OOC INFORMATION Player: muse. Age: twenty-two years old. Personal Journal:waroom Contact Info:skype: x2pistols | aim: tonfaphilia | plurk: pacts Other Characters: none!
IC INFORMATION Characters Name: Neku Sakuraba Age: Fifteen years old. Canon: The World Ends With You Canon Point: Post-Game. Species: Human. Gender: Male. Orientation: No preference! Neku's still got his training wheels screwed on when it comes to making friends, so it's safe to say that he hasn't given much thought to relationships on a romantic scale. Nothing in the game suggests an orientation -- if anything, he's an equal opportunist when it comes to being prickly and unsociable.
"All the world needs is me. I got my values; so you can keep yours, alright?" - Neku Sakuraba; Week 1, Day 1.
"I just met you. I don’t like you. And I don’t give a rat’s ass if you think I’m rude!" - Neku Sakuraba; Week 1, Day 2.
"I’m not opening up to anyone. Ever. Other people just hold me back. I can do things my own way." - Neku Sakuraba; Week 1, Day 2.
In the first part of the game, Neku Sakuraba might as well be synonymous for antisocial asshole.
He's blunt to the point of being downright rude, stalks around with a major chip on his shoulder, and seems to view everyone else as nothing but a bunch of useless sheeple who are good for nothing else but forcing their worldview on him and holding him back. The only person he honestly cares about is himself, and that's why the game takes away his memory as his entrance fee. If he doesn't like someone, he doesn't bother with them -- and he doesn't like anyone. In fact, the only reason he initially lets Shiki hang around is because he'd end up Erased without a partner, and he never passes up the chance to remind her that they're bound by necessity and not camaraderie. (A point that he drives home when he almost strangles her early on in their partnership just because a Reaper tricks him into thinking it'll help him win the Game.) When it comes to dealing with people, he's stubborn about keeping them at an arm's length and refusing to let himself open up to them, and Shiki only manages to start cracking his shell via sheer persistence. (aka: She bugs the hell out of him until he can't ignore her.) Slowly, they grow together as partners, and she becomes the first person that we really see him open up to and bond with.
However, the Game is far from done with Neku, even when he and Shiki successfully make it through their week. As it turns out, his new bond with Shiki comes back to bite him in a pretty cruel way – since his newfound bond with her has made him come to care about her more than he cares about himself, she’s seized as his new entry fee. So, second-week!Neku is pretty muddled up about relationships; he opened up to someone, and it ended up biting them both on the ass. A great incentive for growth, right? Despite everything, Neku is determined to play through another week of the game and win, ensuring that he and Shiki both get to be revived together. With that in mind, he ends up getting partnered up with a smart-ass kid who calls himself Joshua, and they’re off for another week of trying to survive. Now, unfortunately for Neku, Joshua is about as grating and obnoxious of a person as anyone will ever hope to meet, and Josh seems delighted to spend most of their week together getting under Neku’s skin. To top things off, the few times Neku has attempted to scan Josh have ended with him getting garbled flashbacks of his own murder, which make him suspicious of Joshua but unwilling to press him for details. After all, if they can’t make it as partners, they’re as good as Erased. However, despite all of Joshua’s teasing and Neku’s tsundere, the two end up forming a pretty strong bond of trust by the end of Neku’s week. After all, Neku’s got no one else to lean on – Shiki was taken as his entry fee, Rhyme was Erased during his first week, and Beat betrayed them all by turning into a Reaper in the hopes of saving Rhyme – so, he ends up coming to trust and depend on Joshua just like a good partner should. His second week during the game teaches him a lot about opening up to people as a whole -- he learns to care about more than just one person, and actually starts developing an interest for the welfare of the other people surrounding him in Shibuya. So, all’s well that ends well, right? … nope, not quite. During the fight against the Game Master of the second week, Joshua ends up sacrificing himself to save Neku’s life – shoving Neku backwards with a smile and reminding him that he’s got other things to fight for, then turning around with his arms outspread to absorb the blow.
… and, surprise! Neku wakes up back in Scramble Crossing for a third time, forced to play the game for a third time. The twist? Due to Neku’s continuously expanding outlook, his new entry fee is all of the other players, which leaves him with no one to form a partner-pact with and absolutely no way to fight off the enemy Noise. However, Beat defects from the Reapers and makes a pact with Neku to help him out, and the two wander through a Shibuya that’s populated by people all wearing red pins that are causing them to all think the same harmonious thoughts. After receiving no missions to guide them, Neku and Beat decide to go to the fabled throne of the Game’s Composer, with Beat declaring that he’ll defeat the Composer, take over the job, and bring everyone (including his little sister) back to life. Neku, worried about his friends and not willing to waste Joshua’s sacrifice, is determined to help Beat achieve this goal, and the two smash their way to the river.
However, once they arrive, the plot twists dramatically, and all of the loose ends begin to come together. A man named Megumi Kitanji introduces himself as the Game’s Conductor, and says that he dispersed the red pins throughout Shibuya in an effort to harmonize the people and thus repair the city’s dying Vibe. If he fails, he’ll lose the game he’s been playing with the Composer, and the Composer will Erase the city as punishment. After Neku and Beat defeat Kitanji, a familiar face appears -- Joshua, who introduces himself as the Composer and applauds Neku for a job well done. See, Neku’s antisocial attitude coupled with his massive amount of unrealized Potential made him the “worst Soul” in Shibuya, and Joshua determined that if a flawed Soul’s like Neku could make it through the Game, then the city was damaged beyond repair – it’d be far better to Erase it and start clean. Joshua returns Neku’s memories of his death in full (showing that Joshua was, in fact, his murderer), and then tosses Neku a gun to challenge him to one final game. If Neku can shoot Joshua before he counts down from three, then Neku will become the next Composer and can do whatever he wants to with the city – if not, Josh kills Neku, and Shibuya is erased. At the beginning of the three weeks, there’s no doubt that Neku would have simply pulled the trigger to save his own skin, Joshua be damned. However, he’s grown throughout his time in the Game, and he can’t simply bring himself to kill a person that he still regards as his Partner – his friend. Despite everything, he still has the strength of soul to trust Joshua, and he ends up being too conflicted to shoot. Finally, he lowers his gun, and Joshua shoots him to win the match.
-- But. The growth that Neku has demonstrated in this final duel seems to be enough for Joshua, who restores Neku and all his friends back to their lives, and leaves the city intact. Neku has proven that even the worst Soul in Shibuya can be changed for the better, and that’s enough to save the city and the lives of everyone within it.
Now that he’s made it through the Game in one piece, Neku’s personality has done plenty to turn around for the better. One of the most prominent changes in his attitude is the way he views people in general – he’s more willing to connect with people and make friends, and he no longer seems stifled by Shibuya and its people. No, he’ll never be a sparkling social butterfly, but he’s not nearly as mopey and hateful as he once was, and that’s already more than anyone probably ever thought was possible. At the end of the game, he’s seen meeting up with Shiki, Beat, and Rhyme – even hoping that Joshua will meet them there – implying that the lessons he learned over the course of the Game have stuck. These people are no longer just partners, annoying necessities that he has to keep around just to survive – they’ve become friends. However, Neku’s only just learning how to deal with people, and there’s no doubt that it’s a slow, painstaking process. He’s spent his whole life trying to shove people away from him, and so learning how to open up and let them get close to him isn’t exactly something that can be learned overnight.
When it comes to socializing, Neku’s still pretty awkward. He’s still pretty terse when it comes to expressing his thoughts, and probably won’t be the most empathetic person hanging around, but it’s out of inexperience and not bitchiness. Said inexperience also means that he’s probably not going to be the first to pick up on subtler signs of people’s moods like body language or tone. Not to say that he’s dumb by any means – Neku’s a sharp kid, and he’ll eventually get the hang of people. Also, he's still got some hang-ups about intimacy in general; he's not entirely comfortable being touched, and it's a lot harder for him to be vulnerable around people that he's not really close with. His three partners from the Game and Mr. H definitely have his trust, but it's going to take a little bit longer before he's ready to be completely open with anyone else. He's also pretty sarcastic and cynical, and he's definitely the voice in the group that's going to take a more realistic approach to things than an optimistic one. Overall, if people are friendly and polite to him, he’ll probably respond pretty positively, but he doesn’t have a lot of tolerance for people who get on his nerves and has little patience for being teased. Become his friend, and he’s loyal almost to a fault, but piss him off? He’ll probably just walk away and tune you out.
"... those few weeks were very hard for me. Learning to trust people; having that trust broken. Finding out the town I pegged as small, and stifling, and empty... wasn’t any of those things." - Neku Sakuraba; End Game.
"I’m glad I met you guys. You made me... pick up on things, I probably would’ve just gone on ignoring. Trust your partner... and I do." - Neku Sakuraba; End Game.
Players in the Reaper’s Game are given weapons known as psyches to help them fight off the enemy Noise and Reapers that will inevitably stand in their way, and these psyches come in a wide variety of shapes and sizes. (For instance, Neku’s first partner’s psych is her stuffed toy cat, and his third partner uses his skateboard as his psych.) However, Neku, along with the majority of the players in the game, uses a series of colored pins as their mode of attacking. Most players can only use one or two of the default pins that are given to them at the beginning of the game, but Neku is able to use almost all of the pins that he comes into contact with over the course of the Game. This is due to the vibrant Imagination of his Soul, a power that Neku taps into to become one of the most powerful and varied fighters that the Game has ever seen. The pins themselves have many varied uses – there are a wide variety of attack pins, and then there are healing pins and pins with innate battle-boosting abilities. There’s a pin for almost every occasion, and Neku’s able to pick and choose which sort of abilities he wants to use against different enemies. Without a doubt, this kid is someone you’d want fighting on your team.
In addition to his psychs, Neku also possesses the Player Pin that each participant is given at the start of their time in the Reaper’s Game. The pin only has one active psych, an ability known as Scan that allows players to hear the thoughts of those around them and to search for Noise to battle in the surrounding area. In addition, anyone wearing a Player Pin cannot be scanned or imprinted on, and it later protects Neku from the mind-controlling effects of the O-pin.
Unfortunately, pins and are only effective for active participants of the Game, and Neku no longer qualifies as an active participant. However, the innate Imagination of his Soul that made him such a contender in the Game also expresses itself in other real-world ways, making Neku into a fairly artistic and creative individual overall. He’s also pretty intelligent and possesses a fantastic memory for facts – during the game, he’s able to give Joshua the square root of three up to the seventh decimal point, and he also remembered the periodic symbol for gold. This intelligence helps him solve most of the riddles that are thrown at him over the course of the game, a gift that's sure to help out when he doesn't have the power of his pins to rely on.
Part-time jobs weren't exactly Neku's thing, but it's not like he could just leave WildKat empty.
He'd been shocked -- and for less than a second, hopeful -- when he'd found the cafe's name listed innocuously in a helpful guide map to the businesses and attractions around town. But, of course, when he'd gotten there, it was quiet, empty, almost as if it was patiently waiting for someone to return. At first, he'd done everything that he could to just ignore it. Selling overpriced coffee wasn't his calling, and he'd rather go a few more rounds with some Taboo Noise rather than get shoveled into a barista apron. But whenever he walks by the little storefront, he gets a tight knot of something in his chest that only seems to grow until it threatens to choke him. It almost seems disloyal to turn his back on Mr. H's little hole-in-the-wall cafe, and... it's odd to think of himself as homesick, but he can't deny the overwhelming urge to tuck himself into a corner booth, order a cup of ridiculously overpriced joe, and pretend that he's back in Shibuya where he belongs.
... besides, he could use the spare change for some spray paint.
So that's how he finds himself manning the counter at WildKat, doing his best to master the tiny menu and deal with his equally tiny base of customers. No one seems to mind his erratic schedule of operating hours -- if anything, maybe it adds to the air of hipster exclusivity. He's stubborn about keeping the menu items priced unreasonably high; it feels wrong, somehow, to tamper with the prices when he's just tying on an apron for a few hours a day and struggling not to burn the beans. He opens the doors when he has the time, closes up shop when he gets tired of it, and spends most of the day slouching over the counter and doodling idly in a notebook. In the first few weeks of business, he'd been forced to deal with a steady trickle of curious coffee drinkers who mostly ended up complaining about the prices, the selection, the slightly scorched muffins, and the pitiful result of Neku's struggle with the coffee maker. Eventually, though, his clientele slims down to a scant few who seem accepting of the ridiculously priced and less-than-stellar fare, who place their orders and then drift off to their own corner of the shop without bothering him.
Frankly, it suits Neku just fine. He's pretty sure there's no way that they're making a decent profit, but it's enough to buy supplies to keep the doors open and the occasional round of art supplies. And, best of all, the perpetually empty store and bizarre menu makes it feel like WildKat -- like Shibuya, like home.
So, that's where he can be found today, elbows propped up on the counter and dusted heavily with chalk as he tries to puzzle out what new items he's supposed to be putting on the "specials" board. ... and, since inspiration isn't exactly making itself known, he's ended up idly doodling a chalky battle between a cup of cappuccino and a bowl of bouillabaisse -- both armed to the teeth with lazer beam vision and a mecha suit, respectively. The sound of the chime above the door jingling makes him glance up, and he grunts out a:
"Welcome to WildKat. Menu's above the counter, order whenever you want."
World's best barista, Neku Sakuraba.
OTHER Housing Request?: none! Did you read the rules and FAQ?: of course! Would you like your application to be unscreened?: sure!
ACCEPTED Congrats, your application has been accepted! Your character is now living at 1401 in Holly Heights, with a child slot. In order to get the ball rolling, here's what you need to do:
Comment back with the journal you'll be using for your character so that they can be accepted into the communities.
Create an IC Mailbox post on your characters journal that is not friends only. You are also free to treat this as an information holding post with your character's family and address listed if you wish.
neku sakuraba | the world ends with you | reserved
Player: muse.
Age: twenty-two years old.
Personal Journal:
Contact Info: skype: x2pistols | aim: tonfaphilia | plurk: pacts
Other Characters: none!
IC INFORMATION
Characters Name: Neku Sakuraba
Age: Fifteen years old.
Canon: The World Ends With You
Canon Point: Post-Game.
Species: Human.
Gender: Male.
Orientation: No preference! Neku's still got his training wheels screwed on when it comes to making friends, so it's safe to say that he hasn't given much thought to relationships on a romantic scale. Nothing in the game suggests an orientation -- if anything, he's an equal opportunist when it comes to being prickly and unsociable.
History: here & here
Appearance: here & here
no subject
Personality:
"All the world needs is me. I got my values; so you can keep yours, alright?"
- Neku Sakuraba; Week 1, Day 1.
"I just met you. I don’t like you. And I don’t give a rat’s ass if you think I’m rude!"
- Neku Sakuraba; Week 1, Day 2.
"I’m not opening up to anyone. Ever. Other people just hold me back. I can do things my own way."
- Neku Sakuraba; Week 1, Day 2.
He's blunt to the point of being downright rude, stalks around with a major chip on his shoulder, and seems to view everyone else as nothing but a bunch of useless sheeple who are good for nothing else but forcing their worldview on him and holding him back. The only person he honestly cares about is himself, and that's why the game takes away his memory as his entrance fee. If he doesn't like someone, he doesn't bother with them -- and he doesn't like anyone. In fact, the only reason he initially lets Shiki hang around is because he'd end up Erased without a partner, and he never passes up the chance to remind her that they're bound by necessity and not camaraderie. (A point that he drives home when he almost strangles her early on in their partnership just because a Reaper tricks him into thinking it'll help him win the Game.) When it comes to dealing with people, he's stubborn about keeping them at an arm's length and refusing to let himself open up to them, and Shiki only manages to start cracking his shell via sheer persistence. (aka: She bugs the hell out of him until he can't ignore her.) Slowly, they grow together as partners, and she becomes the first person that we really see him open up to and bond with.
However, the Game is far from done with Neku, even when he and Shiki successfully make it through their week. As it turns out, his new bond with Shiki comes back to bite him in a pretty cruel way – since his newfound bond with her has made him come to care about her more than he cares about himself, she’s seized as his new entry fee. So, second-week!Neku is pretty muddled up about relationships; he opened up to someone, and it ended up biting them both on the ass. A great incentive for growth, right? Despite everything, Neku is determined to play through another week of the game and win, ensuring that he and Shiki both get to be revived together. With that in mind, he ends up getting partnered up with a smart-ass kid who calls himself Joshua, and they’re off for another week of trying to survive. Now, unfortunately for Neku, Joshua is about as grating and obnoxious of a person as anyone will ever hope to meet, and Josh seems delighted to spend most of their week together getting under Neku’s skin. To top things off, the few times Neku has attempted to scan Josh have ended with him getting garbled flashbacks of his own murder, which make him suspicious of Joshua but unwilling to press him for details. After all, if they can’t make it as partners, they’re as good as Erased. However, despite all of Joshua’s teasing and Neku’s tsundere, the two end up forming a pretty strong bond of trust by the end of Neku’s week. After all, Neku’s got no one else to lean on – Shiki was taken as his entry fee, Rhyme was Erased during his first week, and Beat betrayed them all by turning into a Reaper in the hopes of saving Rhyme – so, he ends up coming to trust and depend on Joshua just like a good partner should. His second week during the game teaches him a lot about opening up to people as a whole -- he learns to care about more than just one person, and actually starts developing an interest for the welfare of the other people surrounding him in Shibuya. So, all’s well that ends well, right? … nope, not quite. During the fight against the Game Master of the second week, Joshua ends up sacrificing himself to save Neku’s life – shoving Neku backwards with a smile and reminding him that he’s got other things to fight for, then turning around with his arms outspread to absorb the blow.
… and, surprise! Neku wakes up back in Scramble Crossing for a third time, forced to play the game for a third time. The twist? Due to Neku’s continuously expanding outlook, his new entry fee is all of the other players, which leaves him with no one to form a partner-pact with and absolutely no way to fight off the enemy Noise. However, Beat defects from the Reapers and makes a pact with Neku to help him out, and the two wander through a Shibuya that’s populated by people all wearing red pins that are causing them to all think the same harmonious thoughts. After receiving no missions to guide them, Neku and Beat decide to go to the fabled throne of the Game’s Composer, with Beat declaring that he’ll defeat the Composer, take over the job, and bring everyone (including his little sister) back to life. Neku, worried about his friends and not willing to waste Joshua’s sacrifice, is determined to help Beat achieve this goal, and the two smash their way to the river.
However, once they arrive, the plot twists dramatically, and all of the loose ends begin to come together. A man named Megumi Kitanji introduces himself as the Game’s Conductor, and says that he dispersed the red pins throughout Shibuya in an effort to harmonize the people and thus repair the city’s dying Vibe. If he fails, he’ll lose the game he’s been playing with the Composer, and the Composer will Erase the city as punishment. After Neku and Beat defeat Kitanji, a familiar face appears -- Joshua, who introduces himself as the Composer and applauds Neku for a job well done. See, Neku’s antisocial attitude coupled with his massive amount of unrealized Potential made him the “worst Soul” in Shibuya, and Joshua determined that if a flawed Soul’s like Neku could make it through the Game, then the city was damaged beyond repair – it’d be far better to Erase it and start clean. Joshua returns Neku’s memories of his death in full (showing that Joshua was, in fact, his murderer), and then tosses Neku a gun to challenge him to one final game. If Neku can shoot Joshua before he counts down from three, then Neku will become the next Composer and can do whatever he wants to with the city – if not, Josh kills Neku, and Shibuya is erased. At the beginning of the three weeks, there’s no doubt that Neku would have simply pulled the trigger to save his own skin, Joshua be damned. However, he’s grown throughout his time in the Game, and he can’t simply bring himself to kill a person that he still regards as his Partner – his friend. Despite everything, he still has the strength of soul to trust Joshua, and he ends up being too conflicted to shoot. Finally, he lowers his gun, and Joshua shoots him to win the match.
-- But. The growth that Neku has demonstrated in this final duel seems to be enough for Joshua, who restores Neku and all his friends back to their lives, and leaves the city intact. Neku has proven that even the worst Soul in Shibuya can be changed for the better, and that’s enough to save the city and the lives of everyone within it.
Now that he’s made it through the Game in one piece, Neku’s personality has done plenty to turn around for the better. One of the most prominent changes in his attitude is the way he views people in general – he’s more willing to connect with people and make friends, and he no longer seems stifled by Shibuya and its people. No, he’ll never be a sparkling social butterfly, but he’s not nearly as mopey and hateful as he once was, and that’s already more than anyone probably ever thought was possible. At the end of the game, he’s seen meeting up with Shiki, Beat, and Rhyme – even hoping that Joshua will meet them there – implying that the lessons he learned over the course of the Game have stuck. These people are no longer just partners, annoying necessities that he has to keep around just to survive – they’ve become friends. However, Neku’s only just learning how to deal with people, and there’s no doubt that it’s a slow, painstaking process. He’s spent his whole life trying to shove people away from him, and so learning how to open up and let them get close to him isn’t exactly something that can be learned overnight.
When it comes to socializing, Neku’s still pretty awkward. He’s still pretty terse when it comes to expressing his thoughts, and probably won’t be the most empathetic person hanging around, but it’s out of inexperience and not bitchiness. Said inexperience also means that he’s probably not going to be the first to pick up on subtler signs of people’s moods like body language or tone. Not to say that he’s dumb by any means – Neku’s a sharp kid, and he’ll eventually get the hang of people. Also, he's still got some hang-ups about intimacy in general; he's not entirely comfortable being touched, and it's a lot harder for him to be vulnerable around people that he's not really close with. His three partners from the Game and Mr. H definitely have his trust, but it's going to take a little bit longer before he's ready to be completely open with anyone else. He's also pretty sarcastic and cynical, and he's definitely the voice in the group that's going to take a more realistic approach to things than an optimistic one. Overall, if people are friendly and polite to him, he’ll probably respond pretty positively, but he doesn’t have a lot of tolerance for people who get on his nerves and has little patience for being teased. Become his friend, and he’s loyal almost to a fault, but piss him off? He’ll probably just walk away and tune you out.
- Neku Sakuraba; End Game.
"I’m glad I met you guys. You made me... pick up on things, I probably would’ve just gone on ignoring. Trust your partner... and I do."
- Neku Sakuraba; End Game.
( all done! )
Abilities:
In addition to his psychs, Neku also possesses the Player Pin that each participant is given at the start of their time in the Reaper’s Game. The pin only has one active psych, an ability known as Scan that allows players to hear the thoughts of those around them and to search for Noise to battle in the surrounding area. In addition, anyone wearing a Player Pin cannot be scanned or imprinted on, and it later protects Neku from the mind-controlling effects of the O-pin.
Unfortunately, pins and are only effective for active participants of the Game, and Neku no longer qualifies as an active participant. However, the innate Imagination of his Soul that made him such a contender in the Game also expresses itself in other real-world ways, making Neku into a fairly artistic and creative individual overall. He’s also pretty intelligent and possesses a fantastic memory for facts – during the game, he’s able to give Joshua the square root of three up to the seventh decimal point, and he also remembered the periodic symbol for gold. This intelligence helps him solve most of the riddles that are thrown at him over the course of the game, a gift that's sure to help out when he doesn't have the power of his pins to rely on.
SAMPLES
First Person:
Third Person:
Part-time jobs weren't exactly Neku's thing, but it's not like he could just leave WildKat empty.
He'd been shocked -- and for less than a second, hopeful -- when he'd found the cafe's name listed innocuously in a helpful guide map to the businesses and attractions around town. But, of course, when he'd gotten there, it was quiet, empty, almost as if it was patiently waiting for someone to return. At first, he'd done everything that he could to just ignore it. Selling overpriced coffee wasn't his calling, and he'd rather go a few more rounds with some Taboo Noise rather than get shoveled into a barista apron. But whenever he walks by the little storefront, he gets a tight knot of something in his chest that only seems to grow until it threatens to choke him. It almost seems disloyal to turn his back on Mr. H's little hole-in-the-wall cafe, and... it's odd to think of himself as homesick, but he can't deny the overwhelming urge to tuck himself into a corner booth, order a cup of ridiculously overpriced joe, and pretend that he's back in Shibuya where he belongs.
... besides, he could use the spare change for some spray paint.
So that's how he finds himself manning the counter at WildKat, doing his best to master the tiny menu and deal with his equally tiny base of customers. No one seems to mind his erratic schedule of operating hours -- if anything, maybe it adds to the air of hipster exclusivity. He's stubborn about keeping the menu items priced unreasonably high; it feels wrong, somehow, to tamper with the prices when he's just tying on an apron for a few hours a day and struggling not to burn the beans. He opens the doors when he has the time, closes up shop when he gets tired of it, and spends most of the day slouching over the counter and doodling idly in a notebook. In the first few weeks of business, he'd been forced to deal with a steady trickle of curious coffee drinkers who mostly ended up complaining about the prices, the selection, the slightly scorched muffins, and the pitiful result of Neku's struggle with the coffee maker. Eventually, though, his clientele slims down to a scant few who seem accepting of the ridiculously priced and less-than-stellar fare, who place their orders and then drift off to their own corner of the shop without bothering him.
Frankly, it suits Neku just fine. He's pretty sure there's no way that they're making a decent profit, but it's enough to buy supplies to keep the doors open and the occasional round of art supplies. And, best of all, the perpetually empty store and bizarre menu makes it feel like WildKat -- like Shibuya, like home.
So, that's where he can be found today, elbows propped up on the counter and dusted heavily with chalk as he tries to puzzle out what new items he's supposed to be putting on the "specials" board. ... and, since inspiration isn't exactly making itself known, he's ended up idly doodling a chalky battle between a cup of cappuccino and a bowl of bouillabaisse -- both armed to the teeth with lazer beam vision and a mecha suit, respectively. The sound of the chime above the door jingling makes him glance up, and he grunts out a:
"Welcome to WildKat. Menu's above the counter, order whenever you want."
World's best barista, Neku Sakuraba.
OTHER
Housing Request?: none!
Did you read the rules and FAQ?: of course!
Would you like your application to be unscreened?: sure!
Accepted
Congrats, your application has been accepted! Your character is now living at 1401 in Holly Heights, with a child slot. In order to get the ball rolling, here's what you need to do:
I hope you enjoy your stay here!