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Kiriko Kamori ([personal profile] donutsfordinner) wrote2024-04-23 03:41 pm
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Kiriko Kamori| Folkmore App

❥ Character Information

Character Name: Kiriko Kamori (Previously: Kiriko Yamagami)
Character Age: Nebulous in canon, I pin her at 21
Character Species: Human
Current Health: Healthy
Outfit: this fit

Character Canon: Overwatch 2
Link to History: Here and my cleaned up timeline riiight here! Blizzard crammed her into a very weird spot in the timeline that makes next to no sense, so I tried to fix it.
Canon Point: The end of her cinematic short
Canon Iteration: Canon
Canon Iteration Explanation: N/A
❥ Folkmore Roles & Attributes

Skills:

-Ninjutsu Training; Kiriko has been taught how to fight from a very young age. This includes very thorough self-defense, how to climb most surfaces, nimbleness, a keen sense of observation, sneakiness, and how to lose someone when they’re chasing you. Kiriko is a trained fighter, but also knows when to take flight to fight another day.

-Weapon proficiency; Kiriko knows her way around bladed weapons. Kunai, katana, short swords, you name it, she can probably handle it. She knows some vague things about guns, due to her mother insisting she learn how to handle one. Kiriko prefers a bladed weapon, but if push comes to shove, she can handle other weaponry as well.

-Spirituality: Growing up around a positive protective spirit that she could interact and bond with means Kiriko is decidedly more open minded to the world of spirits, magic and what else lay out there. Her connection with the fox spirit has left its mark on her as a person, leaving her more openly inclined to believe in high powers and there being other possibilities than the ones before your eyes. She acknowledges the existence of spirits across the spectrum of alignment, from pure benevolent to pure malevolent, and easily understands the unspoken rules that often accompany such beings.

-Resourceful: Kiriko uses her natural environment to her advantage during fights, just as much as she leans on her teammates' strengths, and covers for their weaknesses. She formed the yokai gang out of local misfits wanting to get back at the Hashimoto gang. They regularly disrupt the Hashimoto’s criminal activities whilst only really being a group of college students/young adults with no real financial resources unlike the Yakuza. Kiriko can turn around a dire situation given some time and thought.

Canon Abilities: Kiriko can commune with a fox spirit that has been a local protective spirit of her hometown for centuries. She is the fox spirit's chosen shrine maiden and protector of the shrine itself. With this connection, Kiriko can channel magic. Kiriko primarily deals in healing and quick escapes.

-Healing Ofuda: A talisman with a healing spell written across it. The talisman will, when thrown seek out other allies and immediately heal them upon contact. Does not go through terrain or objects in the way. Will lose lock on after a few meters. Kiriko can also channel her healing through her touch, as seen in the cinematic. She can touch her own open wound and seal it completely. I will be limiting Kiriko slightly, so she will need to replenish her healing after a brief respite to not strain herself or diminish the next round of healing. Her direct touch healing is slightly less effective the bigger the wound is.

-Protection Suzu: A protective charm Kiriko made herself, and when thrown will ‘cleanse’ allies of any ills or injuries. In a RP context, it would be a physical charm Kiriko throws at someone to heal an injury to a half healed state.

She can give to other characters the charm to carry themselves, and it will do less healing without her direct presence. The more this charm is handled, the less effective it is. It has to be something she herself made or the magic won't work.

-Swift Step: Teleportation directly to an ally within range. In a roleplay context, I would be playing it in the sense that Kiriko needs to be 30 meters within range of them. She cannot swift step to people actively hostile towards her. She needs to wait thirty seconds to a minute to do another swift step to someone else.

-Kitsune Rush: Kiriko summons the fox spirit to create a gateway of energy that boosts herself and her allies attacks/energy. Given Folkmore will need her to wish for her fox back as discussed on the TDM, when she tries to do the Kitsune Rush, she will still have her tunnel of magic, but it will be much weaker without the fox spirit.

Role: Familiar
Role Qualities/Attributes: Kiriko will manifest fox ears, along with a smattering of dragon scales along her arms and neck. She’ll develop claw tipped fingers with paw pads. Her first familiar form will be a green and orange fox.
Role Reasoning: If asked, one could easily call Kiriko a rule breaker, a trickster at heart. She is someone who bends the rules to her own liking as she sees fit. Kiriko doesn’t respect rules or institutions that hurt people. She’s prone to finding loopholes and gaps in rules to squeeze herself through. Kiriko is neither perfectly “good”, nor perfectly “evil”. She is merely trouble with a purpose and sense of heart. I feel this fits Familiar very well, since she is a bit of everything. She chose to combine the path of tradition and the path of modernity, and Familiar is just that road.

❥ Personality


Option 2. Choose FOUR-FIVE of the following questions to answer and expand upon. You may choose a fifth question if you feel it is integral to your character's personality. Each answer has a 100-300 word requirement.


  • What is your character's moral code? Do they have one? Why or why not? If anything, Kiriko’s moral code shifts, never that drastically, but she grew up surrounded by yakuza. Her parents’ involvement and her own training have made Kiriko’s moral code decidedly grey. She chooses her own path, mixing modern and traditional to make something all her own. Even if she isn't perfectly good or perfectly evil along the way. A good explanation is a line from the game itself; Kiriko can be heard in game saying this line; “The weak are food for the strong.”

    She is a trickster who plays by her own set of rules. Someone who changes the goal posts when necessary. She isn’t unkind or cruel unless earned. Kiriko is a good person, believes in justice and compassion. She also believes strongly in revenge and getting even. In her eyes, the good must protect the downtrodden. The powerful must be unseated.


  • What does your character feel like they struggle with still? Where could they improve? This could be physically, mentally, emotionally, or otherwise. Kiriko struggles with her inherent laziness. Kiriko, whilst driven, outgoing and rebellious, is also lazy. When comfortable, she will let herself relax a little too much and let others handle responsibilities she isn’t interested in. She in particular has gotten too comfortable with the powers granted to her by the fox spirit. Kiriko ends up leaning into those strengths instead of making herself stronger without them. Kiriko put off training with her mother for a long time after returning to Kanezaka due to wanting to avoid her mother’s nagging and reliance on the fox spirit protecting her. It is a problem that was pointed out to her by her mother, and Kiriko is trying to find her footing.

  • Is your character capable of forgiveness or will they hold a grudge until they die? Would anything ever make them change their mind? Kiriko for the sweet goofy persona on the surface is someone who can and will carry a grudge. In the right circumstances, Kiriko will nurse that grudge until it overtakes her, it becomes something she is fixated upon.

    A strong example is the fact Kiriko has a deep-seated grudge against the Hashimoto’s. Their mistreatment of the populace, violent streak, and general corruption have earned Kiriko’s ire. Enough so she’s sworn to destroy the gang herself. Kiriko certainly can forgive, but in her own time. She is slowly learning to forgive Hanzo for what he did to Genji, for abandoning their people in favor of his own quest of redemption. She still takes verbal pot shots at him, but won't hesitate to protect or heal him if he needs her.

  • If your character could change one thing about their past, what would it be and why? Or why not?
    If Kiriko could, she would be sure her father was never kidnapped by the Hashimoto gang. She hasn’t seen her father in decades, barely remembers what he was like or what his voice sounds like. In a perfect world, she would prevent the Hashimoto from ever realizing her father existed, so her family wouldn’t have been put in such a precarious position. Her mother wouldn’t be stuck acting on behalf of the gang, and her father wouldn’t be supplying them with weapons. It is selfish of her, but she knows if her father wasn't under the yakuza's thumb, her mother could act and the town would be rid of the Hashimoto's themselves. The tension of uncertainty wouldn't hang over the region. No one would feel like they couldn't act in fear of being struck down by Kiriko's mother.

  • What is your character's safespace? When do they feel the most settled and comfortable? When do they feel confident and relaxed? From all the spaces Kiriko could call home, she considers the woods behind the Tetsuzan Shrine, the shrine her grandmother worked at, the safest place she could be in. Kiriko is her most comfortable and genuine self when she is at the shrine. Her connection with the fox spirit is the strongest there, and she feels whole. As the current caretaker of this shrine, Kiriko spends a lot of time in the surrounding woods. There is definitely an element of nostalgia there, but that doesn't stop Kiriko from wanting to make a brighter better future for this place. A better future for her entire home town.



  • ❥ Player Information
    Player Name: Sora | Sonicsora
    Pronouns: She/Her, They/Them
    Are you over 18?: Yep!
    Contact(s): discord; sonicsoraa plurk; sonicsora
    Who Invited You?: I go to this fox school
    Current Characters: Peter Parker & Luz Noceda
    Permissions: Here
    Writing Samples:

    A sample of her time at Ryslig There is some cannibalism within and murder, so be wary.

    Folkmore TDM top level