Sumeragi Kururu (
soundsinsilence) wrote2012-08-04 04:01 pm
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Application
Character Name: Sumeragi Kururu
Canon: Air Gear (manga)
AU/OC/Previous Game: Previous game (Sabra La Tau)/post-game bad end AU
Age: ~15
Appearance: Image reference
A highschool-age girl with red-brown eyes and pale lavender-pink hair that falls about halfway down her back, straight except for how wisps of it seem to curve up in every direction. It's usually tamed with several dozen clips, and she wears a larger, blocky cross-shaped hairpiece at her brow. She's relatively skinny, not very endowed, and doesn't look at all as physically strong as she is.
She has a small tattoo on her neck behind her left ear; a circle with a witch flying a wrench through a starred sky, with the words 'Tool Toul To' along the bottom rim. It's normally not visible unless he hair is pulled back or blown to the side. During her time in Sabra she also got a white-lined peacock tattoo on her right shoulder, a crow-shark-peacock crest just a bit above her left hipbone, and five deep, pointed claw scars in the centre of her chest, circling her heart.
Cause of Death: Killed while destroying the supercomputer responsible for networking A-T technology.
Impact of Death: Pretty content. She did what she wanted to do, and was already at peace with the fact that she would either die after or die trying.
References Link: http://en.wikipedia.org/wiki/Air_Gear
Character Info:
Every piece of motorized technology, from bikes to planes, has its own type of mechanic. For the motorized rollerblades known as Air Trek, those people are known as tuners: people who blend medicine, music and mechanics to perfectly match a rider's unique 'sound' with their A-T.
There is no question at all that Sumeragi Kururu is a genius tuner. She can assemble a pair of A-T in a matter of seconds, identify the sound of a particular pair of A-T from blocks away, and, most importantly for someone who deals with rhythm, her inner clock is by-the-second accurate to three hours. The world of mechanics and how things fit together is one she understands deeply and intuitively. She's a girl who constantly lives with one foot in the 'Infinite Scale', a world where everything is sound, and sound itself is pure information.
It's in the real world where she flounders.
Kururu begins as a girl chronically unsure of herself. She's not shy; her body language is very open and she has no problem meeting people's eyes. But when talking with people outside her teammates (and often even to them), her sentences are full of pauses, words get caught in her throat, and it sometimes takes her forever to say what she wants to say. She is unfailingly earnest and a genuinely good person, but also hopelessly nervous at times and prone to blushing at the drop of a hat. Even alone, she often gets trapped thinking in circles when she's struggling with something big or personal. She tries, she tries very hard, and she's driven by very simple things—acceptance, the desire for praise and approval, the need to make some mark of her own on the world—but she's also the kind of person who will get so focused on one thing that she’ll completely lose track of her surroundings.
When she's first introduced, it's at a particularly low point. She doesn't really know why she joined team Tool Toul To, and she's not sure she can create the amazing things her mentor expects of her. The thought of being a tuner for the next 'Wind King' just makes her nervous. And she's really not sure that she's the right person to become the next Pledge Queen, tuner par excellence and leader of their team, despite her predecessor's uncompromising opinions that she's the right person for it.
Just as she's thinking of quitting for good, she meets a boy her age in a park outside the Wind King's school. A boy with a dream that could fill the whole sky, who challenges her to an impromptu swingset competition and beats her with the skill, attitude and potential that could shake the A-T world to its core. She doesn't even manage to ask his name during that first meeting (are you the Wind king? Are you Minami Ikki? Are you the person I'm supposed to . . .), the words dying in her throat.
The wind surrounding him catches her in its pull, and for the first time, she steps into her role of her own volition, seeking him out and eventually asking to be his personal tuner.
Of course, it doesn't turn out to be that easy. The special A-T she creates for Ikki are stolen and used for murder, and Ikki turns his back on wanting another pair. When she tries to deal with the guilt by helping out in whatever other ways she can, Ikki's team rejects her—a tuner of her caliber should be tuning, not buying groceries and doing laundry (even if that's all she wants, even if she just wants to be near Ikki, and help in whatever way she can). Eventually, she ends up putting on her shounen pants, and teams up with one of Ikki's opponents, showing her worth not by saving him in the nick of time, but by beating his team into the ground.
He's a person, she says later, that she always wants to be chased by, and always wants to chase in turn. She never wants to lose him, but never wants to lose to him either.
That's Kururu's other side, and the one that comes out more and more as the story progresses. It's in her role as a tuner and as the Pledge Queen of Tool Toul To that you see her at her best: calm, confident, and incredibly adept at connecting disparate parts into a unified whole. Like all stormriders, there's a competitive streak in her, an inability to just give up and accept defeat when there's still something, anything she can do. Unlike most purely competitive teams, that drive is matched by compassion, empathy, and an understanding of how people fit together—she says she never wants to lose to Ikki, but she deliberately steps aside from pursuing him romantically so the girl who's loved him longest (and who Kururu herself considers a good friend) can have that place in his life.
Old Game Info:
All of the above gets considerably messed up when she gives up her memories and follows Ikki into an amnesiac murder cave.
Kururu in Sabra started out both better and worse than she did in canon. She lost the confidence she'd built, but at the same time she also lost all awareness of how, well, weird she was. She could follow her intuition without second-guessing herself, and listen to people without cultural ideas of personal space getting in the way.
Her growth in Sabra ended up mirroring much of her growth in canon. She went from being her team's most protected member to being its moral compass and unquestioned leader. Under her influence, Pavo became a team resolved to do the right thing rather than survive at all costs, and one that would help when they could, even if it took the occasional bit of emotional terrorism and obligatory cuddle time.
One of the biggest changes through that development was in the things that drove her. In her canon memories, Kururu's focus had been on Ikki to the exclusion of nearly all else, and it often took an external trigger of some sort to get her past her own hesitance. in Sabra, Pavo and Pavo's partner-team Delphinus had to come first, and she couldn't wait for other people to push her—their survival (both physically and emotionally) was impetus all of its own. That divide allowed for things that likely never would have happened otherwise. She became friends with both of her canon rivals, and had a shy and dorky mechanic romance with a boy on another team. She still had her dream, still had her wish, but she wanted to see so many other wishes come true too.
It wasn't always easy going. Sometimes it was rough, or even weird—she accidentally became a vampire for half a year, had a weird love-friendship with one of Sabra's judges that led to her carrying a piece of that judge inside her for a while, and she inherited the remaining soul bits of a girl who had lived on Sabra back when it was still a living world. None of it was honestly too terribly bad until the end.
The thing that's worst about being someone others want to protect is that, when the chips are all down and the world is falling apart, you get to see a lot of your friends die. Some sooner, some later, some by your own hand. Some because you've made a desperate contract to survive just long enough to help bring an end to all of it. And sometimes, despite all odds to the contrary, you make it through, and are left carrying the last of the dreams of those who have been left behind.
The end of Sabra La Tau shook her deeply. Her important people were nearly universally gone, and it broke something within her, to still be there after that. Coping mechanisms not actually being her strong suit, she made the one choice she could live with—she'd pick up the broken wishes she knew, and see them made whole. First, to restore the soul of one of her teammate's most important people, and second . . .
Pick up Ikki's dream. Break the sky, or die trying.
Abilities (after Powercap): Unless she's facing robots that can be disassembled, Kururu is pretty well a regular, squishable human with no actual combat abilities to speak of.
Items Brought In: Pledge Queen regalia (a big mechanical cross that allows for syncing with other tuners) and an SC (mostly-transparent bodysuit full of sensors).
Canon: Air Gear (manga)
AU/OC/Previous Game: Previous game (Sabra La Tau)/post-game bad end AU
Age: ~15
Appearance: Image reference
A highschool-age girl with red-brown eyes and pale lavender-pink hair that falls about halfway down her back, straight except for how wisps of it seem to curve up in every direction. It's usually tamed with several dozen clips, and she wears a larger, blocky cross-shaped hairpiece at her brow. She's relatively skinny, not very endowed, and doesn't look at all as physically strong as she is.
She has a small tattoo on her neck behind her left ear; a circle with a witch flying a wrench through a starred sky, with the words 'Tool Toul To' along the bottom rim. It's normally not visible unless he hair is pulled back or blown to the side. During her time in Sabra she also got a white-lined peacock tattoo on her right shoulder, a crow-shark-peacock crest just a bit above her left hipbone, and five deep, pointed claw scars in the centre of her chest, circling her heart.
Cause of Death: Killed while destroying the supercomputer responsible for networking A-T technology.
Impact of Death: Pretty content. She did what she wanted to do, and was already at peace with the fact that she would either die after or die trying.
References Link: http://en.wikipedia.org/wiki/Air_Gear
Character Info:
Every piece of motorized technology, from bikes to planes, has its own type of mechanic. For the motorized rollerblades known as Air Trek, those people are known as tuners: people who blend medicine, music and mechanics to perfectly match a rider's unique 'sound' with their A-T.
There is no question at all that Sumeragi Kururu is a genius tuner. She can assemble a pair of A-T in a matter of seconds, identify the sound of a particular pair of A-T from blocks away, and, most importantly for someone who deals with rhythm, her inner clock is by-the-second accurate to three hours. The world of mechanics and how things fit together is one she understands deeply and intuitively. She's a girl who constantly lives with one foot in the 'Infinite Scale', a world where everything is sound, and sound itself is pure information.
It's in the real world where she flounders.
Kururu begins as a girl chronically unsure of herself. She's not shy; her body language is very open and she has no problem meeting people's eyes. But when talking with people outside her teammates (and often even to them), her sentences are full of pauses, words get caught in her throat, and it sometimes takes her forever to say what she wants to say. She is unfailingly earnest and a genuinely good person, but also hopelessly nervous at times and prone to blushing at the drop of a hat. Even alone, she often gets trapped thinking in circles when she's struggling with something big or personal. She tries, she tries very hard, and she's driven by very simple things—acceptance, the desire for praise and approval, the need to make some mark of her own on the world—but she's also the kind of person who will get so focused on one thing that she’ll completely lose track of her surroundings.
When she's first introduced, it's at a particularly low point. She doesn't really know why she joined team Tool Toul To, and she's not sure she can create the amazing things her mentor expects of her. The thought of being a tuner for the next 'Wind King' just makes her nervous. And she's really not sure that she's the right person to become the next Pledge Queen, tuner par excellence and leader of their team, despite her predecessor's uncompromising opinions that she's the right person for it.
Just as she's thinking of quitting for good, she meets a boy her age in a park outside the Wind King's school. A boy with a dream that could fill the whole sky, who challenges her to an impromptu swingset competition and beats her with the skill, attitude and potential that could shake the A-T world to its core. She doesn't even manage to ask his name during that first meeting (are you the Wind king? Are you Minami Ikki? Are you the person I'm supposed to . . .), the words dying in her throat.
The wind surrounding him catches her in its pull, and for the first time, she steps into her role of her own volition, seeking him out and eventually asking to be his personal tuner.
Of course, it doesn't turn out to be that easy. The special A-T she creates for Ikki are stolen and used for murder, and Ikki turns his back on wanting another pair. When she tries to deal with the guilt by helping out in whatever other ways she can, Ikki's team rejects her—a tuner of her caliber should be tuning, not buying groceries and doing laundry (even if that's all she wants, even if she just wants to be near Ikki, and help in whatever way she can). Eventually, she ends up putting on her shounen pants, and teams up with one of Ikki's opponents, showing her worth not by saving him in the nick of time, but by beating his team into the ground.
He's a person, she says later, that she always wants to be chased by, and always wants to chase in turn. She never wants to lose him, but never wants to lose to him either.
That's Kururu's other side, and the one that comes out more and more as the story progresses. It's in her role as a tuner and as the Pledge Queen of Tool Toul To that you see her at her best: calm, confident, and incredibly adept at connecting disparate parts into a unified whole. Like all stormriders, there's a competitive streak in her, an inability to just give up and accept defeat when there's still something, anything she can do. Unlike most purely competitive teams, that drive is matched by compassion, empathy, and an understanding of how people fit together—she says she never wants to lose to Ikki, but she deliberately steps aside from pursuing him romantically so the girl who's loved him longest (and who Kururu herself considers a good friend) can have that place in his life.
Old Game Info:
All of the above gets considerably messed up when she gives up her memories and follows Ikki into an amnesiac murder cave.
Kururu in Sabra started out both better and worse than she did in canon. She lost the confidence she'd built, but at the same time she also lost all awareness of how, well, weird she was. She could follow her intuition without second-guessing herself, and listen to people without cultural ideas of personal space getting in the way.
Her growth in Sabra ended up mirroring much of her growth in canon. She went from being her team's most protected member to being its moral compass and unquestioned leader. Under her influence, Pavo became a team resolved to do the right thing rather than survive at all costs, and one that would help when they could, even if it took the occasional bit of emotional terrorism and obligatory cuddle time.
One of the biggest changes through that development was in the things that drove her. In her canon memories, Kururu's focus had been on Ikki to the exclusion of nearly all else, and it often took an external trigger of some sort to get her past her own hesitance. in Sabra, Pavo and Pavo's partner-team Delphinus had to come first, and she couldn't wait for other people to push her—their survival (both physically and emotionally) was impetus all of its own. That divide allowed for things that likely never would have happened otherwise. She became friends with both of her canon rivals, and had a shy and dorky mechanic romance with a boy on another team. She still had her dream, still had her wish, but she wanted to see so many other wishes come true too.
It wasn't always easy going. Sometimes it was rough, or even weird—she accidentally became a vampire for half a year, had a weird love-friendship with one of Sabra's judges that led to her carrying a piece of that judge inside her for a while, and she inherited the remaining soul bits of a girl who had lived on Sabra back when it was still a living world. None of it was honestly too terribly bad until the end.
The thing that's worst about being someone others want to protect is that, when the chips are all down and the world is falling apart, you get to see a lot of your friends die. Some sooner, some later, some by your own hand. Some because you've made a desperate contract to survive just long enough to help bring an end to all of it. And sometimes, despite all odds to the contrary, you make it through, and are left carrying the last of the dreams of those who have been left behind.
The end of Sabra La Tau shook her deeply. Her important people were nearly universally gone, and it broke something within her, to still be there after that. Coping mechanisms not actually being her strong suit, she made the one choice she could live with—she'd pick up the broken wishes she knew, and see them made whole. First, to restore the soul of one of her teammate's most important people, and second . . .
Pick up Ikki's dream. Break the sky, or die trying.
Abilities (after Powercap): Unless she's facing robots that can be disassembled, Kururu is pretty well a regular, squishable human with no actual combat abilities to speak of.
Items Brought In: Pledge Queen regalia (a big mechanical cross that allows for syncing with other tuners) and an SC (mostly-transparent bodysuit full of sensors).