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Oct. 31st, 2025 03:13 amWarning: Here there be spoilers. Also warning for things like death, insects, war, combat, violence, and body horror.
If you are still here after that warning, welcome! We hope you brought food!
If you are still here after that warning, welcome! We hope you brought food!
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on 2025-10-31 10:25 am (UTC)Name: Chicklet
IC INFO
Character Name: Najaran
Canon Name: Culdcept
Age: late teens, actual age not known in canon even before she was in games.
OC, AU, or CRAU History:
Luckily this one should be easier to streamline than Agatha's
VT
Najaran found herself on a misty platform being made to board a sentient living Train. She made many friends there, and while she arrived with few of her Cards and no Goligan, over time she got Goligan and many of her Cards back, and even some new ones! She made friends and even got gifts from some, most notably she no longer wears her signature huge earrings, though she carries them with her, because her friend bought her amazing diamond stud earrings she adored.
The Train brought them from world to world to try and help. Emotionally significant.... the first World they visited after she arrived faced a danger so bad that the Train brought them all back onboard using the game mechanic device (called an SCA)and fled.
Najaran felt horrible crippling guilt that they ran away. She didn't blame anyone else, but she blamed herself. Intensely. She wound up with a lot of negative CR because after that (Like, Eva, for example...) because she removed her SCA and refused to wear it so she could never be forced to run away from people who needed her again.
Some of the guilt she worked through via chores. She used her Cards to help, but still she was doing chores. More than her share. Regularly and without being told. Given how she regards chores in canon this was huge.
Then they faced the foe - The World Eaters - from her first mission. The mission was to evacuate the people of the town before they arrived. Najaran worked as hard as she could along side her Cards. But there were people who refused to leave. And so... Najaran stood with them. When the Train prepared to leave, she didn't leave with them. And without her SCA she couldn't be brought back against her will. She stood to fight with those who remained. And she died.
Game mechanics brought her back and she awoke in the luggage car of the Train. And having learned that the Train won't actually let her die... she became... reckless. Very reckless. She no longer cared if she got hurt on missions. Which further strained her relationships.
She also met multiples and duplicates of people she cared about as well
The Train became fixated on the World Eaters, but not in the way Najaran was. It brought them to places where refugees from the World Eaters sheltered and to where scientists studied them looking for a cure. Najaran tried desperately to help but guilt and PTSD collided and she couldn't face people who lost their homes to the World Eaters. She felt she had failed them. She couldn't see all the people she saved for focusing on all the people she felt she failed.
They finally faced the World Eaters again, and with help won. She couldn't handle the celebration but as they were getting sent home her friend Mina told her she was sure she could world travel herself to reunite them all. So at least her farewells were more upbeat.
But when she went to go home... she woke up in Song instead.
Song
Song helped heal her some. She made friends with a few people, including Azula. Access to more food than she had on the Train also helped. And well, she wasn't constantly up against the Dream Eaters or reminded of them all the time. She wound up getting a job at a restaurant, though that was a bit.. odd. And she got lost. A lot.
She also worked through some of her father issues while she was there.
Mostly, Song was a less tense break that she needed, helping to heal her somewhat. She still carries a lot of PTSD and trauma, but she is at least on the road towards recovery.
Personality:
From start of canon to her current post Song arc, Najaran has gone from a lazy girl pushed into the role of reluctant hero to someone who will always self sacrifice to protect others. She doesn't see herself as a hero, but she works hard to try and be one. Sadly not by training or learning between dangers, but by throwing herself into danger whenever it might help someone.
So let's add to that reckless. In VT she knew she couldn't die after she was willing to and came back. Song was a dream. And if she learns death isn't permanent here either... yeah. Reckless is a good word.
Loyal. Once someone is a friend they have her heart, and she will always see the best in them and want to help them.
Oblivious. That whole have her heart thing? She has zero clue about romance. It has never really been modeled for her. So much so that she missed Mina having a massive and fairly obvious crush on her pretty much the whole time they were in VT, and when she and Duo fell asleep snuggled in each other's arms after comforting her when they were forced to flee the World Eaters the first time... yeah, she just figured that was what friends did. And frankly it was adorable. And they were just friends. So in that case, perhaps she was right.
Naive. Najaran has seen some of the worst that people could do to each other, and yet she always wants to believe in people. She rarely sees a trap before stumbling into it. But this tends to work out well for her, as she treats people who have embraced being horrible as if they were wonderful... It was working in canon with Zenith though slowly. And in CRAU land... it was working with Azula. While her naiveté should be a clear disadvantage, it often turns out to help her more than hurt her as she is good at turning negatives to her advantage. Often without realizing she was doing it. See again oblivious.
Ravenous. Najaran grew up on the streets with her dad, always running away from people her dad owed money to, always hungry. Even when she was taken in by Master Horowitz, she never stopped being always hungry. She met Goligan by chewing on him as a child. Her appetite gets her in a lot of trouble, both in canon and in her games. Being too focused on food got her in a fight with Chimeno, and messed up a teleport spell stranding her in the middle of nowhere because she brought more food than she was allowed. As usual eventually she turned both of those troubles to her advantage - befriending Chimeno and getting a Card from him in the first case and winding up helping the last elf to save the world.
Over powered, under disciplined. The reason Najaran is forbidden by her Master to use Spell Cards is because she has a ton of power but almost no control. Sadly she carries this forward with non-magical activities as well. She is very much an action before thought sort.
Always lost. In VT the Train had signs showing what was in each direction, posted in every car. Those existed because of Najaran. A friend posted them for her and the Train accepted them. It was a Train. The only directions were to the front or to the back. She still got lost without the signs... or when she forgot to look at the signs.
Overly friendly and welcoming. Najaran considers all strangers a friend until proven otherwise. And sometimes even then. Much to the concern of her friends on VT she feels like maybe Zenith could even be a friend one day, and she wants to help him.
Unclear on how conventional families are meant to work. Raised homeless by a single father, never knew her mother. Then her father vanished (canon unclear of he died or just left her with Horowitz) and she was brought up from there (about 5 or 6?) by a single man living like a hermit on a small isle inside a volcano. She only saw other people when she went to market. So she doesn't know what families look like. She hardly knows anything about interpersonal behavior that she didn't learn in CRAU land, because she was taken from canon after a eventful but short time after leaving the Isle for the first time. So she's still learning how to person in general. But with families... other than one AU event in VT she's had no experience with a mom, and only vague memories of her dad. But in games both Leia Organa and Della Duck spent a lot of time momming at her, which she needed.
Moral compass. While sometimes her temper gets in the way briefly, at her core she has a strong moral compass. She won't use her Cards against someone who isn't a Cepter (or now due to CRAU that has expanded to or otherwise powerful) and she doesn't act like a bully.
Temper. Najaran isn't good at staying angry for long. Her temper snaps up sudden and sharp, and it is hard for her to shake it off. It is one of the few things that can get in the way of her moral compass. Her temper rarely flares on her own sake (unless someone gets between her and food) but will always rise to protect others. She nearly killed Chimeno after she saw how he treated his poor Goblins. Her fury at Zenith when his recklessness almost killed everyone. And again when she learned he nearly killed Sir Owen. And again when he... Look, she gets mad at Zenith a lot, lol. But other examples generally come down to when people insult her friends or hurt innocent people.
Powers:
Powers:
Cepter. That is her big one. She can summon the power inherent in the Culdcept Cards. These can be Creature Cards that are essentially Summons. Then there are Item Cards. These let her summon things like her Sword or a Shield. And then there are... Spells... Najaran is forbidden to use Spell Cards by her Master. And by nearly everyone she's ever interacted with who saw her use one anyway.
Most of her Creature Cards are Wind/Air element, though from Kigi she also has a number of Earth/Plant element Cards. She has some from other Elements from other people, but Wind/Air are where her main strengths have been for most of her life. She's good with her Item Cards and can even use some of them - like her swords and shields - without giving them to or attaching them to a creature. (Not unique to her, at the least we see Karin do it multiple times)
As to how many Cards she can control... in her world a Cepter can carry as many Cards as they own if they wish, but their "Book" is based on how much mana/magical energy they have and that limits how many Cards they can use before they have to rest. Also while Summoning a Creature or Item back into a Card heals/repairs it, they cannot call that Card out again until they've rested. (That part is harder to tell if it is accepted social mores or an actual limitation.)She uses at least eighteen Cards during the tournament on Endniss Isle. And she has grown stronger since, so there is no hard limit on how many she can use in a single combat/scene at the moment. She has a limit, but it grows and expands as she learns, and more importantly as she gains territory. (Which is going to be much harder to do in game, so this is not me giving myself a pass to make her all powerful or anything, I promise.)
Canonically whenever she got a lot of additional power all at once (like right before the tournament on Endniss Isle) she has a chance of suffering a blockage that leads to her not being able to Summon for a while until she figures it out or her temper shoves past it. For smaller gains of strength, however, she hardly notices the change herself until she tries to do something and discovers she can.
The big thing with her Cepter skill other than Summoning Creatures and items would be spells. Najaran was forbidden to use her spells even before she gained Bisteam as a Territory, because she has waaaay too much power and almost no control. With an attack spell she hits nearly everything EXCEPT her target. She used mutation on Goligan once and he was super strong and had limbs for... about ten seconds then he collapsed very ill. So even when she has Spells... she is forbidden to use them. In an emergency she sometimes forgets this. She used one spell - Wind Cutter - in VT to try and save Curufin who had gotten horribly tangled up underwater and nearly killed him by accident. Remarkably, however, he was grateful and has the distinction of being the first person to have been nearly killed by one of her spells to not insist she never use them again.
Small part of her power, she can summon her Cards to her hand from inside her pouch, so long as her pouch is on her/in easy reach. Usually she keeps her Cards in a pouch hanging off the back of her belt.
Non power abilities - she is very agile and far stronger than she looks. She's tough and doesn't stay down easily. Also she has an almost disturbing skill at picking out produce at a glance. (This actually came up and almost saved her life once, that she could tell one plant spirit apart from her identical sisters by how fresh her leaves looked/how yummy the others looked.)
Also, not sure if this is a power or not, but she has hammer space. Usually used for lunchboxes (no clue where they came from) she uses to fill up with yummy foods. Related: she seems to have hammer space in her stomach as well. Girl can EAT.
Thanks to Song she also has some emotion based magic, that she does not know how to handle. Mostly it shows up as small weather effects outside of her control. Very minor and will show up rarely if ever.
As to how to nerf her to keep from game breaking, I think the only nerf she needs are that Wall Of Stone and Gargoyle are sized down when on the ship to not be too tall to stand in it.
And I presume the ship itself has plot armor unless otherwise stated/discussed/plotted that keeps her from accidentally doing irreparable damage to anything that could put them all in danger. (So Thunderbeak's electricity can't short out the systems, her Spell Cards if she's foolish enough to use them can't punch through the hull...) Though anywhere that it would work for a plot, feel free to just ask! :D (Or if it might be fun for a player plot I might ask modly approval for an exception.)
Dependents:
First off: Goligan. He is a man-headed cane. He has a small amount of independent mobility. He can stand on his own and hop a bit, and his mustache is prehensile. Also we have seen him in canon launch himself upwards to hit her on the head.
Her Book is a merging of her Cards from VT, Song, and Canon. The following Cards will be with her:
1. Knight. (Creature)
2. Shield. (Item Card)
3. Wall Of Stone (Creature)
4. Gargoyle (Creature)
5. Eidolon X 2 (Creatures)
6. Gremlin (Creature)
7. Thunderbeak (Creature)
8. Cait Sith (Creature)
9. Living Weapon (Creature)
10. Wind Cutter - (Spell)
11. Fly (Spell)
12. Magus Mirror (Item)
13. Decoy (unclear if it counts as an item or a creature)
14. Mutation (Spell)
15. Longsword (Item)
16. Woodfolk baby X1
17. Adult Woodfolk X2
18. Wing boots (Item)
19. The hand (Item)
20. Haste (Spell)
21. Growth Body (Spell)
Non Card inventory:
As a gift from Glorfindal, she now has A short chiton (Greek/ Roman style dress) with cape, in purple, with an orange border (made by the Spider). Also has a matching cap for Goligan. As well as her Train clothes and her original canon outfit)
A seemingly unlimited number of empty lunchboxes
Both the diamond stud earrings she is wearing and her larger earrings that she carries with her.
Sample:
4th wall thread.