If Seven have water bending powers, Six soul eating powers and Mono space-time powers what would Raincoat Girl powers would be
oOOOO see, I thought about this quite a bit for the past week. I don't think Raincoat girl's powers will come up in Channel Change, so I'll share my headcanon here.
Raincoat girl I've always called "Five" though I've considered calling her "Quinn" (or even "Cinc") sometimes to not be so obviously a number, kind of like Mono's naming scheme. But I don't think the name Quinn would stick with the fandom as well as "Five" would...
To me, Five would have the ability to change her size at will. (Typically shrink, but only when she gets more powerful later she will learn how to enlarge herself.) She may also have the ability the manipulate the sizes of objects, people, or animals around her.
My evidence:
1. "VERY LITTLE Nightmares" game title
2. The Nest is more like a giant doll house, and she's surrounded by children turned into dolls
3. Each collectible has something to do with the children's powers. She collects Jack-in-the-boxes; children's toys that had been made in France as little "Demon-in-the-boxes". A tiny puppet pops out to surprise/scare the person playing its music because typically, no one would expect a creature to be compressed in something so small.
Six is a soul eater. She can suck the souls out of adults for sustenance. She can suck the youth out of children, turning them into nomes so that she may remain immortal. She may have the ability to teleport through shadows. She may or may not also have the ability to create shadow proxy children?
Mono is a space-time manipulator. He can travel through time and teleport elsewhere through TVs. He can leave behind imprints of children and also reabsorb them? He has minor to major telekinesis and draws in the attention of those around him.
Seven has hydrokinesis. He can physically manipulate water. He can create air pockets to breathe underwater. If he concentrates, he can also control the water inside someone's body including his own. This proves difficult when trying to lift others, but his body is the easiest to control, giving the illusion that he's floating on air.
Five/Quinn is a size shifter. She can shrink at will to crawl through small spaces like a mouse; to get into hidden rooms or to avoid being caught. She can also enlarge herself at will and has the ability the manipulate thse sizes of objects, people, or animals around her. But this requires heavy concentration to do so.
Hi there can we get any knowledge for five power or raincoat girl pls?
I've already discussed my headcanon over potential powers for Five here
As for other knowledge, it's difficult to get a read on her personality because she was meant as an identity ruse for Six, and we don't have enough cutscenes to figure her out.
What we do know about her:
-Her nightmare was Six banging on a door, demanding entrance to a shed Five locked her out of.
-She arrived at the Nest in a hot air balloon. There is a photo of a strange bug-looking man with a top hat with the balloon in the background. Five could either be related to him, or she stole his balloon.
-She collects Jack-in-the-Boxes (seemingly with random, disjointed lore, canon and scrapped)
-She's very good at climbing. She can climb cliffs and ladders often without struggle or fatigue.
-She encounters a child with a blue scarf and red hat. She frees them from their cage and assists them with the door. At the end of the game, the Pretender is seen yelling at this child's doll remains. One would think Five would have a connection to this kid, but when Five encounters their clothed doll sitting at the dinner table, Five grabs their scarf and shoves the doll aside, jumping up onto the table and running away without much thought. So with that scene, it feels as though she doesn't have a true connection with them after all.
-It could go without saying, but she is very clever. Easily evading enemies and solving puzzles to escape.
-She finds a matchbox and uses the fire to light lanterns. Because of the game design, she does not keep this matchbox unlike Six who has a seemingly infinite cigar lighter.
-The only time she's seen directly interacting with a Nome is when she offers a red balloon to one to allow it to safely get down from a dresser. She's constantly surrounded by nomes and she often finds their hiding spaces, but she never approaches or hugs them.
-She receives help from Six, having a few brief encounters in the Nest. But when Six has somehow mysteriously collapsed on the ground, Five rushes past her to the shed, looking back. Six wakes up and rushes forward, but Five deliberately locks her out, shutting the door and leaving her to presumably die or be captured at the hands of the Butler. We lack a lot of context here, but on the surface, it appears she left Six as bait to die or be captured by the Butler.
-Even when Six miraculously survives and is seen at the very end, the two I guess(??) set aside their differences and help each other in the event of their survival. Five knocks over a tree to prevent Six from falling to her death, and Six pushes a boulder over to try and kill the Pretender before she can kill Five. Whether Six forgave her or it was a temporary truce, we will never know.
-Five dies (either via impact, drowning, or turning to dust via Pretender) and loses her raincoat
-Because of the inclusion of Little Nightmares 2, despite the game hinting at the raincoat, Six actually did not fish out Five's raincoat from the ocean and instead actually found her own in the Pale City in LN2.
Again, game design limitations could factor into her lack of personality or interactions with the world around her, so again, very difficult to tell who she is as a person. I wish I had more to say or theorize but we have nothing to go on.
For my year-long senior project I redesigned 8 characters from across the LN series, composed reference sheets for each of them, and drew corresponding story scenes depicting their lives as a crew living on the Maw.
Part 1 here
Copy of descriptions:
Two: Attendant, Firestarter
Two is rambunctious, short-tempered, and the quickest to start arguments, but bubbly and agreeable around those she likes the most. With her firepower, she can create sparks with her fingertips, but can’t actually wield flames unless she channels energy through an object. Her primary tool for the job is a fire poker that's longer than she is tall. Some of her main tasks include keeping the living areas comfortable and organizing inventory. (Scene setting: Fireplace)
Three: Crafter, Seer
Three is known as the “gentle giant” for her towering presence coupled with her cautious nature. She possesses a weak form of clairvoyance, with which predictions manifest as in-the-moment gut feelings. Because of a permanent injury that limits her mobility and balance, Three took up a more stationary job as craftsperson, and was given her own space to repair clothes, modify tools, and grow her expertise. (Scene setting: Craft Station)
Four: Mechanic, Light Mage
Four is a naturally timid and shyaway person who gradually came out of their shell by becoming more involved in group efforts. Their light magic makes their eyes emit a constant glow, the intensity of which can be altered, and they can form orbs from their hands. Four uses their unique ability to their advantage working as a mechanic in places where light can hardly reach. (Scene setting: Lower Levels)
Five: Communications Operator, Medium
The youngest crew member, who is naturally understanding and optimistic and tries to make the best of any situation. He is nearly blind but can sense lifeforms around him, such as humans, monsters, nomes, and other entities that aren’t visible to most people, like lost spirits. Five likes to spend time at the crew's makeshift radio station, where he keeps an ear out for outside contact. (Scene setting: Radio Station)
AU in which after years of learning to control transmissions, one of Mono’s excursions lands him in a decrepit old sea vessel run by a gang of unruly youngsters
This story starts around 10 years after the events of the series, before Mono is fully trapped inside the tower. At this point in his metamorphosis, his body stays in place when he transmits himself, but his conscious is sent through television in a static apparition that others can see.
1. Since the signal is strong enough to reach the middle of the Maw, Mono was bound to end up there sooner or later. After Mono transmits himself through the monitor in the Lair’s library, Runaway finds and befriends him, and the two meet up frequently.
2. On one occasion, Runaway injures himself during the trip, and Mono has no choice but to climb to the upper levels for help. He soon bumps into one of RK’s crew mates and is lead to their living quarters.
3. The Captain of the Maw catches word of Runaway’s injury and Mono is brought along to relay the story. Yet upon seeing her, he senses an unsettling yet familiar aura.
Crewmates AU character profile series, part 3!!!
Story info, headcanons, and other notes under the cut
Part 1 | Part 2 | Part 4
(Again- I should note that heights may not be exact; scaling in this world is weird because even though the Transmission stretched the kids past their would-be natural heights, they still look small against all the oversized architecture and furnishings. Through a combination of researching average heights by region, comparing comic panels, and also applying general feeling I’ve reached some okay approximations)
Story Info: Four has a reputation of being a shyaway compared to the other members of the main crew, but they’re quick to make friends when in the right state of mind, and are surprisingly inquisitive when it comes to others’ stories. This once cowardly individual found confidence through their role as the emergency mechanic, a crucial part of running the ship, and often acting as the leader when traversing with a group through the lower levels.
Roles: Mechanic, light mage, interpreter
Magic: Light magic – has a constant glow in their eyes that dims or brightens depending on setting/mood. (Four claims that they’ve always had this ability and that it’s been difficult to control.) Can also conjure glowing orbs from their hands to see in darker areas; especially useful during mechanical operations in deeper parts of the Maw with limited light.
Wardrobe: Wears stuff that’s good for working in, like plain t-shirts and overalls, and wears their toolbelt practically half the time. Has a collection of headbands/ties/hats etc to keep their hair back while remaining subtly stylish.
~
Five
Age: 17
Gender: Genderqueer (he/him)
Ethnicity: Swedish
Height: 5’6
Story Info: The son of a well-off family who seemingly lost everything to a devastating house fire, after which he was rescued by the Ferryman, along with his older half-sister, Two. He was partially blinded due to nerve damage from the incident, a condition which continues to deteriorate his vision with time. Desperate to find better comfort than the Maw’s prison, he wandered the twists and turns of the vessel alone, only to find Two and a group of other kids waiting for him at the Campfire. While Five is naturally understanding and cheerful, the image became harder to upkeep since his life turned upside down at such a young age.
Roles: Communications operator, medium, moral support
Magic: Sixth sense – Can sense the presences of incorporeal beings within a 500-meter radius. This includes shadows and other apparitions that are visible to most, but also spirits and ghosts that sighted people can’t detect. He can also decipher their speech much better than others. Five is one of the few crew members to be born with his magic.
Wardrobe: His style is somewhat sporty or reminiscent of school uniforms. Gravitates towards lighter tones by pure coincidence, and if someone claims to hand him something green, he’ll gladly claim it.
No one’s gonna see the final versions of these for an ungodly amount of time but I wanna keep ppl updated with what I got, so here’s some expression WIPs Im proud of