permissions (WIP)
murr hart
mahoutsukai no yakusoku
murr
male
1500
myaa
murr
male
1500
myaa
Abilities
⯌ Magic
A prominent wizard from Western Country, Murr is powerful despite his personality having been shattered by the Great Calamity.
⯌ Gemcrafting Can recognize the worth of gems, given his family's background as rich merchants who dealt with precious stones.
⯌ Cat? Shylock did this. c:
⯌ Gemcrafting Can recognize the worth of gems, given his family's background as rich merchants who dealt with precious stones.
⯌ Cat? Shylock did this. c:
Out-of-Character
⯌ Backtag
More than happy to, just lmk if/when waving!
⯌ Fourthwall Prefer not to.
⯌ Off-Limits Please ping me ahead of time for things normally warned for.
⯌ Other Murr is a handful.
⯌ Fourthwall Prefer not to.
⯌ Off-Limits Please ping me ahead of time for things normally warned for.
⯌ Other Murr is a handful.
In-Character
⯌ Pysical Contact
Yes!
⯌ Mental Contact Prepare for a lot of meowing.
⯌ Flirt Yes!
⯌ Fight Yes!
⯌ Injury Nothing permanent.
⯌ Death No.
⯌ Other In general, please ping me through PMs or Plurk.
⯌ Mental Contact Prepare for a lot of meowing.
⯌ Flirt Yes!
⯌ Fight Yes!
⯌ Injury Nothing permanent.
⯌ Death No.
⯌ Other In general, please ping me through PMs or Plurk.
app; jigo
PLAYER INFORMATION
CHARACTER INFORMATION
PLAYER: Hikari
ARE YOU AT LEAST 18 YEARS OLD?: Yes
CONTACT: PM this journal
CHARACTERS PLAYED: Just accepted with Robin Laffite (Visual Prison)
CHARACTER INFORMATION
NAME: Murr Hart
CANON: Mahoutsukai no Yakusoku (MahoYaku)
CANON REFERENCE: Murr info; Basic info; Murr character story
Some notes on the canon... basically the gist of the game is that there are five countries--- North, East, West, South, and Central. You (the Great Sage) along with four wizards from each country, who are chosen to be the Sage's Wizards, are to prevent the Great Calamity (the moon) from destroying the world. Some of the wizards have been negatively affected by the previous Calamity, injuring them in unique ways. Before his injury, Murr was considered to be incredibly intelligent but also an arrogant piece of shit and the father of Magical Technology; something that is used by humans in their world in various forms. His attraction to the moon and the Great Calamity caused his soul to shatter into pieces, each of those now physical pieces harboring a part of his former personality, and his current personality at start to be something akin to a wild animal. Shylock, another Western wizard, cared for Murr after sustaining said injury and has mostly brought up a cat-adjacent man. From a keen intellectual to a sly cat.
The stories and events throughout tend to focus on various disasters being created by the moon in order to bring another Great Calamity and how the wizards (normally from one or two countries) and the Sage focus on stopping them through some kind of teamwork.
CANON POINT: Post-West Rhapsody event
CRAU HISTORY: N/A
AGE: Looks like he's in his mid to late 20s; actually 1500ish.
APPEARANCE: Here. Wizard marking is on his right palm.
CONTRACT PAYMENT: The moon. Literally. Yes, that means the Great Calamity as well.
QUESTIONNAIRE:
What are your greatest regrets, if you have any? What would you have done differently?
Murr's eyes widen, almost as big as the thing he desires the most.
"That I can't give the moon all of my heart, all of my soul... that there are so many mysteries that we can't solve until it's so close to us! And when it is, I'll be the first to greet it with open arms! Haven't you seen how big it is, how it radiates a light no other living thing can in this world...? It's a beautiful thing that only I can understand--- and no one else!"
He places both hands over his heart, on his chest.
"I wouldn't change a thing, except maybe next time? I'll be successful in finally getting my hands on it. On whatever it gives me."
What is your favorite diversion? Hobbies, indulgences, vices? Would you put off important things for that diversion, or would you be more strict about how you spend your time and/or money?
"Gambling! Games! Gems of all shapes and sizes and colors, too! Leaving things up to chance is kinda fun, isn't it? You never know what you're gonna get! It could be good, it could be bad... but it's all about chance! I enjoy a good drink too and Shylock knows exactly what I like! Sometimes he surprises me with something different, and then I go..."
Murr sticks his tongue out, the smallest blep.
"... and then I'll drink it all. It's never bad! He's a very surprising wizard too, you know?"
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?
"Oh, oh, oh! The discotheque, of course! Maybe the oni will calm down when he realizes that he's at a party? That's what one of those are, right? We'll have a party that'll last a day and a night and then some, and maybe after a drink he'll calm down!"
The wizard hums, and then places a hand on his hip.
"Then again, I don't think an oni stands a chance against an entire crowd of people. Especially if there are other oni in that crowd. Or maybe there are some other powerful people that'll help. You know, you can't rely on children to fight off something dangerous... and most humans are kinda like that."
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?
"I'll go, but I wouldn't trust them at all! Not a chance!"
He raises a hand up to his chin in thought, cupping it.
"So that's why I'd plan a few things just in case. A couple of contingency plans! You never know what someone's thinkin', and most of the time they're probably plotting against you. Even then, you have to consider---"
Murr waves his hands, sparks of light fluttering from his fingertips.
"--- deception. Illusion! Cool sights and sounds! That's what we do best, you see.
And when they're convinced you're not a threat, you blow 'em up!"
POWERS & ABILITIES:
There's a limit to a wizard's magic, but it all stems from their feelings at that given time. Where they are, how they are, and the like--- basically, they need to be in their 'element'. A wizard is not limited by much when it comes to kinds of magic; every wizard also has a tool/implement and a phrase they use when it comes to casting magic in general. For instance, Murr's item is a ring and his phrase is "Eanul Rambul".
Every country has their own strengths, and every wizard has their own specialty. Western wizards tend to be most comfortable with magic that deals with illusions and transformation, as it coincides along with their overall charming natures. Murr, in particular, is best when it comes to things like card tricks and sleight of hand in general. He's a naturally powerful wizard to being with.
When it comes to nerfing, Murr will lose most if not all of his magic. He can still do a few cantrips but at a very weak level (think the weakest sparklers and poofs of glitter with some lights at most).
Murr's parents were rich merchants and jewelers, and likewise Murr knows how to discern the cost of a gem/jewel. He also knows how to cut and fit them appropriately: his ring and necklace are both of his own creation.
SUITABILITY: MahoYaku is a mobile game with stories that cover various inequities and certain subject matters--- classism, trafficking, and abuse which are stark contrasts to what someone would think about when it comes to a world full of wizards and magic. The Sage and their wizards encounter these problems often enough where there is a very clear painting of their own standings in their world, including a kind of separation between wizards and humans. Dynamics between these two groups are often tested and strained with preconceptions and notions of what and how roles are vs. how they should be. Murr Hart, even with a fractured soul, understands these things.
He is a gambler, pure and simple: all Western wizards are personable but also crave a little bit of chaos. What's more chaotic than putting your own magical tool (a ring) on the line at the drop of a hat, even when the odds are incredibly stacked against you? How about putting the muzzle of a gun in your mouth because you're so utterly reckless and fearless, knowing that it could very well be a coinflip between the gunner firing or being so shocked that they wouldn't? Murr is someone who will put everything on the line for fun. He'll put other people on the line for fun. There isn't a single soul in the world that is immune to Murr's targeting; he's essentially a cat. He delights in the smiles of others as much as he delights in their shocked expressions. Murr could easily be a part of those themes of violence, crime, drugs, and sex. He could easily not. It depends on how entertaining those around him are.
FACTION SUITABILITY:
* Shuten - While Murr may not fit the prototypical Shuten Clan member, he does have a few things that work for him. He has been described as being unforgiving and cruel at times, but not because he takes pleasure from it. No, this comes from being purely whimsical and honest to a fault. If he's not interested in something, he will walk away! Not because he wants to be rude, but because he's bored. Though he wouldn't consider himself particularly strong, nor a drinker or partier, he is a gambler. In fact, Murr would probably be one of the best at keeping people honest (and making sure the house wins often) in various games! He wouldn't be the muscle, but he certainly would be the brain. The issue is that his particular kind of honor is more of the deceptive kind, and honesty to Murr is an afterthought in some cases. After all--- cats are cats.
* Tamamo - If the Tamamo Clan values insight and deception, then Murr could be the luckiest or unluckiest Tamamo Clan discipline in the world. Bliss isn't Murr's goal. Giving others bliss through their freedom to do what pleases them the most isn't his goal. If anything, the way that Murr operates is that he is amused by others rather than others being amused by him. His cat-like way of acting comes from a purely selfish and instinctual place. What he desires is 'enlightenment' through the first-hand studying of a thing that can and will end his world. It's called the Great Calamity for a reason. Murr could be a fit here for purely the illusion aspects but would scoff at the rest of what the Tamamo Clan might offer.
* Sutoku - Out of the three, this could be a good place for Murr. Despite his personality being fractured, he's still a curious and intellectual wizard. There is a lot going on in that head of his but one thing that hasn't change is his desire to learn. Part of that cat-esque trait of his is to learn through doing. If he didn't say or do things that didn't come right to mind, then how would he not learn? Even though it might lead to discomfort or anger, Murr is incredibly straight-forward and blunt. Where Murr doesn't completely fit is that as a Western wizard, he's more likely to break that whole asceticism aspect. He loves gambling! He enjoys a beverage! And parties are very, very fun. He couldn't stop himself from those.
* Enma - Ever just let a wild animal into an office? That's probably the kind of result you'd get from Murr being stuck behind a desk or trying to maintain some kind of civility involving law and order. Not saying that'd be impossible for him because cats have impeccable balance and everything, but! Just not THAT kind of balance.
SAMPLES
Sample 1 and Sample 2!