Mᴇ, ᴛʜᴇ Mʏsᴛᴇʀʏ (Sissel) (
themystery) wrote2013-12-06 12:44 am
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Entry tags:
( realityshifted )
Player: DJ
Journal:
whitelighter
Contact: eeveester{@}gmail.com / aim: psitaniums /
biomagnet
Timezone: EST
Other characters: N/A (previously, a fair few)
Character: Sissel
Series: Ghost Trick: Phantom Detective
Deviance: d2. Post-canon.
Age: 10 (mentally 20, physically 7 months)
Gender: Male.
Species: Housecat.
Canon used: Ghost Trick: Phantom Detective NDS/iOS game.
Appearance: He is a cat. However, as we never get a render of kitten-Sissel, just imagine that picture but younger and even more adorable. Ta-daa: Sissel.
Psychology: Sissel is a very smart cat. During the night that he died and was on the quest to discover the "mystery of me," he encountered several people and saved nearly as many of their lives: only Detective Jowd, who knew Sissel couldn't possibly be the man whose face he wore, figured something was straight-up wrong with Sissel's assertions and even he couldn't tell that Sissel was actually a cat. This comes from Sissel's natural inclination to sit back, watch and learn from the actions and mistakes of those around him. While many human concepts and contrivances elude him (fiancées, guns, kidnapping, science), he understands their language (though not their writing system) and can infer the uses of more apparent objects or rituals that humans use in their daily lives. More complicated pieces of human life can be more difficult to decipher, as Sissel can only guess toward things he is privy to and intellectual pursuits, emotional webs and financial complications are nearly impossible for a cat understand purely from observation.
There is another important piece to the mystery of Sissel: he is a very sociable loner. While he can be talkative and humoring of those around him, when the going get rough, Sissel is out for himself first and foremost, his trusted few in second place, and everyone else in third. His sense of humor is wry, smug and sarcastic; taking the mickey out on people is just how he expresses his amusement. His brain-to-mouth filter is decently functional, but when he forgets himself he reveals his judgmental and not-quite-scathing side. Sissel sees no reason not to hold someone responsible for their actions, especially if they're dumb actions. Of course, the same trait means he can get easily tongue-tied if confronted with a mistake of his own somewhere down the line as he is wholly unprepared for the possibility of failure once he tries to do something. Relatively speaking, he can be graceful when accepting his faults, he just has to find out that he even has them first.
He can be slow to anger and views adversity as a challenge when it appears. He finds it quite fun to be a hassle as long as things can still get done the way he wants. In him is no naturally hostile instinct, evidenced with how he has no instinctive animosity toward Lynne's pet pomeranian Missile and considers mice and rats as rivals to battle against rather than exterminated. Sissel keeps his own entertainment on a high point of priority, with retaining a place to belong and obtaining affection being one of the few priorities that rank higher. Being born a stray on the streets, he may care for himself the most, but he cannot abide by being truly alone in the world. Companionship and equality between himself and friends is important, although he would honestly be overwhelmed at having too large of a social circle.
Perhaps unexpectedly for a cat, Sissel has basic compassion for those around him and will feel bad for their circumstances, but his attitude is unrepentantly selfish (and somewhat lazy) and he will not insert himself into an unwanted situation unless it benefits him to do so or really has nothing else to do. It is far too much of a hassle to give favors when all he wants is a nap in the sun. This is exemplified by the original timeline Sissel who simply abandoned a trail of murders in pursuit of his own identity and eventually forced Missile to wait ten long years within a time loop in order to provide incentive to the reluctant Sissel the next time around.
The night where Sissel died and accidentally took Yomiel's face was a turning point for how he regarded his own life and the humans around him. It was during that night where he saw a true glimpse into the light, darkness and web of social connections between humans and how one could domino into the other. Theirs was a life that was so much more fascinating and wondrous than Sissel had previously ever imagined in his nomadic life with Yomiel. It fascinates him to watch them go about their lives with only a small understanding of what must be happening to them outside his walls — and contents him to know that he is also a part of this interconnected lifestyle in his own way. Knowing that his own death, either through age, illness or accident, is nowhere to be found in the foreseeable future makes him happy as it means he'll have as long as he wants to watch over and live with these people that have become his family.
Skills / abilities: Sissel possesses the ability of ghost tricks. These ghost tricks are granted by having died within the radiation of a meteorite called Temsik: in Sissel's case, the meteorite fragment is actually embedded in his body. A very notable and powerful side-effect of this is that the meteorite fragment's power over time makes Sissel a literal example of Schrodinger's Cat: he is neither alive nor truly dead, undead and immortal, as his body frozen in the exact moment that he died ten years ago. Any injuries disappear within an instant of being made and he has lost the ability to feel the sensation of pain — whether he still feels warmth or cold is up for debate and not necessarily important to how Sissel has conducted his life thus far. He's a cat. He doesn't really care about it all that much.
On the active side of his powers, Sissel has the ability to leave his body and possess large and small objects with his spirit. Once inside these objects, if they serve a basic function, he can manipulate, or "trick", them into activation (such as popping open an umbrella, rolling a cart, or adding momentum to a park swing). Since he has been within the radiation of the Temsik meteorite for ten years, his powers have grown into manipulating small, living creatures such as animals and perhaps young children if he really tries and needs to. By possessing a land-based phone line, Sissel can transport his spirit between different addresses that he knows; he can also witness both sides of a phone call if he is possessing a phone at the time of the call itself.
Most powerful and notable of all, possessing a recently-deceased corpse (recently meaning within 24 hours of death), Sissel can go back in time to four minutes before someone's death and, with creative and stubborn use of his powers, hopefully rewrite time in order to prevent their demise. Anyone who has been revived like this while their spirit was conscious enough to go backwards in time with Sissel will remember the event and be able to speak to Sissel through the Realm of the Dead in a sort of psychic, talking-is-a-free-action zone.
Weaknesses: As a cat, Sissel lacks opposable thumbs. As a dead cat, he lacks the ability to feel pain or otherwise grow in any manner. He will be stuck as a kitten forever with all the weaknesses that body has. There is no actual body strength to speak of, and even his meows can be pretty puny. He can't read, not even a lick.
History: Wikipedia entry for the game with a good plot synopsis. (The actual wikia for this game is a mess.) There is also a fully-finished and excellently done Let's Play of the game that would take relatively little time to read through.
Canon point: Post-game.
Reality description: Relatively speaking, Sissel's reality is normal. People live, grow, work and die. There are no specifics ever given to the two main forces of the game ("this country" and "that country"), but it is made apparent that "this country," from where Sissel hails, is some sort of American equivalent. Technology seems about on par with the 1990s or early 2000s, with the notable thing being that cell phones do not appear to have been invented, which means there are likely no laptops or car GPSes or any sort of large internet culture yet. (Yep, I totally deduced all that from a lack of cell phones. I'm sticking to it.)
On the other hand, sophisticated technology does exist. "That country's" use of technology is constantly commented on by the main characters as being off, and it shows. They build revolving screens that double as a painting to hide in the wall, an entire robotic arm meant to feed you grapes, and robots whose jobs are to stand there and hit buttons for you. It really is pretty quirky to see in action.
Ten years ago, there was a meteorite impact in a place later dubbed Temsik Park. This meteorite holds mystical powers and changed the course of human history. Whether other such objects or magical happenings occur in this world is never stated. Temsik's power is such that anything that dies within its radiation becomes a ghost, one with powers to manipulate the world of the living in various ways. These powers are called ghost tricks. Any creature can have them provided they died in the proper spot. Animals display a higher level of coherency than one might expect, although that does not always equate intelligence.
Important locations in this reality include the Jowd household, where Sissel currently abides, the police station where Jowd, Cabanela and Lynne all work, as well as Chicken Kitchen, a popular restaurant in town.
Notable people
First-person speaking: ( Note that Sissel cannot speak unless specifically engaging in conversation, so his "dialogue" will be italics within the action tags to simulate the thoughts. )
[ As many wacky and amazing things have happened on the Plane in the past, this is perhaps an entirely new one. There is a kitten, not old enough to be a cat yet, but certainly out of his fuzzbutt stage by now. He wears a red bandana tied around his neck and seems to be giving the Plane a very uninterested inspection.
This is new. Maybe I'll drag Jowd or Missile out here sometime, see what they think of it.
The kitten begins trotting around, eventually spotting a very comfy-looking chair in the middle of the nowhere space. He hops up, tries a few positions on the seat, then jumps from arm to back and settles himself there.
View is great, though. I can see for ages up here... not that there's all that much to see. What is this place?
After a few moments, the kitten closes his eyes. The chair begins to rattle, and the cat rolls off the back of the chair onto the seat in a flop of graceless limbs. Sissel, now possessing the chair, pauses.
Oops. Should have realized that would happen. At least it's peaceful around here. ]
Third-person writing: Sissel could smell the intruder. So far, he had checked all areas under the couch, the tables, behind the bookcase, even tricked open a few cabinets to make sure nothing had managed to squeeze itself inside without his noticing. Jowd had noticed the searching behavior, obviously, and looked like he wanted to ask... but both Alma and Kamila were home, which made their unspoken agreement for communication only when inconspicuous difficult. After all, a detective talking to a kitten as if he actually expected an answer wasn't the best way to keep their secret of an alternate timeline and everything they had gone through.
And so, Sissel went practically undisturbed in his search (aside from the one time Kamila had crawled under the couch with him, possibly intending to play along until Alma had called her away). The little rodent was clever and had made his way through several different parts of the house while Sissel had been napping atop the wall clock.
This will be fun, Sissel mused to himself, resisting the urge to start purring in anticipation. It wouldn't do for his opponent to think Sissel wanted him to come back. Of course, the reality of it was that Sissel was a terrible mouser nowadays — killing any of the rodents that made their way into the house would just end up with a bunch of super-powered ghost rats and Jowd had put his foot down on that one. No sense of entertainment, but one probably had to have it surgically altered to be a detective or something. (Looking at Cabanela only verified this theory, in Sissel's mind.)
His ears twitched violently when he caught hint of a squeak. Not the sound of the bathroom door or the little rolling cart in the house, but a living squeak from an easily frightened creature.
About time. You're as good as mine.
Sissel darted underneath the bed inside the guest room and stopped short when he saw the situation. His ears rolled back before he let out the equivalent of a sigh: the terrified mouse in front of him, along with a store of food all sitting in a pile.
"Are you stocking up for winter?" he asked, knowing full well that it was summer.
The mouse continued to shake, but whether it was still afraid or just naturally inclined to acting like a scaredy-rat was hard to say. "No," it squeaked.
Sissel licked at his paw, imagining batting the mouse right out of the house and how fun that would have been. "Something for the missus?"
His adversary's reaction was fairly confused, but thankfully it replied anyway. "My mate!"
Now, Sissel narrowed his eyes as he stared holes into the mouse. Time for the finishing blow. "Any reason she can't get all of this for herself?"
"Her leg is gone," the mouse replied, still shaking and completely unsure what to do with a talkative murderbeast cat. "She can't! She can't, she can't!"
Well, that was just plain terrible. Understandable, but now Sissel couldn't really drive the mouse out without a prize in good conscience. "Show me how you got into the house," he demanded.
It didn't take much from there. The mouse showed him the crack in the wall where a rodent could easily slip through, then Sissel went and retrieve a block of cheese from the refrigerator (oh, the woes of the Jowd family for having a psychic ghost cat: they could never find where their extra food went) and helped the mouse shove it through the hole. It gave one last squeak of overwhelming thankfulness and Sissel yawned in response. Heading back to the living room, he hopped his way up the furniture back onto the clock.
Nice as the ending may have been, it certainly did leave him unsatisfied. Like hoping to meet up with a friend for a night out and having them cancel at the last minute. No fun at all.
"Don't worry about the rat," Sissel informed Jowd with a quick hop into the realm of the dead. Jowd gave Sissel an unimpressed look across the house; Sissel merely yawned innocently in response and curled up to watch the family for the rest of the day.
Another day, perhaps, he would have a more challenging opponent.
Did you read the rules? Yes'm!
Journal:
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Contact: eeveester{@}gmail.com / aim: psitaniums /
Timezone: EST
Other characters: N/A (previously, a fair few)
Character: Sissel
Series: Ghost Trick: Phantom Detective
Deviance: d2. Post-canon.
Age: 10 (mentally 20, physically 7 months)
Gender: Male.
Species: Housecat.
Canon used: Ghost Trick: Phantom Detective NDS/iOS game.
Appearance: He is a cat. However, as we never get a render of kitten-Sissel, just imagine that picture but younger and even more adorable. Ta-daa: Sissel.
Psychology: Sissel is a very smart cat. During the night that he died and was on the quest to discover the "mystery of me," he encountered several people and saved nearly as many of their lives: only Detective Jowd, who knew Sissel couldn't possibly be the man whose face he wore, figured something was straight-up wrong with Sissel's assertions and even he couldn't tell that Sissel was actually a cat. This comes from Sissel's natural inclination to sit back, watch and learn from the actions and mistakes of those around him. While many human concepts and contrivances elude him (fiancées, guns, kidnapping, science), he understands their language (though not their writing system) and can infer the uses of more apparent objects or rituals that humans use in their daily lives. More complicated pieces of human life can be more difficult to decipher, as Sissel can only guess toward things he is privy to and intellectual pursuits, emotional webs and financial complications are nearly impossible for a cat understand purely from observation.
There is another important piece to the mystery of Sissel: he is a very sociable loner. While he can be talkative and humoring of those around him, when the going get rough, Sissel is out for himself first and foremost, his trusted few in second place, and everyone else in third. His sense of humor is wry, smug and sarcastic; taking the mickey out on people is just how he expresses his amusement. His brain-to-mouth filter is decently functional, but when he forgets himself he reveals his judgmental and not-quite-scathing side. Sissel sees no reason not to hold someone responsible for their actions, especially if they're dumb actions. Of course, the same trait means he can get easily tongue-tied if confronted with a mistake of his own somewhere down the line as he is wholly unprepared for the possibility of failure once he tries to do something. Relatively speaking, he can be graceful when accepting his faults, he just has to find out that he even has them first.
He can be slow to anger and views adversity as a challenge when it appears. He finds it quite fun to be a hassle as long as things can still get done the way he wants. In him is no naturally hostile instinct, evidenced with how he has no instinctive animosity toward Lynne's pet pomeranian Missile and considers mice and rats as rivals to battle against rather than exterminated. Sissel keeps his own entertainment on a high point of priority, with retaining a place to belong and obtaining affection being one of the few priorities that rank higher. Being born a stray on the streets, he may care for himself the most, but he cannot abide by being truly alone in the world. Companionship and equality between himself and friends is important, although he would honestly be overwhelmed at having too large of a social circle.
Perhaps unexpectedly for a cat, Sissel has basic compassion for those around him and will feel bad for their circumstances, but his attitude is unrepentantly selfish (and somewhat lazy) and he will not insert himself into an unwanted situation unless it benefits him to do so or really has nothing else to do. It is far too much of a hassle to give favors when all he wants is a nap in the sun. This is exemplified by the original timeline Sissel who simply abandoned a trail of murders in pursuit of his own identity and eventually forced Missile to wait ten long years within a time loop in order to provide incentive to the reluctant Sissel the next time around.
The night where Sissel died and accidentally took Yomiel's face was a turning point for how he regarded his own life and the humans around him. It was during that night where he saw a true glimpse into the light, darkness and web of social connections between humans and how one could domino into the other. Theirs was a life that was so much more fascinating and wondrous than Sissel had previously ever imagined in his nomadic life with Yomiel. It fascinates him to watch them go about their lives with only a small understanding of what must be happening to them outside his walls — and contents him to know that he is also a part of this interconnected lifestyle in his own way. Knowing that his own death, either through age, illness or accident, is nowhere to be found in the foreseeable future makes him happy as it means he'll have as long as he wants to watch over and live with these people that have become his family.
Skills / abilities: Sissel possesses the ability of ghost tricks. These ghost tricks are granted by having died within the radiation of a meteorite called Temsik: in Sissel's case, the meteorite fragment is actually embedded in his body. A very notable and powerful side-effect of this is that the meteorite fragment's power over time makes Sissel a literal example of Schrodinger's Cat: he is neither alive nor truly dead, undead and immortal, as his body frozen in the exact moment that he died ten years ago. Any injuries disappear within an instant of being made and he has lost the ability to feel the sensation of pain — whether he still feels warmth or cold is up for debate and not necessarily important to how Sissel has conducted his life thus far. He's a cat. He doesn't really care about it all that much.
On the active side of his powers, Sissel has the ability to leave his body and possess large and small objects with his spirit. Once inside these objects, if they serve a basic function, he can manipulate, or "trick", them into activation (such as popping open an umbrella, rolling a cart, or adding momentum to a park swing). Since he has been within the radiation of the Temsik meteorite for ten years, his powers have grown into manipulating small, living creatures such as animals and perhaps young children if he really tries and needs to. By possessing a land-based phone line, Sissel can transport his spirit between different addresses that he knows; he can also witness both sides of a phone call if he is possessing a phone at the time of the call itself.
Most powerful and notable of all, possessing a recently-deceased corpse (recently meaning within 24 hours of death), Sissel can go back in time to four minutes before someone's death and, with creative and stubborn use of his powers, hopefully rewrite time in order to prevent their demise. Anyone who has been revived like this while their spirit was conscious enough to go backwards in time with Sissel will remember the event and be able to speak to Sissel through the Realm of the Dead in a sort of psychic, talking-is-a-free-action zone.
Weaknesses: As a cat, Sissel lacks opposable thumbs. As a dead cat, he lacks the ability to feel pain or otherwise grow in any manner. He will be stuck as a kitten forever with all the weaknesses that body has. There is no actual body strength to speak of, and even his meows can be pretty puny. He can't read, not even a lick.
History: Wikipedia entry for the game with a good plot synopsis. (The actual wikia for this game is a mess.) There is also a fully-finished and excellently done Let's Play of the game that would take relatively little time to read through.
Canon point: Post-game.
Reality description: Relatively speaking, Sissel's reality is normal. People live, grow, work and die. There are no specifics ever given to the two main forces of the game ("this country" and "that country"), but it is made apparent that "this country," from where Sissel hails, is some sort of American equivalent. Technology seems about on par with the 1990s or early 2000s, with the notable thing being that cell phones do not appear to have been invented, which means there are likely no laptops or car GPSes or any sort of large internet culture yet. (Yep, I totally deduced all that from a lack of cell phones. I'm sticking to it.)
On the other hand, sophisticated technology does exist. "That country's" use of technology is constantly commented on by the main characters as being off, and it shows. They build revolving screens that double as a painting to hide in the wall, an entire robotic arm meant to feed you grapes, and robots whose jobs are to stand there and hit buttons for you. It really is pretty quirky to see in action.
Ten years ago, there was a meteorite impact in a place later dubbed Temsik Park. This meteorite holds mystical powers and changed the course of human history. Whether other such objects or magical happenings occur in this world is never stated. Temsik's power is such that anything that dies within its radiation becomes a ghost, one with powers to manipulate the world of the living in various ways. These powers are called ghost tricks. Any creature can have them provided they died in the proper spot. Animals display a higher level of coherency than one might expect, although that does not always equate intelligence.
Important locations in this reality include the Jowd household, where Sissel currently abides, the police station where Jowd, Cabanela and Lynne all work, as well as Chicken Kitchen, a popular restaurant in town.
Notable people
- Jowd: Current owner of Sissel. One of the four people who recalls the previous timeline and is capable of seeing into the Realm of the Dead. Sissel can and often does communicate with him.
- Kamila: Jowd's daughter. Bright young girl with a mind for intricacies, though just a bit too easy-going.
- Lynne: The young redheaded detective protege of Jowd's. Fiery and bullheaded, she is the type to run into any problem and refuse to let herself be knocked down. In this new timeline, she has never died and only recently met Sissel for the first time.
- Cabanela: Jowd's detective partner. Fiercely loyal and willing to do whatever it takes for the sake of his friends.
- Missile: Lynne's pet pomerianian. Another of the four who remembers the previous timeline. Loyal to the end and the best dog anyone could ever ask for. He and Sissel get along well despite the different temperaments.
- Yomiel: Sissel's owner in the previous timeline, and the one who granted him his name. The last person to remember what happened in the alternate ten years ago and after. Only recently released from jail, Sissel and Yomiel haven't had much time to catch up.
First-person speaking: ( Note that Sissel cannot speak unless specifically engaging in conversation, so his "dialogue" will be italics within the action tags to simulate the thoughts. )
[ As many wacky and amazing things have happened on the Plane in the past, this is perhaps an entirely new one. There is a kitten, not old enough to be a cat yet, but certainly out of his fuzzbutt stage by now. He wears a red bandana tied around his neck and seems to be giving the Plane a very uninterested inspection.
This is new. Maybe I'll drag Jowd or Missile out here sometime, see what they think of it.
The kitten begins trotting around, eventually spotting a very comfy-looking chair in the middle of the nowhere space. He hops up, tries a few positions on the seat, then jumps from arm to back and settles himself there.
View is great, though. I can see for ages up here... not that there's all that much to see. What is this place?
After a few moments, the kitten closes his eyes. The chair begins to rattle, and the cat rolls off the back of the chair onto the seat in a flop of graceless limbs. Sissel, now possessing the chair, pauses.
Oops. Should have realized that would happen. At least it's peaceful around here. ]
Third-person writing: Sissel could smell the intruder. So far, he had checked all areas under the couch, the tables, behind the bookcase, even tricked open a few cabinets to make sure nothing had managed to squeeze itself inside without his noticing. Jowd had noticed the searching behavior, obviously, and looked like he wanted to ask... but both Alma and Kamila were home, which made their unspoken agreement for communication only when inconspicuous difficult. After all, a detective talking to a kitten as if he actually expected an answer wasn't the best way to keep their secret of an alternate timeline and everything they had gone through.
And so, Sissel went practically undisturbed in his search (aside from the one time Kamila had crawled under the couch with him, possibly intending to play along until Alma had called her away). The little rodent was clever and had made his way through several different parts of the house while Sissel had been napping atop the wall clock.
This will be fun, Sissel mused to himself, resisting the urge to start purring in anticipation. It wouldn't do for his opponent to think Sissel wanted him to come back. Of course, the reality of it was that Sissel was a terrible mouser nowadays — killing any of the rodents that made their way into the house would just end up with a bunch of super-powered ghost rats and Jowd had put his foot down on that one. No sense of entertainment, but one probably had to have it surgically altered to be a detective or something. (Looking at Cabanela only verified this theory, in Sissel's mind.)
His ears twitched violently when he caught hint of a squeak. Not the sound of the bathroom door or the little rolling cart in the house, but a living squeak from an easily frightened creature.
About time. You're as good as mine.
Sissel darted underneath the bed inside the guest room and stopped short when he saw the situation. His ears rolled back before he let out the equivalent of a sigh: the terrified mouse in front of him, along with a store of food all sitting in a pile.
"Are you stocking up for winter?" he asked, knowing full well that it was summer.
The mouse continued to shake, but whether it was still afraid or just naturally inclined to acting like a scaredy-rat was hard to say. "No," it squeaked.
Sissel licked at his paw, imagining batting the mouse right out of the house and how fun that would have been. "Something for the missus?"
His adversary's reaction was fairly confused, but thankfully it replied anyway. "My mate!"
Now, Sissel narrowed his eyes as he stared holes into the mouse. Time for the finishing blow. "Any reason she can't get all of this for herself?"
"Her leg is gone," the mouse replied, still shaking and completely unsure what to do with a talkative murderbeast cat. "She can't! She can't, she can't!"
Well, that was just plain terrible. Understandable, but now Sissel couldn't really drive the mouse out without a prize in good conscience. "Show me how you got into the house," he demanded.
It didn't take much from there. The mouse showed him the crack in the wall where a rodent could easily slip through, then Sissel went and retrieve a block of cheese from the refrigerator (oh, the woes of the Jowd family for having a psychic ghost cat: they could never find where their extra food went) and helped the mouse shove it through the hole. It gave one last squeak of overwhelming thankfulness and Sissel yawned in response. Heading back to the living room, he hopped his way up the furniture back onto the clock.
Nice as the ending may have been, it certainly did leave him unsatisfied. Like hoping to meet up with a friend for a night out and having them cancel at the last minute. No fun at all.
"Don't worry about the rat," Sissel informed Jowd with a quick hop into the realm of the dead. Jowd gave Sissel an unimpressed look across the house; Sissel merely yawned innocently in response and curled up to watch the family for the rest of the day.
Another day, perhaps, he would have a more challenging opponent.
Did you read the rules? Yes'm!