destinystrings App
Jan. 5th, 2013 12:26 pmOut Of Character Information
Name: Gorse | [
gorsecloud]
Age: 21
Time zone: US CST -6 GMT
Contact: AIM - gorsethewarrior,
gorsecloud
Anything we should know?:

In Character Information
Name: Raimu "Rhyme" Bito
Series: The World Ends With You
Canon Standing: Week 1, Day 3, after she and Beat have agreed to work with Neku and Shiki the next day
Age: Unconfirmed, so I'm going with 13
Birthday & Astrology Sign: March 3rd - Pisces
Arcana: Temperance
Personality:
As a general rule, Rhyme is a bright, optimistic young girl, who acts much more mature than her age would make it seem. Throughout her appearance in both The World Ends with You and Kingdom Hearts: Dream Drop Distance, she's almost constantly cheerful, very rarely getting sad or despondent, and she's never shown as angry or losing patience, not with Beat nor Neku. While it's impossible for her to not experience these emotions, it's clear that they are not the mood she defaults to.
While it wouldn't be accurate to call Rhyme an outgoing socialite, she does seem to draw strength and enthusiasm from being around others. She comments that it's sad that none of the people in the RG can see Players on Day 4 of week 1, and is able to push aside her distress over not having any dreams by looking to Beat for support - even if he doesn't say anything. She's the one who most strongly encourages collaboration among the Players that we see, rivaled only by Shiki. However, if this is true, one can also infer that the opposite is true: Rhyme struggles more when she's by herself and doesn't have someone there, whether she is supporting them or vice versa.
The game booklet describes Rhyme as eager and hardworking, and there is a fair bit of evidence to support this. She shows both great dedication to solving the tasks of the Reaper's Game (for instance, she and Beat are the only other Players who are able to solve the mystery of the Boss of A-East, and given Beat's problem-solving prowess in Week 3, it's no great leap in logic that she probably had to work hard to solve both that and any puzzles in their way), and a history of good work ethic that was implied during Beat's week, when Beat tells Neku how his parents chastised him for not having one and telling him he should "be more like your sister."
However, it's also clear that Rhyme is a very patient person as well. As mentioned earlier, she's never shown as getting angry, even when Beat himself mentions that she tells him the same sorts of things over and over. She warns Beat not to make too hasty of decisions, and overall seems to be a proponent of "slow and steady wins the race." You can work hard, yes, but you shouldn't work so hard that you make mistakes.
Speaking of "slow and steady wins the race," Rhyme is canonically stated as having an addiction to adages. She always seems to have a phrase or saying that suits the situation at hand, and will not hesitate to bring it up.
When meeting and talking to new people, Rhyme has generally shown herself to be open, approachable, patient, and trusting - perhaps overly so. She strikes up conversation with Shiki and Neku shortly after meeting them, and is giving them advice and instructions, only stopping when Neku brings up his own personal mistrust, and suggests that they might be enemies.
When one gets to know Rhyme a little better, her behavior changes some. Most strikingly, she's willing to be honest, and while she isn't rude, she is quite honest - both with herself and other people - about the faults of these friends. She openly admits to Shiki that Beat can be "a little crazy sometimes," and KH3D shows that she can even be perfectly willing to tease those she knows well.
While we don't see her directly struggle too much, we learn during Beat's week that the loss of her dreams - which is implied to be her entry fee - distresses her a great deal. While she's pushed that distress aside, she's still struggling without a set direction in her life and hopes she can find it someday - she admits as much to Shiki on Day 4.
Lastly, while there's no real evidence that Rhyme is unobservant, it is clear that, when those she cares about are threatened or in trouble of some sort, Rhyme gains a sort of tunnel vision, focusing only on them. While chasing Beat, she fails to notice the car coming down the street, and when she spots the shark noise about to attack Beat later on Day 4, she focuses solely on getting him out of danger, no matter what the cost to herself.
The defining trait of Rhyme though, and the one that she's remembered most by, according to Mr. Hanaekoma's reports, is her selfless kindness - the same that has her give a pin to a couple of confused Players they just met, who offered advice and instructions to those same Players barely a day later (even after one of them had been a jerk), who pushed her partner - whose true identity as her family she didn't even remember - out of the way to save his life.
Backstory:
We don't know overmuch about Rhyme's history. We do know that she is the younger sister of Daisukenojo "Beat" Bito. We also know that she was a very bright girl, with a lot of drive and a lot of dreams. Her talents and her passion however, frequently outshone that of her older brother, leading to a lot of friction between her parents and Beat. Regardless, Rhyme loved her older brother very much, and tried to be as encouraging as possible, even when Beat grew tired of this and began to try to push her away.
One day, after a fight with their parents, Beat ran out and Rhyme chased after him. However, she failed to notice a car coming as she crossed the street at the Miyashita Park Underpass. Beat, however, did notice, and tried to protect her from the oncoming vehicle.
Thus, Beat and Rhyme were entered into the Reaper's Game.
I'll let the TWEWY Wiki take it over from here, but I figured it'd be a good idea to expand on the stuff we learn in Beat's week that wasn't fully explained/touched on.
Canon Powers:
Rhyme, like all Players in the UG, has access to a certain number of abilities, called Psychs, which are activated through the use of pins. Most Players can only use certain kinds of Psychs, with Neku being implied to be a rare exception who can use almost all psychs.
We never actually see Rhyme fight in canon, save for when she and Beat finish off the small golden bat boss of A-East. Even then though, it doesn't really give us major insight to her fighting style - except that she might be able to use some kind of slashing attack. Even the brief point where we see her fighting with Beat in KH3D doesn't give us much of an idea how she fights, so a lot of this is going to be headcanon-based.
Given the amount of damage that Beat can do, it's clear that his partner would need to be able to use Psychs that would balance that out, and thus I believe that Rhyme did better with healing Psychs, some that inflict status effects, and (since she wouldn't be defenseless) ones with Negative affinities (basically long-range attacks).
Also note that her pins won't work without her partner - Beat - here to pact with.
Canon Weapons|Items:
A majority of what her weapons would even be are her pins so... here goes:
Also note that everything has a Mind affiliation by virtue of being Psychs. Any additional elemental affiliations will be noted
She also probably has a handful of yen pins but they probably won't be able to be cashed in anyway so they'll just be fancy pins with numbers on them :D
Canon Allies:
n/a
Canon Baggage:
Persona
[Ratatoskr]
LVL (1) | TEMPERANCE
SUPPORT SKILLS
► Basic Analysis ( Reveals an target's personas.)
► Dia (Recovers a small amount of HP to one ally.)
► Rakukaja (Doubles an ally's Defense. (1 turn))
► Patra (Recover from Fear, Confusion, Charm, Egoism and Rage. One Ally.)
▷ CommLink ( Allows the user to communicate telepathically with other Persona users that they know.)
▷ Enemy Radar ( Reveals location of foes on a floor of the dungeon for a short time
▷ Silver Wall (Increases an ally's Physical resistance (resist Physical effect).)
▷ Cure Drink (Increases a moderate amount of HP to both the caster and one ally)
★ Rhythm and Lyrics (This move does 1 of the following, with a 50% chance of each: Hits a nearby foe for a medium amount of Physical damage, or Healing nearby allies a moderate amount of HP)
COMBAT SKILLS
► Dream Needle (Inflicts a small amount of Physical damage with a 10% chance of Sleep on one enemy)
▷ Swift Strike (Inflicts a small amount of Physical damage up to twice with a 10% chance of Confusion on all enemies.)
▷ Seal Bomb (Inflicts a medium amount of Physical damage with a 10% of Silence on all enemies.)
Writing Sample
Test Drive
Part 2
Name: Gorse | [
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Age: 21
Time zone: US CST -6 GMT
Contact: AIM - gorsethewarrior,
Anything we should know?:

In Character Information
Name: Raimu "Rhyme" Bito
Series: The World Ends With You
Canon Standing: Week 1, Day 3, after she and Beat have agreed to work with Neku and Shiki the next day
Age: Unconfirmed, so I'm going with 13
Birthday & Astrology Sign: March 3rd - Pisces
Arcana: Temperance
Personality:
As a general rule, Rhyme is a bright, optimistic young girl, who acts much more mature than her age would make it seem. Throughout her appearance in both The World Ends with You and Kingdom Hearts: Dream Drop Distance, she's almost constantly cheerful, very rarely getting sad or despondent, and she's never shown as angry or losing patience, not with Beat nor Neku. While it's impossible for her to not experience these emotions, it's clear that they are not the mood she defaults to.
While it wouldn't be accurate to call Rhyme an outgoing socialite, she does seem to draw strength and enthusiasm from being around others. She comments that it's sad that none of the people in the RG can see Players on Day 4 of week 1, and is able to push aside her distress over not having any dreams by looking to Beat for support - even if he doesn't say anything. She's the one who most strongly encourages collaboration among the Players that we see, rivaled only by Shiki. However, if this is true, one can also infer that the opposite is true: Rhyme struggles more when she's by herself and doesn't have someone there, whether she is supporting them or vice versa.
The game booklet describes Rhyme as eager and hardworking, and there is a fair bit of evidence to support this. She shows both great dedication to solving the tasks of the Reaper's Game (for instance, she and Beat are the only other Players who are able to solve the mystery of the Boss of A-East, and given Beat's problem-solving prowess in Week 3, it's no great leap in logic that she probably had to work hard to solve both that and any puzzles in their way), and a history of good work ethic that was implied during Beat's week, when Beat tells Neku how his parents chastised him for not having one and telling him he should "be more like your sister."
However, it's also clear that Rhyme is a very patient person as well. As mentioned earlier, she's never shown as getting angry, even when Beat himself mentions that she tells him the same sorts of things over and over. She warns Beat not to make too hasty of decisions, and overall seems to be a proponent of "slow and steady wins the race." You can work hard, yes, but you shouldn't work so hard that you make mistakes.
Speaking of "slow and steady wins the race," Rhyme is canonically stated as having an addiction to adages. She always seems to have a phrase or saying that suits the situation at hand, and will not hesitate to bring it up.
When meeting and talking to new people, Rhyme has generally shown herself to be open, approachable, patient, and trusting - perhaps overly so. She strikes up conversation with Shiki and Neku shortly after meeting them, and is giving them advice and instructions, only stopping when Neku brings up his own personal mistrust, and suggests that they might be enemies.
When one gets to know Rhyme a little better, her behavior changes some. Most strikingly, she's willing to be honest, and while she isn't rude, she is quite honest - both with herself and other people - about the faults of these friends. She openly admits to Shiki that Beat can be "a little crazy sometimes," and KH3D shows that she can even be perfectly willing to tease those she knows well.
While we don't see her directly struggle too much, we learn during Beat's week that the loss of her dreams - which is implied to be her entry fee - distresses her a great deal. While she's pushed that distress aside, she's still struggling without a set direction in her life and hopes she can find it someday - she admits as much to Shiki on Day 4.
Lastly, while there's no real evidence that Rhyme is unobservant, it is clear that, when those she cares about are threatened or in trouble of some sort, Rhyme gains a sort of tunnel vision, focusing only on them. While chasing Beat, she fails to notice the car coming down the street, and when she spots the shark noise about to attack Beat later on Day 4, she focuses solely on getting him out of danger, no matter what the cost to herself.
The defining trait of Rhyme though, and the one that she's remembered most by, according to Mr. Hanaekoma's reports, is her selfless kindness - the same that has her give a pin to a couple of confused Players they just met, who offered advice and instructions to those same Players barely a day later (even after one of them had been a jerk), who pushed her partner - whose true identity as her family she didn't even remember - out of the way to save his life.
Backstory:
We don't know overmuch about Rhyme's history. We do know that she is the younger sister of Daisukenojo "Beat" Bito. We also know that she was a very bright girl, with a lot of drive and a lot of dreams. Her talents and her passion however, frequently outshone that of her older brother, leading to a lot of friction between her parents and Beat. Regardless, Rhyme loved her older brother very much, and tried to be as encouraging as possible, even when Beat grew tired of this and began to try to push her away.
One day, after a fight with their parents, Beat ran out and Rhyme chased after him. However, she failed to notice a car coming as she crossed the street at the Miyashita Park Underpass. Beat, however, did notice, and tried to protect her from the oncoming vehicle.
Thus, Beat and Rhyme were entered into the Reaper's Game.
I'll let the TWEWY Wiki take it over from here, but I figured it'd be a good idea to expand on the stuff we learn in Beat's week that wasn't fully explained/touched on.
Canon Powers:
Rhyme, like all Players in the UG, has access to a certain number of abilities, called Psychs, which are activated through the use of pins. Most Players can only use certain kinds of Psychs, with Neku being implied to be a rare exception who can use almost all psychs.
We never actually see Rhyme fight in canon, save for when she and Beat finish off the small golden bat boss of A-East. Even then though, it doesn't really give us major insight to her fighting style - except that she might be able to use some kind of slashing attack. Even the brief point where we see her fighting with Beat in KH3D doesn't give us much of an idea how she fights, so a lot of this is going to be headcanon-based.
Given the amount of damage that Beat can do, it's clear that his partner would need to be able to use Psychs that would balance that out, and thus I believe that Rhyme did better with healing Psychs, some that inflict status effects, and (since she wouldn't be defenseless) ones with Negative affinities (basically long-range attacks).
Also note that her pins won't work without her partner - Beat - here to pact with.
Canon Weapons|Items:
A majority of what her weapons would even be are her pins so... here goes:
Also note that everything has a Mind affiliation by virtue of being Psychs. Any additional elemental affiliations will be noted
- Cure Drink
- Force Rounds
- Shockwave (Strike)
- Poison Bones (basically has a chance of inflicting Rakunda on enemies at the start of battle)
She also probably has a handful of yen pins but they probably won't be able to be cashed in anyway so they'll just be fancy pins with numbers on them :D
Canon Allies:
n/a
Canon Baggage:
- The clothes she has on
- Her pins, as listed above
- A few threads, probably Mus Rattus or the less expensive Wild Boar stuff
- Her bell pendant
- Some food from Sunshine (basically an equivalent of McDonalds)
- Her red book bag to carry it in
Persona
[Ratatoskr]
LVL (1) | TEMPERANCE
SUPPORT SKILLS
► Basic Analysis ( Reveals an target's personas.)
► Dia (Recovers a small amount of HP to one ally.)
► Rakukaja (Doubles an ally's Defense. (1 turn))
► Patra (Recover from Fear, Confusion, Charm, Egoism and Rage. One Ally.)
▷ CommLink ( Allows the user to communicate telepathically with other Persona users that they know.)
▷ Enemy Radar ( Reveals location of foes on a floor of the dungeon for a short time
▷ Silver Wall (Increases an ally's Physical resistance (resist Physical effect).)
▷ Cure Drink (Increases a moderate amount of HP to both the caster and one ally)
★ Rhythm and Lyrics (This move does 1 of the following, with a 50% chance of each: Hits a nearby foe for a medium amount of Physical damage, or Healing nearby allies a moderate amount of HP)
COMBAT SKILLS
► Dream Needle (Inflicts a small amount of Physical damage with a 10% chance of Sleep on one enemy)
▷ Swift Strike (Inflicts a small amount of Physical damage up to twice with a 10% chance of Confusion on all enemies.)
▷ Seal Bomb (Inflicts a medium amount of Physical damage with a 10% of Silence on all enemies.)
Writing Sample
Test Drive
Part 2