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Messages - Skylia

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1
WiP Characters / Re: Ignis
« on: August 20, 2017, 11:36:54 AM »
Moved out of MIA on 8/20/2017.

2
WiP Characters / Re: Malina Nahualli - Huntress
« on: June 10, 2017, 11:21:00 AM »
So far, I've noticed one extremely problematic thing with this profile. I don't know how anyone could even think of making this public without considering what you didn't.

Quote
Goodnight Kiss: Able to knock out someone for up to an hour.

The name Goodnight Kiss implies that the target would be laying down for a good nights worth of sleep. However, they're only knocked out for up to an hour with this variation of venom. Are you a fucking madlad? I think I can speak for the entire approval team when I say messing with an opponent's sleep schedule AND having a deceptive poison name like that is a little too much. I suggest you change the name to properly reflect the nature of the ability. Something along the lines of "You-Have-To-Wake-Up-At-5-For-Combat-Training-But-Oh-Well-Fuck-Your-Sleep-Schedule-Amirite". This is honestly a newbie mistake, and I thought you would have yielded better results considering your amount of time here. Smh, tbh.

3
Approved Characters / Re: Tina Allan
« on: June 03, 2017, 01:35:54 PM »
Re-approved.

4
Approved Characters / Re: Tina Allan
« on: June 02, 2017, 05:57:46 PM »
Spoiler: Profile pre-editing • show
CHARACTER

Name: Tina Allan

Age: 17

Species and Gender: Human Female

Symbol:  A platinum-colored bold crosshair

Occupation: First Year Beacon student

Appearance: Tina is around 5 ft 1 inch in height with a slim, but not entirely slender body. She has long, brown hair, normally tied up in a ponytail with a pin with her symbol on it, and she has platinum eyes, inherited from her mother. She has pale, slightly tanned skin and tends to wear a delonix-colored bracelet around her right wrist. Apart from the school uniform, which Tina doesn't wear all that often, she has a cross between girly and tomboyish, mostly tomboyish, clothing which she likes to wear. Her favourite outfit is a silver sleeveless T-shirt with a modified, lower neckline and a tank top which she wears over said T-shirt, left unbuttoned, or a simple, cute blouse. She also wears smooth blue jeans, which is swapped for a black and silver "combat skirt" when she fights. She dislikes high heels, preferring sneakers and even sandals before wearing heels. She wears two criss-crossing leather belts, to which she has 2 holsters attached. There are also several ammo loops on the belt. She sometimes wears single-rimmed glasses.

History: Tina grew up in the cities of Vale, surrounded by peaceful citizens and raised by a loving pair of parents, one being a solo Huntsman (her father) and the other being a well-off clothes storeowner(her mother). Growing up, Tina had little trouble befall her and lived a normal girl's life, with one exception: She showed little interest in what normal girls did (which was group up and gossip) and instead spent her time reading and playing FPS games. This was because of her father's influence, much to her mother's dismay. Still, she went with Tina's wishes as much as she could, only insisting that she keep up her studies. Due to her obsession with video games and reading, Tina never learned how to properly socialise, and instead preferred to chat with people online. She also developed a natural instinct for the trigger, and from her video games, improved her reflexes. With this addiction to video games also came a desire to actually be good at shooting things, and after much begging from Tina, her father relented and brought her to a shooting range, where she started learning the proper way to handle firearms, and after some time, became proficient with small sidearms like pistols and revolvers. However, her frail frame never grasped the way to use anything heavier, not even a SMG.
One day, her father received a mission to protect a small village just outside the main cities, and so after bidding Tina and her mother goodbye, he set off. To this day, Tina has never seen him again. At first, Tina was distraught after her father didn't return in the time she expected, fully expecting her father to be dead, killed by Grimm. However, during a period in which Tina was mourning her "lost" father, she received a unnamed package in the mail. Inside were blueprints for something Tina didn't recognise, plus a short note from someone that Tina instantly recognised as her father's handwriting.
"My beloved Tina:
I know you must be worried about me. But do not fear, I just need to deal with several things. One day, I will see you again. In the meanwhile, here's something to keep you occupied. I know you'll like it.
Love, Dad"
Tina brought the package to her mother, who nearly fainted at the news that her husband was still alive. After a bit of rejoicing, Tina brought the blueprints round to the local blacksmith, who got her the parts she needed to create what Tina named Sunrise and Nightfall, her dual revolvers, and enrolled at Signal Academy. Now, after passing Signal with above average exam results with the intention of joining Beacon, becoming a Huntress, and finding her long-lost father, Tina is ready to forge her own path, by gunfire if necessary.

Personality: Tina is a shy yet cheerful girl, with her father instilling several of his hobbies into Tina before he left. Despite her lack of interest in very girly clothing, she wears minimal makeup and makes an effort to touch it up whenever possible. She is an avid reader of science-fiction, and equally loves video games, resulting in her interest in sci-fi. However, this also caused socialising to be a problem for Tina, and thus she is shy around strangers, and prefers to be left alone at social events. However, she is more than willing to talk to people about topics she likes, and she is open and likeable to people she is friends with. She likes to make references to video games and books, often confusing people that don't know what she is talking about. Due to her constant playing of FPS shooters, she has a natural tendency for the trigger, and as a result has improved reflexes from playing so much. As well as that, she has trained in a shooting range since she was young, and as such has actual experience to back this up.

Aura and Semblance: Tina's aura is platinum colored, and she has an average amount of aura. She is especially talented in using her aura to detect nearby Aura users, but is less good at using her aura for other purposes. This may be because of her Semblance, which is Seismic Sense. When using her Semblance, Tina sends a shockwave of Aura through her right leg, through her foot and into the ground, where it travels through the ground, resonating against any moving object and bringing the exact location back to Tina. This shockwave can go up to 20 meters in any direction, passing through walls and solid objects, and CAN detect Grimm, since it is detecting moving objects and not Aura. However, Seismic Sense cannot detect anything in the air, no matter how close they are to the ground. Tina can further focus her mind and extend this range to 30 meters. However, this requires her to close her eyes and stand still. She also cannot use Seismic Sense if her right leg is suspended in the air. Tina can use Seismic Sense once every 15 seconds without significant stress.

Combat Behavior: Tina takes the role of a gunslinger, preferring to engage foes at medium range, and able to provide covering fire for any allies when fighting Grimm. Tina is much less skilled in close-range combat than she is in long-range, and thus prefers to retreat rather than fight if being engaged by a swordsman. Due to her semblance, she prefers to stay on the ground, where she is able to sense foes around her, and force them out into the open, where she can shoot them down. She is not particularly strong, and easily overwhelmed if disarmed, but she is more than capable of holding a defensive position on her own, even if outnumbered, due to her accurate aim. If forced into close-range combat, Tina mostly stores away Sunrise, her sword, and fights with Nightfall, her rapier. Despite having weapons that transform to dual swords, she has spent almost all of her time training her aim, and has little experience at sword-fighting. She only knows the basics of dual-sword combat, and thus does not use both swords often.

WEAPON

Names: Sunrise and Nightfall

Primary Form: Sunrise and Nightfall are two revolvers that Tina created by herself, with help from her father's blueprints, and the local smith. In their revolver form, Sunrise and Nightfall are almost exactly the same, apart from the color scheme and a few dimensions: Sunrise is whitish-gold and Nightfall is purple-black. The body is comprised of a 6-shot revolving chamber, with a angled handle and trigger underneath. The handle further extends into a oval pommel, which goes under and ends at Tina's wrist. A hammer mechanism is on top of the chamber, and a gilded, thin barrel extends outwards, around 15 cm long. On the top and bottom of the barrel are a pair of metal eagles, wings extended backward and head forward. Both Sunrise and Nightfall hold up to 12 shots before requiring a reload, and they are loaded with Dust rounds, equivalent to .357 Magnum rounds. Both revolvers have an effective range of around 40 meters, and two shots are capable of crippling a Beowolf Grimm.
(Design concept: http://img15.deviantart.net/6ecb/i/2015/113/d/c/argent_peacemaker_spiral_knights_by_bloomy_chan-d8qrvt0.jpg)

Secondary Form: Sunrise and Nightfall may have the same revolver design, but vastly different modes. In Sunrise's sword form, the handle shifts backward on a sliding mechanism and rotates to the back of the revolving chamber, while the pommel also straightens up and forms a classic sword handle, with the chamber as the base of the blade. The two eagles slide down the barrel and line up with the chamber, while the eagle wings lift up and form the edgeguard of the blade. Along the gilded barrel, edges of tempered steel emerge from hidden gaps, and protrude to around 4 cm, creating a gladius sword. However, there is no tip to the gladius, which makes it ineffective at doing any poke damage. The firing mechanism does not work, either. It does do "swish swish stab" well, though.

Secondary Weapon/Form: Nightfall's revolver form is the exact same as Sunrise's, but it's sword form is again, different. Nightfall's barrel is longer than Sunrise's, but not as thick.  As with Sunrise, Nightfall starts it's transformation by swivelling it's handle and pommel to the back of the chamber. However, after sliding the eagles down the barrel to the chamber, the eagles split into 2, forming 4 half-eagles around the chamber, like the prongs on Myrtenaster. The eagle wings do not lift up. From the barrel, a long, sharp rod of tempered steel extends, forming a rapier around 2/3rds the length of Myrtenaster. Tina knew that she wasn't strong enough to wield a proper rapier for an extended period of time, so she opted to shorten the blade in exchange for a longer time in which she could wield the weapon.

Dust Functions: In their sword form, Sunrise and Nightfall don't use dust. However, in revolver form, Sunrise and Nightfall can use Dust infused rounds to further their capabilities:
Fire Dust:Both revolvers fire flaming bullets, which do extra damage.
Ice Dust:Both revolvers fire icy bullets, which create small ice shards on contact, that further shatter into fragments, acting as miniature frag bullets.
Electric Dust:Both revolvers fire electric-charged bullets, which do tiny amounts of paralysis which stack up gradually. One shot is like hitting your funny bone lightly.
Gravity/Kinetic Dust:Both revolvers fire bullets that are affected less by wind resistance and gravitational pull, making them faster, and have slightly higher pierce.

History: The origin of these revolvers came from one of Tina's father's blueprints that he left behind, with a mysterious OOO emblem on them. Tina then, with much trial and error, managed to recreate the design.
(If anyone gets the reference, credit to them)

5
Approved Characters / Re: Acero Walker
« on: June 02, 2017, 05:16:01 PM »
Spoiler: Profile pre-editing • show


Name: Acero Walker

Age: 21

Gender: Male

Species: Human

Occupation: 4th year student from Beacon Academy. Used to attend Atlas Academy

Appearance: (This is gonna be kind of bare-bones) Stands at about 5'9", weighs 175 lbs. (mostly in muscle), and has an toned, muscular build. Has a cybernetic left eye and arm due to the actual ones being damaged beyond repair in a futile fight against a horde of Grimm during his 3rd year. He also has a cybernetic lower jaw (similar to Raiden from MGSRR). The prosthetics are only about 1.2x stronger than his original parts, and his left eye can see stuff a lot better than his right one. He has multiple scars, including a Zuko like burn mark on the left side of his face. His hair is black and short. His eyes are red, and smaller than average and his eyebrows are solid, but separate at the ends farthest from the middle. When not in uniform, he wears a red T-Shirt that has a giant peace sign on the front, somewhat baggy black and white sweatpants, and red and grey shoes. When being deployed on a mission, he puts white and gold plating over his casual clothes (original I know).

Ref. Images (I don't own these)

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History: This is gonna suck and I'm sorry

Spoiler: show
Acero was born and raised in the kingdom of Atlas. For most of his life, he lived a quiet, albeit dull life. Ever since he was young, he would go to school, train, go home, rest, and repeat. His parents werenít home very much due to them being on various archaeological trips, so the only people he could talk to were his older, very talkative sister, Talim, and their Faunus babysitter, Juno. Juno was a retired huntress that had come to know the Walkers by escorting them through various Grimm infested areas and ruins. She was a wolf Faunus that cared deeply for Faunus rights and was even a White Fang member when it first formed--she left when it started getting violent. Talim--who was 2 years older than Acero--talked about any topic she could think of whenever she could find an opportunity to, and Juno and Acero listened intently, but didnít talk unless Talim stopped to catch her breath. Acero and Talim treated Juno with great respect and grew up with hatred for those who take advantage of Faunus, even starting fights because of it. This behavior carried on until they got severely punished by their parents and teachers. Acero had never done anything notable in his life--except beating up Faunus haters--until he got to Atlas Academy. He spent three years there, being trained and taught by both his professors and Juno. Acero found his weapon, Solar Centurion, his second year and started to unlock his semblance at the same time. Acero worked for a postal service when he wasnít in school and started to save up money when he could, as he wanted to move to Beacon to avoid going into the military. Talim didnít like his decision, but respected it, as she knew that the military wasnít for everyone.

One day during his third year, Aceroís parents never came home weeks after their supposed arrival date. They were later found buried in the snow, 10 miles away from their dig site, along with the hunter that was protecting them. Their bodies had been torn apart by the Grimm, with the only discernible features being their clothing and their faces.  Acero and Talim mourned the deaths of their parents. Juno also mourned their deaths, and helped the two siblings bury their parents. The three found the dead coupleís will and inheritance letter hidden in the house. The letter stated that Acero and Talim would split their fortune, and Juno would keep their house and its belongings, along with any artifacts that the Walkers found and kept on their journies. These included various weapons, armors, and valuable trinkets. Juno sold most of it to a museum, which allowed her to live the rest of her life in peace. Talim took two unique talwar swords with her as she left for the military. Acero went back to school pretty depressed, and anything his former team did to cheer him up failed.

Before he left for Vale, Acero asked his team if they could hunt the Grimm that killed his parents. They agreed and made a 2 day journey to the dig site. The Grimm ended up overwhelming the 3rd years and they were all badly injured, Acero being in the worst condition due to fending off a horde of Grimm to save his friends. Acero woke up a week later and was in a hospital. He couldnít feel his left arm or see out of his left eye, but there was a feeling of cold metal touching his neck and upper jaw. His lower jaw, left eye and arm couldn't have been saved and were amputated as a result. Talim and Juno were crying as he looked at his new appearance, but Acero said nothing and looked at his remaining arm with a sense of determination. He looked at his caretakers and yelled at them to shut up and stop crying. This made the crying worse and he sighed deeply. The doctor came in and asked Acero if he would interested in prosthetic replacement parts. Acero nodded and signed off on the paperwork. Juno would would pay for these new limbs and the surgery about a month later. After about 2 weeks of recovery, Acero came back and finished his third year at Atlas. A week after school ended, Acero said goodbye to his friends and family as he left for Beacon Academy.


Personality: Despite the hardships he experienced, Acero is a very laid-back--albeit lazy--and caring person. He's not really one for school (he never tries hard in any of his classes, he just learns what he can and sticks with it, although he does study when he needs to pass a class) or conversation, but when he's with his team, he opens up and gives orders freely and confidently, something his team appreciates, but also gets fed up with from time to time. His hobbies include playing video games, listening to music, photography, boxing, and weightlifting.

Semblance: Flowmotion -- Acero can fluidly move around on both land and air. This allows him to perform feats such as kicking off almost any surface, air dash, swinging around lampposts, grinding along rails, and battling enemies with speed and style. Basically using his environment to his advantage. Acero doesnít move super fast, but he can keep up with speedier opponents (not Tyrian or Qrow kind of speed mind you) and outspeed and outmaneuver slower opponents. Acero can only air dash/wall jump a total of 8 times before needing to rest a bit.

Examples:

Spoiler: show


Spoiler: show


Acero can only use his semblance when the terrain calls for it, meaning if heís in an open field or desert, he loses a little maneuverability due to the loss of wall running/jumping, and can get overpowered by fast opponents due to his semblance excelling in tight places. It also takes a lot of accuracy and energy to pull off very complex maneuvers in a battle, which means if he messes up just a little, it could cost him. Due to having years of practice, he doesnít have to worry about his accuracy or energy too much, but the threat of messing up or running out of steam is still constant while he fights. If Acero goes 100%, he can fight for about 6 minutes. If he goes 75%, he can fight for about 8 minutes and so on.

(Taken from the Power Listing Wiki: http://powerlisting.wikia.com/wiki/Flowmotion)

Combat Behavior: Due to the nature of his semblance and his lack of a ranged weapon, Acero favors a hit and run fighting style, using the environment and his to outmaneuver his foes. He mixes all of his weapon transformation into his fighting style, blocking all kinds of attacks and getting in some of his own. This makes him a formidable foe to both groups and individuals, as it is hard to predict what form he'll use if you fight him for the first time. Acero also fights with a sense of chivalry and honor--asking for his foe's name, and even bowing to them in respect.

Acero is always cautious when fighting an enemy, in fear that he might be ambushed. This causes him to only give 75% of his max power when fighting, as he is afraid that someone else might appear. If this does happen, Acero will either retreat to a place where he can fight better, or he will go all out in an attempt to defeat his previous foe so that he can focus on the new one.

Due to his melee only fighting style, Acero can be kited very easily by swift ranged opponents, especially in an open environment like a desert or field. When this happens, Acero will play it safe and will either wait for his team to finish off their opponents, or he will simply use his weapons tertiary form to deflect the bullets and wait for the shooter to run out of ammo.

WEAPON

Name:
Solar Centurion - A transformable sword that lacks any ranged component

Primary Form: Greatsword Form - The basic form of the weapon, there are two holes in the sword near the top and bottom. There's a button on the hilt that allows it to split in half into its quicker form. The sword is orange and red.

Secondary Form: Dual Swords Form - After pressing the button on the hilt, the sword can be split in half. This form doesn't hit as hard as the greatsword, but they quicken the users attacks, allowing him to keep up with fast foes. There is a mechanism on the bottom of each swords hilt that lets them link up to each other to form a Polearm.

Tertiary Form: Polearm Form - This form allows the user to clear waves of weak enemies and can also be used to deflect bullets and other projectiles of reasonable size i.e. arrows, small to medium sized rocks, etc.

Ref. Pic:

Spoiler: show


History: Before, Acero only had a basic sword and shield when he attended Atlas Academy. Aceroís parents refused to pay outrageous prices for Atlas sanctioned weaponry, so they gave Acero his great grandfather's sword and shield and promised him that they would get him better equipment, but never did. While on a class field trip to some grimm infested ruins in the snowy Solitas mountains, Acero found the weapon that would later be named Solar Centurion in an old, yet untouched tomb. The tomb was guarded by several Ursasí and Geists--who possessed suits of armor to attack. Acero managed to overpower them with his semblance--which at this time hadnít fully developed yet because it was his 2nd year. With all of the enemies defeated, Acero picked up the weapon and felt an unfamiliar, yet kind warmth fill him, as if the weapon was congratulating him on his victory. Acero gave his handme downs back to his parents and kept his new partner close to him at all times. He named it Solar Centurion the day after he got back from the field trip and has proudly wielded it since then.]

6
Getting a nice look at the slot machine that had decided her fate, Lucina would give a huge sigh that would show how, exactly, she felt about the lava portion of the arena. Not having too much time to waste lollygagging around, Lucina would quickly inspect the environment around her. Noting the mass expanse of trees, she would be slightly less annoyed about the lava, since it was mainly restricted to the center of the arena. Thinking to herself, Lucina would attempt to conjure up some kind of plan to spout off before they were noticed. "With Belle here, we can snipe cucks who are too dumb to catch her. But what the fuck do I do, exactly?"

Being snapped out of her 'muse-fest' by Isabelle's general plan, Lucina would agree for the most part; especially with the "try not to get hit" part. Giving off a confused look, Lucina would reply by inquisitively saying "Yeah, I...guess I'll try that?" Noting that her leader didn't even have a plan for her, she began to walk at a somewhat steady pace towards Isabelle in an attempt to get in front of her just in case she might need to defend from an ambush. She would need to come up with something other than "hit the enemy and don't be hit" very fast.

7
If you're referring to your currently approved character, then I'd just like to mention that approved characters aren't moved to The MiA section even if you leave. However, if you had a character in creation, I don't know where that profile is and should have been moved to the MiA section. Also, you don't need to re-apply at all with any characters that were approved. If you had one in the approval process, just leave a reply stating that you're back and we'll get it moved to the appropriate location.

I'm pretty sure I can speak for pretty much everyone on the board when I say that we won't tell you to leave because your presence might be iffy. We realize that real life takes precedence, and you're welcome to come and go as you please. So, don't hesitate to get right back into it; and welcome back!

8
General Discussion / Re: RWBYFanon's 3rd Gladiatorial Games!
« on: May 11, 2017, 04:44:56 PM »
Hey internet weebs and nerds. I made you the character you wanted. -CC

Name: Weak-Elf-Fucker
Race n' gender: Male elf
Equipment:
Silver 2h sword-84 pts
Leather armor-12 pts
Leather gloves-4 pts
Leather high boots-5 pts
Copper helm-15 pts
Skills:
Skilled swordsman-50 pts
Adequate dofger-15 pts
Skilled fighter-30 pts
Novice armor user-2 pts
Pts remaining: 3
Backstory: "Look at how weak and pathetic I am, I can barely hold up this phat sword"

9
MiA Characters / Re: Rufus Stern
« on: May 09, 2017, 10:27:08 AM »
Moved to MiA on 05/09/2017.

10
General Discussion / Re: RWBYFanon's 3rd Gladiatorial Games!
« on: May 02, 2017, 05:24:15 PM »
Name: Arryn Kase

Race & Gender: Hooman Gril (210)

Equipment:
Platinum Daggerx2 - 128

Skills:
Skilled Knife Kid - 50
Competent Dooger - 30

Leftover shit: 2

History: The knife is affectionately referred to as Stabby, and there's now two of them for some reason. She'll also probably need a scorpion doctor to replace her other eye after this.

11
Character Creation / Re: Declan Davitt
« on: April 20, 2017, 12:56:39 PM »
What the fuck? I thought this boyo ascended to heaven to become a sacred meme. I do not approve of this. Absolutely positively 100% denied.

12
Approved Characters / Re: Razzmatazz Gele
« on: April 18, 2017, 11:47:48 AM »
Spoiler: pre-edit • show
CHARACTER

Name: Razzmatazz Gele

Theme: StylipS - Study x Study
 
Age: 17
 
Species and Gender: Male Human
 
Symbol:
SPOILER: SHOW

 
Occupation: First year (?) Student at Beacon
 
Appearance: Razz stands at 165 cm in height, weighing 61 kg, with a decent bit of muscle definition, though not too much, as he relies more on agility for fighting.
 
Razzmatazz has bright green eyes and close-cut, pink hair. Razz usually has an earring in his left ear, varying from a simple metal studs to hoops encrusted with jewels, a gift from his cousin.
Razz speaks with a slightly high-pitched, almost feminine sounding voice, along with his looks making it hard for some to take him all that seriously.
 
Along with his school uniform, Razz has two outfits he regularly wears.
 
The first is his casual attire, consisting of a white tank top, bright pink zip-up leather jacket, plain white pants and pink sneakers. On sunnier days he might accessorize with pink-tinted sunglasses in white frames.
 
His combat attire consists of a pink breastplate over a white shirt, a white cloak with his symbol flowing behind him. He wears pink pads over his shoulders and knees, and has pink leather vambraces with little metal studs on them. He wears the same pants and shoes as he does normally, and has a strap on his thigh for Rozhe Orchideya.
 
History: Razzmatazz was born and raised in Vale, his mother, Viola Bloom, a shopkeeper and his father, Brim Gele, a mercenary huntsman. From a very young age, his parents tried to keep him off the path of any sort of violence, hoping for him to become a regular inhabitant of Vale like his mother, nowhere near the dangers of being a huntsman.
 
And yet the boy admired his father greatly, considering those who fought the grimm to be heroes. Despite his parents' initial objections, Razz joined Signal academy, where he crafted Rozhe Orchideya and studied for four years.
His father went missing during Razz' third year of study, and is currently presumed dead by most, including his mother Viola. Despite this, Razz still believes his father is alive somewhere, though the odds are heavily against that.
 
Upon finishing his studies at Signal, Razz transferred to Beacon with somewhat outstanding results in combat tests, while just barely passing for sufficient academical scores. He now hopes to finish Beacon, become a huntsman himself and find his father, as he wishes to see him proud of his son.
 
Personality: Razzmatazz is a very outgoing, chirpy individual. He tries to limit infighting and arguing to a minimum, opting to be friends with everyone he meets.
 
He doesn't have too many inhibitions as such, almost seeming shameless at times.
 
Razz might even seem childish at times, even convincingly enough to pass as younger than he is, his voice and soft-ish facial features being of help in that regard.
 
He sometimes gets a bit upset when he isn't taken as seriously as he would like. But, while he might give a pout and a scoff, he still doesn't hold a grudge on anyone. He's practically incapable of doing so.
 
Aura and Semblance: Razz has an average-strength, bright-pink aura that doesn't really ever change much in color. It can sometimes be seen when he uses his semblance to a greater extent.
 
Razz' semblance is light manipulation and illusion: He is capable of creating various illusionary shapes and symbols around himself to serve as a distraction, or even entertainment to onlookers. He can keep such a show up for a couple of minutes when not putting too much energy into it, but if he were to use enough energy, he could completely disorient his opponents with his show in an instant, but it would cost him most of his aura.
 
SPOILER: EXAMPLE:  ē SHOW

 
Combat Behavior: Razz likes to fight most things pretty much head-on, but opting for lots of dodging and weaving around. He mostly uses Rozhe Orchideya in its blade form, trying to do as much damage to the target as possible before attempting a full takedown, since the last thing he wants is to be stuck with an angry grimm that didn't die.
 
When it comes to fighting people, he tries to avoid it as much as possible, but when it comes to that, he prefers to not harm them too much. If he's uncertain of how much aura his opponent has to speak of, he'll use the blunt side of his weapon just in case.
 
When it comes to ranged combat, he usually tries to do it from as far away as possible. His weapon has plenty of reach with regular bullets, after all. But when it comes to defense of some sort, meeting the opponent with firepower is a good idea in his books.
 
 
WEAPON
 
Name: Rozhe Orchideya
 
Primary Form: A pink metal bat, 60 cm in length and 8 cm in diameter. There isn't much to it, except for tiny, yet noticeable latches around it. Essentially, a storage form for the weapon.
 
Secondary Form: Once swung with enough force, the weapon transforms, the latches disconnecting and parts of the bat sliding down along a hollow metal tube previously hidden inside the weapon. The parts that slid down the tube form a cross-guard at the bottom. On the side of the tube facing away from the wielder, a blade extends from the pommel, reaching 80 cm in total length.Dust-filled cartridges can be inserted into the tube to empower the blade. From the bottom of the pommel, a button now protrudes out.
The weapon can be transformed back into it's primary form by applying upwards force on the cross-guard, sliding it back into place. As this is done, the rest of the weapon returns to its previous state as well.
 
Tertiary Form: Upon pressing the button at the bottom of the pommel, the weapon transforms into its tertiary form. The metal tube extends further, past the blade, forming a barrel a meter in length. The cross-guard shifts to the side and a trigger props out of it, while the pommel of the weapon transforms slightly to form the butt of the now-rifle. A small hatch now forms where the tube previously connected to the cross-guard, allowing the wielder to insert bullets or dust cartridges.
By grasping the butt of the rifle and swinging the weapon, it transforms back into its sword-like state, similarly to how it transforms from it's primary form to its secondary.
 
Dust Functions: In its secondary form, dust cartridges can be placed into the tube to give the blade various powers. Razz most often uses fire-based dust for this, though he sometimes uses ice as well.
 
In its tertiary form, dust functions similarly, launching bursts of energy from the dust at the opponent, the size of the cartridges Razz uses allowing for about 6 shots per cartridge. While powerful, dust isn't as accurate as a regular bullet over long distances.
 
History: Razz made the very basis of Rozhe Orchideya during his first year in Signal, calling it simply 'Rozhe' at the time. The weapon was functionally no more than a club. During the second half of the year, he started work on adding a blade to the weapon, initially making a collapsible dagger. He assembled the weapon piece by piece as time went on, and on his third year of study at Signal, after his father went missing, he finished it with the addition of the tertiary form, calling it 'Rozhe Orchideya', after his grandmother, Orchid Gele.

13
The Vale Region / Re: The Legendary Alliance [ALIA] [Closed]
« on: March 20, 2017, 06:41:40 PM »
Maintaining a good pace, Lucina would attempt to keep up with her teammates as they walked through the snow-covered forest. Despite slowly getting colder, she was doing pretty well for herself, considering it's been a social mission so far. Although, when the time would come, Lucina would be ready to beat up those pesky Grimm or idiots who would attack three "powerful" huntresses-in-training. Still walking, Lucina would try and keep the conversation alive and well, considering the walk would be pretty awkward otherwise.

"I could beat people up in a video game while in class, I guess. But that's no fun compared to this shit!" Not really having anything to bring up other than a comment on Isabelle's previous dialogue, Lucina would kind of kill the thing she intended to keep alive.

14
WiP Characters / Re: Momo Matsumoto
« on: March 12, 2017, 06:26:55 PM »
Look, bub. I genuinely don't see why you ask for advice and say you've received no recommendations when you most definitely have. Just...make the appropriate changes instead of actually doing nothing or ADDING things that had nothing to do with what people are saying. You received the "hurtful things" due to the sheer amount of annoyance you've caused the staff. As someone who has been in your position and has greatly progressed: listen to advice, don't blatantly lie, and don't play the victim card. You're only digging your own grave when you do this shit. Honestly, we can all be nice and give good criticism, but it's extremely infuriating when our advice isn't even heeded. So, why waste the time? I can only hope you actually take this advice instead of complaining or reporting this (that won't get you anywhere anyways).
                                                                                              ~Sky

15
Approved Characters / Re: Juno Vert
« on: February 23, 2017, 12:38:43 PM »
Re-approved.

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