Ji-Min (Ji-Min)

mattedcrow

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6 months, 11 days ago
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mattedcrow
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Don't you dare look back, just keep your eyes on me!
Shut Up and Dance WALK THE MOON
Burning Up (Fire) BTS
4GET CG5 x The Living Tombstone
YELLOW YOH KAMIYAMA

Ji-Min

Untitled.

Ji-Min (志泯); Made of the characters for intention and to perish

Ji-Min (智敏); Made of the characters for Wisdom and Agile

Nonbinary (Intersex)

They/Them, He/Him

33 Moons (As of Summer 112)

Early Fall 109

Chiru the Kitsune

Polyamourous Pansexual

13 inches

Medium

Appearance

Eyes

Opera Mauve #B68DA5
Antique Fuchsia #93627E

Fur

Raisin Black #262022
Seashell #FCF3EC
Chinese Silver #D5C4C8
Manatee #A095AD
Pale Silver (Multiply) #CCC0C3
Chinese Silver (Multiply) #CCC4CC

Skin

Black Olive #413538
Rosy Brown #B59198
Dim Gray #746467

Extra

Steel Pink #CB3FF1

Personality


  • Intelligent
  • Open
  • Adaptable
  • Affectionate
  • Sociable

  • Cunning
  • Sly
  • Idiosyncratic
  • Prideful

  • Selfish
  • Self-conscious
  • Cowardly
  • Manipulative
  • Demanding

Despite being raised with respect being empathised, Ji-min has never really been one to fully follow the rules. For them, the most enticing thing really is sticking out; and while he uses the skills he learned in his upbringing to his advantage for this, knowing how to be polite when needed, he also enjoys being a bit sneaky with his tactics. Their mind is constantly moving, both for paying attention to the views of others around them, as well as ways he can twist a situation, loving when he's able to slip his way into getting a better deal out of something or play a joke on another.

With a keen mind, Ji-min adores being able to learn and gather more information from whatever sources he can get it from, almost in a sense of adding it to his artillary as he does. They don't really collect these tidbits for any nefarious purposes, instead more out of a curious nature and enjoying being able to know that he would have an upperhand as well as being able to have the answer for things. It lets him better work around with others and to get outcomes that he desires, while keeping their self-image one to be proud of, one that is positive and kind. Not to say that he isn't, because they are a genuinely affectionate individual who enjoys being open and helping, it's more that for Ji-min, their own wellbeing comes before anything else.

They love to stick out from the crowd, not really caring if they're seen as 'odd' or 'weird' for their actions, one to chatter like they're friends even to strangers, to go with the flow of the times so long as they're not being oppressed. Their heart tends to lead their actions a lot more than their brain, at least for social matters.

Cowardice and self-preservation take over however when things start to get dicey, one to get out of the action as soon as they can, letting others do the heavy lifting, preferring the ability to stay in the sidelines without the risk of being hurt or of death.

  • Neon colors
  • Music
  • Fish
  • Foxes
  • The taste of rabbit
  • Feeling trapped
  • Fighting
  • Being ignored
  • Death
  • Feeling unloved
  • Have fun
  • Pull off some pranks
  • Get to know mom
Optimistic Attitude
ENFJ-T, the Protagonist MBTI
The Magician Tarot
3w2; The Charming Enneagram
Greed Vice
Humility Virtue
Chaotic Good Alignment
extroverted introverted
instinctive calculated
Sincere Deceptive
UNJUST FAIR
Chaotic Predictable
Indifferent Emotional
reserved affectionate
realistic daydreamer
cooperative lone wolf
Mental Health
100%
1 Strength
6 Intelligence
4 Stealth
5 Charisma
4 Speed
20 Arcane
30 Toughness
Physical Health
100%

Combat and Skills

The stats to the left are the core stats allocated using flex points and based on character age. They do not include bonus stats from sets of armor, equipment, hobbies, starstones, or skills. For more accurate stats, see the sheet provided here.


Branch: Secondary Shadow


Secondary Shadow-Tribers focus more on the spiritual/emotional aspect of shadow. They are skilled in manipulating the mind, pulling the strings as puppeteers behind the scenes, intensifying and altering emotions. They challenge who you are, especially by taking away one's control of self.

Active Tattoo

For Ji-min, his inactive tattoo is just a simple line under his eyes, while his active is full of various shapes and squiggles, mirrored but seemingly without rhyme or reason apart from the smile and fake fangs on their muzzle.

Inactive Tattoo

Skills


| Passive, 0 ARC


Through this move the user may search another's soul, learning information about their health, their mana and their nature. Whether they're troubled or at ease etc. This can be valuable information for them. With low proficiency, only one can be seen at a time, but with higher proficiency, you can see far more.

Novice: Can see 1 stat or weakness from target and reveals it to the party.
Proficient: Can see 2 stats or weaknesses from target and reveals it to the party.
Adept: Can see 3 stats or weaknesses from target and reveals it to the party.
Master: Can see 4 stats or weaknesses from target and reveals it to the party.

Additional Notes: Can be used pre-battle to analyze the enemy’s stats (usually hidden until combat-start). Specify which stat you wish to see (or if you want to search for weaknesses/skills).

| 2 ARC


Your eyes are hypnotic. You force someone to look into your gaze, trapping them in a trance-like state. The affected is overwhelmed with a feeling of exhaustion, falling asleep. Alternatively you can choose to keep them awake, but they will be dazed and slightly unaware of their surroundings, like they’re in a half-asleep state, and entirely entranced by you.

Novice: Charms enemy for 1 turn or puts enemy asleep for 1 turn. 90% chance to wake up when damaged.

Proficient: Charms enemy for 2 turns or puts enemy asleep for 2 turns. 80% chance to wake up when damaged.

Adept: Charms enemy for 2 turns or puts enemy asleep for 2 turns. 70% chance to wake up when damaged.

Master: Charms enemy for 4 turns or puts enemy asleep for 4 turns. 60% chance to wake up when damaged.

Additional Notes:Single target. Charming an enemy makes them only able to attack you for the duration with disadvantage on attacks. Attacking or harming the foe has a chance to wake the enemy up, unless a secondary shadow uses Skill 13: Nightmares on the enemy.

| 3 ARC


Novice:
Proficient:
Adept:
Master:

Cost: 3 Arc
Additional Notes:

| 4 ARC (+2 per round)


Using the absence of light and darkness, the caster can make themselves invisible to the naked eye. Different from the primary's shadow-walking in the sense that they aren't merging with anything, but rather are able to turn their coat transparent.

Novice: Caster turns invisible and has a 30% chance to not be targeted.
Proficient: Caster turns invisible and has a 40% chance to not be targeted.
Adept: Caster turns invisible and has a 50% chance to not be targeted.
Master: Caster turns invisible and has a 60% chance to not be targeted.

Additional Notes: Portaling an ally out of harm's way can be used as a reaction. Cats can only create 2 Dimensions (personal + storage space). They are able to enter others if invited/permission to go in. As Mastery Increases so does the number of ‘rooms’ one's dimension can be. At Novice, there can only be 1 den size room, at Master a cat can have 4 den sized rooms in their dimension.

Figuring out someone's true name permits the secondary a slight sense of control over the other. Using one's true name, the secondary can control them to do whatever they desire. This skill only permits for small actions, but one can be forced to tell the truth, be silenced, mimic the user to say whatever they're saying, walk in a direction, etc. Misuse may be punished.

Novice: 40% chance to capture the name of an enemy. Can control 1 creature they have the true name of to perform a minor action.
Proficient: 50% chance to capture the name of an enemy. Can control 1 creature they have the true name of to perform a minor action.
Adept: 60% chance to capture the name of an enemy. Can control 1 creature they have the true name of to perform a minor action.
Master: 70% chance to capture the name of an enemy. Can control 1 creature they have the true name of to perform a minor action.

Additional Notes: If there is more than one enemy on the battlefield, the Secondary can roll for however many enemies they wish to get the true name of on their turn; it is not limited to a single target. Names are extremely powerful over a creature, allowing them to be controlled. You can only control one creature at a time. Specify what you are making the creature do when using this skill to control them. You cannot make an enemy attack with this skill.

| 5 ARC (+3 per round)


A user may focus their attention on their enemy's mind. Prowling along it, they may find an opening to loop through, and can through it cause the enemy to hallucinate, and become very confused. Be warned, though, some enemies react differently to the mind prod and may become more aggressive, randomly lashing out to potentially make for more damage on your allies.

Novice: 40% chance of confusion and deals 14 damage.
Proficient: 50% chance of confusion and deals 16 damage.
Adept: 60% chance of confusion and deals 18 damage.
Master: 70% chance of confusion and deals 20 damage.

Additional Notes: Chance of confusion is rerolled per round held active. Damage is only dealt on casting round.

| 6 ARC


Infiltrating the sleeping mind isn't unheard of; it definitely isn't for the secondary Shadow Triber. As soon as their target falls asleep, the caster can infiltrate their mind and manipulate their dreams, either in good ways or bad. In later levels of proficiency the user is able to induce sleep paralysis. Misuse may be punished.

Novice: Enemy must be asleep. Deals 18 dmg.
Proficient: Enemy must be asleep. Deals 20 dmg.
Adept: Enemy must be asleep. Deals 22 dmg. 70% chance to stun for a round upon enemy waking up.
Master: Enemy must be asleep. Deals 24 dmg. 80% chance to stun for a round upon enemy waking up.

Additional Notes: This skill does not wake up the enemy, but other attacks will.

| 6 ARC


You're able to focus on your imagination for the duration, bringing forth a mental projection of your mind. At first, your mental projections will be small things, like a simple shadow moving, or a cartoonish mouse. But with increased proficiency, your imagination will become much more life-like; an entire sea of flying fish, colorful projections of cats playing in the snow, a herd of deer grazing in a blooming meadow. Those who master this skill are able to bring to life a whole new world, changing the space around them to be whatever they wish.

Novice:
Proficient:
Adept:
Master:

Additional Notes: The mental projection is temporary, and IC only lasts a couple hours at max. Novice - Proficient projections cannot create sound, but Adept - Master projections can. Projections cannot be touched.

| 7 ARC


You have complete control over a creature's motor functions. You're a master puppeteer, able to bend others to your will with ease. Lower proficiency levels are more simple actions, but with higher proficiency levels you can command the creature to do anything, bending their body to a way that harms them or forcing them to attack their allies.

Note: Using this against a fellow cat in a harmful way may result in exile.

Novice:
Proficient:
Adept:
Master:

Additional Notes: User must have obtained the true name of the target to use this skill. At higher proficiency levels, if you control a cat, you can force them to use a skill as long as the creature has the arcane level needed. If the target is forced to use a skill, the damage is decided on the skill used. Attacks made by the target are not guaranteed and must still roll to hit, allowing them to crit if they roll a nat 20.

| 10 ARC


The secondary takes the soul of someone recently fallen and reanimates them for the duration. You imbue the target with temporary power, allowing them to continue fighting for a bit longer. Using this skill takes some of your own life force, however, and many users end up falling once the skill ends. The reanimated target is delirious in this state, though, and risks attacking their own allies until the skill is broken.

Novice: Revives a fallen ally. For 1 round, the target has a 30% chance to attack another ally. The user transfers 100% of their health to the fallen ally after the 1 round is up.
Proficient: Revives a fallen ally. For 1 round, the target has a 20% chance to attack another ally. The user transfers 90% of their health to the fallen ally after the 1 round is up.
Adept: Revives a fallen ally. For 1 round, the target has a 10% chance to attack another ally. The user transfers 80% of their health to the fallen ally after the 1 round is up.
Master: Revives a fallen ally. The user transfers 70% of their health to the fallen ally.

Additional Notes: Only able to be cast on a target that is unconscious. Using this skill to bring someone back from the dead will always result in the death of the user.

| 2 ARC


You have strict control over your own emotions, including the ability to blend them out at will. With higher proficiency, you can even affect the emotions of other cats and living beings. Caution is advised, as misuse may be punished.

Novice: Can remove fear status from 1 target, or cause it in equally many targets. Targets have a 90% chance to break free from fear in the next round.
Proficient: Can remove fear status from 2 targets, or cause it in equally many targets. Targets have a 80% chance to break free from fear in the next round.
Adept: Can remove fear status from 3 targets, or cause it in equally many targets. Targets have a 70% chance to break free from fear in the next round.
Master: Can remove fear status from 4 targets, or cause it in equally many targets. Targets have a 60% chance to break free from fear in the next round.

Additional Notes: Target must be specified. Fear is induced in casting round.

| 3 ARC


With the secondaries’ mental power alone, the user can control the recipient’s mind to cause them intense pain, similar to a pounding migraine or a bad headache. This pain causes no physical damage, but could cause mental damage to both the user and recipient if not used responsibly. The pain becomes worse with proficiency.

Novice: Sears the enemy’s mind for 6 dmg.
Proficient: Sears the enemy’s mind for 8 dmg.
Adept: Sears the enemy’s mind for 10 dmg.
Master: Sears the enemy’s mind for 12 dmg.

Additional Notes:

| 4 ARC


Mimicking any voice or sound they have heard before, the user can alter their voice to match it. Lower tiers can only mimic small animal sounds such as mice and songbirds, but higher tiers can mimic large animal sounds such as a roar from a bear, or even the wailing of a whale. The secondary user can even mimic the voices of other cats and creatures capable of speech.

Novice: 30% chance to confuse an enemy.
Proficient: 40% chance to confuse an enemy.
Adept: 50% chance to confuse an enemy.
Master: 60% chance to confuse an enemy.

Additional Notes: Enemy is confused for one round. 50% chance to hurt itself in confusion on its next attack.

| 4 ARC


You can communicate with the spirits of the dead. At lower proficiency, you can't control who you summon. With the highest proficiency, one can even select which spirit of the dead they would like to talk to, though there are limits on how often a specific spirit can be summoned.

Novice: Summons a ghostly ancestor that attacks for 10 dmg.
Proficient: Summons a ghostly ancestor that attacks for 12 dmg.
Adept: Summons a ghostly ancestor that attacks for 14 dmg.
Master: Summons a ghostly ancestor that attacks for 16 dmg.

Additional Notes: The ghost vanishes after attacking.

| 5 ARC


You call upon the souls of the deceased, summoning them to cloak you and your allies from incoming damage and healing your wounds, allowing you to recover. The ghosts circle around the target of the user’s choice, almost like a shield of souls. Ghostly whispers fill the air when this skill is cast, with multiple voices overlapping each other.

Novice:
Proficient:
Adept:
Master:

Additional Notes:

| 5 ARC (+3 per Round)


One has the ability to ease another cat's memories using their true name and implant false memories to alter or erase true memories. Completely new memories may also be added. Chances of success increase with each proficiency level. Misuse may be punished.

Novice:
Proficient:
Adept:
Master:

Additional Notes:

| 6 ARC


User strikes out with a shot similar to a snake's twin fangs. Used to poison the opponent and deal damage over time. Usually not lethal for adult cats, but may be dangerous for kits and adolescents. Irresponsible use is punished.

Novice:
Proficient:
Adept:
Master:

Additional Notes:

| 7 ARC (+4 per Round)


You know how to twist the soul in wicked ways to affect the target of your choosing. With your knowledge of the soul, you can place a mark of binding on the target, and choose whether or not to harm them further, or alternatively, heal them spiritually with a boon.

Novice:
Proficient:
Adept:
Master:

Additional Notes:

| 8 ARC (+5 per round)


You can summon an undead creature to do your bidding. Low proficiency users can only summon smaller creatures, but higher proficiency users can summon larger creatures, but no larger than a fox.

Novice:
Proficient:
Adept:
Master:

Additional Notes:

| 7 ARC (+7 per round)


The ultimate skill, this skill allows the user to embrace the power and raw element of their spirit at a percentage based on mastery. The more proficient you are the more extreme the changes to your body are. This is a last resort and uses a lot of arcane energy. Only one other skill can be used with this active at a time! (Regular arcane cost of the skill applies)

Novice: 25% spirit power absorption - 2x Damage, + 10 to Toughness
Proficient: 50% spirit power absorption - 2x Damage, + 15 to Toughness, +5 Arcane pool
Adept: 75% spirit power absorption - 2x Damage, +20 to Toughness, +10 Arcane Pool
Master: 100% spirit power absorption - 2x Damage, +25 toughness, +20 Arcane Pool

Additional Notes: Must unlock all skills in a tree to be able to purchase Skill 20. Upkeep cost of 7 ARC per round, lasts till deactivated or ARC runs outs.
See Primordial Design below


Primordial State


No current primordial form.
Primordial Reference
No current primordial form.

Equipment & Accessories


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Equipment One:
where.
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Equipment Two:
where.
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Equipment Three:
where.
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Equipment Four:
where.
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Hobbies


Racing Novice
Mischief Locked
Sneaking Locked

History



Content Warnings

None


Chapter Zero: Summary


Raised by their dad and an 'auntie' in a small town, Ji-min had a quiet upbringing with his four littermates. Eventually, once he was an adult, they decided to leave home to explore and to try to find his mother, curious about her; ending up finding the tribes in the process.


Chapter One: Small Town Polite


They don't really have much memory of a mother, born in a small town outside of the tribes known area around the start of Fall, as the leaves started changing colors. Ji-min's mother left before his eyes or ears had even opened for the first time, only allowing herself to recover from birth before she left. So, for him, it was always his dad, and his auntie, a broodmother that his appa had found.

Their childhood was pretty normal, all things considered. They had friends in their town, and often got into a bit of mischief while appa was busy; either with his littermates or on his own. Nothing was done maliciously, more just out of a desire to have fun and get the attention he wanted.


Chapter Two: Finding New Horizons


As Ji-min grew older, they started to find themself growing bored of their town, wondering what was out there- and wondering about the mother that they'd never known. So, they let their family know the direction they were going and headed out to travel.

And traveling he did. Ji-min crossed a large amount of land, he's not sure how long he wandered for before eventually finding a field of totems, and finding himself interested. Curious, he'd put his paw to one, only to find his own name whispered back to him.

Ji-min.

Orange-Shadow Karačun Mother
Loner Hojun Father
--- Littermate
Sang-wook Littermate
--- Littermate
--- Littermate