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Topics - Flooberoid

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1
Introductions, birthdays, and departures. / My Apologies, but Goodbye
« on: June 20, 2018, 09:20:10 PM »
I'm making today my last time logging into this site. I already left the Discord server a little while ago thinking I was gonna make this post then, but honestly I haven't even worked up the motivation to do this until now. I simply don't have nearly as much interest in forum rp or the RWBY universe as I used to, and I'm starting to go weeks if not a month between forced posts. Seeing as I recently had someone removed from another hobby group for doing the same thing I'm doing now, I think it's about time I practice what I preach and just leave. I'm sorry to anyone this inconveniences.

2
The Vale Region / A Badge of Honor [BADJ Initiation]
« on: February 23, 2018, 04:20:45 PM »
Compared to the lush midday green of the Emerald Forest, the forest of Forever Fall's deep red made it seem like sunset even when the sun was still high in the sky. Especially with the looming shadow of a massive airship overhead.

Among the paltry batch of second-wave initiate Beacon students aboard the airship were a variety of faces and attitudes, some more vocal than others. Just like the first wave, Beacon Academy saw potential in every one of them to shine in their own special ways. It just so happened that this year's population had so much... potential that not all of the newly-admitted initiates could fit into the traditional Emerald Forest event scheduled for this year. As such, the excess students formed a second group that would hold their initiation in Forever Fall instead, with a slightly different objective to go with the different setting. Within this group, there were students who objected to this strange and unfamiliar event, some who were disappointed not to experience the same things as students that came before them, some who simply couldn't care less, and still others who were enthusiastically in support of this, happy to be part of something new and unknown.

Jacob Stillwater was very firmly in the first category, and seemed to want everyone to know it. "What's the deal with this shit, huh?" Jacob snarled loudly. "How hard is it to throw a few more MacGuffins on the rocks for a few more students? Why they gotta go through all this extra work just to fuck with the initiation experience for a few random students??" He had been going on like this for several minutes now while the students waited for their assigned instructor to emerge, and most people seemed to be ignoring him at this point.

3
The Vale Region / An Off-the-Record Request [LLGD Initiation]
« on: February 10, 2018, 02:03:59 PM »
Lissa slammed open the door to her team's dorm room with such enthusiasm that she knocked a can of writing utensils off of the nearby desk. She dashed into the center of the room before performing a quick spin and flourish to grab everyone's attention, a beaming and deeply dimpled smile across her face from ear to ear. "Hey, hey! Guess what?" She looked around the room to make sure everyone was listening before continuing. "I just signed us up for a mission! A real one!"

--

Professor Crystal Evermore let out a resigned sigh she had been holding in since the bubbly youth first entered her office. Beggars can't be choosers, she supposed. Still, what was the headmaster thinking, choosing a wild and irresponsible girl like her to lead a team?

Not that it mattered. If worst came to worst, Crystal could handle this mission singlehandedly. She only needed to make it official so she would have an excuse to leave the academy. She retrieved the info that girl had left her... Lissa Lime of team LLGD. Much to her dismay, it seemed that first letter "L" did not, in fact, refer to Lissa. Their leader was, in fact, named Leona... What a careless mistake, one that Crystal mentally scolded herself for making. With some hesitation, however, she decided it was worth bending the rules just this once. After all, the four of them wouldn't be in any real danger. With her approval, team LLGD was good to go on their mission.

4
Teams / First Year Team [Full]
« on: February 02, 2018, 11:33:46 AM »
I've got enough characters in need of teams right now that I could make a team with just myself if I wanted. But that's pathetic, so I won't. ^^
Anyway, all of my student characters except Hagane and Diamante are currently teamless and don't have teams on the horizon, so I'm pitching any one of them out into the world. Whoever wants to start a team, you can take your pick, or have me choose whoever I think fits best.

5
Teams / Third Year Beacon [ALREADY FILLED]
« on: January 11, 2018, 05:26:36 PM »
This team is already filled up, and I'm just making this thread so we can populate it with the characters and discuss the details.
Members:
Diamante Solar (Flooberoid (me!))
Dominique 'Alice' Pentaghast (GingerAvalanche)
Justice Montenegro (Mikelobmike)
Airi Okairos (FunkyMonkey)

For team names we're looking at:
D/S | D/A/P | J/M | A/O

6
Approved Characters / Jacob Stillwater
« on: January 01, 2018, 06:17:17 PM »
CHARACTER

Name: Jacob Stillwater

Age: 17, born Niege 3

Species and Gender: Human male

Symbol: A stylized nail over a dot, together forming an exclamation point.

Occupation: Beacon first year, volunteer carpenter

Appearance: Jacob is 6'3" and 155 lbs, placing him relatively on the low end of weights for his respectable height. He wears his stylish brown hair in a pompadour which makes him look even taller than he actually is, albeit only slightly. His eyes are a tranquil blue and his skin a white gently darkened from years of working on and off in the sun.

Casually, Jacob is known to wear black dress shoes and pants with a tight belt and high black socks. He favors a black turtleneck with navy blue blazer over top neatly ironed to perfection. When showing up to training or a mission, Jacob wears more practical shoes and loose sweat pants, with a gray tank top and a headband with alternating dark red and blue stripes in a diagonal pattern.

History: Born to a middle-class family in Vale, Jacob has never known luxury but never not lived comfortably either. As an only child, he could generally get whatever he needed to be happy from his parents, which usually manifested as books and board games. He would often read and play chess by himself, which helped to foster his active imagination early on.

It wasn't until enrolling in Signal at 13 that Jacob really had to start having to engage with other people, and it was rough at first with him being rather childish for his age group. However, as Jacob started getting used to life at Signal, he started developing his trademark pattern of behavior that capitalized on his outward immaturity. It turned out that in addition to helping him feel comfortable, making himself highly punchable ironically made sparring matches and the like significantly easier.

When Jacob turned 15, a village on the outskirts of Vale city was ravaged by Grimm, leaving the buildings and citizens in shambles. This motivated a volunteer relief effort operating out of Vale, which Jacob soon joined with the understanding that he would only be able to work during breaks from school. After completing some training on safety and techniques, they put him to work rebuilding the town under the watch of a trained professional.

On a break the next year, Jacob went back to the village to continue his work there. While much had been done, a number of buildings were still worn down and the organization was understaffed and undersupplied to help them efficiently. As a result, what labor they had was rather questionably spread out and overworked, contrary to their established protocol. Though Jacob wanted to object, his mentor instructed him not to.

Everything went fine until towards the end of their workday, when Jacob started losing his focus and becoming lazy. As a result of his negligence, a weak doorway collapsed upon his mentor, pinning him to the ground. Unable to find help, Jacob desperately tried to lift the boards himself. Peculiarly, seconds after he started touching them they became much lighter, and he soon realized the boards were moving independent of his hands, reforming the doorway which had just collapsed. Stunned, all Jacob could do was help his mentor up and lead him away from the doorway before it collapsed again. It was only later that Jacob realized that this was his semblance.

Though the incident hurt his reputation, Jacob's mentor was eventually able to convince the organization that they shouldn't have been so careless with their safety guidelines in the first place, and Jacob was allowed to stay on the team. To this day, he still helps out with the slow but steady process of rebuilding the village, although he has less time to do so with his relatively more intensive studies at Beacon.

Personality: Jacob is an eccentric goofball by nature. Loud and cocky, he tends to elevate the status of himself and his team, telling tales of their skills and exploits with plenty of dramatized flair. However, this could all be viewed as a ruse. Under the surface, he is calm, cunning, and strikingly intelligent, knowing full well what he's doing at any given time. While his over-the-top behavior may drive plenty of people away, Jacob knows that he can easily develop strong friendships with the people he wants to and be happy to forget about the people he does not.

Jacob values loyalty to an extreme degree, putting his friends and teammates in front of all else in all he does. He would easily put his life on the line to protect them and gets very angry if they are insulted or attacked, sometimes losing his cool and failing to think rationally.

Despite seeming like an outrageous rebel, Jacob actually has a stubborn obsession with sticking to tradition. He can accept innovation only if it does not dramatically alter the status quo, and tends to prefer shoddy designs with character to pragmatic but aesthetically and sentimentally vacant ones. To those that would call him old-fashioned, he can only roll his eyes and possibly punch their face in depending on how smug they are about it.

Aura and Semblance: Jacob's aura color is Blue

His semblance allows him to return any object to a state he has previously seen it in, or can determine it has been in (such as reverting a birdhouse to wood and nails). To do this, he must visualize the desired state of the object and touch a part of it. In doing so, all of the parts within a five meter radius of the part he touched will change. If any needed part is outside of this range, then the state will be built but incomplete. After reforming an object, its history is effectively rewound; Any state between now and the previous time it was in that state becomes inaccessible to this semblance.

The toll for using this ability varies based on the magnitude of the changes made and how long ago the state in question was reality. For simplicity, it can be assumed he holds about twelve hours of rewind per long rest, but this can certainly change if being used on larger or smaller objects.

This ability is blocked by aura that is not his own. This means that it cannot be used to heal another huntsman's injuries, nor can it stop any semblance that manipulates matter or projects aura. It is also impossible to use this semblance to replenish aura, of himself or anyone else.

Combat Behavior: Jacob carries his loud mouth with him into combat, taunting and insulting his foes to draw attention. In particular, he likes to isolate foes and throw them off their game with his trash-talking. If he can't lure opponents away, he'll try to break something to create cover and isolate them that way. In a one-on-one fight or against opponents that can't keep their cool, Jacob excels with his powerful strikes and lack of inhibition. Knowing that his semblance can fix any damages, he's not afraid to smash things up in a fight.

Unfortunately, Jacob's battle plan is only strong as long as he keeps his cool. If he panics or gets angry, his form breaks, he loses the ability to predict his opponent, and his fighting style can even become self-destructive.

WEAPON

Name: Journeyman

Primary Form: A large morning star mace with a flat head and retractable spikes.

Secondary Form: The head of the mace folds out as the spikes retract, becoming the stock of a pump-action shotgun. The short barrel of this telescopes out from the handle of the mace, where in its place a hole opens up that can be used to load up to two shells of kinetic dust. This shotgun is powerful enough that if Jacob is not adequately braced for it the recoil can cause aura damage on use. When switching back, any shells, used or not, are immediately ejected for safety.

Dust Functions: At the press of a button, the spikes of the mace can be retracted for a few seconds, during which they will be coated with fire and kinetic dust. Jacob's next attack after doing this will produce an explosion at the point of impact. This carries three charges.

History: Inspired by hammers and mallets he had used before, Jacob set about answering the question: What would it take to make this tool destroy rather than create? As it turned out, there was a simple answer: Make it bigger! The first construction of this weapon was just that: A large hammer. However, over time Jacob adapted it more and more to feel comfortable in his hands while retaining and even increasing its destructive power. By the time he reached the current model of the weapon, he was so used to the feel of it that he decided to name it the "Journeyman."

7
Approved Characters / Professor Crystal Evermore
« on: March 27, 2017, 10:32:15 PM »
Permission to make a professor was discussed over Discord on the RWBYFanon server.

CHARACTER

Name: Crystal Evermore

Age: 36, born Frost 25

Species and Gender: Female Owl Faunus

Symbol: A single tattered feather

Occupation: Professor of Aura Control at Beacon, as well as the fourth year elective course on Semblance Catalyst Focus Tuning

Appearance: Crystal is relatively tall, though not towering, and slender, with very noticeable curvature to her body. Her short, silver hair is styled back in a neat, symmetrical pattern away from her face. She has near albino skin and pale blue eyes, leading some to liken her to a ghost. The thin framed glasses she wears are purely cosmetic, not correctional in the slightest.

The only faunus features on Crystal's body were the talons on the ends of her hands, which were lost when she lost her arms. Typically, Crystal wears a soft, thin, long-sleeved white blouse that covers her prosthetics with some breathing room in the sleeves that enable her to dispense her weapons. She covers the robotic hands with a pair of silk white gloves. Over the blouse, she wears a black cardigan, buttoned in the front with sleeves that fall just short of the blouse's. She wears classy black pants and black slip-on shoes, or high heels depending on the occasion. She has no specific combat attire.

There are five pieces of silver jewelry with a variety of gems embedded in them around Crystal's body. She has four rings, one on the index and ring finger of each hand. These are embedded with, from her far left to right, a ruby, emerald, topaz, and sardonyx stone. Around her neck is a necklace with a large diamond on display, something which she is incredibly guarded about letting anyone touch.

History: Crystal was born as the illegitimate child of an aristocratic Atlesian woman, who conceived her from a casual affair with a faunus man while on vacation in Vale. When Crystal was born, her father immediately took notice of her talons and, with outrage, refused to accept her as part of the family. While her mother was more sympathetic, it was clear that the woman gave more affection to Crystal's legitimate older siblings than to her. Despite the tension between Crystal's parents, they could not divorce as per the arrangement between the wealthy families of Atlas. Basically, all the pieces were in place for a childhood of fighting and neglect.

Indeed, Crystal was strongly discouraged from even showing herself in public and absolutely forbidden from removing the gloves which covered her talons. Not only was she bound to be mistreated as a faunus in Atlas, but to reveal herself would surely create a scandal among people who knew the family, a family whose image was more important to them than their children.

Crystal was not oblivious to her unfair place in the world, but she never made a big deal of it either. The grand home in which she lived offered many opportunities for hobbies and intellectual pursuits, and the servants of the family were always good to her. She could basically get her hands on whatever she wanted by asking her butler to say it was a request from one of her older sisters. It was during this time that Crystal developed her obsession with Dust, both in its mechanical and combat applications.

As was customary of any member of the Evermore family, Crystal enrolled in Atlas academy at age 17. Her father was truly torn about the decision to send her despite her not being related to him by blood, but was convinced when he was forced to realize that not sending her would arouse public suspicion. However, before she left, her father gave her an ultimatum: Once Crystal graduated from the academy, she was never to return to his home again. Knowing this, Crystal's mother granted her a diamond necklace as a keepsake for her departure.

During her time at the academy, Crystal continued to expand her horizons, learning all about Grimm, Dust, aura, and of course, the duty she would undertake should she pursue a career as a Huntress. None of the military propaganda appealed to her in the slightest, and while she excelled as a student academically, the school administration nearly gave up on her. She never took combat drills seriously, and even well into her second year at the academy she had never even unlocked her aura. It was only out of respect for the hundreds of thousands of Lien her family name had donated to the school that she was not removed from the program.

However, Crystal was showing promise in one area. She was extraordinarily good with Dust mechanics and seemingly poured all of her spare time into improving her understanding of the subject. At the end of her second year, she made a declaration that if she could not fight, could not use aura, and did not have a semblance, she would find a way to use Dust to impress the administration. This led her to take some rather drastic action over the break between second and third years. In her private quarters at the family home, Crystal ordered large quantities of unrefined Dust and took to mixing together her own varieties.

Needless to say, a student doing this alone was never bound to end well. One day, when Crystal was home alone, a particularly volatile mixture created an explosion that would change her life. The blast was enough to blow her arms clean off, knocking her immediately unconscious and throwing her limp body against the wall. Here it lay in a pile of rubble and fire for a good half hour before it could be retrieved by emergency services.

When Crystal awoke in the hospital several hours later, a doctor was there to carefully explain to her that there had been an incident, and that her arms were long gone. However, he added, her body, which should have been horrifically scarred from the fire, was holding up surprisingly well under the circumstances. So that was something. Though the doctor was very careful about how he spoke, Crystal already knew everything about the situation. As a matter of fact, she knew more than the doctor did. She even knew why her skin hadn't been burned. And with this realization came a glint of hope that shone through the despair of losing her limbs, her pale blue eyes glowing like never before: She had finally activated her aura. Not only did she demand that she have prosthetic limbs prepared immediately, she required that they be combat-ready and installed by the start of the upcoming school year. The bemused doctor said he would do his best to have that arranged, and sure enough she was fully equipped to start school again in time for the third year.

Unfortunately, adjusting to the new limbs was not as easy as Crystal thought. She eventually had to give in and take a year off to get used to moving these robotic limbs. Crystal, ever a determined learner, used this time to train her newly acquired aura. She learned to control her semblance and developed a fighting style around it, now ready to make her grand debut back at Atlas academy.

Years passed, and Crystal graduated the academy with high marks. Though the military tried to recruit her, she turned them down several times until they finally gave up. With no home awaiting her in Atlas, Crystal made the decision to move into Vale, beginning her search for her birth father.

She wandered Vale with little direction and no leads before starting to feel the quest was pointless. Just when she was deciding it was time to settle down somewhere, an opportunity presented itself at Beacon Academy. Crystal quickly realized that the job opportunity was a perfect middle ground for her: As a teacher, she could settle into a routine of working and continuing her intellectual pursuits during the school year, and continuing the search for her father in her time off. Recognizing this, she applied for the job and started working for Beacon at age 28. It was at the academy where she refined her skills with Dust, learning to create Semblance Catalyst Foci. She first practiced on the four rings she wears before trying and thankfully succeeding with her mother's necklace.

Personality: Crystal is an aloof perfectionist. She holds her students and herself to a very high standard and has been known to be rather cruel in grading. This standard often causes her to look down upon others as inferior, though it also causes her to be very respectful of those who earnestly attempt to meet her standard. She admires the virtue of willpower in any person and strives to exemplify it herself.

Typically Crystal cannot drop the formal speech she learned from the servants back home. She often uses "Mr." and "Ms." with a person's respective surname and would never stoop to using a nickname. She never uses profanity and looks with disgust upon those who do. Crystal is fully aware of how she looks to other people, but it is hard for her to find it in her to care. She knows that her intentions are good, and that is enough for her regardless of whether others see it or not.

Aura and Semblance: Crystal's aura color is Diamond White

Her semblance allows her to create up to five simultaneous clones, each with a fifth of her physical strength but an equal measure of dexterity and speed to the genuine article. These clones are controlled directly and can in fact wield weapons, but shatter easily with force. Though they take on Crystal's body shape, they resemble her very little outside of that, not taking into account the shape of her clothing and refracting light through themselves like glass (although the arms appear more like a translucent smoke).

To produce a clone, Crystal must sacrifice 2% of her aura. Should one be shattered, she cannot create a replacement for approximately another five minutes. Controlling the clones effectively requires her to focus exclusively on them, often spending a fight never even moving her own body.

The most potent abilities in Crystal's arsenal are her Semblance Catalyst Foci, which can be used once per tuning and affect one clone apiece. She has five of these imbued with different dust, each represented by a different gemstone on her body: The ruby uses fire dust, the emerald wind dust, the topaz electric dust, the sardonyx earth dust, and the diamond ice dust. When a clone is given these elements, it not only glows the appropriate color, but also becomes very volatile and dangerous to melee focused opponents. Any affected clone that is shattered will burst with the fairly predictable dust effect:
-Fire will burst from the ruby clone
-Strong winds will emerge from the emerald clone, knocking back anyone nearby
-An electric shock wave rapidly bursts out of the topaz clone, shocking those around and potentially stunning Grimm
-A tremor shakes the earth in a wide circle around the destroyed sardonyx clone, accompanied by a cloud of dust
-The diamond clone is replaced with an ice sculpture of Crystal in the position in which the clone was struck, and several ice spikes emerge from its base

Combat Behavior: Crystal defiantly stands in the face of any opponent, knowing that her clones will dispatch them before they even have a chance to approach her. She typically does not move at all in combat and uses the clones to elegantly evade and blindside any fools who dare approach her. However, she tends to suffer against opponents that can match her clones' speed. When the basic strategy of attacking with clones is ineffective, Crystal has only two real options to fall back on. Either she can use her Semblance Catalyst Foci to enhance the clones, or as a last resort she can enter the fray herself. This is a very dangerous move, though, as her body (in particular her prosthetic limbs) is extremely fragile and use of her semblance costs actual chunks of her aura, making her even more vulnerable in a direct combat situation.

Against ranged opponents, Crystal will raise her voice and talk to them, pretending to open negotiations. In reality, she will have a clone or two sneaking up on the opponent while they discuss. In the event that the opponent should see through her ruse, she resorts to spreading her clones out as much as possible to cut off the opponent's escape routes before moving in to strike.

WEAPON

Name: Atlas' Miracle

Primary Form: Two prosthetic arms, both of which are nearly hollow (and therefore dangerously fragile). The space inside of the arms is used to hold her actual weapons, six daggers inside each arm which are dispensed by her forearm before being automatically caught as part of an overriding reflex. Obviously one person cannot wield twelve daggers, but in total ten are to be distributed amongst her clones, leaving two in her hands.

Secondary Form: The twelve daggers twist together end-to-end and form a deadly whip. In order to form this weapon quickly, Crystal stands with her two daggers in position, waiting for her clones to contribute their daggers and build the weapon in front of her.

Dust Functions: Surprisingly, none.

History: This was part of Crystal's demand that the prosthetics be "combat-ready." Though Atlas intended for the twelve daggers to be two plus ten backups, Crystal quickly realized that they could be distributed amongst her clones instead. While this does leave her without backups for herself, this doesn't bother Crystal in the slightest. Rather, it merely plays into her perfectionist narrative to not have any extra weapons to fall back on.

8
Beacon Academy / King of White, King of Black [CHES][Initiation]
« on: February 10, 2017, 07:54:39 PM »
Carnation marched the tranquil gravel path through the Emerald Forest with sword and shield hanging at her sides, drawn but not ready. A warm, comforting light of midday sun penetrated the sparse canopy, illuminating the spacious pathway. What little threat this area posed- the occasional Creep and some miniature Nevermores above- dared not strike out against Cara and her newly appointed team. Besides, their radiant positivity kept the dangers at bay, as Cara insisted on saying. There was indeed nothing to fear on this portion of the journey.

If only the entire forest could be like this. Every resident of Vale- well, the still living ones at least- knew the dangers that lurked deep within the forest. It was indeed typical for huntsmen and huntresses to be sent into the wilderness to best these horrors for the sake of their people. Even so, on occasion certain beasts had been known to evade detection, or to triumph over their assailants, and be given time to grow. They grew bigger, stronger, faster, smarter than any others of their species, until finally they were deemed a high priority target by the kingdoms of the world. It was one of these Grimm that Cara, with the help of her freshman team, was to exterminate on this mission. Why a freshman team? Beg the headmaster hard enough, and any mission can be yours!

Knowing the feeling of security would not last into the deeper parts of the forest, Cara took this time to chat with her new friends. "So... lovely day, isn't it? Everyone excited to cut some Grimm down to size?"

9
Approved Characters / Lissa Lime
« on: January 26, 2017, 09:46:36 PM »
CHARACTER

Name: Lissa Lime

Age: 16, Born Frost 19

Species and Gender: Human Female

Symbol: A bright green wedge of lime with a bite out of it and two black beads above it, forming the appearance of a smiling face.

Occupation: First Year student at Beacon

Appearance: Lissa has a rather average build, at 170cm tall and weighing 65kg, with modest B-cup breasts. Her stance is very poised and feminine, which speaks to her elegance in combat. She has smooth, dark brown skin free of marks or blemishes save the scar across her left cheek. She has short, straight black hair outlining her face, with bangs that cover a large part of her forehead. Her facial features are of normal size and spacing, and she has very visible dimpling when she smiles. Her eyes are, of course, lime green in color.

Lissa wears comfortable black slip-on shoes with short white socks. She has black athletic shorts that she wears underneath her dress. The dress itself is sleeveless and bears a gradient from white at the top to a deep green at the base of her mini skirt. Err, short combat skirt. The lower half of this dress is layered such that several parts of it fly up into a circle when she spins, something which she believes to be a cool effect. Her weapons fold up neatly and fit inside lengthy brown pouches strapped to the outside of her upper arms. She also wears earrings in the shape of lime halves. On her hands are durable gloves with padded palms, used for performing certain actions with her bladed weapon.

History: Lissa was born right in the heart of Vale city and at a very young age slipped comfortably into the role of "that weird kid" everyone knows. She spent nearly all of her childhood playing outside and did a great many things that would make a modern parent faint. She would climb atop tall objects, loved talking to strangers, and frequently got into play fights with local kids. Lissa's parents trusted her not to get seriously injured and knew that to try and stop her reckless behavior would be to take from her all that she loved.

As is to be expected, Lissa got hurt often. Bumps, cuts, and bruises were all common but never a concussion or broken limb to her record. The worst she ever got was at age 5, when a boy nearly twice her size gave her a deep gash in her left cheek, just below the eye. This was almost entirely the boy's fault: Lissa had been pestering him to play "Huntsmen and Huntresses," he didn't want to, got increasingly annoyed and eventually lashed out at her. Even so, the Lime family was blamed thanks to their reputation of irresponsible parenting, and since then their community has been at best ignoring and at worst verbally abusing Lissa's parents. Lissa, however, never gave up her love of her family and they never questioned their love of her.

Ironically, this deep wound healed much faster than any other minor injury she had ever felt. Lissa could feel her skin reforming around the gash, actively sealing her injury. When all was said and done, a visible scar was left on her face to immortalize the day when Lissa activated her aura.

Her very young discovery of aura was the first of many signs to Lissa that she had the potential to be a great huntress one day. As was family tradition, she enrolled at Signal in her early teens and started developing her own fighting style. She developed her skills with an image in mind of what she wanted to be. She dreamed of being an untouchable melee fighter whose beautiful and elegant motions blew the minds of her helpless opponents. As such, she developed a style which was accessible to her at a low level of mastery and deadly at a high level.

The school took note of her potential and her whimsical aspirations and ultimately decided to test what she was capable of. She was put up against sparring partners the next year up to see how she could hold up, and she passed with flying colors. Lissa would overpower the lightweights, outmaneuver the heavyweights, and could adapt on the fly to every type of fighting style these less devoted students could throw at her, all while cheerfully laughing it off.

Eventually, her second-to-last year at Signal became her last as she was consistently able to hold her own against students with more experience. Lissa was admitted into Beacon a year early, and finally there were no more easy challengers. All kinds of students were here: Gunners, swordsmen, archers, you name it. The one thing they had in common was that Beacon saw the same potential in them that they saw in Lissa.

...Plus Lissa never developed good study habits at Signal, poor her! ;-;

Personality: Lissa is either carefree or careless, depending on your outlook. She is painfully upbeat and blissfully unaware of those who find her annoying. Every day's a party for her and everyone who isn't outright mean is invited. Of course, all that partying leaves little time for studying, so Lissa isn't the sharpest tool in the shed. That said, she can be surprisingly observant and will quickly follow anything someone tries to explain to her. She typically gains enough knowledge to pass academic courses simply by listening and without even taking notes.

Lissa often wishes everyone could have her same outlook on life, and can be a bad influence on people who consider themselves "responsible." However, she has the best of intentions and only wants everyone to be happy. Grimm are a threat to that dream, and Lissa gains almost psychotic joy from ripping them to shreds. As far as fighting actual people, she will enthusiastically challenge anyone to a limited duel, but always tries to get out of any situation where someone could actually get hurt.

Aura and Semblance: Lissa's aura is Electric Lime. It is of slightly below average potency, providing her slightly less protection and healing than most students.

Her semblance is the ability to disable friction on surfaces for several minutes at a time. This works at will on anything within a foot around her hands or feet, though she need not affect this entire area during use should she wish not to. This can be channeled continuously for thirty seconds before she starts feeling the need to turn it off. It then requires another minute before use and can be used for a total of about two and a half minutes without a long rest. The effect of this is that Lissa will basically skate along any ground, marking territory like a paintbrush (and in fact leaving a faint, glittery green trail in the affected areas) as she spins along. Since the toll is based on time and not area covered, Lissa is at a tactical advantage if she gets more momentum going before she starts skating.

Combat Behavior: Lissa skates rapidly around, slicing at anyone who gets in her path while trying to cover as much of the battlefield as possible with her semblance. She switches frequently between weapon modes to keep the enemy on their toes and excels at deflecting melee attacks. When in trouble, Lissa can easily give pursuers the literal slip by skating away on frictionless ground. However, Lissa is not yet proficient at focusing on multiple targets and also struggles when facing opponents with large shields. Her answer to ranged attacks is also somewhat limited, requiring her to toss one or both of her weapons and become briefly defenseless. If anything throws off her balance, Lissa is at a severe disadvantage.

WEAPON

Name: Whirlwince

Primary Form: Two rods with retractable curved blades, essentially making them mini scythes. These are lightweight and Lissa tends to hold them facing in the same direction, so they curve around her when she spins. Each can also be thrown and will return to Lissa like a boomerang when she does so. Hooked shapes at the bottoms of each scythe allow the weapons to be combined.

Secondary Form: The two hooks form a circle and the scythes click into place, leaving a circle in the center for Lissa to grip. In this form, it is not Lissa who spins but her weapon. She can spin the entire circular system of weapons all around her body with elegant, fluid motions, effectively halting melee attackers from approaching while also being able to strike. This, too, can be thrown and will return. The transformation is quick and easy, and they split apart again just as easily: In one elegant motion, Lissa can go from holding one big circle and spinning it counterclockwise to holding two scythes and spinning herself the same way.

Dust Functions: None

History: Made at Signal and named for the pun. Lissa liked the name because "wince" is exactly what someone does when they hear it.

10
Non-Canon / No-Limits Duel [CLOSED]
« on: January 18, 2017, 06:06:20 AM »
The city of Townsvale... Normally a bustling metropolis, but where is everyone?

Probably hiding from the band of crazy superfreaks that threatens their very existence!

The challengers stand ready on three different rooftops at three different corners of an intersection at the very center of town, primed to destroy each other and whatever else gets in the way. Nobody knows why they're fighting today, and nobody would dare to ask. All anyone could do was cross their fingers and hope that their home, their city, their... continent stayed in once piece.

But enough about the people whose lives and livelihoods this battle endangers. We're here to see some action, right? Right! Now get to it!

11
Plot Zone / Restriction 666 Released: A No-Limits Duel! [Non-Canon] [3/3]
« on: January 13, 2017, 02:31:46 PM »
Under the light of the yellow sun, a radioactive spider shot gamma rays into you and also killed your parents. Now you have superpowers! Kill all the other superpowered bitches- there can be only one!

This thread is for those who think that, without the limits imposed for the sake of "playing fair" and "getting approved," your character's abilities could be absolutely ridiculous. In this scenario, your semblance is exponentially more powerful, you don't tire out from using it, your weapons have unlimited dust and enhanced abilities, your aura is much more durable, and if your character felt morally limited by laws and the well-being of people around them... well, they no longer do. In fact, you're encouraged to cause as much property damage as possible. Go wild!

Anyone who signs up, I warn you: Don't take this thread seriously. Go completely overboard. Invent new rules on the fly. Be like a kid on the playground with his "everything proof shield." Don't worry that nobody will ever win with that kind of setup; I'll screw one of you over arbitrarily at some point!

Three slots for this one, and it isn't first come first serve by any means. Anyone who signs up, tell me the character you wish to use and why you think their abilities would be entertaining. For example, if I were to submit a character (which I won't), I would use Hagane because his semblance could turn tall buildings into tsunami waves.

Our fighters are:

1. Ismael Skhaos
2. Fallow Russet
3. Violet Menagerie

12
Teams / Team CHES
« on: December 31, 2016, 08:06:58 PM »

13
Approved Characters / Professor Dannum Sohrab
« on: December 07, 2016, 07:48:44 PM »
If approved, other users are welcome to contact me for use of this character in their Shade threads. I will most likely be willing to play him in your thread if not simply allow you to play him.

CHARACTER

Name: Dannum Sohrab

Age: 53, born Arashi 1

Species and Gender: Male Red Panda Faunus

Symbol: A lightning bolt causing an explosion

Occupation: Huntsman (Shade graduate), general professor of practical combat at Shade

Appearance: Dannum stands at an imposing 205 cm, and not a gram of his 108 kg body seems wasted. The sheer mass of his sturdy body gives students the impression that he could crush them into mist at a moment's notice. This is strangely helped very little by his enormous grin and perfect white teeth, though he may benefit more from that if it weren't right under dark red close-set eyes that could burn a hole whatever they rest too long upon. He has a square face with a pronounced jawline and zero facial hair. His jet black hair is kept short in a military-style cut and, like the rest of his body, looks surprisingly healthy for his age.

Casual attire for Dannum is a faded green tank top, black denim trousers held up by a black belt, and beige combat boots. All articles of clothing are tightly pressed against Dannum's body with no room for wrinkles. Though this is classified as his "casual" attire, he often wears it in the field with students as he feels it projects a strong, trustworthy image to the students.

In more serious huntsmen missions, he actually puts on a bit of armor. This consists of a ballistic vest, desert camo that covers most of his body, and the same beige combat boots. He also wears a pair of sunglasses because they look stylish, more than anything.

For formal situations, he actually goes all out with the slick black tuxedo and corresponding pants, dress shoes, and even greases his hair to give it a stylish shiny look.

All clothes are of course modified to accomodate his fluffy red tail, which trails a good 45cm behind him.

History: Dannum was born to a rough lower-class family right in the heart of Vacuo as the middle child of three brothers. It was from these boys that Dannum gained his love of fighting, as the three would wrestle each other to the ground over the simplest of things, like an extra chunk of bread or a faulty call in the sport of the week. The three knew these were petty and stupid reasons to fight; they were really just excuses to get into a good-spirited quarrel and have a laugh afterwards. Their parents knew this as well and, frankly, loved that it gave the kids something to do. They would only administer punishments if somebody didn't desist when asked of them, though it was rare for anyone to ask in the first place.

At age 10, Dannum took the family values of hard work and community to heart. He joined his father in back-breaking labor in the farms. The work was good for his health, benefitted the community, and put a little extra money in the family's hands. He quickly became the favored son of the family without even realizing it, sparking some envious resentment in his older brother. Their roughhousing turned from fun and spontaneous to competitive and bitter as Dannum's brother regularly demanded they fight to assert his dominance. As a result of being regularly threatened and attacked by his brother, Dannum actually ended up being the first of the three to unlock his aura... ironically gaining him even more of his parents' favor.

When Dannum turned 13, he enrolled in Oasis academy. By now the fighting between him and his brother had gotten so bad that he actually looked forward to every day of classes, for it gave him a chance to be away from the family for a while. Not to mention it gave him a chance to focus on himself for a change, while at home he had been expected to give everything to the community. Here, he could learn to fight, build his own style, his own weapon, and finally get the hang of this aura thing that started glowing three years prior.

The same year as his enrollment at Oasis, Dannum started hearing talk of a Faunus uprising. Sure, there had been unrest before, but now it had a name: The Faunus Rights Revolution, or Faunus War. His interest piqued, Dannum started studying the history of the Faunus. He learned of how they fought in the Great War, of the continent of Menagerie, and of the human oppression of his people. Rather than sorrow or anger, Dannum felt excitement. He was inspired by the strength of his people to overcome all obstacles, and began actively cheering on the fighters in this new conflict. His family felt much of the same, and there was once again unity in their household.

Three years later, the conflict ended in a bittersweet victory; the humans' attempt to push all faunus into Menagerie had failed, but where did that leave them? The tensions of postwar politics hung in the air, building additional stress on top of the stress of preparing for Shade in Dannum's last year at Oasis. During this time, his performance suffered nearly to the point where he would not be accepted into Shade. Thankfully, the school at the time was understanding of the situation and at age 17, Dannum was accepted into Shade academy.

During Dannum's second year at Shade, he learned that his family had joined the newly-formed White Fang. This news came out of nowhere for him, having significantly reduced contact with his family upon moving into Shade. When he talked to his older brother (at the time a fourth year) about it, he said that he would be joining up too, as soon as he graduated. He said that Dannum should plan on joining too, if he had any pride in the Faunus.

Over the next three years, Dannum thought about the White Fang. He considered long and hard what it meant to be a Faunus, and by graduation he had his answer. To him, being a Faunus meant being strong in your own right, and showing through your strength of body and of character how valuable you were. He didn't need a label like the White Fang to rally behind; he would continue living independent for the rest of his life.

For a solid ten years after his graduation, Dannum was riding high. Following those years, he rode even higher. Seeing his combat prowess in the field, Shade Academy offered him a teaching role, which he accepted. It took him a few years of blundering about to get the hang of it, but by 35 he was the man- and the teacher- he is today.

When Dannum was 48, the White Fang went radical. He's been hoping to hear from his family, get some notice that they're no longer associating with the organization, but so far he has gotten nothing.

Personality: Dannum is eccentric and eager to fight, to a degree that is outright frightening to many first and even second-year students. He brings this reckless fighting spirit to the classroom, speaking loudly and often taking his students into live combat scenarios, most of the time not expecting them to succeed without his help. He loves a good time and a good laugh, always telling  jokes and looking for the excitement in day-to-day life. His favorite pupils are the ones with the guts to look him in the eye and call him crazy.

Pride is Dannum's bread-and-butter: Pride in his skills, pride in his race, pride in his country, and so on. There is no end to his boasting of battles once fought, both those he participated in and those he did not. Sometimes, when he gets really into a story, one could be reasonably tricked into thinking he's actually a knowledgeable individual. However, his academic expertise doesn't actually extend much past history and Live Grimm Dissection, and even then his stories are often embellished with grand details in place of those he has forgotten.

Dannum views every student at Shade as a mighty warrior waiting to rise, and as such he will lend a helping hand to anyone he sees struggling. Totally oblivious to the fear people get from him, he has received many a stern talking-to from the higher-ups of the academy. To him, the students that are afraid of him are actually just afraid of the hard work they have ahead of them on the road to improvement.

The only time Dannum seems to break his jovial behavior is when thinking of his family. While he wants to be proud of them, he finds it hard to following the radicalization of the White Fang.

Aura and Semblance: Dannum's aura color is brick red.

His semblance involves the control of electric currents. More specifically, he can move charge around to polarize objects, or move charge between objects to cause them to become electically charged. By doing so, he can create an area of higher or lower electric potential, and by creating enough of a potential difference between two areas can cause lightning to arc between them. Just creating enough potential difference to do this isn't all that strenuous with the amount of practice he's had, though it becomes exponentially harder to move charge through an insulator, such as wood. He also cannot manipulate charge in anything protected by aura shielding, as his own aura cannot reach it. The range on this ability is a rather respectable 20 meters, give or take.

It is also possible to create a current by essentially turning one object into a "battery." In other words, by constantly moving charge through an object to maintain a potential difference at two ends, he can create a current through a conductive material. This is not particularly difficult to maintain at a potentially lethal level in his chain; the problem arises from him needed to keep concentrating on the "battery" the entire time that the current is flowing, which can add up in addition to leaving him defenseless.

Creating a potential difference for a noteworthy "zap" between two points is simple enough, causing him mild exhaustion after a solid 15 uses and rendering him pretty much useless after 25. Keeping up a constant current (to a level that would be lethal to someone with no aura) requires nonstop concentration and will tire him out mentally more than physically. That is to say, after a good 30 seconds of this, his reflexes will dull and he'll feel a bit groggy.

Combat Behavior: Dannum is vicious in a fight. His initial strategy is to rush forward, undaunted by even the most intimidating of foes. If someone's in danger, he will throw himself in front of them without a moment's thought. If someone else is fighting and fighting well... he'll challenge himself to bag more Grimm than the other huntsman. Point is, he has an active role in the fight because he loves to do it.

Being too aggressive can lead him to get hurt in some circumstances, though. Particularly fast opponents can get the upper hand on him, though they'd better be ready to put down some major damage when they do; the mountain of flesh that is Dannum isn't going to be put down easily.

Sometimes, when stabbing and electrocuting isn't enough, Dannum will step back and pull out the bazooka. He'll also do this when it's particularly entertaining. A herd of creeps doesn't get the chance to disintegrate themselves- the rocket blast will do it for them.

WEAPON

Name: Heartbreaker

Primary Form: A 2m spear that Dannum holds near the base, but not all the way down. It can be used for forward thrusting attacks but there is also a retractable blade at the very bottom that can be swung out for sweeping attacks if overwhelmed by close-range opponents.

Secondary Form: The tip of the spear splits into three parts which spread apart, taking on the shape of a three-pronged trident. This transformation only takes about a second and is required for firing lightning dust.

Tertiary Form: A 10m steel chain that Dannum is crazy enough to carry around with him can be attached at the bottom of the spear when the blade is retracted. An additional point of attachment is located halfway up the spear, and the ultimate purpose of this setup is to create a circuit upon which Dannum can form an electric current.

Dust Functions: Lightning dust can be expelled from a hidden dust chamber near the tip that reveals itself in trident mode. The visual effect makes it look like the lightning originates at the tip of each point and then arcs to the central point, shooting out from there.

History: Named for the fact that he always stabs for the heart. Also because he was going through a phase when he went to Oasis... you know how teens are.

WEAPON 2

Name: The Big Guns

Primary Form: A bit of a misnomer, seeing as it's actually just one gun. If you can call a bazooka a gun. Because that's what it is.

Dust Functions: The Big Guns can load one type of shell at a time. Every type is propelled by gravity dust and contains another type of dust that triggers on impact.
-Fire dust causes a standard, but very large, explosion that can pretty much vaporize smaller Grimm. He carries two of these.
-Ice dust freezes a 2m radius upon hitting, including any creatures inside it. Dannum carries one of these.
-Earth dust causes violent vibration and tremors with the shot at the epicenter and lowering in strength from there until it becomes negligible at about 10m away. He only carries one of these.
-Lightning dust works a bit like an EMP. He carries NONE of these because they were SCRAPPED during development for not being as GARWAWESOME as his other lightning.

History: Made at age 42 when Dannum had a sudden epiphany: There are things more awesome than lightning, and they explode.

14
Everywhere Else / Welcome to Shade Academy [Closed][VLPS]
« on: December 04, 2016, 12:09:55 PM »
One week prior to the larger student body's arrival, the first-year initiates at Shade were to gather in the main hall on the building's first of three layers. The first- and largest- layer contained the entrance, main hall (which doubled as a cafeteria and auditorium as needed), a modest indoor training hall, and a ring of classrooms. The second layer, accessible through staircases on either side of the main hall, contained the students' dorms. The initiates would move into these dorms at the end of their initiation week. At the top of the building stood the final, smallest layer. This layer, inaccessible to students, contained two main areas: A meeting room for official political purposes and staff meetings, and the headmaster's quarters. Outside the main structure of the building was a large open area used for outdoor training drills and matches, which was enclosed by a final wall that marked the end of Shade property.

The large and imposing nature of Shade Academy marked its importance to the society of Vacuo. It was built to withstand the test of time in the harsh Vacuan environment. There was no established transportation for first day students, but that didn't matter; any self-respecting Vacuan knew how to get there.
...Patchouli had to ask for directions.

Instructions for the first day of initiation were simple, as sent to the initiates on their scrolls. They were to locate their determined teammates within the main hall (based on names and pictures sent to them), and spend the rest of the evening exploring the academy and getting to know their team. It was made clear to them not to stay up too long, however; their skills in the field would be tested starting tomorrow.

As she walked into the main hall, Patchouli really hoped somebody would recognize her rather than the other way around.

15
Approved Characters / Patchouli Breschi
« on: November 29, 2016, 08:06:41 PM »
CHARACTER

Name: Patchouli Breschi

Age: 17, born Huā 12

Species and Gender: Female Porcupine Faunus

Symbol: A purple version of that ball Sonic the Hedgehog curls up into

Occupation: 1st Year at Shade Academy

Appearance: Patchoulli, sitting down, seems small at first glance. This is odd, as she is actually pretty tall at 202 cm. Calling her small is valid in some regard, however, as at 70 kg she is noticeably underweight. Her lavender hair is straight and tidy, reaching just past her shoulders. When not in combat, she makes no effort to keep this out of her face; in combat, a plain black hairband is all she uses. Her lightly tanned face is plain, free of marks or blemishes, mostly unremarkable besides her large, round, sky blue eyes.

Both casually and in combat, Patchouli likes to wear a silk black dress with no back or shoulders, modified for mobility. This outfit is devoid of armor except the light leather padding on her torso (for an idea of the kind of basic outfit I'm thinking of, look up Shanoa from Castlevania: Order of Ecclesia. She was my inspiration on that). On her feet are a pair of brown boots, and she has satchels on either side of her belt. The back has to be open because of her porcupine spines that cover much of this area and flare up when she feels threatened, flustered, or otherwise surprised.

She also owns a stage costume reminiscent of a belly dancer. It consists of a bra and ankle-length skirt, all deep purple. Flashy hip scarf optional.

History: Patchouli grew up in a small community of faunus in Vacuo. Though she didn't have many friends, she was typically well liked by anyone who did know her and was content with her life. Growing up, she never much liked to go outside. Instead, she would focus on a number of hobbies ranging from sewing to painting to video gaming- really anything she could learn to do. When other kids wanted to hang out with the family, Patchouli's two older brothers would often have to explain on her behalf. "Yeah, she'll stay in again," they would say. "She's gotta be the whitest thing in Vacuo, eh?" they would add as a well-intentioned joke.

While Patchouli herself saw the humor in these jokes, her mother very much did not. As Patchouli's brothers continued to make fun of her reserved nature, her mother kept scolding them and believing that Patchouli would come out of her shell eventually. When she never did, her mother finally decided to step in and make her take on a more active, more social hobby.

At age 13, Patchouli's mom forced her to become an amateur variety stage performer for the local community. Acts were very short, none running for more than ten minutes. Any given fortnight, Patchouli's performance could be anything. Dances, comedy sketches, and reenactments of classic fables were all popular. Initially, as she stumbled and mumbled her way through embarrassment after embarrassment, Patchouli hated the performances and resented her mother for putting her through them. The first three months of her stage career, family and friends could swear she had altogether forgotten how to smile.

Then one day, before a performance, an older girl who also performed at the community theater asked Patchouli for help braiding her hair. Patchouli was taken aback by the request, but didn't dare refuse. A chance to be helpful to the successful performers she so admired was not something she was going to pass up. Patchouli worked her hands through the girl's hair with envy in her eyes when a strange feeling washed over her. By the time she was done, she felt like a totally different person. The girls went on stage right after that, and for the first time in her life, Patchouli gave a graceful, confident performance.

Confused and exhilarated by what had happened, Patchouli decided to put much more effort into her practices and performances from that day forward. She spent at least an hour each day outside practicing, and over time gained great physical endurance... and a nice tan. With this newfound motivation, she was able to become a decent performer even without any aura nonsense.

When Patchouli was 15, her theater put on a skit showing the early days of mankind, when the cities weren't founded and the Grimm ran wild. She played an early huntress in this skit, and considered it her most enjoyable performance yet. The research involved with getting her performance just right had sparked a new interest and reverence in the huntsmen of Remnant, and she decided that she would be the first huntress of the Breschi family line.

Seeing as it was already too late to join Oasis, Patchouli spent the next two years preparing for the Shade entrance exam. She added combat training to her outdoor practices, finding a style that was good for her. She added studying, both Grimm studies and aura studies, to her indoor hobbies. When finally she turned 17, she was ready.

And then the test happened and here we are.

Personality: Patchouli could best be described as reserved yet determined. She prefers to keep to herself, only engaging in activities with others if they ask her to and she has no excuse to get out of it. In that case, she'll humor them just to be nice. To Patchouli, being shy is the biggest character flaw she could possibly have. This problem was only made worse by the discovery of her semblance, which essentially made it so she would become more versatile by meeting and getting to know more people. As a result of being so down on herself, Patchouli gets envious very easily.

Her outlook isn't all bad, though! Seeing other people succeed, watching people get along and have fun, and even directly experiencing what it's like to have a personality other than her own has given Patchouli a determination to improve her faults, or at least to find her strengths. She takes her studies very seriously, is always trying to be more outgoing, and is learning to believe in herself more. Progress so far has been... well, she's able to set her feelings of inadequacy aside at least, though wishes to one day stop feeling them altogether.

Aura and Semblance: Patchouli's aura color is Lavender.

Her semblance is to mimic what she thinks another person is like. When Patchouli's aura touches another person, she can choose to briefly (10 minutes) convince herself that she is that person. Her aura will change color to match the person she's acting like. Her personality will change to whatever she thinks they're like (but will not mimic personality quirks she's not aware of). Most crucially, she will gain the ability to mimic the motions of any action she's observed them performing perfectly, as though it were muscle memory.

What is not copied is the person's semblance, equipment, and physical capabilities. Since she can't actually change back manually, she may actually find herself convinced she can take actions she can't (such as lifting gigantic objects or using another semblance)... and embarrassing herself in the process. On the bright side, she would probably change back, as anything that occurs and is inconsistent with her image of the copied individual will force the semblance to shut down. This includes her spines flaring up, so don't startle her.

Allowing herself to totally switch personalities is mentally taxing for Patchouli, though it isn't physically exhausting. It is not recommended she use this ability any more than once per hour, as further mental stress could cause her to pass out.

Combat Behavior: Patchouli's style is based on careful deliberation. She prefers to stay at mid range if any of her allies can take the front. Patchouli knows that her needles are weak compared to a sword or a hammer, but the strength of them lies in their small size and quick use. A throw from her is likely to burrow into one's weak points, and the needles themselves stay buried in the flesh until removed by hand. Against large Grimm, she relies on the needles getting lodged deeper into the flesh by various impacts throughout the fight, causing potentially major damage.

If forced to fight at close range, the claws come out. She focuses on making her attacks count as a misstep could mean breaking her needles and being left defenseless. She ultimately wants to get the momentum going in her favor by staying quick on her feet and getting a few scratches in early.

Her spines actually do provide somewhat of a situational natural advantage. Some timid people and smaller Grimm are actually too intimidated to attack her from behind, giving her an edge against attackers who perhaps aren't prepared to face her head-on.

WEAPON

Name: Ninja Needle Things

Primary Form: Needles. Presumably used by ninjas, though nobody's quite sure. These points are small and incredibly sharp, able to be used in a variety of different ways. They are primarily intended as a throwing weapon, which is why Patchouli carries so many of them. For precision and power she can throw one at a time, but a handful of five can be thrown in a fan for quick damage. Alternatively, she can take several of these needles between her fingers and use them as a sort of claw weapon. They are surprisingly durable but will break under pressure if used in a really stupid way, like attempting to block a huntsman's weapon mid swing.

Secondary Form: In a separate, smaller pouch on her right side, Patchouli keeps ten needles seemingly identical to the normal set. However, these needles contain a special chemical that can relax a one's body and render an extremity useless. The poison is weak and will only continue to be effective for as long as the needle remains in the flesh, and due to the localized effect it is very possible for a victim to remove the needle themselves without trouble.

History: Something she found in a manga she once read. Never could she find information on the real world equivalent within the libraries of her community, so she made up everything based on how she thinks they should work.


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