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tony hawk's moving castle ([personal profile] candybottle) wrote2023-06-26 02:32 pm

(ximi app)


OOC
IC
Name: Dante
Canon: Limbus Company
Canon point: End of Canto 3.5.
Age: Not stated, estimated to be in their 30s.

History: Much of Dante's personal history is unknown, as they are an almost total amnesiac, and hold only a few scraps of memory that have not faded. They have been told by others that they used to be "something of a bigwig" in this city, or referred to as "a person of this caliber." Since the wiki is lacking, let's bullet point the story so far.

Prologue:
  • Dante is pursued by strange assailants, their memory dissolving in the process, and is rescued and recruited by Limbus Company. They enter into a contract with the company and become executive manager over twelve "Sinners" - other company employees with great power.
  • Acting as manager and pursuing the goals of the company - tracking down the mysterious Golden Boughs - is necessary in order to retrieve their memories and original head.

Canto I:
  • More details about retrieving the Golden Boughs come out. The team will need to head into abandoned branches of the now defunct Lobotomy Corporation scattered across the city.
  • The team meets three Fixers - jack-of-all-trades contract workers - that were hired to assist in this, and follow them into the depths of the branch.
  • Strange monsters - Abnormalities - aren't the only souls residing in this facility - there's also a number of former soldiers with insectoid mutations. Turns out, they're remnants of biologically engineered troops from a war ten years ago. One of the Sinners, Gregor, was formerly among their number, but by now, everyone's made a choice on how to survive, and the team must battle on through to the promised Bough.
  • The influence of the Bough draws out some of Gregor's former memories and subconscious to reflect on the environment, and the team has to push through the altered reality while enduring down the man's guilt and lingering wartime trauma.
  • Reaching the Bough, they move to claim it, only for an Abnormality to force them into a fight. When an opening to snatch it arises, Gregor moves in, though is thrown off by the creature mimicking one of the Fixers who was killed earlier, and his hesitation allows a second team from an opposing company to stride in and claim the prize. Emptyhanded, the team has to call their first mission a failure.

Canto II:
  • The team's second mission is to retrieve another Bough, and this time, the company has a game plan involving a second team. Unfortunately, due to everyone either being too reckless or just plain stupid, this game plan falls apart pretty fast.
  • Instead, the team takes out a criminal gang's boss to replace him in a casino game that's being held for the Bough, and has to fight their way through the casino and several other crime gangs, including a mariachi themed gang, for the right to entry. Once there, the Sinner Rodion offers herself as the best gambler in the group to play the game.
  • While she succeeds in winning, the team still has to beat down the mariachis to go to the underground vault where the Bough is held. Heading deeper, not only does the world freeze over from Rodion's memories, a ghost from her past reemerges - Sonya, a man whose group she had joined to try to help their desperately poor neighborhood, but left when his refusal to take direct action frustrated her. He attempts to tempt her back to his side, claiming the Bough's power can create their ideal world, but she refuses him, and he allows the team to move in and claim the Bough for their own instead. Mission success!

Canto III:
  • Our gang is sent on their third mission into District 11, but run into issues at immigration, before being bailed out by their guide, Vergilius, after all dying again.
  • The team is headed to investigate a town that produced prosthetics having been destroyed by a fanatical cult who views prosthetics as heresy and is devoted to "human purity". This town is also the home of one of the sinners - Sinclair. While everyone manages to keep Dante from getting killed by cultists, it turns out the cult head, Kromer, is Sinclair's former friend, and the one who massacred his family years ago. With revenge at hand that just so happens to coincide with the mission, everyone sets out to destroy Kromer and her cult.
  • Delving into the former LobCorp branch beneath the remains of Sinclair's home, the team fights through cultists and Abnormalities before coming face to face with Kromer, who uses the Golden Bough to morph into a distorted being herself in her quest to inflict her ideology and attempt to convert Sinclair to her side.
  • With the team on the verge of death, another of Sinclair's friends appears - Demian, who deals the final blow for them. The mysterious boy promises to return in the future to see Sinclair again, and asks Dante to take care of Sinclair in the meantime. The Bough is secured, and the mission is successful.

Canto III.5:
  • Limbus Company takes on a request from K Corporation who wants them to investigate a strange rampage at competing chicken restaurants. One owner has descended into a monster - a Distortion - and is now causing havoc in the streets with raw chickens.
  • With the promise of free lifetime chicken, the Sinners move in to solve the case. A Distortion can be resolved by addressing the mental collapse that caused it, and the Sinners decide to use cooking to get him to open up, as the man had lost his signature recipe, and they hope to recreate it.
  • Finally hitting upon something sufficient, they learn that his competitor had stolen the recipe and had it burned in a concept incinerator, eliminating all traces of it from existence, including in his memories. The owner had fallen into despair due to that, enough to distort and lose himself.
  • With encouragement (and violence) from the Sinners, the owner remembers himself enough to return to normal, and the Distortion is resolved for their client, who knows now they can hire them for the real job at hand.


Personality:

Despite their memory loss, Dante is a willing (+) individual when it comes to their circumstances. Though the decision to become executive manager was really almost no choice at all, they hardly questioned it, and have decided to rise to the occasion. They make mention about wanting to be more sensible, more reliable as a manager to their team, as well as actively trying to be so. It would be easy to have true resentment bubble up from their position, to only do the bare minimum for a goal - and indeed, their own notes hint at irritation with the cryptic nature of the replies they get when searching for information - but they have decided to make the most of their place, and to do right by the Sinners in this capacity.

Unfortunately, Dante is also a somewhat nervous (-) person. Some of this is reasonable, given that the world they exist in is casually violent and ruthless on a good day, but it also manifests as degrees of cowardice in tense situations. They can be found trying to remove themselves from a bad situation, headed to the back in a combat moment, or immediately expecting some kind of retaliation for a problem - even from their own employees. They see the ways things could go wrong, and half the time, they're proven right by someone's impulsivity or things just deciding to get worse. It's probably for the best that they travel and work with a group, even if that group knows they can be generally disrespectful to Dante most of the time.

Curiosity (+) is another of their traits. Dante is someone inclined to ask questions about what they don't know instead of barreling past it or trying to fake that they do know - they want to understand what's going on, and will look for those who want to share information. They take notes so they won't lose their memories again, and they listen when an answer is given, usually having some sort of follow-up question. That the other people around them often given frustrating and vague answers isn't their fault - just the hand of cards they have to deal with. The more information they have, the better to use toward their goal, both for the company as a whole and their own quest.

It wouldn't be out of line to say that Dante is emotional. (-) Having no facial expressions doesn't mean that they don't feel strongly, just that they have an enforced poker face. No voice is no barrier - they can feel it all, being as petty as the Sinners can be, willing to sign off on violence for someone insulting their new head, sneaking sarcastic comments, or seeing no reason to hide their delight when something appeals to them like a spontaneous compliment or a good idea. The emotional state of their surroundings is something they pay close attention to on the bus, and while a corporate manager in their world would be expected to be stern, Dante is no iron wall - they can be professional, but they won't be totally concealing their thoughts, and their stress will show if they feel it. Thus, it's a trait that's more a hindrance based on surroundings.

Additionally, those surroundings have imbued Dante with somewhat skewed morals (-), if it wasn't evident enough. Aside from any number of hard to swallow facts of life in the city, some basic facts of existence are handled not with disgust, but with a passive observation. Mephistopheles, the bus that conveys the team, is regularly fed humans to keep running, and Dante has no qualms about continuing to ride it. Yet Dante is not devoid of traditional morality - when one Sinner leaps in to stop a parent from being separated from their child at an immigration checkpoint, they do not consider it the wrong thing to do, despite it causing chaos - "it would've haunted my sleep for days," they say, and they know they didn't do all they could to keep her down. They care enough to reassure Sinclair when he believes his family's deaths are on him. Their morality is just more selectively enforced.

Overall, Dante is adaptable (+) in a way that suits their world. They accept enough about the city's culture to get by, they develop a sense of tactics to work with their team, they learn to bear with the pain of rewinding so that their Sinners might keep going (though they will definitely loudly think that it sucks), they learn what's needed from them to keep things running more smoothly - when to step back, and when to speak. Adapting, as a person and a manager, is critical to where they are going in the story, adjusting to the circumstances and what they learn from each person they meet.

Powers/Abilities:
Dante's powers are concentrated in their prosthetic head, and so far are as follows:

Telepathic communication: Since they cannot speak, lacking a mouth, they communicate solely through a ticking sound, though they can change the volume, frequency, and intensity of such corresponding to their emotions. Those bound to Dante by contract (i.e., the Sinners) can understand the intended words from the sounds - and Dante can choose whether to speak to one person alone, or the entire group. Additionally, due to this unique form of speech, Dante is capable of understanding entities that have lost the ability for language due to mental breakdown. Note that others with supernatural power have been able to speak to Dante even in the absence of a contract, though those without said powers require Dante to have a translator or another method to hold a conversation.

With the existence of the earpieces from the station, this power is generally bypassed.

Resurrection: When those bound to Dante by contract are injured or killed, Dante is able to "turn back the clock" for them, and restore them to full health and wellness. This comes with the side effects of Dante experiencing a vision of pulling them back out of the other side, as well as physically feeling the pain of said injuries or death. The pain is temporary, but it is usually excruciating to go through nonetheless.

In the absence of Sinners, Dante cannot use this power, as the contract that enabled it was facilitated by an outside source. So, they can't just pick a random person to become bound to and start reviving them - they would need another supernatural contract in place, and those aren't easy to come by.

Unwound: When their clock winds down due to unspecified reasons, they are unconscious, but able to glimpse alternate realities, or "Mirror Worlds" to the current one. They cannot affect them, only bear witness, and rewinding their clock will stabilize them in this reality.

Whether this was purely an April Fool's gag or not remains to be seen as alternate world technology does exist in the city and Limbus Company utilizes it on the Sinners for combat purposes. I include it to be comprehensive, but doubt it will ever come into play.

Defense: Dante is immune to memory wipes. Really handy, considering they don't have many memories to lose this time around.

Regret: That they did not engrave their Aspect before their amnesia.

Suitability: Dante is not a world class fighter, nor a master thief, nor anything that would make them first pick on your orber team from first glance. However, they have a unique set of skills on a different level - being executive manager for a retrieval team that is full of twelve loud and clashing personalities. This has required them to very quickly learn how to tactically deploy people to best combat threats, to be willing to face extreme odds in the route to their goal, to adjust to mindboggling amounts of pain in resurrecting the Sinners, and develop something of a leadership mindset in the meanwhile. It all comes around to form a person who on arrival will very quickly be ready to offer up what they can do on the organizational end of things. Even without knowing what their Aspect is, it's a strong enough motivator that it affects them on an instinctual level, searching to achieve that goal and willing to bear with nearly anything for it.

Inventory: Clothes on their back and two spare sets of exactly the same, their PDA and charger for it, cell phone, set of pajamas, a handful of pens, blank ID tag and lanyard, two K Corp HP ampules (healing moderate wounds).