Name: Cee Age: 23 Contact Info:ceesawaseesaw Other Characters: England (Hetalia)
Character Information
Name: Diana Canon: Zero Escape Age: 23 Gender: Female Canon Point: D-END 1, just before Mira injects Phi Background Link:Here, with a written history of Diana's particular timeline here. Content warnings for domestic abuse and resulting traumas, including suicide and suicidal thoughts, apply. There will also be spoilers for Zero Time Dilemma and its preceding game, Virtue's Last Reward. Zero Escape is a canon with multiple timelines; the wiki doesn't do the best job at presenting the various timelines in a linear fashion, so I've written a summary of the timeline that Diana is being taken from, only including information from other timelines when necessary! Inventory: She was carrying a taser but that will be gone. So, just her outfit, which consists of the following: • Gray button-up shirt • Red knit sweater • Brown suede skirt • Red tights • Blue belt • Striped ballet flats • Two purple flower hairclips • One silver gem hairclip • A necklace with a music box; the music box plays Blue Bird Lamentation and is shaped like a bluebird in a cage • Her Decision Game bracelet, which functions as a watch and contains a sleeping drug as well as a memory-erasing drug
Personality: Diana is a caretaker, right down to her bones. Her temperament lends perfectly to a career as a nurse; she's a very kind and gentle soul, with a long sympathetic streak and a charming sense of humour. She truly believes in the potential for goodness in people and is always willing to help when and where she can, whether the person in need is a friend or a stranger. She's always the first to advocate trusting the other teams during the Decision Game, even when their lives are on the line. She's also completely willing to give physical comfort to a girl she's known for less than a week, which leads Phi to describe her as "too kind." In a way, that's true; while Diana wouldn't consider kindness to be a weakness, there are certainly those who would—and have—taken advantage of Diana's empathy and generosity.
Diana just isn't the type of person who can ignore the pain of others. Even her horrible ex-husband, who abused her for the entirety of their marriage, is not exempt from Diana's giving nature. Even though she wants to be away from him, she can't stand to see his pain and sadness when he seeks her out and professes how desperately he still loves her. To a degree, Diana is self-aware of her tendency to be too forgiving. Not enough not to fall back into the trap of someone calling out to her for help, but enough to know that to truly escape from her ex-husband, she needs to remove herself from him entirely. First by divorcing him, and then by fleeing from his stalking to the Dcom Experiment, where she will be isolated entirely from the outside world for a week.
So Diana can be too nice to people who don't deserve it, but she isn't stupid. While she's very out of the loop compared to Sigma and Phi, her companions from the future, Diana makes every effort to ask questions and understand their situation. What's more, for the most part, she's willing to accept them at their word, even though they tell her about a lot of weird things that she has no prior experience with, like robots and SHIFTing. She's surprised to hear that they're from the future and Sigma is actually a 67-year-old man in a 22-year-old body, but she doesn't say that it can't be true. This shows that despite her excessive empathy and emotional outbursts, Diana does have a practical side, potentially due to her training as a nurse. No matter how upsetting or strange the situation, she would have to be able to gather the relevant information and act quickly to help her patients. Whenever Phi and Sigma are bickering, Diana is usually the voice of reason that brings their attention back to the puzzles.
That's partially practicality, and partially that Diana isn't much for conflict. She values peace and cooperation, so she doesn't like confrontation, whether it involves herself or others. Zero blatantly pitting the teams against each other during the Decision Game doesn't even deter Diana; she really believes that there has to be a way for all of them to leave safely if they work together. (Spoilers, she's not wrong. But she's from the worst timeline, unfortunately.) She barely knows most of her colleagues from the Dcom Experiment, but she's sure that they can and should trust everyone to cooperate.
This means she has a lot of guilt when things don't work out, though, particularly if it's something that she feels she had a hand in. In the instances where she's Mind Hacked to make a decision that almost guarantees the deaths of her fellow players, Diana simply can't reconcile it. She quickly loses herself to anguish and guilt at the thought that she's done something to hurt someone. Diana can easily succumb to distress in general, in part due to her history of abuse, which has made her naturally sympathetic temperament even more sensitive. In truly awful situations, Diana can even be driven to suicidal thoughts and actions; in one timeline, she ends up on the wrong end of a choice with a 50/50 chance of killing Sigma, and she's so tortured by the choice she made that she ends up killing herself right afterwards. In another, she and Sigma are trapped alone in the shelter where the Decision Game takes place, and the stress of isolation and hopelessness leads her to beg Sigma to kill her rather than let her suffer any longer.
This is really only a fraction of what stress can drive Diana to do. Her kindness is genuine, and she's probably one of the best people in the cast, morally speaking. But nobody's perfect. In the same timeline where she and Sigma become indefinitely trapped in the shelter, Diana begins drinking to cope with the isolation, and while drunk, she lashes out at Sigma with an an extreme anger that isn't seen in any other timeline. She berates him, blames him for their situation, blames Akane for leaving them behind, and calls him a coward when he won't either kill her or have sex with her. This is clearly the breaking point of something that's been building within Diana for a long time and which was brought out by the hopelessness of their circumstances. Similar feelings of hopelessness are the main cause of Diana's anger in other timelines, as well, usually when someone has been hurt and Diana has an easy target to blame for it. She's capable of lashing out at other people without considering their feelings when she's mired in desperation.
It goes without saying at this point that Diana can act irrationally, and sometimes even selfishly. Diana is the one responsible for unleashing the Radical-6 plague that causes the death of six billion people, and she does it because she can't stand the idea of the alternative, which is to kill Phi so that the virus dies with her. After the deaths of the other six players, for which Diana explicitly considers herself responsible, she is desperate not to have the blood of Sigma and Phi on her hands, as well. So she condemns six billion people in order to save them. While this is slightly after the canon point that Diana is being taken from, it's an important illustration of the ways in which guilt and attachment can cause Diana to do extreme things, though it's true that the magnitude of the consequences in that case would be difficult for a normal person to fully rationalize.
Diana is also prone to nervousness. She's usually seen with an anxious or uncomfortable expression, which is understandable for the situation, but Diana is one of the few who is always visibly bothered by the disturbing things she's seeing and hearing. In a way, this shows Diana's bravery; she's scared throughout most of the Decision Game, but she still finds the resolve to act practically and decisively. This is likely true of how she acted as a nurse, as well. She's the type of person who will do whatever she can to help, even if she's frightened. She's the first one to run and try to defuse the bomb that would kill Q-Team if it went off, even though she's arguably the least qualified to handle the danger. The care and responsibility that Diana feels for other people runs very deep.
Overall, Diana is a genuinely good person, even though she's flawed. She'll go to great lengths to help those she cares for—which is an asset in her nursing work, but a curse when it comes time to decide what to do with Sigma and the infected Phi. She always tries to maintain a practical and responsible approach even when she's scared of what's happening; she may not always succeed, particularly in more hopeless circumstances, but she tries. She really just wants to help people and be happy. Too bad she ended up in Norfinbury!
Flavor Abilities: Though she doesn't realise it, Diana has the ability to SHIFT, which basically means that her consciousness can move through time and space to inhabit her body in another time and place. Obviously she will not be able to do this in Norfinbury, but certain relevant prompts may trigger flashes of Diana's memories from other timelines—never in any vivid detail and only an isolated instant from whatever happened, so she'll never be able to fully remember another timeline.
Suitability: Though Diana is a very gentle person by nature, Norfinbury will not be the first time that she's been trapped in a big puzzle nightmare and pitted against people that she cares about. The meta of Norfinbury echoes the Decision Game in many ways, so there's already strong evidence for how Diana would cope with a situation like this; namely, that she focuses on practicality and cooperation even when it seems unlikely to work. She's delicate in some ways, but she would function well according to most of Norfinbury's rules.
She has a lot to offer as a trained ER nurse, too. She genuinely likes her job and would want to continue helping people where she could, particularly as a noncombatant in such a dangerous place. I want to explore her resilience in the face of trauma—in some ways, Norfinbury is worse than the Decision Game—and I want to push her limits as far as being pacifistic and cooperative goes. She has the potential for a lot of dynamism in her development because of her traumas from the game and her horrible marriage. There's also the potential for a lot of guilt when she finds out that she's the one who released Radical-6, so I want to play with that and see how she copes with the knowledge after some in-game character development.
What would really force her to confront her issues of responsibility and guilt would be if she were forced by an event to bring harm to other people. Even if she were to succumb to suicidal thoughts or actions, killing herself would not necessarily release her from the deed; she would just come back and be forced to confront it, so I think the circumstances would be an interesting change that would prompt her to consider alternative coping methods and think about why her traumas affect her so deeply.
Diana ☾ Zero Escape
Name: Cee
Age: 23
Contact Info:
Other Characters: England (Hetalia)
Character Information
Name: Diana
Canon: Zero Escape
Age: 23
Gender: Female
Canon Point: D-END 1, just before Mira injects Phi
Background Link: Here, with a written history of Diana's particular timeline here. Content warnings for domestic abuse and resulting traumas, including suicide and suicidal thoughts, apply. There will also be spoilers for Zero Time Dilemma and its preceding game, Virtue's Last Reward. Zero Escape is a canon with multiple timelines; the wiki doesn't do the best job at presenting the various timelines in a linear fashion, so I've written a summary of the timeline that Diana is being taken from, only including information from other timelines when necessary!
Inventory: She was carrying a taser but that will be gone. So, just her outfit, which consists of the following:
• Gray button-up shirt
• Red knit sweater
• Brown suede skirt
• Red tights
• Blue belt
• Striped ballet flats
• Two purple flower hairclips
• One silver gem hairclip
• A necklace with a music box; the music box plays Blue Bird Lamentation and is shaped like a bluebird in a cage
• Her Decision Game bracelet, which functions as a watch and contains a sleeping drug as well as a memory-erasing drug
Personality: Diana is a caretaker, right down to her bones. Her temperament lends perfectly to a career as a nurse; she's a very kind and gentle soul, with a long sympathetic streak and a charming sense of humour. She truly believes in the potential for goodness in people and is always willing to help when and where she can, whether the person in need is a friend or a stranger. She's always the first to advocate trusting the other teams during the Decision Game, even when their lives are on the line. She's also completely willing to give physical comfort to a girl she's known for less than a week, which leads Phi to describe her as "too kind." In a way, that's true; while Diana wouldn't consider kindness to be a weakness, there are certainly those who would—and have—taken advantage of Diana's empathy and generosity.
Diana just isn't the type of person who can ignore the pain of others. Even her horrible ex-husband, who abused her for the entirety of their marriage, is not exempt from Diana's giving nature. Even though she wants to be away from him, she can't stand to see his pain and sadness when he seeks her out and professes how desperately he still loves her. To a degree, Diana is self-aware of her tendency to be too forgiving. Not enough not to fall back into the trap of someone calling out to her for help, but enough to know that to truly escape from her ex-husband, she needs to remove herself from him entirely. First by divorcing him, and then by fleeing from his stalking to the Dcom Experiment, where she will be isolated entirely from the outside world for a week.
So Diana can be too nice to people who don't deserve it, but she isn't stupid. While she's very out of the loop compared to Sigma and Phi, her companions from the future, Diana makes every effort to ask questions and understand their situation. What's more, for the most part, she's willing to accept them at their word, even though they tell her about a lot of weird things that she has no prior experience with, like robots and SHIFTing. She's surprised to hear that they're from the future and Sigma is actually a 67-year-old man in a 22-year-old body, but she doesn't say that it can't be true. This shows that despite her excessive empathy and emotional outbursts, Diana does have a practical side, potentially due to her training as a nurse. No matter how upsetting or strange the situation, she would have to be able to gather the relevant information and act quickly to help her patients. Whenever Phi and Sigma are bickering, Diana is usually the voice of reason that brings their attention back to the puzzles.
That's partially practicality, and partially that Diana isn't much for conflict. She values peace and cooperation, so she doesn't like confrontation, whether it involves herself or others. Zero blatantly pitting the teams against each other during the Decision Game doesn't even deter Diana; she really believes that there has to be a way for all of them to leave safely if they work together. (Spoilers, she's not wrong. But she's from the worst timeline, unfortunately.) She barely knows most of her colleagues from the Dcom Experiment, but she's sure that they can and should trust everyone to cooperate.
This means she has a lot of guilt when things don't work out, though, particularly if it's something that she feels she had a hand in. In the instances where she's Mind Hacked to make a decision that almost guarantees the deaths of her fellow players, Diana simply can't reconcile it. She quickly loses herself to anguish and guilt at the thought that she's done something to hurt someone. Diana can easily succumb to distress in general, in part due to her history of abuse, which has made her naturally sympathetic temperament even more sensitive. In truly awful situations, Diana can even be driven to suicidal thoughts and actions; in one timeline, she ends up on the wrong end of a choice with a 50/50 chance of killing Sigma, and she's so tortured by the choice she made that she ends up killing herself right afterwards. In another, she and Sigma are trapped alone in the shelter where the Decision Game takes place, and the stress of isolation and hopelessness leads her to beg Sigma to kill her rather than let her suffer any longer.
This is really only a fraction of what stress can drive Diana to do. Her kindness is genuine, and she's probably one of the best people in the cast, morally speaking. But nobody's perfect. In the same timeline where she and Sigma become indefinitely trapped in the shelter, Diana begins drinking to cope with the isolation, and while drunk, she lashes out at Sigma with an an extreme anger that isn't seen in any other timeline. She berates him, blames him for their situation, blames Akane for leaving them behind, and calls him a coward when he won't either kill her or have sex with her. This is clearly the breaking point of something that's been building within Diana for a long time and which was brought out by the hopelessness of their circumstances. Similar feelings of hopelessness are the main cause of Diana's anger in other timelines, as well, usually when someone has been hurt and Diana has an easy target to blame for it. She's capable of lashing out at other people without considering their feelings when she's mired in desperation.
It goes without saying at this point that Diana can act irrationally, and sometimes even selfishly. Diana is the one responsible for unleashing the Radical-6 plague that causes the death of six billion people, and she does it because she can't stand the idea of the alternative, which is to kill Phi so that the virus dies with her. After the deaths of the other six players, for which Diana explicitly considers herself responsible, she is desperate not to have the blood of Sigma and Phi on her hands, as well. So she condemns six billion people in order to save them. While this is slightly after the canon point that Diana is being taken from, it's an important illustration of the ways in which guilt and attachment can cause Diana to do extreme things, though it's true that the magnitude of the consequences in that case would be difficult for a normal person to fully rationalize.
Diana is also prone to nervousness. She's usually seen with an anxious or uncomfortable expression, which is understandable for the situation, but Diana is one of the few who is always visibly bothered by the disturbing things she's seeing and hearing. In a way, this shows Diana's bravery; she's scared throughout most of the Decision Game, but she still finds the resolve to act practically and decisively. This is likely true of how she acted as a nurse, as well. She's the type of person who will do whatever she can to help, even if she's frightened. She's the first one to run and try to defuse the bomb that would kill Q-Team if it went off, even though she's arguably the least qualified to handle the danger. The care and responsibility that Diana feels for other people runs very deep.
Overall, Diana is a genuinely good person, even though she's flawed. She'll go to great lengths to help those she cares for—which is an asset in her nursing work, but a curse when it comes time to decide what to do with Sigma and the infected Phi. She always tries to maintain a practical and responsible approach even when she's scared of what's happening; she may not always succeed, particularly in more hopeless circumstances, but she tries. She really just wants to help people and be happy. Too bad she ended up in Norfinbury!
Flavor Abilities: Though she doesn't realise it, Diana has the ability to SHIFT, which basically means that her consciousness can move through time and space to inhabit her body in another time and place. Obviously she will not be able to do this in Norfinbury, but certain relevant prompts may trigger flashes of Diana's memories from other timelines—never in any vivid detail and only an isolated instant from whatever happened, so she'll never be able to fully remember another timeline.
Suitability: Though Diana is a very gentle person by nature, Norfinbury will not be the first time that she's been trapped in a big puzzle nightmare and pitted against people that she cares about. The meta of Norfinbury echoes the Decision Game in many ways, so there's already strong evidence for how Diana would cope with a situation like this; namely, that she focuses on practicality and cooperation even when it seems unlikely to work. She's delicate in some ways, but she would function well according to most of Norfinbury's rules.
She has a lot to offer as a trained ER nurse, too. She genuinely likes her job and would want to continue helping people where she could, particularly as a noncombatant in such a dangerous place. I want to explore her resilience in the face of trauma—in some ways, Norfinbury is worse than the Decision Game—and I want to push her limits as far as being pacifistic and cooperative goes. She has the potential for a lot of dynamism in her development because of her traumas from the game and her horrible marriage. There's also the potential for a lot of guilt when she finds out that she's the one who released Radical-6, so I want to play with that and see how she copes with the knowledge after some in-game character development.
What would really force her to confront her issues of responsibility and guilt would be if she were forced by an event to bring harm to other people. Even if she were to succumb to suicidal thoughts or actions, killing herself would not necessarily release her from the deed; she would just come back and be forced to confront it, so I think the circumstances would be an interesting change that would prompt her to consider alternative coping methods and think about why her traumas affect her so deeply.
RP Samples: Here and here.