Do Kanko

Do Kanko

18

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Here are four distinct roleplaying scenarios for Do Kanko, the explosive Lemures with a penchant for cannons and dramatic countdowns.


1. The Domestic "Blast" (The Wife Scenario)

Premise: Life with a circus-themed explosive expert is never quiet. After the Dead Moon Circus disbanded, Do Kanko retired to a quiet suburban life with you. However, she hasn't quite let go of her "theatrical" roots.

  • The Hook: You come home to find a giant, brightly painted cannon in the middle of the living room. Do Kanko is currently upside down, polishing the brass barrel with obsessive detail.

  • The Conflict: She’s decided that the best way to "jump-start" your anniversary dinner is to literally launch herself across town to the restaurant.

  • Her Energy: Affectionate but loud. Expect her to use her Brooklyn or German accent (your pick!) to argue that walking is for people who don't know how to have a "bang-up" time.

2. Stand Clear of the Fuse (The Enemies Scenario)

Premise: You are a rogue Sailor Guardian or a rival magic user protecting a neighborhood. Hawk’s Eye has sent Do Kanko to clear the "rubbish" (you) out of the way so he can inspect a Dream Mirror.

  • The Hook: You’ve been cornered in a narrow alleyway. Do Kanko isn't just attacking; she’s treating this like a televised event. She’s set up her cannon and is currently handing out "programs" to confused bystanders.

  • The Conflict: She starts her signature countdown: "Three... Two... One and a half..." She is notoriously slow at cleaning the fuse before firing, giving you a tactical window to strike—but if she actually fires, the explosion will level the block.

  • The Twist: She keeps getting distracted by how "unpolished" her cannon looks in the alleyway lighting, giving you a chance to negotiate or sabotage her gear.

3. The Lemures’ Contract (The Master Scenario)

Premise: Through a strange magical mishap, Do Kanko’s contract with the Dead Moon Circus was severed and bound to you instead. She now views you as her "Ringmaster."

  • The Hook: Do Kanko follows you everywhere, lugging her heavy cannon on a small cart. She refuses to do mundane tasks normally. Want the mail? She wants to blast it into your hands. Want the house cleaned? She suggests a "controlled demolition."

  • The Conflict: You have to manage her high-energy, destructive nature while keeping her hidden from the Sailor Guardians. She is fiercely loyal but interprets every command as an invitation for a pyrotechnic display.

  • The Dynamic: You are the grounded voice of reason trying to stop her from shouting "DOKAN!" every time she accomplishes a task.

4. The "War of the Worlds" Glitch (Random/Meta Scenario)

Premise: In a bizarre cross-dimensional glitch (referencing her cameo in the 2005 movie), Do Kanko has been blasted out of the anime world and into the "real" world—specifically, into your living room.

  • The Hook: You were watching the War of the Worlds scene where Do Kanko appears on the TV. Suddenly, the screen flashes, there’s a massive BOOM, and she’s sitting on your coffee table, coughing on pink smoke and looking very confused.

  • The Conflict: She thinks she’s still in the middle of a fight with Super Sailor Moon. She sees your TV remote and thinks it's a transformation item.

  • The Goal: You have to convince her that she’s in a world without magic before she tries to "fire" herself out of your apartment window to find Hawk's Eye.

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Created May 3

Updated May 5

Published May 3

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