- The pokemon fight their enemies back, but while they break Dark Matter's control over them, Nuzleaf and the others vanish just as quickly. Dark Matter itself now addresses them, pulling the Tree of Life from the earth and announcing that through all the hate and pain in their hearts, it has been born and strengthened enough to bring about the final end. Celebi is unable to warp them to the tree, and the others fail to reach it on their own-however, through Ampharos, Jirachi, and Espurr's earlier efforts to unite the most powerful pokemon in the world, a small miracle comes about.
- Deoxys, Rayquaza, and many others use their power to slow the departure of the tree from the surface of the planet, and therefore the stopping of the Earth's spin and its inevitable path toward the sun. Arceus speaks to those on the ground, telling them that they will warp the player and partner to the tree, from which point they alone must fight Dark Matter. Espurr and Ampharos watch as the two are teleported away, left alone while all those who can fly try to stop the tree from leaving.
- During the final battle against the Dark Matter, it briefly gains a surge of power, turning everyone around the tree to stone. However, the spirits of those pokemon still resonate with the player, allowing them to defeat, accept, and therefore banish the embodiment of all the world's hate and pain. Espurr awakens, and is able to hear Arceus announce the player's success, rushing to meet with them and the player at the base of the rejuvenated tree, literally crying with relief.
- With the world saved, Espurr returns to Lively Town first to recover, and then (alongside the player and partner) travels back to Serene Village-she gives those in the village a heads up to their arrival ahead of time so that when they arrive, the two can be surprised with a sudden rush and appearance of the villagers for a party. She even becomes aware of Nuzleaf's return, though by the time they arrive, Nuzleaf has personally apologized to all those in the village, and left for an indefinite amount of time.
- For the remaiing evening, Espurr helps the player and partner retell the story of what happened to save the world over a grand feast and party. She then returns to her home for rest; it's unknown how much of the plot after she is aware of (the disappearance of the partner character, and the details of his recovery weeks later), but when visited in her home after the conclusion of this main storyline, she never fails to greet the player and partner with a smile, telling them that she's happy to join them on any adventure, and that they need only ask. From here, it's assumed things are 'back to normal', with Espurr attending classes as soon as Summer is over (which it presumably is by this point).
Personality:
For an espurr-specifically a female one-the preferred nature tends to be 'Quiet', or 'Modest'. It's a pokemon that learns a great many attacks of the non-physical variety after all, so being able to hit physically isn't an issue. These two 'natures', notably, would be good words to use to describe Espurr herself...though they're far from the only things one can use to describe her. Being quiet is most certainly one of the first things anyone notices about her in the game, of course; she very rarely speaks, only occasionally speaking up in order to correct the teacher, or to perhaps clarify a request. When she does speak, she is also more muted than her classmates-her expression typically remains blank, and ellipses frequent her speech more than the others. These actions in themselves could be considered equally 'modest', however-a refusal to draw attention to herself, and her efforts...though it is perhaps a little more complicated than that.
Rather than modest, would be more accurate to say Espurr is 'polite'. While she certainly does not boast unnecessarily, nor does she ever hold her skills above the others, her tendency to keep from speaking when her skill is brought up with praise, if anything, is a show of politeness. She is very careful to show respect to her elders, using 'Mr.' and 'Ms.' when addressing the faculty and other 'grown-ups' in the Village and otherwise. When her Vice Principal tries his best to impress the class with his paper card displays, she chooses not to draw attention to what it really is, going so far as to note that she thought Mr. Watchog was being 'playful' for the class-that it was if anything...endearing.
It certainly makes her a considerate young girl, especially next to the classmates who instead shouted that they felt 'sorry' for him. Espurr does quite well to refrain from teasing when she corrects people for what are otherwise simple mistakes-such as when Mr. Farfetch'd begins reading from the wrong book at the start of their class. She is often thinking ahead and for the others, using her telepathy to warn people and to plan people-even if it isn't necessarily 100% 'the right thing' by such arbitrary 'grown-up' rules. In Espurr's eyes, it's better for the boys that skipped class to save a little girl to get away with it, rather than be chewed out after all. (And why, Mr. Watchog, it's just so amazing how dedicated you are to this class~) These considerations that Espurr makes stretch far beyond standard care a little too often in fact-she seems to see it almost as her duty to do what works best, very often making assumptions on what others will or will not enjoy. She did not ask if her friends wanted an out, after all-and while she was correct to assume they did, her ability to read a situation can only go so far.
She is a considerably observant sort, fortunately for her. Her ability to read a situation pays off multiple times throughout the game, and the resulting state of calm is such that her classmates note that if anyone stands a chance of joining the Expedition Society before growing up, it's her-an impressive feat for someone of schooling age. She proves herself on this front immensely by playing her role as Ampharos' double agent, too. Despite being so frightened and confused by the events around her that she breaks down into tears, Espurr manages to keep calm enough in the heat of the moment to bargain with Nuzleaf for her life not in the way he expects, but in a way that she herself later claims 'was the more interesting option'. She could have been turned to stone.
But it worked better for her and the others if she played her part and shared information behind Nuzleaf's back, now didn't it? Behind that doe-eyed kitten face is a cunning, and even manipulative way of thinking, there is no doubt about it. Her intelligence goes beyond books, and while she's still a child, it says quite a lot to be able to fool the 'big bad' on the spot. She had mere moments to choose her double agent role; and even outside of this major use of strategy, she has not been above keeping secrets in order to further some other goal. Using telepathy to flatter Mr. Watchog until the boys get off scott-free, or more adorably, to gather teams of people to wish a farewell... ...or a welcome home. Each time, she receives protests that she kept such things from them, plotting around and around without saying a word. (How could she, after all!)
And each time, she naturally replies that she 'just did'. Keeping things secret comes naturally to her-just as naturally as any obvious observation is. Polite and considerate she may be, but if she feels there is no reason to keep something quiet, she says it. Her comments on faith in the story of her friend 'being human' is brutally honest-'There is no good reason for [the player] to lie,' but in her own words, it was frankly unbelievable as a story all the same. Her comments regarding her decision to play 'double agent' also come to mind when one brings Espurr's blunt honesty into question, not to mention the telling quote "Threats don't work on me". Her bluntness of course, is best seen in conversations with friends however. Politeness only goes so far-and when she sees the partner character boasting, she wastes no time in telling him to "Stop. Just, stop."
They were, after all, acting so very ridiculous. Espurr herself is no poster child of normalcy however. Quiet as she is, very often when she finds something that amuses her, she shows it in full-and as seen above, in her reactions to Nuzleaf's threats, those amusements are rather bizarrely placed. Her smiles are wide where most wouldn't smile at all, and it seems that among her peers she can remain more optimistic than even the partner character at times. Dare to watch for the ghosts kidnapping people? Sounds fun! Adventure through the deep dark dungeon? Why not! Her interests are idiosyncratic at best, and entirely morbid at the worst; after she smiles and explains to the player and partner that she felt it more 'interesting' to play double agent than simply be turned to stone, the partner perhaps isn't wrong to say she can be 'sort of scary sometimes'. This is someone who was intrigued and even amused by the idea of ghosts in the school yard after all, and where even adults passed out with fright, she not only remained entirely conscious, but chose to feign sleep and soon after follow the culprits to their hide away. Indeed, many of the things that interest her are otherwise things that people would find too dangerous or frightening to think of in such a way.
Perhaps it stems from being alone so often. Espurr can and does feel fear and pain of course-and during the course of the game, literally breaks down crying with relief twice when she sees her friends safe and sound. But over all, Espurr spends much of her life keeping herself under control, quite likely because she must. She is alone-at some points, more alone than any child should ever be in their whole life. Control over her actions, over the words she says, becomes a necessity for such a thing-and control is certainly something she exercises often when dealing with her classmates, quietly listening and occasionally chiming in with a minor correction or two-always, always, always listening and watching for what really matters. Control, observation, and independence are what comes of someone living alone; without the ability to look after and out for herself after all, she wouldn't be alive.
One could argue of course that it's unknown how often her parents are truly gone-but even without this fact, her keen observation and independent decisions are what propels her on her path through the game. It is her decision to follow the others which allows her to make the deal with Nuzleaf-her decision to follow after people which allows her to piece together key points of information, or ferry warning and tips between others. She uses her telepathy as a skilled tool without anyone else pointing her in a particular direction, and this ability to command her own actions and manage things on her own without sabotaging herself is a rare one in a young child. Not to mention the whole dex entry 'if they lift their ears the power contained nukes everything in 300 meters' deal...
She is quite dedicated with that ability. Despite any fears and doubts hidden behind that mask of calm, Espurr remains wholly dedicated to saving the world from its end once she is set upon that path, and even before it. When she makes her deal with Nuzleaf after all, she has no way of knowing just what it is he's trying to do. She has only the sight of her friends being turned to stone, and the hope that there must be a way to reverse it. And in dedicating herself to that hope, despite how bleak things become-despite being under the impression that she may never see her friends again, and be only able to prevent the same thing happening to others-she manages to make herself an integral part of saving everyone.
It is always difficult to say for sure, how a child will grow up; how the things that make them who they are in the moment will develop over the years that follow. Whether a stunning lack of fear toward the mysterious will fade, whether a calm disregard for privacy in the name of being kind will be shuffled aside to be more 'polite' about things, rather than brushing it all aside with an apology after the fact. It is as difficult as using a 'nature' to describe a pokemon, perhaps.
But through it all, Espurr is more than 'Quiet'; she is a wonderfully friendly, and dedicated individual, who can and will assess any situation in order to take control of it and turn the tides where they ought to go.
A unique point worth noting, separate from her general personality of course, is the gap that exists between 'pokemon' and 'human', however. In order to better display the sort of character Espurr is, this too bears relevance. As a pokemon, Espurr is used to more than just a different culture and lifestyle; she has never even seen a human being. Where she lives, pokemon run an entire functioning society with buildings and even electricity-despite the (pokedex canon) otherwise wild system of 'dog eat dog' still technically in place. (This can be seen simply by speaking to various pokemon throughout the game, who occasionally voice worries about being EATEN)
Being human will be odd-not entirely traumatic, given her curiously placed interests-but it will definitely be odd. Most of her reactions will be focused in the form of culture clash for that reason. How strange it is to wear so many layers of clothing (though the cold explains this well), how strange it is that there is so much less variety in appearances (she may even mistake MONSTERS for 'humans' of another sort, in the same way that a Rampardos and a Sewaddle are both still pokemon)...the gravity of the change will if anything only hit alongside the game's expected 'and now you are a monster' points, if/when those traumas come.
5-10 Key Character Traits:
Observant
Calm
Dedicated
Independent
Polite
Secretive
Blunt
Presumptuous
Idiosyncratic
Conspiratory
Would you prefer a monster that FITS your character’s personality, CONFLICTS with it, EITHER, or opt for 100% RANDOMIZATION? CONFLICTS
Opt-Outs:
Minotaur, Harpy, Werewolf, Mer, Wendigo
Auto Opt; Kelpie, Naga, Werebear
Roleplay Sample:
Thread with Clementine, Thread with Lusamine, and Thread with Asaka.