APPLICATION 🔥 ( JIGOKUI-CHO. )
PLAYER INFORMATION
PLAYER: Melly!
ARE YOU AT LEAST 18 YEARS OLD?: Yes.
CONTACT: PLURK. | PM.
CHARACTERS PLAYED: N/A.
PLAYER: Melly!
ARE YOU AT LEAST 18 YEARS OLD?: Yes.
CONTACT: PLURK. | PM.
CHARACTERS PLAYED: N/A.
CHARACTER INFORMATION
NAME: Daylight vis Lornlit.
CANON: Original.
CANON REFERENCE: World Information. & Personal History.
CANON POINT: Three years into his term on the Lornful Light. While he and his friends are visiting the Imortal-8 Centers after his friend, Dialup, is cleared to get treated here for her illness.
CRAU HISTORY: N/A.
AGE: 118-years-old in Earth years. | More or less considered to be 18-years-old in Galateion time units.
APPEARANCE: One of the most remarkable thing about Daylight is his height. He stands at a whooping eight feet, towering over most individuals. He also looks like robotic in appearance thanks to his father being a Galateion with his colours being red and gold, obnoxiously so. Due to being a hybrid with his mother being a human/technorganic, this does mean he looks more 'human' in comparison to the more fantastical looking designs that a Galateion could sport like, say, extra arms or a laser cannon mounted on his back.
In his avatar holoform (also known as avaform for the sake of abbreviation), Daylight takes the appearance of a young man with dark hair and darker eyes. His avaform is actually based on his father, Radiance's, own avaform through Daylight's avaform is darker in colouring thanks to the knowledge of his mother being his, well, mother influencing him. Daylight could be considered 'handsome' in his avaform thanks to his brilliant smile, strong cheekbones and very friendly demeanour. ( Normal Form. & Avaform. )
CONTRACT PAYMENT: Guaranteeing his friend, Dialup, a swift recovery as she seeks treatment in the Imortal-8 Centers for her Metalosis Maligna disease, which is fatal for many mechanoids who have contracted it.
QUESTIONNAIRE:
POWERS & ABILITIES:
GALATEION GENETICS
Galateions are an adaptive and sentient robotic alien race. (Not necessarily a humanoid race, as they can reach to up to sixty feet in height and come in a variety of literal shapes and forms.) The most unique feature of a Galateion is their rapid adaption to new foreign environments, their systems and frames able to spontaneously/dynamically develop when faced with outside threats to their frames.
Due to being a hybrid of a (mostly) human being and a Galateion native, Daylight has a limited form of this adaption as he's heavily influenced by his mother's genetics to retain a humanoid form. He can survive extreme and sudden changes of temperatures, can breathe underwater, and doesn't suffer from short circuiting if he gets wet. But he's unable to survive intense atmospheric pressure, cannot see underwater if its dark, and needs a specialised suit to breathe in space if he's out of a shuttle or ship.
He also has an emission field, also known as an EM Field. An EM Field is something a Galateion generates thanks to their core and internal systems. It's capable of creating a series of magnetic/electrical waves that they can control in terms of frequencies and intensity. Galateions often use this to project or explain feelings/concepts that are often difficult to explain in words, picked up by another's field or frequency.
It usually comes in the form that can be best described as rolling wave, an inevitable succession of emotion-emotion-emotion or sometimes emotion-emotion-concept/thought if Daylight is having difficulty articulating what he feels/thinks. Sometimes it'll be intense, sometimes it'll be subdued. In his canon, EM Fields are unique to only Galateions so there's no known equivalent in Daylight's universe but! all mechanoids - those robotic in nature - can pick up a Galateion's field from where Daylight is from. They'll be able to not only read their emotions but there is a chance for them to be affected by it, depending how intense these waves are.
UPON ARRIVAL As discussed in the F.A.Q. page, Daylight's height will be scaled down to a flat nine feet in height instead of his canon thirteen feet. It'll be a tight squeeze for him in most places but he can, theoretically, fit in a bed if he puts his mind to it. His full height cannot be earned back via the reward system.
Daylight will also no longer have access to his EM Field and it will need to be earned back via the reward system but it will not work reliably in Hell, coming and going without him getting much say in the matter.
ETERNAL EFFICIENCY SYSTEM
Due to his unique physiology thanks to being a successful hybrid between a human and a Galatieon, Daylight is pretty special in a very important way: His heart/system's core is able to pump out and consume arc fuel and energy at a steady and consistent rate, a sort of Ouroboros situation, only this is good for him and not too ominous.
This little quirk of Daylight's is officially known as an 'eternal efficiency system' and because of how it works, this means Daylight does not need to eat or drink solid sustenance to keep himself alive or healthy. (Not that he can eat if he wanted to at any given time. Thanks to his systems being a weird mishmash of two very different races, he has a strict diet that has a few approved items on the list and everything. If he attempts to consume something that his body cannot process for whatever reason, his body will force him to purge it out of his systems for his own safety.)
UPON ARRIVAL Daylight will keep his eternal efficiency system but it will be muted: He will still be able to not need to eat or drink but he must go into stasis recharge if he stays up longer than 24 hours. Failure to do so in a timely manner will have him lock in place and be forced into an emergency stasis lockdown that will last for 48 hours.
ARC ENERGY MANIPULATION AND GENERATION
There are times he produces too much arc energy thanks to adrenaline/boosts in his systems during combat or other stressful situations but Daylight uses this to his advantage. He's been taught and trained to gather up the excess arc energy to use as he sees fit, often using it in combat by blasting it at his opponents through energy blasts.
He can also force himself to produce the excess energy to manipulate as he sees fit - If he's willing to go through the dangerous risk of energy bleedout and a deadly system shutdown.
UPON ARRIVAL Daylight will be able to generate arc energy but lose the ability to form it into energy blasts, which must be earned back via the reward system. The most he can do now while in Hell is unleash a sudden burst of arc energy around him within a radius of five feet and it won't be painful - It'll act more like a shock of static electricity. This is not reliably controlled by him and is heavily influenced by his state of emotions.
MACHINERY ASSIMILATION
Another unique thing about him is that Daylight can graft/assimilate outside pieces of machinery or equipment unto his body and have his frame accept it as a new part of himself. This doesn't mean one can slap a toaster on him and have him making nice toast forever, though. It needs to be properly grafted into his body and he decides whether or not to accept the new piece of equipment. If he does accept it, he'll still need to learn how to use the new extension of himself like how one learns how to swim and such.
At the moment, he has a jetpack that has been assimilated onto his person, located on his back during an adventure on the Lornful Light that required him to fly. Since it's now part of his body, he finds himself sometimes using the jetpack as an extension of himself, with the winglets pricking or fluttering thanks to whatever emotion he's feeling at the moment.
UPON ARRIVAL Daylight will lose this ability altogether and it will need to be earned back via the reward system. His access to the jetpack will also need to be rewarded back via the reward system, with only now being only able to emote with the winglets but only that.
AVATAR HOLOFORM GENERATION
A specific and special thing he inherited from his father's side. Daylight can produce a hardlight holoform avatar. (For the sake of brevity, we’ll be calling it ‘avaform’ for the rest of this description.) When he puts himself into stasis mode, he can project this avaform out and still be able to interact with the world around him. While he can hold and feel things, his avaform cannot drink or eat things because it will go straight to the floor after he puts it in his ‘mouth’ to chew it. Sensation for him is also ‘dampened’ due to him only sensing it via hardlight.
Daylight's avaform looks like similar to his father's human avaform in the past. It is also a white male who wears a brown bomber jacket, but with some modifications due to his own mind and being influenced by his surroundings. Daylight’s avaform is in his early 20s instead of his father’s late 30s, and he sports dark hair and eyes instead of having vivid yellow/red curls and bright yellow eyes.
UPON ARRIVAL Daylight will lose this ability altogether and it will need to be earned back via the reward system. Once he does earn it back, he will later find that it now has an added time limit of him being only able to use it for an hour at most before it is forcibly shut down and he returns to his original frame. Using it definitively will need to be earned back via the reward system.
SUITABILITY: Despite his relative youth - especially compared to his friends on the Lornful Light, who are in their thousands compared to his relative hundreds - and his sheltered upbringing, Daylight has already experienced heavy things, dark matters during his journey into the stars. He's seeing the impact the Legacy War has left on the universe. He's experiencing the prejudice and distrust that his father's species face thanks to the aforementioned impact the Legacy War has left behind. He's beginning to understand the impact it has on those who were involved, soldiers and citizens alike. The topics of violence and drugs and sex will fluster him but he'll do what he can to take it in stride, to think of it as an aspect of the adventure he's on. It's a lot but not as much as the things he was beginning to understand back in his world.
He's also had to make tough choices along the way, no longer able to hide behind those who sheltered him for decades. From living by himsel after running away from his guardians to working his butt off to prove himself on the starship after smuggling himself on the ship, Day has been through a lot. All the while he has to grapple with the heavy expectations placed on his shoulders thanks to his parents, who are almost mythical in their accomplishments and in their places in history itself.
But he does his best. He always gives it his all when he commits something to it and that's perhaps his greatest strength: His ability to adapt and to not overcome but to understand what lies ahead of him. He's the type to approach something with an open mind and an honest heart thanks to his bright optimism and his belief in wanting to believe in the best of others, not assuming the worst in them. It might lead him into being susceptible in others manipulating him or using him for their own gain but he knows those risks and is willing to take them. He refuses to allow that possibility to dampen his view on the world and its endless possibilities and potential.
FACTION SUITABILITY:
THE SHUTEN CLAN Will do his best in his line of work and be surprisingly comfortable with it. While not a bruiser by any means, Day's size will prove to be useful if a show of force needs to be called upon. He's a forthright and honest individual outside of some very sensitive points, believing greatly in the idea of following a code of honor and keeping his word if he gives it to someone. He's not comfortable with the idea of strength being the deciding factor of power - considering his family's background and the history of his world - but the sense of responsibility the Shuten Clan has for those under them does lessen the hesitation.
THE TAMAMO CLAN Will try his best here - and will do well thanks to his outgoing and friendly personality, making a good fit for the service angle of the work this faction is involved in - but honestly? This is probably the faction that will eat Day alive with how easily his heartstrings can be played with and how he's quick to be fooled by others thanks to his earnest nature. It doesn't help that the philosophy of this clan does resonate with Day quite a bit - The idea of being free without worries of trouble or stress, being able to enjoy yourself without worries. He'll be quick to fall with this clan and that is a concern but an interesting aspect to play with down the line.
THE SUTOKU ALLIANCE Will do his best in his line of work though Day will stick out like a sore thumb and not just from his appearance. While his bubbly and nice personality will be a boon for him in theaters and real estate and such on the front, the idea of wielding information like power is something that rubs him the wrong way as he believes it should be shared with others so everyone is on an even playing field. He does understand their beliefs and agrees with the idea of banding together, working together to strive towards something more - That resonates with him the most since he believes in close ties and connections with others. It would help him be more at ease with this faction and allow him to try and give it his all when called upon to do so.
THE DEPARTMENT OF THE ENMA Will try his best here and be rather comfortable in this faction, work-wise. He's part of a fireteam back on the Lornful Light, working in the position of scout and did what he could to help in missions and assignments that followed a strict procedure and system. He's also happy to see how this is very ground-level from what he understands it, as he wants to make ties with those in the city to get a better understanding of his surroundings and the souls that live here. Day is flexible enough to work in the varying roles this faction has to offer and his upbeat cheeriness will allow him to take it in stride. One of the biggest hurdles for him will be the beliefs of the faction itself. He'll find himself bouncing off of the idea the system cannot be questioned, cannot be debated with. He understands the need for order since boarding the starship and getting whipped to shape but even there he was allowed to make his voice heard and be known, even if it went against the flow. He'll work well here but also need to adjust/adapt to the culture of this faction if he wants to thrive.
NAME: Daylight vis Lornlit.
CANON: Original.
CANON REFERENCE: World Information. & Personal History.
CANON POINT: Three years into his term on the Lornful Light. While he and his friends are visiting the Imortal-8 Centers after his friend, Dialup, is cleared to get treated here for her illness.
CRAU HISTORY: N/A.
AGE: 118-years-old in Earth years. | More or less considered to be 18-years-old in Galateion time units.
APPEARANCE: One of the most remarkable thing about Daylight is his height. He stands at a whooping eight feet, towering over most individuals. He also looks like robotic in appearance thanks to his father being a Galateion with his colours being red and gold, obnoxiously so. Due to being a hybrid with his mother being a human/technorganic, this does mean he looks more 'human' in comparison to the more fantastical looking designs that a Galateion could sport like, say, extra arms or a laser cannon mounted on his back.
In his avatar holoform (also known as avaform for the sake of abbreviation), Daylight takes the appearance of a young man with dark hair and darker eyes. His avaform is actually based on his father, Radiance's, own avaform through Daylight's avaform is darker in colouring thanks to the knowledge of his mother being his, well, mother influencing him. Daylight could be considered 'handsome' in his avaform thanks to his brilliant smile, strong cheekbones and very friendly demeanour. ( Normal Form. & Avaform. )
CONTRACT PAYMENT: Guaranteeing his friend, Dialup, a swift recovery as she seeks treatment in the Imortal-8 Centers for her Metalosis Maligna disease, which is fatal for many mechanoids who have contracted it.
QUESTIONNAIRE:
HOW DO YOU REACT TO BETRAYAL? HOW SEVERE MUST A BETRAYAL BE FOR YOU TO CONSIDER IT SUCH?
His first reaction is to wonder how this could have happened and why it had to have happened. Whether it's coming a mile away or it blindsides him completely, Day feels hurt that it's come to this. He'll consider anything a betrayal if it involves someone using others for their own means or going against their given word or promise, especially if their word meant looking after others or involved others.
He believes in working together, in making things better for everyone if there's trust in the others and a willingness to make it work, even if you have to make some compromises. The idea of being backstabbed or betrayed by someone is something he does not like at all, given his growing up around people who were considered heroes, willing to do what they can for the sake of everyone. He'll want to forgive the person if they ask for his forgiveness later on but they'll need to prove their words with actions. Day is a forgiving guy, willing to give others second chances - If they're willing to put in the work, though.
If someone else gets hurt because of the betrayal... That's a different story. This is when Day will show his agitation and aggression - or his equivalent of it, which is more of righteous indignation - and be less willing to give the person a second chance. Someone else was hurt and he can't be willing to forgive or forget that. If the other party is willing to let it slide, Day will back down but he is going to look at the betrayer with some distrust and uncertainty from here on out.
AN ONI OF THE SHUTEN CLAN HAS GONE COMPLETELY BERSERK, AND IS GOING ON A VIOLENT RAMPAGE THROUGH THE CITY. YOU CAN'T STOP HIM, BUT YOU CAN LEAD HIM ELSEWHERE, BUT YOU ONLY HAVE TWO CHOICES:
A ROAD BY A DISCOTHEQUE WITH A LARGE CROWD IN FRONT, OR THE NEARBY PARK THAT YOU DO NOT KNOW IS UNOCCUPIED, AND MAY HAVE CHILDREN PRESENT. WHAT DO YOU CHOOSE, AND WHY?
He would choose the discotheue that has the happening crowd.
Okay wait! You have to hear Day's reasoning for this choice of his... Going into a possibly empty park all by his lonesome is not a brilliant idea, even by Day's standards. He knows putting the oni down - no matter how he does it - will be met with consequences by the Shuten Clan and, thanks to past experience from his past adventures, there's a strong chance they'll try to pin the blame on him or claim he did most of the damage during the scuffle.
Better safe than sorry and have witnesses see that the oni is out of control and prove he's doing everything he can to keep collateral damage to a minimum. (The whole. Luring the berserk oni towards the discotheque aside. There's going to be some flaws to plans.)
(That and Daylight refuses to allow children to come to harm if he can help it. They don't deserve to get exposed to such violence in their lives and he'll never forgive himself if anything happens to them if he could have done something to prevent that. It doesn't matter if there may or may not be children in the park. The mere possibility of exposing a child to danger is something he'll never forgive himself for. He'd rather face trouble for getting a crowd of adults in this than a group of kids.
Also also... In Day's history, weird things - often, fights and accidental stumbling into planned attempted assassinations or other crimes - go down whenever he so much as considers dancing. It only feels right for him to have to need to brawl nearby a disco nightclub.)
AN ENEMY OF YOUR FACTION HAS ASKED FOR A MEETING, PROPOSING A TRUCE OF SORTS TO DEAL WITH A GREATER THREAT. ON ONE HAND, THERE IS INDEED A THREAT AT HAND, BUT ON THE OTHER, THIS PERSON DOUBLE-CROSSING YOU IS JUST AS LIKELY AN OUTCOME. DO YOU AGREE TO THE MEETING? DO YOU TRUST THEM?
He'll agree to it. Even if there are others in his faction who are suspicious about this and disagree with the idea, Day would not hesitate to let his feelings about this be known and argue that they should have this meeting to hear them out. He'll be willing to take full responsibility if this goes south, too, since this is an oppurtunity he feels like they need to explore at the moment.
While Day may not have the sharpest sense of politics, he would know the factions' rivalries and the tensions between the all of the clans are a big deal. And to have one clan propose they unite to face a bigger threat an even bigger deal. If there's a chance they can handle the bigger enemy while united instead of being divided, Day is willing to take the risk and accept the proposed truce. He's geared up in heading there all by himself to see what they have to say if that's what comes down to it, too.
To make this clear: He's not doing this because he trusts the individual themselves but, rather, he trusts in the chance of it. He's willing to take risks, to leap into the unknown if it means there's something at the end of it. He's willing to do doing this because he wants to give this person a chance to show him that they can be trusted. He wants to believe that they also want what's best for not just themselves but for those under them.
YOU'VE WORKED WITH YOUR FACTION AWHILE NOW AND YOU FEEL LIKE THE REWARD OF YOUR CONTRACT IS WITHIN REACH. BUT AT THE LAST MOMENT, YOU ARE TOLD YOU HAVE EVEN MORE SERVICE TO PAY BEFOREHAND, AN OBSCURE CLAUSE IN THE CONTRACT BEING EXPLOITED TO KEEP YOU UNDER YOUR BOSS'S THUMB EVEN LONGER.
YOUR FACTION LEADER HASN'T SPOKEN ON THIS, AND MIGHT BE ABLE TO DISPUTE IT. DO YOU GO TO YOUR LEADER? DO YOU ARGUE THE DISPUTE YOURSELF? DO YOU BEGRUDGINGLY ACCEPT THE ADDITIONAL WORK? SOMETHING ELSE?
To make something clear right off the bat: He doesn't have a problem doing extra work when it's proven to be part of the contract, obscure clause or no. When he'd be first approached with these turn of events, Day will be surprised but wonder if the fault lies within him first: It is in the contract, after all. Should he have read it more closely when accepting it? Should he have asked more questions? Since his contract payment is tied to the well-being/survival of a close friend, Day won't risk the idea of his work being for naught and reluctantly accept the extra workload.
As long as he gets their word that, after this is done, his end of the deal will be fulfilled and if he can get someone to look through his contract again to see if he had missed anything else. He learns from experience and even if this is a hard pill to swallow, he'll roll with it and attempt to adapt, to get better.
That said? He would absolutely go to his Faction Leader to see what's going on but not for himself. Again, he's fine buckling down but what about the others? He'll be more alarmed by the fact that this could happen to anyone, including those who wouldn't want to be trapped by these circumstances, whatever their reasons are. He'll want to speak to his Faction Leader to see if this is a known thing and, if so, why it wasn't brought up at the start for everyone to consider. He'll also be not afraid to share the information with others - Including those outside of his faction if they're in the same boat as him. They deserve to be on equal footing and/or be aware of what could be in store for them.
His first reaction is to wonder how this could have happened and why it had to have happened. Whether it's coming a mile away or it blindsides him completely, Day feels hurt that it's come to this. He'll consider anything a betrayal if it involves someone using others for their own means or going against their given word or promise, especially if their word meant looking after others or involved others.
He believes in working together, in making things better for everyone if there's trust in the others and a willingness to make it work, even if you have to make some compromises. The idea of being backstabbed or betrayed by someone is something he does not like at all, given his growing up around people who were considered heroes, willing to do what they can for the sake of everyone. He'll want to forgive the person if they ask for his forgiveness later on but they'll need to prove their words with actions. Day is a forgiving guy, willing to give others second chances - If they're willing to put in the work, though.
If someone else gets hurt because of the betrayal... That's a different story. This is when Day will show his agitation and aggression - or his equivalent of it, which is more of righteous indignation - and be less willing to give the person a second chance. Someone else was hurt and he can't be willing to forgive or forget that. If the other party is willing to let it slide, Day will back down but he is going to look at the betrayer with some distrust and uncertainty from here on out.
AN ONI OF THE SHUTEN CLAN HAS GONE COMPLETELY BERSERK, AND IS GOING ON A VIOLENT RAMPAGE THROUGH THE CITY. YOU CAN'T STOP HIM, BUT YOU CAN LEAD HIM ELSEWHERE, BUT YOU ONLY HAVE TWO CHOICES:
A ROAD BY A DISCOTHEQUE WITH A LARGE CROWD IN FRONT, OR THE NEARBY PARK THAT YOU DO NOT KNOW IS UNOCCUPIED, AND MAY HAVE CHILDREN PRESENT. WHAT DO YOU CHOOSE, AND WHY?
He would choose the discotheue that has the happening crowd.
Okay wait! You have to hear Day's reasoning for this choice of his... Going into a possibly empty park all by his lonesome is not a brilliant idea, even by Day's standards. He knows putting the oni down - no matter how he does it - will be met with consequences by the Shuten Clan and, thanks to past experience from his past adventures, there's a strong chance they'll try to pin the blame on him or claim he did most of the damage during the scuffle.
Better safe than sorry and have witnesses see that the oni is out of control and prove he's doing everything he can to keep collateral damage to a minimum. (The whole. Luring the berserk oni towards the discotheque aside. There's going to be some flaws to plans.)
(That and Daylight refuses to allow children to come to harm if he can help it. They don't deserve to get exposed to such violence in their lives and he'll never forgive himself if anything happens to them if he could have done something to prevent that. It doesn't matter if there may or may not be children in the park. The mere possibility of exposing a child to danger is something he'll never forgive himself for. He'd rather face trouble for getting a crowd of adults in this than a group of kids.
Also also... In Day's history, weird things - often, fights and accidental stumbling into planned attempted assassinations or other crimes - go down whenever he so much as considers dancing. It only feels right for him to have to need to brawl nearby a disco nightclub.)
AN ENEMY OF YOUR FACTION HAS ASKED FOR A MEETING, PROPOSING A TRUCE OF SORTS TO DEAL WITH A GREATER THREAT. ON ONE HAND, THERE IS INDEED A THREAT AT HAND, BUT ON THE OTHER, THIS PERSON DOUBLE-CROSSING YOU IS JUST AS LIKELY AN OUTCOME. DO YOU AGREE TO THE MEETING? DO YOU TRUST THEM?
He'll agree to it. Even if there are others in his faction who are suspicious about this and disagree with the idea, Day would not hesitate to let his feelings about this be known and argue that they should have this meeting to hear them out. He'll be willing to take full responsibility if this goes south, too, since this is an oppurtunity he feels like they need to explore at the moment.
While Day may not have the sharpest sense of politics, he would know the factions' rivalries and the tensions between the all of the clans are a big deal. And to have one clan propose they unite to face a bigger threat an even bigger deal. If there's a chance they can handle the bigger enemy while united instead of being divided, Day is willing to take the risk and accept the proposed truce. He's geared up in heading there all by himself to see what they have to say if that's what comes down to it, too.
To make this clear: He's not doing this because he trusts the individual themselves but, rather, he trusts in the chance of it. He's willing to take risks, to leap into the unknown if it means there's something at the end of it. He's willing to do doing this because he wants to give this person a chance to show him that they can be trusted. He wants to believe that they also want what's best for not just themselves but for those under them.
YOU'VE WORKED WITH YOUR FACTION AWHILE NOW AND YOU FEEL LIKE THE REWARD OF YOUR CONTRACT IS WITHIN REACH. BUT AT THE LAST MOMENT, YOU ARE TOLD YOU HAVE EVEN MORE SERVICE TO PAY BEFOREHAND, AN OBSCURE CLAUSE IN THE CONTRACT BEING EXPLOITED TO KEEP YOU UNDER YOUR BOSS'S THUMB EVEN LONGER.
YOUR FACTION LEADER HASN'T SPOKEN ON THIS, AND MIGHT BE ABLE TO DISPUTE IT. DO YOU GO TO YOUR LEADER? DO YOU ARGUE THE DISPUTE YOURSELF? DO YOU BEGRUDGINGLY ACCEPT THE ADDITIONAL WORK? SOMETHING ELSE?
To make something clear right off the bat: He doesn't have a problem doing extra work when it's proven to be part of the contract, obscure clause or no. When he'd be first approached with these turn of events, Day will be surprised but wonder if the fault lies within him first: It is in the contract, after all. Should he have read it more closely when accepting it? Should he have asked more questions? Since his contract payment is tied to the well-being/survival of a close friend, Day won't risk the idea of his work being for naught and reluctantly accept the extra workload.
As long as he gets their word that, after this is done, his end of the deal will be fulfilled and if he can get someone to look through his contract again to see if he had missed anything else. He learns from experience and even if this is a hard pill to swallow, he'll roll with it and attempt to adapt, to get better.
That said? He would absolutely go to his Faction Leader to see what's going on but not for himself. Again, he's fine buckling down but what about the others? He'll be more alarmed by the fact that this could happen to anyone, including those who wouldn't want to be trapped by these circumstances, whatever their reasons are. He'll want to speak to his Faction Leader to see if this is a known thing and, if so, why it wasn't brought up at the start for everyone to consider. He'll also be not afraid to share the information with others - Including those outside of his faction if they're in the same boat as him. They deserve to be on equal footing and/or be aware of what could be in store for them.
POWERS & ABILITIES:
GALATEION GENETICS
Galateions are an adaptive and sentient robotic alien race. (Not necessarily a humanoid race, as they can reach to up to sixty feet in height and come in a variety of literal shapes and forms.) The most unique feature of a Galateion is their rapid adaption to new foreign environments, their systems and frames able to spontaneously/dynamically develop when faced with outside threats to their frames.
Due to being a hybrid of a (mostly) human being and a Galateion native, Daylight has a limited form of this adaption as he's heavily influenced by his mother's genetics to retain a humanoid form. He can survive extreme and sudden changes of temperatures, can breathe underwater, and doesn't suffer from short circuiting if he gets wet. But he's unable to survive intense atmospheric pressure, cannot see underwater if its dark, and needs a specialised suit to breathe in space if he's out of a shuttle or ship.
He also has an emission field, also known as an EM Field. An EM Field is something a Galateion generates thanks to their core and internal systems. It's capable of creating a series of magnetic/electrical waves that they can control in terms of frequencies and intensity. Galateions often use this to project or explain feelings/concepts that are often difficult to explain in words, picked up by another's field or frequency.
It usually comes in the form that can be best described as rolling wave, an inevitable succession of emotion-emotion-emotion or sometimes emotion-emotion-concept/thought if Daylight is having difficulty articulating what he feels/thinks. Sometimes it'll be intense, sometimes it'll be subdued. In his canon, EM Fields are unique to only Galateions so there's no known equivalent in Daylight's universe but! all mechanoids - those robotic in nature - can pick up a Galateion's field from where Daylight is from. They'll be able to not only read their emotions but there is a chance for them to be affected by it, depending how intense these waves are.
UPON ARRIVAL As discussed in the F.A.Q. page, Daylight's height will be scaled down to a flat nine feet in height instead of his canon thirteen feet. It'll be a tight squeeze for him in most places but he can, theoretically, fit in a bed if he puts his mind to it. His full height cannot be earned back via the reward system.
Daylight will also no longer have access to his EM Field and it will need to be earned back via the reward system but it will not work reliably in Hell, coming and going without him getting much say in the matter.
ETERNAL EFFICIENCY SYSTEM
Due to his unique physiology thanks to being a successful hybrid between a human and a Galatieon, Daylight is pretty special in a very important way: His heart/system's core is able to pump out and consume arc fuel and energy at a steady and consistent rate, a sort of Ouroboros situation, only this is good for him and not too ominous.
This little quirk of Daylight's is officially known as an 'eternal efficiency system' and because of how it works, this means Daylight does not need to eat or drink solid sustenance to keep himself alive or healthy. (Not that he can eat if he wanted to at any given time. Thanks to his systems being a weird mishmash of two very different races, he has a strict diet that has a few approved items on the list and everything. If he attempts to consume something that his body cannot process for whatever reason, his body will force him to purge it out of his systems for his own safety.)
UPON ARRIVAL Daylight will keep his eternal efficiency system but it will be muted: He will still be able to not need to eat or drink but he must go into stasis recharge if he stays up longer than 24 hours. Failure to do so in a timely manner will have him lock in place and be forced into an emergency stasis lockdown that will last for 48 hours.
ARC ENERGY MANIPULATION AND GENERATION
There are times he produces too much arc energy thanks to adrenaline/boosts in his systems during combat or other stressful situations but Daylight uses this to his advantage. He's been taught and trained to gather up the excess arc energy to use as he sees fit, often using it in combat by blasting it at his opponents through energy blasts.
He can also force himself to produce the excess energy to manipulate as he sees fit - If he's willing to go through the dangerous risk of energy bleedout and a deadly system shutdown.
UPON ARRIVAL Daylight will be able to generate arc energy but lose the ability to form it into energy blasts, which must be earned back via the reward system. The most he can do now while in Hell is unleash a sudden burst of arc energy around him within a radius of five feet and it won't be painful - It'll act more like a shock of static electricity. This is not reliably controlled by him and is heavily influenced by his state of emotions.
MACHINERY ASSIMILATION
Another unique thing about him is that Daylight can graft/assimilate outside pieces of machinery or equipment unto his body and have his frame accept it as a new part of himself. This doesn't mean one can slap a toaster on him and have him making nice toast forever, though. It needs to be properly grafted into his body and he decides whether or not to accept the new piece of equipment. If he does accept it, he'll still need to learn how to use the new extension of himself like how one learns how to swim and such.
At the moment, he has a jetpack that has been assimilated onto his person, located on his back during an adventure on the Lornful Light that required him to fly. Since it's now part of his body, he finds himself sometimes using the jetpack as an extension of himself, with the winglets pricking or fluttering thanks to whatever emotion he's feeling at the moment.
UPON ARRIVAL Daylight will lose this ability altogether and it will need to be earned back via the reward system. His access to the jetpack will also need to be rewarded back via the reward system, with only now being only able to emote with the winglets but only that.
AVATAR HOLOFORM GENERATION
A specific and special thing he inherited from his father's side. Daylight can produce a hardlight holoform avatar. (For the sake of brevity, we’ll be calling it ‘avaform’ for the rest of this description.) When he puts himself into stasis mode, he can project this avaform out and still be able to interact with the world around him. While he can hold and feel things, his avaform cannot drink or eat things because it will go straight to the floor after he puts it in his ‘mouth’ to chew it. Sensation for him is also ‘dampened’ due to him only sensing it via hardlight.
Daylight's avaform looks like similar to his father's human avaform in the past. It is also a white male who wears a brown bomber jacket, but with some modifications due to his own mind and being influenced by his surroundings. Daylight’s avaform is in his early 20s instead of his father’s late 30s, and he sports dark hair and eyes instead of having vivid yellow/red curls and bright yellow eyes.
UPON ARRIVAL Daylight will lose this ability altogether and it will need to be earned back via the reward system. Once he does earn it back, he will later find that it now has an added time limit of him being only able to use it for an hour at most before it is forcibly shut down and he returns to his original frame. Using it definitively will need to be earned back via the reward system.
SUITABILITY: Despite his relative youth - especially compared to his friends on the Lornful Light, who are in their thousands compared to his relative hundreds - and his sheltered upbringing, Daylight has already experienced heavy things, dark matters during his journey into the stars. He's seeing the impact the Legacy War has left on the universe. He's experiencing the prejudice and distrust that his father's species face thanks to the aforementioned impact the Legacy War has left behind. He's beginning to understand the impact it has on those who were involved, soldiers and citizens alike. The topics of violence and drugs and sex will fluster him but he'll do what he can to take it in stride, to think of it as an aspect of the adventure he's on. It's a lot but not as much as the things he was beginning to understand back in his world.
He's also had to make tough choices along the way, no longer able to hide behind those who sheltered him for decades. From living by himsel after running away from his guardians to working his butt off to prove himself on the starship after smuggling himself on the ship, Day has been through a lot. All the while he has to grapple with the heavy expectations placed on his shoulders thanks to his parents, who are almost mythical in their accomplishments and in their places in history itself.
But he does his best. He always gives it his all when he commits something to it and that's perhaps his greatest strength: His ability to adapt and to not overcome but to understand what lies ahead of him. He's the type to approach something with an open mind and an honest heart thanks to his bright optimism and his belief in wanting to believe in the best of others, not assuming the worst in them. It might lead him into being susceptible in others manipulating him or using him for their own gain but he knows those risks and is willing to take them. He refuses to allow that possibility to dampen his view on the world and its endless possibilities and potential.
FACTION SUITABILITY:
THE SHUTEN CLAN Will do his best in his line of work and be surprisingly comfortable with it. While not a bruiser by any means, Day's size will prove to be useful if a show of force needs to be called upon. He's a forthright and honest individual outside of some very sensitive points, believing greatly in the idea of following a code of honor and keeping his word if he gives it to someone. He's not comfortable with the idea of strength being the deciding factor of power - considering his family's background and the history of his world - but the sense of responsibility the Shuten Clan has for those under them does lessen the hesitation.
THE TAMAMO CLAN Will try his best here - and will do well thanks to his outgoing and friendly personality, making a good fit for the service angle of the work this faction is involved in - but honestly? This is probably the faction that will eat Day alive with how easily his heartstrings can be played with and how he's quick to be fooled by others thanks to his earnest nature. It doesn't help that the philosophy of this clan does resonate with Day quite a bit - The idea of being free without worries of trouble or stress, being able to enjoy yourself without worries. He'll be quick to fall with this clan and that is a concern but an interesting aspect to play with down the line.
THE SUTOKU ALLIANCE Will do his best in his line of work though Day will stick out like a sore thumb and not just from his appearance. While his bubbly and nice personality will be a boon for him in theaters and real estate and such on the front, the idea of wielding information like power is something that rubs him the wrong way as he believes it should be shared with others so everyone is on an even playing field. He does understand their beliefs and agrees with the idea of banding together, working together to strive towards something more - That resonates with him the most since he believes in close ties and connections with others. It would help him be more at ease with this faction and allow him to try and give it his all when called upon to do so.
THE DEPARTMENT OF THE ENMA Will try his best here and be rather comfortable in this faction, work-wise. He's part of a fireteam back on the Lornful Light, working in the position of scout and did what he could to help in missions and assignments that followed a strict procedure and system. He's also happy to see how this is very ground-level from what he understands it, as he wants to make ties with those in the city to get a better understanding of his surroundings and the souls that live here. Day is flexible enough to work in the varying roles this faction has to offer and his upbeat cheeriness will allow him to take it in stride. One of the biggest hurdles for him will be the beliefs of the faction itself. He'll find himself bouncing off of the idea the system cannot be questioned, cannot be debated with. He understands the need for order since boarding the starship and getting whipped to shape but even there he was allowed to make his voice heard and be known, even if it went against the flow. He'll work well here but also need to adjust/adapt to the culture of this faction if he wants to thrive.
WORLD INFORMATION
One of the most important events that happened in the Nadir Cluster is the Legacy War. After overthrowing their colonisers, the Essentialists, the mecahnoid race known as the Galateions soon devolved into a long and bloody war when an argument between what to do next and an assassination of an important rebel leader caused the revolutionaries to splinter into two distinct groups - The Automatons and the Dreadroids. The war will span for centuries, planets, and galaxies.
The Automatons will win the war in the year 2063 but the consequences of this war are staggering. Worlds are left barren and uninhabitable thanks to Dreadroids' reckless raiding and pillaging for precious resources. Over a quadrillion lives are lost from the warfare, many of them being non-combatants from other worlds that got caught in the crossfire. Races are now inherently suspicious of any Galateion they see, believing any individual fuelled by arc fuel and energy are monsters.
The year is now 2238 and while the Legacy War is considered over, the repercussions for the space-wide war is still being felt. Galateon, the home planet of Galateions, is still undergoing the process of becoming habitable again thanks to the hands on help of the first settlers, the Wandering Wonders. Earth, the final battlegrounds for the Automatons and Dreadroids' decisive battles, has become a major player in the complicated politics of the galaxies, thanks to being rich in creathil crystals that is essential for Galateions and other races.
Three major powerhouses - NODICE, the Order of Black Hollows, and The Galactic Union of Worlds - were founded in response to end of the war. NODICE is an independent organisation that focuses on rapid response and intergalactic emergency involving alien lifeforms on Earth. The Order of Black Hollows - home to its famous military arm known as the Hollowed Company - is dedicated to upholding the post war Treaty of Pax Orbis and helping refugees find a home. The Galactic Union of Worlds is an interstellar organisation that's tasked to promise cooperate amongst the members along with creating and maintaining order.
Most galaxies are still wary of the sight of a Galateion, the sight of the mechanoids bringing painful memories to organic and non-organic races alike. It'll be a long time before the scars of war are healed and forgiven.
PERSONAL HISTORY
His mother was Lorem Laurel, one of the founders of the Galactic Union of Worlds and seen as one of the best diplomatic ambassadors to grace the intergalactic stage despite her young age and the fact she's considered a technorganic, a hybrid of organic and technology-based species thanks to her own past misadventures. His father is Radiance vis Noxolarium, the Sundered Star, a veteran of the infamous Legacy War for the Automatons and the original captain of the Lornful Light during its fateful voyage that would later bring back the Wandering Wonders. They're considered legends now. Part of a pantheon of great and almost mythical figures for their achievements, their victories, and their own romance.
Not that Daylight got to know these stories from his mom and dad personally. They were long since dead by the time Daylight was old enough to form his own memories.
Radiance died before Daylight was born - Killed during a mission that had gone pear shaped for him and his fireteam. He sacrificed himself to give the members time to escape and it succeeded at the cost of his own life. Lorem, who was back on Earth at this point, was heartbroken by these turn of events and soon turned to her best friends, Laura Costol and Leeds Ascii, for support in both getting past Radiance's death and raising the unborn son in her. Though she tried to carry on without her everlight, it was clear to many that Radiance's death left a heavy cloud hanging over the diplomat for the rest of her life. Daylight was born on March 20, 2120 during Lorem's diplomatic visit to Galateon for her work with NODICE. Due to being birthed on the brightest day of the planet, he had been given the title, 'the Sunsung.' Lorem still relied heavily on the help of Laura and Leeds when it came to raising Daylight, often too busy with work to be with him.
Lorem passed away when Daylight was only nineteen-years-old in Earth time and classified as a babe in Galateon standards. She died at the age of forty-three, thanks to complications from her long standing health issues and the constant stress she put herself under. The custody and care for her son fell completely under Laura and Leeds, as dictated by Lorem's ironclad will so no one else could swoop in and take him. Much as she loved her friends from the Lornful Light and she cared for her mother and grandfather, she thought it was best Daylight stayed in Dust Tumbles - The sleepy desert town where it all began for her and her friends.
So Daylight stayed in Dust Tumbles, cared for by Laura and Leeds and their own respective families as he grew up and picked up an array of interests ranging from poetry writing to singing to drawing. He remembers these times with clarity and fondness - The hot summer days of tending to the Soldier's Kisses flowers, watching them bloom under the bright sunshine. The weathering of the dust storm seasons, thinking about how awful it feels to have sand lodge in his seams. The awe he felt when he looked at his guardians. Laura for her strength and decisiveness, the founder of NODICE and a leader beloved by her team. Leeds for his knowledge for seemingly everything and anything Daylight went to him for, ready to answer any question thrown his way with a smile on his face and a fond pat to Daylight's helm.
He lived an idyllic childhood with the pair, raised with lots of love and encouragement to make sure Daylight knew that he was care for. Also stories. He was raised on lots and lots of stories about the adventures NODICE and his parents had. It caused him to envision his parents as these larger-than-life figures who could do no wrong. Laura and Leeds meant well in their storytelling, but they probably should have know better when going on and on and on about the exploits of Daylight's parents who he never got a chance to know.
Daylight soon outgrew his guardians and not just in height when he ended up sprouting to ten feet. Laura and Leeds began to grow older and older while Daylight aged slowly thanks to his Galateion genes. It came to such a shock to poor Daylight when he looked down at Uncle Leeds one day and saw old he was and how much he relied on his medical drone, Meddy, for help. The shock only deepened when Laura passed away at ninety-two, surrounded by friends and loved ones. Both both Daylight and Leeds knew it wouldn't be long before Leeds joined his friends on the other place.
A place Daylight couldn't visit.
When Leeds was no longer able to raise Daylight, too old and infirm by that point at the ripe old age of ninety-six, custody of Daylight changed hands once more. This time Daylight was put under the care of two Galateions - Breakthrough zay Alstarfyre and Kingsguard of the Shining Towers' Sector. Part of the original team when NODICE was founded, Breakthrough and Kingsguard were trusted friends of Laura and Leeds. If anyone could protect Day, Leeds thought it'll be these two. To comfort his bondson on the day he signed away his guardian rights, Leeds gifted Daylight him Meddy. The little bot now modified to look after Daylight's needs exclusively and be loyal to him to the bitter ends.
He was going to need the companionship. Daylight found himself being moved from Dust Tumbles to Breakthrough's space commune located on the moon - Neutral Grounds. He found himself being boxed, being informed it was for his own good over and over again.
Due to the close relationship that Breakthrough had with Laura and Leeds during their time together in NODICE, the scientist wanted to keep her promise to keep Daylight from harm. To her, the best way to do this was to move somewhere far away from Earth's antics and put Daylight on a rigorous schedule, putting his life and activities and events on a timetable she and others on Neutral Grounds can monitor. It was almost the same thing every day - Wake up. Health inspection. Eat. Study. Train. Free time. Study. Wash. Eat. Health inspection. Sleep. Sometimes there'll be visitors to Neutral Grounds and calls from others, but Breakthrough made sure those were far and in-between so Daylight didn't 'excite' himself too much, wanting to raise him in a safe and sterile environment.
This would be Daylight's life for the next forty four years and the fact would hit him like a ton of bricks one day. Forty years! This monotonous, boring routine he found himself going through on Neutral Grounds was his life for the past forty years and it sickened him to know his days just... pass. Move on with no real significance or change.
Much as he loved his family, knowing they wanted to keep him safe since he was the last of two great lines, Daylight knew he did not want this. It made his frame crawl at the thought of being trapped in one place, of not making a choice for himself.
So the moment the chance presented itself and he could stomach the idea of hurting Breakthrough and Kingsguard, Daylight ran away at the age of hundred-seven-years-old. While the others were busy, he smuggled himself on a transport shuttle so he could head back to Earth. He struck out on his own soon after and made it a point to avoid important (and obvious) places like Dust Tumbles or Riverglades os Amesrose to avoid being seen.
He'll spend the next nine years alone, traveling the Old Farmlands' sleepy towns and trying his hardest to keep a low profile. He kept himself busy by doing a number of things: Helping those in need. Doing some chores on struggling farms and fields in exchange for their silence and a place to sleep. Practicing his writing or drawing to keep his skills sharp. Surfing the intrasystem to whittle the hours away. Daylight wouldn't say this period of his life was satisfactory since he was, essentially, twiddling his thumbs, but he made his choices and that was what is important to him.
When he later learns that Lornful Light was making a pitstop on Earth after he turned a hundred-sixteen, Daylight knew he had to get in on it. It isn't an every day event that the ship his father commanded and his mother helped run would be dropping by so close to a farm he was hiding out in at the time. This was a once-in-a-lifetime chance and Daylight took it with both hands, immediately racing over and stowing himself on the ship to see the stars and the worlds and the faces he's read and heard so much about.
While he had issues at first when he boarded the Lornful Light - mainly convincing the crew to let him stick around at all when they discovered him in one of the cargo containers of their supplies - Daylight managed to carve a place for himself after a series of terrible and funny missteps that involved poor communication, accidental rivalry, and the accidental discovery of his ability to assimilate machinery. Though others looked down at him for a number of reasons, ranging to viewing the boy as a sheltered kid who wasn't cut for their type of adventures to viewing the boy as either Radiance but smaller or Lorem but smaller, he's managed to prove himself with his skills and loyalty to the Lornful Light.
The most memorable example of it was when he stuck up for a fellow greenie of the ship - Nightbreak - when she was accused of committing the murder of a crewmate. Though the two never got along, Daylight couldn't see her killing someone due to her personal code and sense of honour, thus speaking up for her and demanding that a proper investigation be held. It soon spiralled down to a conspiracy that involved double agents, a secret organisation determined to rid the universe of Galateions, and a weapon of mass destruction being hidden on the ship.
Thankfully the day was saved and both Daylight and Nightbreak becomes friends after that. It soon led to a chain reaction of events from him making more friends in the form of crabby Emergency Aid and cool Dialup, forging strong bonds with them as time passed and everyone got to know everyone better through trials and missions and heart-to-heart talks. Daylight managed to learn a lot about the others as a result - Like Dialup's degenerative illness that she's keeping secret out of not wanting to be pitied, to the true story of Emergency Aid's life before he joined the Lornful Light.
Having been part of the starship for the last two and halfish years, Daylight can tell himself that it's coming along nicely. It hasn't been easy but his friends have helped him. Despite the mishmash of personalities and ideals - ranging from Emergency Aid and Daylight's love for all living things clashing with Nightbreak's lone wolf tendencies or Dialup and Nightbreak butting heads about information about the Legacy War - they've all become fire-forged friends and have each other's back. They now from the new fireteam of the Lornful Light, known by its team designation Trailblazer. He acts as the scout, going ahead of his team to observe their surroundings and update the team about possible activity that's waiting for them. He takes this job of his very seriously and prides himself of his skills.
It isn't always easy on the Lornful Light. Some still look down on him and don't think he's supposed to be here. Some see him and see only Radiance or Lorem and he gets the consequences of that, whether good or bad. Sometimes, if it's really crazy, he's struck by a sense of intense longing for his guardians, the quietness of Neutral Grounds. The Lornful Light and the endless barrage of adventures it gets involved can still be overwhelming at times despite his yearning for excitement. In the moments when he's tired and sore and unsure of his place while he looks up at the stars in the observation deck, Daylight finds himself wanting nothing more but to return to Neutral Grounds and curl up on soft bed with the assurance he won't be hurtling through an unstable wormhole or something.
Thankfully those urges fade as quick as they had come. For now he's getting by, helping others to the best of his abilities, and getting a chance to see more of the universe he fell in love with from the stories he's heard since he was a kid. That's all that matters to him.
DAYLIGHT VIS LORNLIT. | ORIGINAL. | RESERVED. | 1/5
PLAYER: Melly!
ARE YOU AT LEAST 18 YEARS OLD?: Yes.
CONTACT: PLURK. | PM.
CHARACTERS PLAYED: N/A.
DAYLIGHT VIS LORNLIT. | ORIGINAL. | RESERVED. | 2/5
NAME: Daylight vis Lornlit.
CANON: Original.
CANON REFERENCE: World Information. & Personal History.
CANON POINT: Three years into his term on the Lornful Light. While he and his friends are visiting the Imortal-8 Centers after his friend, Dialup, is cleared to get treated here for her illness.
CRAU HISTORY: N/A.
AGE: 118-years-old in Earth years. | More or less considered to be 18-years-old in Galateion time units.
APPEARANCE: One of the most remarkable thing about Daylight is his height. He stands at a whooping eight feet, towering over most individuals. He also looks like robotic in appearance thanks to his father being a Galateion with his colours being red and gold, obnoxiously so. Due to being a hybrid with his mother being a human/technorganic, this does mean he looks more 'human' in comparison to the more fantastical looking designs that a Galateion could sport like, say, extra arms or a laser cannon mounted on his back.
In his avatar holoform (also known as avaform for the sake of abbreviation), Daylight takes the appearance of a young man with dark hair and darker eyes. His avaform is actually based on his father, Radiance's, own avaform through Daylight's avaform is darker in colouring thanks to the knowledge of his mother being his, well, mother influencing him. Daylight could be considered 'handsome' in his avaform thanks to his brilliant smile, strong cheekbones and very friendly demeanour. ( Normal Form. & Avaform. )
CONTRACT PAYMENT: Guaranteeing his friend, Dialup, a swift recovery as she seeks treatment in the Imortal-8 Centers for her Metalosis Maligna disease, which is fatal for many mechanoids who have contracted it.
DAYLIGHT VIS LORNLIT. | ORIGINAL. | RESERVED. | 3/5
His first reaction is to wonder how this could have happened and why it had to have happened. Whether it's coming a mile away or it blindsides him completely, Day feels hurt that it's come to this. He'll consider anything a betrayal if it involves someone using others for their own means or going against their given word or promise, especially if their word meant looking after others or involved others.
He believes in working together, in making things better for everyone if there's trust in the others and a willingness to make it work, even if you have to make some compromises. The idea of being backstabbed or betrayed by someone is something he does not like at all, given his growing up around people who were considered heroes, willing to do what they can for the sake of everyone. He'll want to forgive the person if they ask for his forgiveness later on but they'll need to prove their words with actions. Day is a forgiving guy, willing to give others second chances - If they're willing to put in the work, though.
If someone else gets hurt because of the betrayal... That's a different story. This is when Day will show his agitation and aggression - or his equivalent of it, which is more of righteous indignation - and be less willing to give the person a second chance. Someone else was hurt and he can't be willing to forgive or forget that. If the other party is willing to let it slide, Day will back down but he is going to look at the betrayer with some distrust and uncertainty from here on out.
AN ONI OF THE SHUTEN CLAN HAS GONE COMPLETELY BERSERK, AND IS GOING ON A VIOLENT RAMPAGE THROUGH THE CITY. YOU CAN'T STOP HIM, BUT YOU CAN LEAD HIM ELSEWHERE, BUT YOU ONLY HAVE TWO CHOICES:
A ROAD BY A DISCOTHEQUE WITH A LARGE CROWD IN FRONT, OR THE NEARBY PARK THAT YOU DO NOT KNOW IS UNOCCUPIED, AND MAY HAVE CHILDREN PRESENT. WHAT DO YOU CHOOSE, AND WHY?
He would choose the discotheue that has the happening crowd.
Okay wait! You have to hear Day's reasoning for this choice of his... Going into a possibly empty park all by his lonesome is not a brilliant idea, even by Day's standards. He knows putting the oni down - no matter how he does it - will be met with consequences by the Shuten Clan and, thanks to past experience from his past adventures, there's a strong chance they'll try to pin the blame on him or claim he did most of the damage during the scuffle.
Better safe than sorry and have witnesses see that the oni is out of control and prove he's doing everything he can to keep collateral damage to a minimum. (The whole. Luring the berserk oni towards the discotheque aside. There's going to be some flaws to plans.)
(That and Daylight refuses to allow children to come to harm if he can help it. They don't deserve to get exposed to such violence in their lives and he'll never forgive himself if anything happens to them if he could have done something to prevent that. It doesn't matter if there may or may not be children in the park. The mere possibility of exposing a child to danger is something he'll never forgive himself for. He'd rather face trouble for getting a crowd of adults in this than a group of kids.
Also also... In Day's history, weird things - often, fights and accidental stumbling into planned attempted assassinations or other crimes - go down whenever he so much as considers dancing. It only feels right for him to have to need to brawl nearby a disco nightclub.)
AN ENEMY OF YOUR FACTION HAS ASKED FOR A MEETING, PROPOSING A TRUCE OF SORTS TO DEAL WITH A GREATER THREAT. ON ONE HAND, THERE IS INDEED A THREAT AT HAND, BUT ON THE OTHER, THIS PERSON DOUBLE-CROSSING YOU IS JUST AS LIKELY AN OUTCOME. DO YOU AGREE TO THE MEETING? DO YOU TRUST THEM?
He'll agree to it. Even if there are others in his faction who are suspicious about this and disagree with the idea, Day would not hesitate to let his feelings about this be known and argue that they should have this meeting to hear them out. He'll be willing to take full responsibility if this goes south, too, since this is an oppurtunity he feels like they need to explore at the moment.
While Day may not have the sharpest sense of politics, he would know the factions' rivalries and the tensions between the all of the clans are a big deal. And to have one clan propose they unite to face a bigger threat an even bigger deal. If there's a chance they can handle the bigger enemy while united instead of being divided, Day is willing to take the risk and accept the proposed truce. He's geared up in heading there all by himself to see what they have to say if that's what comes down to it, too.
To make this clear: He's not doing this because he trusts the individual themselves but, rather, he trusts in the chance of it. He's willing to take risks, to leap into the unknown if it means there's something at the end of it. He's willing to do doing this because he wants to give this person a chance to show him that they can be trusted. He wants to believe that they also want what's best for not just themselves but for those under them.
YOU'VE WORKED WITH YOUR FACTION AWHILE NOW AND YOU FEEL LIKE THE REWARD OF YOUR CONTRACT IS WITHIN REACH. BUT AT THE LAST MOMENT, YOU ARE TOLD YOU HAVE EVEN MORE SERVICE TO PAY BEFOREHAND, AN OBSCURE CLAUSE IN THE CONTRACT BEING EXPLOITED TO KEEP YOU UNDER YOUR BOSS'S THUMB EVEN LONGER.
YOUR FACTION LEADER HASN'T SPOKEN ON THIS, AND MIGHT BE ABLE TO DISPUTE IT. DO YOU GO TO YOUR LEADER? DO YOU ARGUE THE DISPUTE YOURSELF? DO YOU BEGRUDGINGLY ACCEPT THE ADDITIONAL WORK? SOMETHING ELSE?
To make something clear right off the bat: He doesn't have a problem doing extra work when it's proven to be part of the contract, obscure clause or no. When he'd be first approached with these turn of events, Day will be surprised but wonder if the fault lies within him first: It is in the contract, after all. Should he have read it more closely when accepting it? Should he have asked more questions? Since his contract payment is tied to the well-being/survival of a close friend, Day won't risk the idea of his work being for naught and reluctantly accept the extra workload.
As long as he gets their word that, after this is done, his end of the deal will be fulfilled and if he can get someone to look through his contract again to see if he had missed anything else. He learns from experience and even if this is a hard pill to swallow, he'll roll with it and attempt to adapt, to get better.
That said? He would absolutely go to his Faction Leader to see what's going on but not for himself. Again, he's fine buckling down but what about the others? He'll be more alarmed by the fact that this could happen to anyone, including those who wouldn't want to be trapped by these circumstances, whatever their reasons are. He'll want to speak to his Faction Leader to see if this is a known thing and, if so, why it wasn't brought up at the start for everyone to consider. He'll also be not afraid to share the information with others - Including those outside of his faction if they're in the same boat as him. They deserve to be on equal footing and/or be aware of what could be in store for them.
DAYLIGHT VIS LORNLIT. | ORIGINAL. | RESERVED. | 4/5
GALATEION GENETICS
Galateions are an adaptive and sentient robotic alien race. (Not necessarily a humanoid race, as they can reach to up to sixty feet in height and come in a variety of literal shapes and forms.) The most unique feature of a Galateion is their rapid adaption to new foreign environments, their systems and frames able to spontaneously/dynamically develop when faced with outside threats to their frames.
Due to being a hybrid of a (mostly) human being and a Galateion native, Daylight has a limited form of this adaption as he's heavily influenced by his mother's genetics to retain a humanoid form. He can survive extreme and sudden changes of temperatures, can breathe underwater, and doesn't suffer from short circuiting if he gets wet. But he's unable to survive intense atmospheric pressure, cannot see underwater if its dark, and needs a specialised suit to breathe in space if he's out of a shuttle or ship.
He also has an emission field, also known as an EM Field. An EM Field is something a Galateion generates thanks to their core and internal systems. It's capable of creating a series of magnetic/electrical waves that they can control in terms of frequencies and intensity. Galateions often use this to project or explain feelings/concepts that are often difficult to explain in words, picked up by another's field or frequency.
It usually comes in the form that can be best described as rolling wave, an inevitable succession of emotion-emotion-emotion or sometimes emotion-emotion-concept/thought if Daylight is having difficulty articulating what he feels/thinks. Sometimes it'll be intense, sometimes it'll be subdued. In his canon, EM Fields are unique to only Galateions so there's no known equivalent in Daylight's universe but! all mechanoids - those robotic in nature - can pick up a Galateion's field from where Daylight is from. They'll be able to not only read their emotions but there is a chance for them to be affected by it, depending how intense these waves are.
UPON ARRIVAL As discussed in the F.A.Q. page, Daylight's height will be scaled down to a flat nine feet in height instead of his canon thirteen feet. It'll be a tight squeeze for him in most places but he can, theoretically, fit in a bed if he puts his mind to it. His full height cannot be earned back via the reward system.
Daylight will also no longer have access to his EM Field and it will need to be earned back via the reward system but it will not work reliably in Hell, coming and going without him getting much say in the matter.
ETERNAL EFFICIENCY SYSTEM
Due to his unique physiology thanks to being a successful hybrid between a human and a Galatieon, Daylight is pretty special in a very important way: His heart/system's core is able to pump out and consume arc fuel and energy at a steady and consistent rate, a sort of Ouroboros situation, only this is good for him and not too ominous.
This little quirk of Daylight's is officially known as an 'eternal efficiency system' and because of how it works, this means Daylight does not need to eat or drink solid sustenance to keep himself alive or healthy. (Not that he can eat if he wanted to at any given time. Thanks to his systems being a weird mishmash of two very different races, he has a strict diet that has a few approved items on the list and everything. If he attempts to consume something that his body cannot process for whatever reason, his body will force him to purge it out of his systems for his own safety.)
UPON ARRIVAL Daylight will keep his eternal efficiency system but it will be muted: He will still be able to not need to eat or drink but he must go into stasis recharge if he stays up longer than 24 hours. Failure to do so in a timely manner will have him lock in place and be forced into an emergency stasis lockdown that will last for 48 hours.
ARC ENERGY MANIPULATION AND GENERATION
There are times he produces too much arc energy thanks to adrenaline/boosts in his systems during combat or other stressful situations but Daylight uses this to his advantage. He's been taught and trained to gather up the excess arc energy to use as he sees fit, often using it in combat by blasting it at his opponents through energy blasts.
He can also force himself to produce the excess energy to manipulate as he sees fit - If he's willing to go through the dangerous risk of energy bleedout and a deadly system shutdown.
UPON ARRIVAL Daylight will be able to generate arc energy but lose the ability to form it into energy blasts, which must be earned back via the reward system. The most he can do now while in Hell is unleash a sudden burst of arc energy around him within a radius of five feet and it won't be painful - It'll act more like a shock of static electricity. This is not reliably controlled by him and is heavily influenced by his state of emotions.
MACHINERY ASSIMILATION
Another unique thing about him is that Daylight can graft/assimilate outside pieces of machinery or equipment unto his body and have his frame accept it as a new part of himself. This doesn't mean one can slap a toaster on him and have him making nice toast forever, though. It needs to be properly grafted into his body and he decides whether or not to accept the new piece of equipment. If he does accept it, he'll still need to learn how to use the new extension of himself like how one learns how to swim and such.
At the moment, he has a jetpack that has been assimilated onto his person, located on his back during an adventure on the Lornful Light that required him to fly. Since it's now part of his body, he finds himself sometimes using the jetpack as an extension of himself, with the winglets pricking or fluttering thanks to whatever emotion he's feeling at the moment.
UPON ARRIVAL Daylight will lose this ability altogether and it will need to be earned back via the reward system. His access to the jetpack will also need to be rewarded back via the reward system, with only now being only able to emote with the winglets but only that.
AVATAR HOLOFORM GENERATION
A specific and special thing he inherited from his father's side. Daylight can produce a hardlight holoform avatar. (For the sake of brevity, we’ll be calling it ‘avaform’ for the rest of this description.) When he puts himself into stasis mode, he can project this avaform out and still be able to interact with the world around him. While he can hold and feel things, his avaform cannot drink or eat things because it will go straight to the floor after he puts it in his ‘mouth’ to chew it. Sensation for him is also ‘dampened’ due to him only sensing it via hardlight.
Daylight's avaform looks like similar to his father's human avaform in the past. It is also a white male who wears a brown bomber jacket, but with some modifications due to his own mind and being influenced by his surroundings. Daylight’s avaform is in his early 20s instead of his father’s late 30s, and he sports dark hair and eyes instead of having vivid yellow/red curls and bright yellow eyes.
UPON ARRIVAL Daylight will lose this ability altogether and it will need to be earned back via the reward system. Once he does earn it back, he will later find that it now has an added time limit of him being only able to use it for an hour at most before it is forcibly shut down and he returns to his original frame. Using it definitively will need to be earned back via the reward system.
DAYLIGHT VIS LORNLIT. | ORIGINAL. | RESERVED. | 5/5
He's also had to make tough choices along the way, no longer able to hide behind those who sheltered him for decades. From living by himsel after running away from his guardians to working his butt off to prove himself on the starship after smuggling himself on the ship, Day has been through a lot. All the while he has to grapple with the heavy expectations placed on his shoulders thanks to his parents, who are almost mythical in their accomplishments and in their places in history itself.
But he does his best. He always gives it his all when he commits something to it and that's perhaps his greatest strength: His ability to adapt and to not overcome but to understand what lies ahead of him. He's the type to approach something with an open mind and an honest heart thanks to his bright optimism and his belief in wanting to believe in the best of others, not assuming the worst in them. It might lead him into being susceptible in others manipulating him or using him for their own gain but he knows those risks and is willing to take them. He refuses to allow that possibility to dampen his view on the world and its endless possibilities and potential.
FACTION SUITABILITY:
THE SHUTEN CLAN Will do his best in his line of work and be surprisingly comfortable with it. While not a bruiser by any means, Day's size will prove to be useful if a show of force needs to be called upon. He's a forthright and honest individual outside of some very sensitive points, believing greatly in the idea of following a code of honor and keeping his word if he gives it to someone. He's not comfortable with the idea of strength being the deciding factor of power - considering his family's background and the history of his world - but the sense of responsibility the Shuten Clan has for those under them does lessen the hesitation.
THE TAMAMO CLAN Will try his best here - and will do well thanks to his outgoing and friendly personality, making a good fit for the service angle of the work this faction is involved in - but honestly? This is probably the faction that will eat Day alive with how easily his heartstrings can be played with and how he's quick to be fooled by others thanks to his earnest nature. It doesn't help that the philosophy of this clan does resonate with Day quite a bit - The idea of being free without worries of trouble or stress, being able to enjoy yourself without worries. He'll be quick to fall with this clan and that is a concern but an interesting aspect to play with down the line.
THE SUTOKU ALLIANCE Will do his best in his line of work though Day will stick out like a sore thumb and not just from his appearance. While his bubbly and nice personality will be a boon for him in theaters and real estate and such on the front, the idea of wielding information like power is something that rubs him the wrong way as he believes it should be shared with others so everyone is on an even playing field. He does understand their beliefs and agrees with the idea of banding together, working together to strive towards something more - That resonates with him the most since he believes in close ties and connections with others. It would help him be more at ease with this faction and allow him to try and give it his all when called upon to do so.
THE DEPARTMENT OF THE ENMA Will try his best here and be rather comfortable in this faction, work-wise. He's part of a fireteam back on the Lornful Light, working in the position of scout and did what he could to help in missions and assignments that followed a strict procedure and system. He's also happy to see how this is very ground-level from what he understands it, as he wants to make ties with those in the city to get a better understanding of his surroundings and the souls that live here. Day is flexible enough to work in the varying roles this faction has to offer and his upbeat cheeriness will allow him to take it in stride. One of the biggest hurdles for him will be the beliefs of the faction itself. He'll find himself bouncing off of the idea the system cannot be questioned, cannot be debated with. He understands the need for order since boarding the starship and getting whipped to shape but even there he was allowed to make his voice heard and be known, even if it went against the flow. He'll work well here but also need to adjust/adapt to the culture of this faction if he wants to thrive.