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backstory for Hazard!Seiji
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Seiji doesn't do dungeons. He wouldn't have wanted to, anyway. Killing monsters for a living is not his idea of a good time.

Well, except when he's backlashed. When he's backlashed enough, everything sounds like a good time. Including things like going exploring in Volcanic fucking Range. At low levels he can patch it; his power gives him a good idea of what will happen if he follows through on a considered course of action. But as his level of backlash increases, the information provided stops steering him away from inadvisable decisions: he figures that the future consequences are a problem that Future Seiji can deal with, then the problems seem to not particularly matter as something he'd care to avoid, and eventually he stops being able to conceive of the future at all.

So, yeah, he doesn't do dungeons.

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It's not like there aren't plenty of non-combat applications for precognition, anyway. His power isn't very definite, doesn't work very well on things that don't boil down to a decision that someone made, and increases in fuzziness as the decision he's contemplating has less to do with him, but it still has its uses.

Some of the people he helps are even dungeoneering teams. That's fine; it doesn't involve him personally stepping foot into an unpredictable pocket dimension full of opportunities to not realize that getting the attention of a monster will result in getting attacked by a monster will result in bad times and then a cessation of any times, which is the real problem.

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He does most of his work from his silo, since silos by nature have fewer opportunities to get distracted by something he lacks the capacity to understand is a terrible idea.

It's a nice silo, honestly! It's not-precisely-childproof, since Seiji-while-backlashed has different abilities and faces different hazards than a small child, but a lot of the design philosophy is similar: no knives, some sort of bespoke wiring configuration that lets him have devices that plug in without exposed outlets, that sort of thing.

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There are also plenty of games and puzzles and related diversions so he can keep himself from thinking about the part where it locks him in. The lock's on a timer; even if he inadvisably gets zero guiding it'll let him out once enough of his acute backlash has metabolized into chronic that he can make decisions at all. His partner, his mother, or his agent can all let him out, too, if he's able to convince them he's in his right mind. It's very important that his silo be a genuinely enjoyable place to spend his time, so he doesn't get desperate enough to go wandering outside that he tries to apply his power to the task of choosing the words that will let him do so.

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Usually it's not even very hard to guide him down to zero. He's partnered to Houdini, whose power lets her phase through things and whose backlash paralyzes her with the certainty that anything she could possibly do will result in horrible disaster. They're not dating or even particularly close friends but she's decent company, especially when he's more backlashed than she is; they play a lot of multiplayer video games.

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And the guiding is good. There's always that.

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