Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Glow

Pages: [1]
1
The Vale Region / The Lonely Road [Shard INC] [Closed]
« on: January 04, 2017, 12:28:13 PM »
Each of the accepted participants received a replying message.

'To whom it may concern,

Thank you for your offer in protecting the shipment taking place three days from now. After careful consideration, you were selected to assist in the transport of the supplies to Treehollow, a town outside of the main city walls with several day's travel to the location. The preferred deadline for the shipment is three days, but as long as it arrives at its destination payment will still be granted.

You will be working with a group of Shard Incorporated-employed guards, five in number, who will be manning an armoured jeep in front of the truck, which will be driven by two direct employees of the company's Vale Division. Please attempt to avoid any confrontation if possible.

The transport will stop every night for several hours, allowing for four to six hours sleep. Return transport will be provided the day after arrival at Treehollow.

You will be paid double average wage for each day of travel, with a bonus offered of several hundred lien if the transport arrives on time; we hope this will encourage further cooperation with the company as we extend our hands out to up-and-coming hunters and huntresses to form a long-lasting working relationship.

Your team is made up as follows:
- Michael Vaktar, first year.
- Juno Vert, first year.
- Revya Vermillion, second year.
- Running Brook Sienna, fourth year.

As such, Running Brook Sienna is given operational command. The convoy will be starting from a warehouse just within the walls of Vale, coordinates enclosed within this message.

Our thanks,

Shard Incorporated.'

1 attachment: warehouse24.cor

-------------------------------------------------------------------------------------------------------------------

The warehouse was located in a somewhat run-down area; while at first consideration this may have appeared odd, it provided the company with an inconspicuous area to temporarily store outgoing shipments before their convoys began. While traffic was relatively thick in the area, there was far fewer pedestrians; after all, it was a rather industrial location, with row after row of offices and storage areas. Access to the building, rather than entry through the main entrance, was provided by a staircase leading up to a side-door that allowed for pedestrian access.

Inside the building itself was a vaguely comfortable lounge area, consisting of two beaten-down sofas and a small TV currently being flipped from a rewatch of the Vytal Festival to a cooking show as two of the employed soldiers fought over their preferred channels. the other two looked on in amusement, in between teasing the more timid employee of the company.

Their leader, a surprisingly thin man wearing what could only be described as a cowboy hat and a clean-shaven face, was leaning against a wall at the corner of the room, talking in hushed tones to the company's representative as they waited for the hunters and huntresses to arrive. Said representative was wearing the company's staple uniform, consisting of a cut-off lab coat, underneath a lightly armoured coat to provide some semblance of protection from any threats, with his physical features not visible from the door itself. The men were generally all rather plain looking, main differences being in their facial structure rather than their uniforms or their size.

The door, left unlocked, awaited any of the students to enter.

-------------------------------------------------------------------------------------------------------------------

(OOC: Thank you all for joining the thread! Most of the details can probably be gained from the passages above, but feel free to introduce your characters to each other as you meet up and head into the warehouse itself. Post order will be decided simply by whoever posts first, going up to all 4 people then followed by a response message from myself. If you wish for any other details, simply put it ooc in your posts or PM me if you need it to decide on a course of action! Have fun, and happy hunting!)

2
Plot Zone / The Lonely Road [Shard INC] [4/4]
« on: January 03, 2017, 06:12:16 PM »
Shard Incorporated has sent out a request for student assistance on a shipment; namely, a shipment of supplies and implants being delivered to a medical center outside of the main city. Due to the delicate nature of the goods being delivered, the preferred method of travel is on foot; as such, along with their own security forces they are looking for hunter and huntress assistance for dealing with possible attacks from the Creatures of Grimm. The convoy consists of a truck and a jeep with a mounted weapon on top.
 
While the main focus of the mission is dealing with Grimm along the path, there may also be possible attacks from bandits; this goes unsaid in the actual request, and it would be up to the individual students to know about this (although it should be fairly common knowledge). Students do not have to actively fight these bandits - but neither are they discouraged from doing so.
 
The threat level is relatively low; death is rather easily avoided as long as participants aren't preposterously stupid. There are opportunities to gain preference for further Shard Incorporated threads if certain conditions are met; otherwise, it will be a simple quest. Failing the thread as a whole is improbable; however, ignoring failure there are two possible endings.
 
This thread will have four open slots - people who reply early will be given an advantage, but it's not first come first serve.
 
1: Michael Vaktar
2: Juno Vert
3: Revya Vermillion
4: Running Brook Sienna

Thread is up: http://rwby-rpg.rwbyfanon.com/index.php/topic,806.0.html

3
Approved Characters / Lynn Aubin
« on: November 06, 2016, 10:45:26 PM »
CHARACTER


Name: Lynn Aubin

Age: 32

Species and Gender: Female wolf faunus

Symbol:
Spoiler: show


Occupation: Ex-huntress / Module-003 of Shard Incorporated

Appearance: Lynn stands at 5'8 and is on the thinner side, mainly due to lost weight from her recent operation and recovery.  Her hair is a light black shade and her faunus traits, namely her wolf ears follow this theme, although featuring small tufts of white fur. She currently has somewhat pale skin, mostly due to her recovery efforts from her recent implantation operation; it is usually closer to average rather than its current shade. Her eyes are not visible beneath the black and blue-lined faceplate that replaces them for her vision, keeping if not bolstering her faunus eyesight and allowing her to see through her semblance's flames. She has a rather frail frame due to several years of inactivity coupled with the invasive implantation operation, although she is actively working to try and rebuild her previous image so she can fight more effectively.  ((OOC: The only images I could find for her general appearance do not feature her faceplate, which replaces her eyes; it's visible in her combat uniform)).

Casual Clothes:
Spoiler: show


Ignoring the temperature, Lynn can usually be found wearing a scarf of some kind as a force of habit from her more winter-y home. Her jacket usually changes in thickness but not particularly in style depending on the season, and she takes both the cold and heat quite well, one from being used to it and the other from small usage of her semblance to cool herself.


Combat Uniform:
Spoiler: show


Lynn's combat uniform is a dark grey and dark blue combat skirt along with a pair of high boots and a high-collar jacket, which she uses her semblance with practically as a defense buffer, and less practically because she thinks it looks cool.


History: Lynn had a relatively normal childhood for someone living in one of the village outskirts of Vale; a quaint, if occasionally hectic existence. She and her family lived a somewhat nomadic existence, having to move around to avoid the creatures of Grimm, eventually settling down in a small town further into the kingdom. While the village would always be home to her, she never liked how they had to feel constantly afraid of the Grimm, and sought to learn how to become a huntress from one of the local hunters. She never had much luck wielding any of the common weapons, mainly sticking to somewhat shoddy use of swordsmanship with only basic strategy and overconfidence, until her mentor sought to break it out of her by sending her alone against Grimm for the first time. Obviously, finding herself far outmatched, she fought on the edge until she realized what it would mean to properly fight and learn, awakening her semblance during the combat. With the edge that this offered her, she eventually enrolled into Beacon academy as a first year after several further years of training.

Despite her advantages, she still found herself lacking behind the other students with their mixture of both useful weapons and semblances, so she experimented with the resource she never had access to before; dust. The cost of it was simply too high to buy in the quantities necessary for combat usage, but now she had a much larger fund for said dust. She spent much of her second year learning to use the substance effectively by itself as a caster, and mixing it with her semblance for greater effects, widening her area of expertise and slowly becoming much more well-rounded. Forging Winter's Grasp during the middle of her third year to aid in the ease of use of her techniques, she started to build up a reputation for herself, graduating and returning to her home to help protect it and take the place of her old mentor. Despite her skills and weapons, though, everyone makes mistakes; hers just happened to be attempting to fend off too large of a force at once due to a refusal to know when to rest and recharge or back down. Her previous mentor had helped to fight off a Grimm attack, but with the defenses of the town weakened it came under attack by a threat that Lynn was not experienced at handling; bandits. Fearing the abandonment of the town that had finally come to act like a permanent home for the huntress, and with the disgust at people taking advantage of the Grimm attacks for their own gain, she gave it everything she had to try and hold the location. While the bandits were eventually fought off, it wasn't without consequence, with her aura falling during the battle and resulting in her taking a large cut across her face. This resulted in the loss of her eyesight and as such her forced retirement, much to her displeasure.

This changed when she received an offer from Shard Incorporated, who were testing out a new range of prosthetics for hunters and huntresses. Of course, this greatly interested Lynn, who had always wanted to return to her original occupation, and she immediately accepted. The faceplate that now covers her eyes worked perfectly, and she took advantage of this to return to her huntress career, training her skills once again and learning to use Dust to its full potential with her semblance, becoming a caster. Several years later, when they offered to provide some... 'additions' to further enhance her combat capabilities, it seemed simply logical to accept with the benefits that the first implantation had given her. Of course, that was when she was told accepting the upgrades now required her to remain in the facility for an extended period of time for analysis and rehabilitation, and despite her rather firm objections there were certain features of the implants that made her more willing to accept this argument. She is currently located with the other members of the Module project under the Vale Main Facility.

Personality: Lynn's personality to strangers is professional; calling her cold would, ironically, not be quite correct. She simply puts on a bland expression and states simply what she wants from people or her orders, not outwardly reacting to events taking place around her strongly. That's not to say she's apathetic, but rather that she prefers to save her energy and get to the point where possible. She says what needs to be said, and then tends to stay quiet unless questioned about something. If she believes she has something she can contribute to a discussion, then she'll wait for a pause before saying anything; however, aspects of her more talkative previous persona do slip through occasionally, making small remarks or even things that approach being jokes or sarcasm - although it's not exactly easy to tell.

With people who know her better, she remains to the point, but also manages to hold conversations about different topics. Lynn can be expectant of people to lead conversations unless she has started it, preferring to remark rather than to begin, although she does tend to tease her friends on occasion. In addition, she is more expressive, her face going through a greater range of emotions than 'I'm bored' to 'I'm curious'. She can even approach being flirtatious with others on occasion. She can be witty, and she is intelligent in that she can quickly adapt to different situations or topics, but she often struggles picking up advanced concepts outside of her subject areas; these being mainly related to her previous occupation (such as tracking or survival) but also edging into literature and psychology. She isn't much of a scientist.

Lynn's pastimes include reading, mostly about different huntress magazines due to nostalgia or more serious fiction books (with her guilty pleasure being superhero comic books), experimenting with dust and her semblance (sometimes even for fun, making shapes or effects with a combination of the two), tending to or looking after different animals and swimming, the latter of which she hasn't had much of a chance to do recently with her rehabilitation efforts and development by Shard Incorporated.

Aura and Semblance: Lynn's aura has a faint appearance, not showing up very vividly. It is coloured a very light blue, with wisps coming out of it like breaths in cold weather.

Frostburn: Lynn's semblance allows her to generate vivid dark-blue flames. These flames don't spread infinitely, spreading a certain amount before dying out; there may be some lingering flames left behind for a short period, however. The spread and temperature of the flames are dependent on energy and oxygen; colder temperatures require more energy input (be it raw materials or forced through usage of stamina) to fuel, and the oxygen requirement can be replaced with aura usage in a pinch. The main feature of this semblance is that these flames, rather than being exothermic, is instead endothermic; they absorb energy (this mostly being in the form of aura, but dust or more explosive sources still working) and use it to spread and rapidly lower the surrounding temperature.  Just as a touch from a real flame without protection would cause burns, these blue flames quickly inflict cold burn, otherwise known as frostbite. Lynn can generate these in large amounts at the cost of a loss in physical energy, tiring over time - due to her training with the semblance for many years, however, she is adept at using them and takes a long time to tire from raw manipulation. Creation takes more energy, but can be aided through the use of dust. Fire dust causes a greater amount of flames to be generated, at the cost of a slight increase in temperature, causing frost to appear on surfaces and frostnip, while ice dust causes flames created to be much more frigid but also created in less quantity, with its coldest temperature causing hypothermia and gradual freezing. Other forms of dust allow for more specific attacks to be created, such as lightning dust creating a brief beam of said flames rapidly moving forwards, similar to a flamethrower, or earth dust causing the ground around Lynn to freeze over with slight lingering flames. Her flames generally are cold enough to leave frost where normal flames would leave cinders, but can be greatly focused down up to a blowtorch-like effect which can immediately freeze over what it touches. The former would cause frostnip and frostbite similar to flames causing different degree burns, while the latter can be used for effects such as freezing and then proceeding to shatter part of a Grimm - any kind of freezing cannot pierce through aura, however. While frostnip and hypothermia can be caused with prolonged exposure to Frostburn, the effects of the flames are mostly kinetic with residual aftereffects when it comes to fighting people with aura, as you'd expect from a jet of flame being sent towards someone. The max range she can create flames at is twenty feet, although it is more efficient in both power and efficiency to create them directly from her body, requiring cumulatively more energy the further away it is. Her semblance with constant active use can allow her to fight for around ten to fifteen minutes of constant combat at good efficiency.

Combat Behavior: The most obvious feature of Lynn's combat style is that it isn't particularly specific - even basic swings can leave jets of coldfire after them. With the large set of limbs on her back combined with her dust patterns, she can be a threat at nearly all ranges, although she specializes at medium to close range combat. At long ranges, she'll either use basic dust patterns (raw manipulation of dust) or use focused blasts of her semblance, although both suffer from slower speeds. At medium range, her preference in combat, she will send out large swaths of her semblance using various dusts to bolster its effect, weaving in different attacks while trying to overwhelm her opponents through area denial techniques. Lynn is still getting used to subtle manipulation of her large limbs, and as such can't perform precise maneuvers with them quite yet; however, with the force behind them she doesn't particularly need to, able to simply claw forwards with fast speeds or use them as a shield, while using Winter's Grasp as an aid to her hand-to-hand combat. If needed, she can send out a small burst of dust from her gauntlets and use it for a close-range explosion to get some distance, and she has an emergency stock of dust in each for a widespread, if weak blast of her semblance as a last resort. Her large limbs, once coated with her semblance (a process that only takes a matter of seconds and some focus) can be used as additional points to cast spells or use her semblance from, being directly linked to her body. Her main weaknesses, however, are that the Reaper Module starts to wear her down from her own semblance over time, her relative inexperience in the use of the larger limbs (that's not to say they aren't a threat, but rather that if she does use them they'll be predictable if the opponent can actually manage to dodge the blows, since they only head in a straight line) and that she struggles with maneuverability, due to the large space and weight of the limbs. Since her old combat style was based on dodging, she occasionally missteps in combat as she tries to move out of the way of blows, although she is starting to get used to using the bulky claws for blocking - in high-stress situations, however, old habits die hard. This is more important of a weakness than it would otherwise be for most people trained in aura, as hers is often stretched thin over many different constant usages, meaning that if a hit does actually get through her defenses it hurts her quite badly; not particularly draining more aura than usual, but simply more of the impact going through it. In more temporary weaknesses, she is still recovering medically from the implantation process and has low stamina - she prefers to make small movements that don't require her to exert lots of energy, as she already has enough strain on her aura from use of the Reaper Module without needing to expend it to make up for her lake of stamina. This means that, while her hand-to-hand combat is still very effective, she cannot maintain it for extended periods of time, preferring to fend opponents off with her semblance, dust spells or her prosthetics.

Additional Notes: Linked to the Shard Incorporated worldbuild.


WEAPON

Name: Winter's Grasp

Primary Form: Two gauntlets, black in colour and with several small extensions leading out of the wrist and behind the elbow respectively. In terms of physical attacks, they can slightly aid in hand-to-hand combat, as you'd imagine a solid piece of metal would do. However, their main purpose is to store various levels of powdered dust within for use in two main purposes; she can cover the gauntlets in a brief coating of the respective element, or she can use the dust  to enhance her semblance, as detailed earlier. Dust is loaded into the fingertips and palm of the gauntlets through subtle but specific hand gestures, making it hard to use when precise movements are restricted, but allows for rapid changes and distribution in selected dust types. Each gauntlet can store three types of dust in reasonable quantities, with a one-use stock of fire dust that can be activated with a flick of the gauntlet for emergency measures.

Dust Functions: See above. The whole weapon is essentially designed for enhancing dust usage with the helpful side effect of providing a mean left hook, rather than the other way around.

History: Winter's Grasp has gone through several upgrades through it's lifespan; the first version only had one dust loaded at once, the next could contain three and the final upgrade both linked it to her other weapon for dust enhancement of the Reaper Module and gave it the emergency supply for tense situations.


Name: Module-003 'Doorknocker'

Primary Form: A set of imposing interlocking rings connected to her back and shoulders, and a matching pair of large, hollow, claw-like prosthetics. Using similar theory in how aura anchors can store aura, the Reaper Module allows for a person's semblance to 'stick' to their aura instead of immediately dissipating. This would likely not prove useful to semblances outside of those that directly generate substances of some kind, such as aura constructs or elemental attacks; however, for those that do (such as Lynn's Frostburn semblance), it offers both a defensive and offensive boost by being able to coat the user in their semblance without having to constantly generate additional material. The claw-like gauntlets can be filled with the semblance, and can expel it from the hollow tubes when a ranged attack is required. However, these benefits come at a price; without even mentioning the usual medical disabilities caused by the extensive implantation process iconic to the module series, M-003 also causes the user to slowly take damage from their own semblance if they overuse the cybernetics as the user's aura being used to hold the semblance reduces the shielding of the user from their attacks. Lynn feels this downside through gradual lowering of body temperature, eventually resulting in a lack of ability to fight due to extensive cooling of the body. The limbs themselves are very unwieldy, limiting mobility due to the change in balance created until Lynn adapts to having them out again. Despite the size of the gauntlets, their strength without conscious application of aura and only using the passive amount required for movement (a negligible amount without constant activity) is only slightly stronger than a normal aura-enhanced punch from a non-martial-arts specialist - packing somewhat of a punch, but nothing in comparison to those focused on the subject. However, with direct application of aura at a rate of 3 to 5% per movement, depending on the weight, their strength can be briefly multiplied by up to five times; however, this is in terms of raw strength only, and their speed remains the same - so useful for carrying/throwing or for a close-range attack.

Modules do not base themselves off physical strength, using majorly mechanical components coupled with aura to create their movement. However, it relies on muscle movements in the connected location; as such, if exhausted of either physical energy or aura, then a person will be far more sluggish to not being able to move any implants. Due to the hollow nature, they aren't massively weighty, as that would limit the speed of the person too much: however, they are certainly at least a good two to three times as heavy as her normal arms.

Secondary Form: Due to the extensive process, Module-003 is unattachable at any point; however, the limbs can compress into a much thinner coating of her shoulders and arms respectively, appearing as claw-like coverings of said body parts.

Dust Functions: By using her gloves as a focal point, Lynn can briefly manipulate the attached flames using any dust released. Fire dust allows her to send weak waves of flame through wide movements of the gauntlets, Ice dust causes flames to wrap tightly around the metal of the gauntlets and decrease the temperature and Lightning dust allows her to focus flames from the 'hands' of the gauntlets to send them forwards.

History: Known more technically as the M-003 Reaper Module, it was one of the first modules created, and one of the most ambitious. It required a very heavy implantation process that as of yet hasn't been repeated due to the costs and delicate procedures required, but it mostly succeeded in it's purpose of greatly boosting combat capabilities for a hunter or huntress. She has spent the last five years working with the limbs to make them an efficient part of her combat behavior.

4
RPG Discussion / Idea for character upkeep
« on: November 05, 2016, 10:14:51 PM »
Could we get a section of the forum for something along the lines of a journal to mark what threads and what order our characters have been in? Wouldn't be compulsory but would be a useful way of other people to see what's happened to your character without having to edit the character sheet each time (if anything major occurs, such as gaining a new weapon or the like, you'd still have to update your sheet obviously - but you'd have the journal to draw from if you kept it updated) and would also provide a spot for stories involving just that character to be written down without taking up space in the main discussion forum.

Thanks for reading!

5
MiA Characters / Peperian 'The Frog' Emem
« on: October 14, 2016, 02:23:04 PM »
CHARACTER

Name: Peperian 'The Frog' Emem

Age: N/a

Species and Gender: Frog faunus

Symbol:

Occupation: Fully-fledged huntsmen general leader of the fifth division of Atlas' Vale-occupied military force secret division's squad of hyper-realistic robotic fighting group's additional backup squadron's ace in the hole. Also a third year student and a part-time baker.

Appearance:

History: Peperian has a dark and mysterious past.

Personality: Peperian is very quiet, only speaking when he has something important to say. Unless he can make a funny joke in which case he'll be everyone's friend and talk all the time. Because his family died in a freak accident involving The White Fang, Atlas, Vale, a pint of coke-mentos, twenty-five giraffes and the pure wrath of the god only known to mortals as Vox, he's edgy af dude.

Aura and Semblance: Peperian has not enough aura to use functionally (to balance out his semblance and weapon!).

His semblance, Let's Go for a Cheeky Macho's, does this: As seen here

Combat Behavior: Peperian wins.

WEAPON



Name: TH-0-M4S Mark III armor

Primary Form: As seen; a full set of armor equipped with a minigun. Human-sized, mobility is provided through the use of several motors that interact with the person's internal aura to move combined with a pneumatics system, granting slower than average speed but high power.

Secondary Form: Breaking all of the user's bones, the armor shifts into a morph ball form.

Tertiary Form: N/a

Dust Functions: Fire or electric dust can be inserted to overcharge the suit, increasing its physical capabilities further, while kinetic dust increases the speed at which the pneumatics operate.

History: Carved out of the withered husk found in Handwavium junkyard of an engine so powerful its very existence in this world shouldn't be possible, this suit of armor is a legend in itself.

6
Worldbuilding / Shard Incorporated
« on: October 12, 2016, 02:09:33 AM »

Location: Shard Incorporated's original and main facility is located within Atlas, the birthplace of the company. It has smaller facilities located within the other kingdoms - in particular, they have a large R&D facility in Vale. In total, they have seven facilities; several of these are rather small-scale, with only the main one in Atlas and the R&D department in Vale being of any particularly large size. The others are mostly used for singular small-scale projects.

The main facility is the largest, mainly due to the mass-production efforts that take place there. It consists mostly of automated production lines, with smaller buildings around the main factory for PR efforts in one and for research in another. Finally, a small tower marks the location of David Shard himself, where he operates the company's time schedule and political matters. The Vale facility has a much smaller factory facility; however, in exchange their research division is much larger, and while their actual PR department is smaller the structure is much larger, used to actually host public displays and events. There is also a large network of underground locations from the main research lab, used for the company's shadier dealings and for hosting of volunteers and people currently involved in the more secretive projects. The other locations are dotted around; one more is located on the outskirts of Vale itself, with the main facility being further out, and two more are located in the north-west region and south-east region of Atlas' safe zone. There are plans to further expand into other locations once more specific research into different areas is required, but the company is not yet large enough to warrant doing so.


History: Remnant is a land of technological advancement; materials are easily accessible, and ideas are always being born and put into action be it out of brilliance or out of necessity. David Shard was inspired by both the constant technological revolutions taking place during his childhood, and the skill and resolve that hunters and huntresses protected the world of Remnant. He himself at one point wanted to be a hunter, but several events that followed each other one after another pushed him away from this goal; publicly, these reasons are known to be some of his close friends loosing their ability to fight over time as the injuries they took were severe, and David realizing he was appalled with not only the local but more nation-wide efforts in the handing out of solutions to the injuries that these warriors took in their line of work, and aimed to resolve this. In reality, it amounted to more of a personal reason turned into an obsession, but the former sounds better for PR purposes.

Thirteen years ago, Shard Incorporated was tentatively set up, with assistance from a few of the people David Shard had come to trust most where he was taught. Setting up the first facility, they began research, and over time started coming up with methods of producing efficient implants cheaper and more efficiently, using more easily accessible materials to form sturdier parts. This progress was surprisingly rapid, and with this came several thoughts to the director of the corporation; this was an area where research simply hadn't been thoroughly undertaken, and the potential was huge. However, he knew that Atlas would perhaps not be the greatest fan of projects that could be undertaken, due to stupid superstitions over the morals of the topic; sometimes, progress did require small sacrifices for the far greater good. With the resources the company had now obtained, he started to expand the company, making several more production plants to afford the move, then six years ago requested permission from the Vale government to construct new locations around the city. Of course, with the idea of having implants of the quality and affordability that Shard Incorporated provided, they were approved; as such, both a production plant and a much larger R&D department were constructed there, where research is now undertaken for the Modulerization project underneath the main building, while the additional limb enhancement is practiced both in Atlas' main facility (testing how public reaction would be with occasional nods to the research) and in the R&D department of the Vale location, where scrutiny is much less intensive.

However, for these purposes there would need to be volunteers, and there presence was at the time virtually unheard of in Vale. To this end, for research in more of the controversial topics that Shard Incorporated undertook, several small-time gangs were contacted around the location of the facility and provided with resources in exchange for the bringing of potential subjects to the location. Only a few were obtained, and the line of communication was dropped apart from occasional messages; however, a new line of communication was opened with the White Fang, and communications are currently working to make a basic trade agreement. As the popularity of the company began to rise, volunteers were more easily available, and as such the Modulerization process is currently under full swing, with an aim for eight total subjects in the preliminary phase.


Structure: Shard Incorporated is lead by its CEO, David Shard, who tends to take a primarily hands-off approach to the day-to-day running of the company. Instead, he works mainly on the political and PR aspects of the company, enjoying good relations with Atlas higher-ups. He helps to keep the public view of the company as clean and upholding high moral standards in their testing facilities. He works with an advisory board, the stakeholders of the company, who as a group elect locale managers to each facility. Each locale manager can then choose further subdivisions at their discretion. In total, the company hosts several thousand workers.

Around a quarter of these are kept within the main facility, mostly working as either R&D, public relations or repairing the automated production lines. More are located at the Vale facility, if just due to a lack of automation within the location and a focus more on intensive experimentation rather than PR, requiring additional manpower. There are only a smattering of individuals at each of the smaller facilities.

For the Atlas department, the local manager is David Shard's close personal friend, Marcus Jett, put there for both someone to talk to in a more relaxed environment on a day-to-day basis and for the fact that, despite the slight loss in efficiency compared to a dedicated manager, he can trust the man far more than any of his other employees due to a string of past dealings since childhood. The local manager for the Vale department is one Benjamin Gris, fellow entrepreneur and visionary - if a bit more focused on the physical results of his ideas, rather than the possible effect of them. The local managers for the rest of the facilities aren't publicly known, simply due to the lack of media attention on them and the very slow progress in comparison to the two main locales.


Technology: Shard Incorporated represents the cutting-edge of biomechanical technology. They aid in development of more and more advanced prosthetics along with heavy research into aura manipulation and neurological-mechanical links to streamline the control of mechanical devices and take tentative steps into AI development.

Currently, Shard Incorporated's general mass production involves the creation of affordable but effective replacement body parts, including arms, legs, digits and (to a lesser extent) eyes, with the latter still being perfected. They commonly gift knowledge of their consumer-range products to Atlas in exchange for a reduction in taxes and more leniency given on their foreign practices; however, they do not receive anything but publicly known details of any of Atlas' own developments in return. Limbs (in general) created by Shard Incorporated tend to be not quite cutting edge; for their price, however they are very efficient, still being of good quality for their low price (especially in terms of ones designed for Hunters and Huntresses, where artificial limbs that can channel aura are much more necessary). The one item they have requested from Atlas, several aura anchors to research, was presently granted; these have been forwarded to the Module Project and to try to further develop the efficiency of their prosthetics production.

Following this, Shard Incorporated has slowly released details of a further process in which the capability for further additions to be attached to the body may be possible, testing public opinions of the matter with ideas and 'self-testing' from researchers interested in the procedure, amounting to more precise hand movements, better eyesight or similar small-scale experimentation. In reality, testing has proceeded on individuals who were kidnapped by the various organisations Shard Incorporated's Vale department had paid off, with most individuals not surviving the testing process; only after a series of tests did the organisation create a working prototype, and proceeded to discard it to avoid any possibility of connections to them, instead now using the gathered data on volunteers for the process. Examples include an extra set of mechanical arms, and a series of mechanical tools implanted into the wrist for engineering purposes. These, more legal examples are planned to be released to the public with a slow introduction. These are made possible through the editing of existing biomechanical interfaces and artificial neurone junctions into a fully artificial neuromechanical junction, implanted into the designated location and then having the actual accessory connected to said junction electronically; nothing that wouldn't be possible by even other companies in the same research area, let alone military research, but nonetheless an area not explored due to the perceived morality and ethics issues behind the methods and outcomes. They also require acclimatization to the implantation process, and so a person must first successfully prove compatible with a normal implant in order to be deemed safe (and not a waste) to attempt the second implantation step.

However, outside of both partner and public eye, this has been taken a step further. With further research into the interface, the Module Project has been opened up. The aim of this project is to create a full-body implantation of mechanical components designed to serve a particular function, most of these aimed at military operations. Said modules involve invasive inplantation procedures, and are are step above the previous step; as such, it requires both of the previous steps to be completed first to ensure compatibility, since a failure would be expensive. Despite this, the procedure requires a lengthy recovery time to avoid a large health risk to the user, involving immunosuppresents and large dosages of painkillers to limit damage to the person's body and prevent rejection. In addition, each usually features some of its own downsides for future use, along with long-term prescriptions being needed that tend to have their own side effects such as lethargy or hallucinatory effects. However, in exchange, users get essentially what amounts to a technological semblance; a highly toned down version of a normal semblance created through the use of machinery powered by the user's aura. Examples of these include:
- Surveillance Module, aimed at security officers, one that allows the user to control a small network of drones directly connected to the user's neural network for surveillance or light combat purposes, but have a large strain on the user's mind and tends to cause severe miagraines and eventual unconciousness when used for extended periods
- Barrier Module, aimed at Riot or Bodyguarding, allows for the creation of hardlight barriers in variable sizes. They can also generate a charge that allows for the temporary deployment of a barrier in a location, based on the amount of energy they generated before planting said barrier down, with the disadvantage of the user feeling a portion of the damage inflicted to the barriers due to their aura being present to allow for the formation of strong barriers and shattering of one causing temporary nausea
- Reaper Module, aimed at Hunters and Huntresses with certain semblances (specifically ones that generate some kind of temporary substance) that allows for said substance to cloak items that contain the user's aura, such as weapons or clothing, without having to constantly generate more of the substance. The disadvantage to this is prolonged usage can cause the user to begin taking damage from their own effect; for example, someone who generates fire may start getting lightly burned from areas where they have cloaked in fire. It also limits aura usage while active, as it is making efforts towards keeping their semblance in place rather than healing or shielding them, which is why (as it is used up) the user starts taking damage from their own semblance.

Shard Incorporated also does research in a broader variety of biomechanical areas, including rudimentary AI systems, automated defense systems and biomechanical interfaces for mechs or terminals to allow a user better and more instinctive access to these devices.


Political Relations: Shard Incorporated has a polite, if somewhat strained relationship with the Atlasian military. They are granted a certain degree of freedom from a combination of working to better humanity as a whole and David Shard's connections with a small number of Unit Commanders, but rumors surrounding the methods used to obtain said results are counteractive to building further connections. David Shard also holds video conferences with politicians in the other kingdoms, having more success in Vale, but relies on local managers in each location to go to physical demonstrations and to the revealings of new lines of products. Each local manager is granted a certain degree of freedom in their research topics, as long as their general progress is towards the betterment of humanity against the Grimm; of course, it has to be approved by the manager himself first, though.

With the Vale government, there is a much more strenuous relationship. The only reason that there hasn't been an official investigation into the company is due to the positive public opinion of the company; thanks to a large PR campaign and frequent demonstrations of new technology, the company enjoys high levels of public support, meaning that the government is hesitant to make any steps around the company despite the rumors and accusations against it.

Previously, several of the locale managers within Vale trained personal assistants to communicate with the more shady side of the business; this amounts to several smaller gangs located around the area. A small number of these groups who were considered to be more easily manipulated were granted access to a small stream of funding and several prototype devices that weren't marked officially by the company for their usage, in exchange for reporting upon the success of the devices. Eventually, this ended up with bringing in unremarkable and easily missable individuals for testing purposes. However, the forced testing has completely halted in recent years for two reasons; firstly, for someone being targeted out of spite and being a known citizen rather than a random gang member or a homeless bum, and secondly due to a string of eager volunteers generated by the company's now much higher public opinion and knowledge than when it was first still developing, including Hunters and Huntresses who have suffered debilitating injuries wanting to test out the cutting-edge of technology for limb replacements.  If the company simply takes it a bit further or somehow has those individuals decide to stay at the location because they have been grateful enough or inspired enough by the work that occurs there, well. They won't turn them down. While tenuous relationships are still kept with the local groups, any of them with possible links back to the company after the fiasco were quietly dealt with over time to make an example of what happens if they fail in an attempt to keep the rest of the gangs quiet. Supplies are still traded; namely resources to the groups and in return funds back to the Vale department of the company.

Shard Incorporated has recently opened up shaky connections with the White Fang through the assistants previously used for said gangs, attempting to strengthen relations through the drafting of possible trading operations that could take place - mainly to avoid any possible attacks from the organization, but also for possible connections in the future. The criminal side of the organization is mainly kept in the Vale location, where there is less chance of a negative response on the company, but rumors have spread into both kingdoms on the possible connections they hold - treated more as conspiracy theories to most but still causing distrust on the Atlas front, with Dr Shard having to call in several favors already to prevent any possible scandals.

Shard Incorporated's main sources of income are profits from large-scale prosthetics production and research grants (mainly from Atlas). In the Vale locales, the research is also funded through money gained from the groups the organization still deals with.

7
AMA Section / Glow's AMA
« on: October 09, 2016, 03:48:35 PM »
Hayo. Feel free to ask any questions to me personally, or my characters / worldbuilds.

9
Approved Characters / Samuel Quartz
« on: September 15, 2016, 03:12:43 PM »
CHARACTER

Name: Samuel Quartz

Age: Seventeen

Species and Gender: Male Fox Faunus

Symbol:

Spoiler: show


Occupation: First year Beacon student and (on occasion) assistant at nearby Dust store.

Appearance:

Spoiler: show


Samuel is reasonably tall, reaching to around 6'0''. He has pale blonde hair, reaching down slightly below his collar and occasionally going over his right eye. He is slightly thinner than average, but has little fat on him, most of it simply being athletic muscle. His skin is reasonably pale. His right eye is blue, surrounded by small metallic parts, while his left is grey, with a smudge of faint amber at the center. Around his right eye is a thin ring made of metal with a small line of wires and metal curving around the side of his head, with the ring retracting or placing a small layer of glass. Due to the somewhat freakish appearance of the eye, Samuel has learned to cover it up most of the time. He has two blonde fox ears on his head, but they are normally pressed down against his hair and practically just look like slight bumps or tufts of hair sticking up. Similarly, he has a tail, but it's small for his age and normally tucked down his trousers. His hands are rather smooth, but have small areas of dry skin from his stress. He is rather handsome, having a mixture of a wild but controlled look, but having his eye and arm always covered up tends to take away from that. He wears two chain bracelets around his wrists, with several small spots that hide small claws on his knuckles and on the side of his thumb. However, his right arm is scarred along its side, with several metal parts also located there. A majority of remaining exposed skin, especially when wearing just a t-shirt, is usually covered up with wraps of bandages. Finally, Samuel has four 'ports' on his back, metallic circles that appear to be the only complete implant. Commonly seen from those involved in Shard Designs, a high-ranking developmental science company, it allows for interface with a limited number of components; however, none have four ports on them or look quite like the one that Samuel has, which appears to be a prototype. These normally have either Ashen Howl or four chains connected to them; not having the attached objects on him makes him feel like he's missing a limb.

With mask:

Spoiler: show


Combat uniform:

Spoiler: show


Casual and sleep wears:

Spoiler: show
When with others, Samuel often wears lightweight fully sleeved shirts and jeans, mainly button-up shirts, along with trainers. He hates it being too hot, so even in the winter at best you'll find him wearing a hoodie, but also hates revealing his skin and so will continue wearing a long sleeved shirt in summer. When by himself, he likes to wear a t-shirt and occasionally shorts, but isn't comfortable in public with the outfit except around people he unconditionally trusts.

His sleepwear is similar, being a simple grey set of a long shirt and trousers, along with slippers of similar colour, although when by himself he just wears shorts.


History: Samuel's first eleven or so years were the most relaxed time of his life, in his opinion. He was born in a peaceful and almost retirement-like town on the outskirts of Vale as the firstborn son of a famous pairing of hunters - the Quartz duo - and he was pampered a lot by his parents. Many people had grand expectations for him, and he quickly proved himself capable of fulfilling them, getting excellent grades from his private tutors on various topics, academical and physical. After his younger siblings were born, a twin boy and girl, this pampering lessened slightly, as he learnt to become somewhat independent and protective over his new family members - but he continued to impress his parents and his tutors with constant high grades, as well as providing an amazing older brother figure to his younger siblings. In essence, he was the perfect child in his parent's eyes.

And as any perfect child would want to do, he quickly followed in their footsteps, managing to persuade them to let him start training to be a Hunter - although it didn't take much to convince them, considering his heritage. His father personally started training him with help from his parent's old teammate (whom looked after the children while the Quartz duo were both too busy), and Samuel proved himself to be skilled at tinkering and using a weapon - but was not nearly as good using it in actual combat, or using his aura. In fact, he had trouble unlocking his aura at all; it seemed to resist most efforts to awaken itself, leading him to get slightly annoyed at this development. However, with continued encouragement from his parents, he kept training in trying to use his aura and with his starting weapon, a simple longsword. With continual outstanding grades and rapid improvement in his weapon's forms, he was quickly on track to joining a hunting academy.

This changed a few months after his eleventh birthday. With fame comes infamy, and his parents had quite a few enemies - one of which was apparently not above using children as hostages. The house they lived in was rather large, and as such had a few guards while his parents were out, but they weren't prepared for a full-on assault from a criminal organization. They simply barged into the house after shooting the few guards, quickly finding Samuel and his siblings and took them away to a nearby warehouse converted into a research facility for the shadowy organization. While his siblings were simply left as hostages, the scientists there took a particular interest in Samuel due to his peculiar aura, desiring to experiment upon Samuel as the base for one of their other projects to gain valuable data.

Samuel doesn't really talk about what happened in that period, but it ended with a horrible scarring of his right arm, eye and back, with experimental devices placed there. When his parents finally arrived, they were petrified upon seeing their children and gave in to the organization, refusing to listen to Samuel begging them to listen to him. They tried to wait for the Police and hold for time, but it didn't fool the so-called leader, who quickly 'damaged' one of the hostages, thumping his younger sister in the head with a bat. He moved over to his brother, and Samuel's anger mounted and burst open. His aura finally unlocked and he brutally went after the leader, ignoring the distress of his own body and using his new limbs from his back implant. It ended up with him barely saving his brother from a similar fate. His parents finally acted upon seeing this, and easily took care of the remainders of the gang now their hostages were free.

Over the course of the next few months, Samuel learnt that his brother was now depressed and his sister was in a coma. His parents, according to him, were part of the cause of all of this - although not as much as the gang, which he still hunts for information about. All along, he was relentlessly hounded by the media, asking for more and more information and personal details about the tragic son of the Quartz Kidnappings. To top it all off, his newly activated semblance was making everything louder and more uncontrollable. He broke.

He locked himself away, knowing that taking his anger out on someone else wouldn't help anyone. He decided to put his anger for his parents to good use, and prove himself right by showing he was better than them. He had to get into the top school. Into Beacon. At his current school, he was practically a stranger after the event; he was frequently labeled as a freak due to his implants and badly bullied, so getting into Beacon served more than one purpose. It would get him away from the media, away from his parents and away from his schoolmates - but more importantly closer to finding the criminals that dared attacking his siblings. He spent his days ignoring his parents, visiting his sister and practicing relentlessly with his semblance and styles. He moved out to a friend's house, helping out in the downstairs dust store where he furthered his knowledge in crafting, finally gaining some of his ambition back, and crafted the most advanced weapon he could, using all the assets he had - including ones he didn't originally want. He just wanted to prove he could do better than his parents, and he would find who caused the kidnappings. And most importantly, he'd make sure no one else would get hurt in the same way he did. Finally passing the entrance test, he was able to prove to himself that he was capable enough, and he was accepted into Beacon. He acted a lot more calm when he finally got in, having achieved his goal - but also burning out a little from his efforts to even get in to the school. Now he seeks to make sure that the people around him remain safe, and that he can finally find out who started the attack on his siblings.

Personality: Samuel's personality is rather excitable once he's fully woken up and placed his half-mask-thing on. He likes to see other people happy, so he'll act happy himself to try and get others to feel a bit better. He can be a bit wild at times, even if he says everything he does is just a logical procedure. He often puts on a mock, red-faced anger when offended or pranked, but does lose a bit of control when acting like that, being a bit more feral - for him to get truly angry is a very rare experience, as it only really happens with personal issues which he doesn't normally share with others. However, he can snap at people in the morning or when irritated - with the sign of this normally being a series of twitches. Behind all this he's usually in control and relaxed, although still alert, trying to just make sure everything stays simple so he doesn't have to process more information. While he tries to get himself liked somewhat by everyone, he still has trouble making bonds in which he can rely on others - the issue being that he can never trust anyone enough to tell them his own thoughts and problems, although he can help with other people's problems quite well once he's told what they are. Samuel tends to act very lazy in lessons and work, preferring to get it done at his own pace - but his natural intellect allows him to still get high grades. Acting lazy and sleepy doesn't mean he's not alert, however - he's generally very aware of his surroundings. It's his practice with hiding his own thoughts that allow him to appear differently. Well, that and the fact that he really can't be bothered to do all the written work sometimes, so he just rushes it all at the end. He's not particularly social, and will choose hanging out with a couple close friends or just by himself over a big party, finding himself a bit socially awkward.

By himself, however, he is a lot quieter, and while still keeping his relaxed gait can also get a little bit more unpredictable at times. He can also act slightly depressed when he thinks of what else he could be doing or what he should have done in the past, leaving the problems for himself to deal with as he has trouble expressing himself to others - part of the reason he likes making music so much, as it is one of the only ways he can try and show others how he feels or trap himself in his own world. He has a lot more issues than he commonly lets on, but Samuel tries to hide most of this from others so they don't have to bother with him. However, he's normally happy just to play a computer game or listen to some music, and occasionally seen reading with headphones on - in fact, he's nearly always seen with sunglasses and headphones on to lower the amount of information he gets. He has a few types of medication he takes to help dull his touch hypersensitivity, as well as aiding his stability. He doesn't value himself much as a person, however - he tends to put himself down and act dangerously to try and make sure other people will stay healthy. Overall, he's a reasonably nice person, if a little strange and misguided.

As a side note, he is most definitely not a morning person, especially with his sleeping issues that make him want to stay up for a majority of the night, and as such drinks a lot of coffee - usually with a tonne of sugar and hot chocolate added to it. Sometimes this can lead to him always playing with something in his hands or just constantly doing some small action. He also has a phobia of wasps and hornets, with bees and flies also somewhat scaring him as well.

His hobbies are playing and creating music, tinkering with his weapon and various other devices and with other people's if he can get his hand on them, reading, computing - including coding, and he occasionally sings, although he doesn't think he's very good at it and gets really embarrassed when others hear him, containing himself to humming when around others. He's quite friendly around animals, especially cats and foxes.

Aura and Semblance: Samuel's aura is very large. However, it is also rather uncontrolled, limiting the possible finesse that Samuel can control it with, although he is slowly improving on that front. It has a deep grey appearance, coloured slightly blue and amber in small swirls, and has a 'pulsing' musical appearance that matches up with any song he is listening to, and pulses differently depending on his mood.

Samuel's semblance is called Resonant Echoes. In essence, it is the control of sound, with the ability to 'resonate' objects or people with each other, forming an invisible connection between them that boosts their functions when used together.

Whisper and Shout
- Samuel can use his semblance to either amplify or smother sounds.
- A sound, if 'amplified' enough, can be used to create a shockwave by dispersing it, although it has little force unless a lot of Samuel's aura is pumped into it at once. The shockwave is reasonably long and narrow, but disperses in potency from the origin point. Up to about seven to ten feet away, its enough to cause physical damage, but beyond that is simply pushing opponents away, and damages Samuel's throat when used beyond this. The maximum range is about twenty feet, with it simply being a weak push at the edge, and it is about five feet in width.
- Smothering a sound has a higher cost depending on the strength of the muffle and the area in which it is targeted.
- For these to be focused on a particular object or person requires more aura than is really practical unless in direct contact with the target.
- Creating a shockwave requires about ten percent of his aura, while simply amplifying or smothering a sound depends on its original volume and the target one, but usually a reasonably small amount for something like footsteps.

Echo, Echo
- Samuel is very sensitive to soundwaves when channeling his semblance, and as such can create a rudimentary echolocation.
- Doing this with his eyes open makes him get two kinds of visual information at once, confusing him, and as such he cannot use his normal vision while focusing on his echolocation.
- Using enough of his semblance's other abilities at once causes his echolocation to activate without Samuel's consent, which can cause him to loose focus of what he's doing at the time.
- Enough contact with one person can allow him to learn the 'sound' of that person; usually some kind of song, it is a representation of their aura.
- Generally, his sensory ability takes up reasonably little aura, since it is more of a by-product of his normal abilities. In fact, he normally gets a weak version of it near constantly, but to actively focus on the input requires aura that, if he focused on just that and nothing else, could drain him in about an hour - it doesn't cost much, with the bigger issue being the mental toll of the information overload.
- He can sense weak pulses from about twenty-five meters away (but not their origin), see origin points from about fifteen, and near-exact shapes about five meters away all passively - but he won't be noticing all this information, like you don't always pay attention to things in the corner of your eyes. Releasing his own pulse (i.e focusing on it) allows him to extend these by about ten more meters, and actively sense the sounds.

Resonance Cascade:
- Samuel can take a simple noise, and build up sound energy from its reflections against other objects over and over again, while sustaining the original sound, allowing him to build up a stronger sonic attack.
- Each time a sound is 'echoed', it costs more aura to contain it and increase the sound further, starting at a practically negligible amount but quickly ramping up to costing more and more of his aura; the maximum time he could hold it for would be about ten seconds, from a simple click (above this starts taking huge parts of his aura at once, as more and more echoes bounce off - and also starts breaking through his aura and damaging his body).
- It's reasonably obvious when Samuel is using this technique: while invisible at first, a visible distortion of the air starts appearing as the ability increases in power.
- At full potential, the ability could make a shock wave like Whisper and Shout, but with the damaging effect constant along it; slightly more focused and slightly more powerful.

Combat Behavior:
 Full Description:
Spoiler: show
Samuel is a very varied fighter. Even as a blank slate, he has multiple weapons and options of attack, ranging from casting to his semblance to the variable functions of his tools, with his possibilities further enhanced by the variance between his combat styles when effected by both his mood, mindset and the music he is listening to. One thing that stays constant, however, is that Samuel is a 'musical' fighter - he tends to fix a beat of some kind into his head, or a song he knows, and fight to that rhythm, creating the basis for his attack strategies to revolve around. While he doesn't exactly have to stay beat-for-beat on time, he does tend to base the aggressiveness and style of his assault on the song he is listening to; a relaxed song might lend to a more conservative approach, testing the waters and finding weaknesses while a rock song may cause him to go in more forcefully, trying to overwhelm his opponent. An opponent who can hear or understand his method of attack can easily gain an advantage by being able to predict his next moves, as more chaotic songs are far harder to fight to so Samuel normally remains on basic pieces.

Normally, Samuel will use his twin swords as his main method of attack, coupled with Ashen Howl's limbs. While lacking an effective long-range weapon, he can still shield himself from projectiles using his chains, but has far more options at medium to close range. At medium, he can use his sonic waves, or throw his swords using the middle chain to try and hit, or drag himself into close combat using Ashen Howl. This style is especially strong at close range, as he can be attacking from many angles at once using all of his weapons at once. However, this strategy requires Samuel to be overwhelming the opponent; if there is a far more skilled fighter or one who has an effective counter to the multiple, weaker blows, then they can easily defend themselves and quickly break down Samuel's own, somewhat lacking defense, as none of the blows available are actually very damaging, instead quickly wearing the opponent down with multiple attacks. If worst comes to worse, Samuel may try using Ashen Howl's Roar mode, leaning downwards to dodge an attack and firing a quick sonic shell back at them, but the lack of charging time normally leads to simply pushing the opponent away with minor concussive force rather than any severe damage. He normally uses this style for general combat, or when dueling an opponent without wanting to reveal anything.

Samuel can also use the Crescendo form of Prismatic Performance. This style is a lot more wild than his first one, with very powerful blows that will keep grinding down against armor. The style relies heavily on momentum; with the attacks coming in fast only whilst Samuel can keep bouncing his attacks or whirling the blade around him in a somewhat haphazard fashion. Similar to his two-blades style, it requires him to overwhelm his opponent with strong blows; however, unlike his first one he is free to use his chains for both attack and defense, as the blade alone usually provides enough cover for him to guard himself. In addition, he has to keep Ashen Howl away from it, as the chainsword could easily saw through the limbs of it if they clashed, usually preventing him from launching direct attacks using them. In addition, if he looses momentum or finds an object that resists his blade, then he can quickly be pushed back and all his offensive advantage drained away, leaving him just to defense - which the clunky weapon is poor at providing apart from simply pushing the opponent away. It also has less medium-range options than his first style; using the, albeit slightly more powerful sonic wave, results in a great loss of offensive capabilities for the weapon for some time. Finally, at extremely close quarters the weapon is maybe even less effective than at long; it holds more danger for himself than his opponent through rebounds and being easily reflected from the hilt, as well as a lack of maneuverability. This is the strategy he normally uses when either showing off or filled with hot anger; when angry, this style is even more wild than usual, with many gaps in defense, but has very powerful blows.

Samuel is somewhat experienced in hand-to-hand combat, but he uses a more instinctive style than any refined method of attack. However, his blows are quite powerful and quick, it's just that there won't be many of them - while each carries a lot of momentum, he can't quickly follow through, instead relying on each blow to daze the opponent long enough for the next one to hit. While he can hit somewhat in succession with his arms, he sucks at kicking. Just straight up sucks.

On the other hand, he is reasonably practiced in Dust casting, finding it not only useful but, like a few other select things, interesting and actually entertaining to try. His spells are normally quite unrefined, but they get the job done. He is trying to advance in this area, and can produce Semblance Catalysts Foci, but prefers not to rely on his casting, instead mixing it into his combat style and still uses SCFs for ease of use while using Dust, as he finds it difficult to add that with all the multitasking he already has to do with Ashen Howl and his mind.

Samuel's strongest attack strategies are where he uses both forms of his weapon, along with his other skills - at heart, he is best when relying both on his instincts and his strategic mind. He probes at the opponent's defenses, occasionally mixing in a sudden, stronger attack to try and knock then off rhythm, while narrowing down his possibilities for attack until he finds ideal situations to wear them down, suddenly attacking in a rush of movement and attacks before backing off again, still weaving in the occasional form change for a stronger single attack or dust spell to try and confuse the opponent. He likes to stay in medium range while doing this, jumping into close range for his bursts of movement before moving back out, but is more capable at fighting with longer range using this strategy, as he will have enough information to know when he can charge his longer range attacks using the Roar mode of Ashen Howl or a stronger spell. When opponents attack, he usually tries to hang back, minimizing damage while maximizing information gained, before countering to move the opponent away and continue fighting on his terms, but if he finds an ideal chance he will try to make the most of a counter. However, while this strategy - unlike the other two - actually allows him to fight stronger opponents, it is incredibly tiring both physically and mentally; it constantly uses up his aura, the multitasking greatly taxes his mind, along with the strong sensory input quickly mounting to one hell of a headache, and he quickly tires himself out by pushing his speed to the limits to rush in for the quick assaults; it's not a good style for group combat, where he has to consider multiple opponents, unless he can quickly identify and take out each. Instead, it's strongest in single combat, where he can manage to draw it out for as long as possible without dropping and use his remaining energy for one final attack to try and win. If that fails, he's left incredibly drained and without much in terms of aura or concentration to defend himself or come up with further strategies.

Samuel acts in a mixture of excitement and focus when fighting casually; or rather, dueling friends or weaker opponents. He usually leaves his mask off, and likes to either draw out the fight for more fun or quickly finish it if he's bored. On the other hand, against much stronger opponents he acts far more serious, although a small bit of excitement; or rather, a lust for combat tends to leak through, and he usually wears his mask to properly focus him onto simply winning. While like this, he draws out combat as much as he needs to for his objectives to be completed, be it finding a weak point or stalling for time, before attempting to finish or disengage combat. He tends to be a bit twitchy when fighting like this, and allies making him jump may have to quickly dodge a misplaced attack.

Universally, Samuel's strengths are his strategic mind, his multiple angles of attack and his wide variety of ways to attack. On the other hand, his actual body isn't especially sturdy, and he isn't used to large wounds - taking serious hits can quickly start to make his blows much weaker, causing him to lose his advantage and narrow down his possible routes of assault. Furthermore, if he fights using his superior style he starts to weaken himself, giving him a time limit to finish a fight that can make him desperate and lose his cool coming to the deadline. He also doesn't have a particularly subtle way of fighting without practically blanketing an area in his semblance to quieten it; and with how much sound is created on purpose to enhance his style, this is simply inefficient.  Finally, while his strong senses allow him to stay tracked onto an opponent and notice subtle ques of attack, he usually has to drug them, as his own combat style (using loud sounds and bright attacks) can cause pain in them.


In a nutshell:

Strengths:
- Unpredictable
- Varied
- Can attack from multiple directions and distances
- Strategic fighter
- Fast
- Powerful blows
- Strong senses
- Can attack and defend at the same time
- 'Musical' fighter - tends to keep flowing and attacking even when furious, simply focusing on the beat

Weaknesses:
- Low tolerance for blows
- Relies on momentum
- Not particularly subtle using his stronger abilities
- Requires opponent to not be able to fend off all his attacks
- Lacks a consistent long-ranged attack (requires charging for any he has, and all of these are weaker at long distance)
- Weakens himself over time fighting (drains aura and concentration)
- Twitchy (may attack friend or foe if surprised)
- Not good at using his mind or technique against groups (resorts to straight-up combat)
- Has to weaken his own senses or be overwhelmed from them
- 'Musical' fighter - if someone works out his rhythm they can counter it much easier


WEAPONS

Name: Prismatic Performance

Primary Form: Staccato and Encore - Two swords made out of a partially see-through, crystalline material, with a grey chain attaching the two together from the sword hilts - one is black, with a design of criss-crossing grey chains painted on, while the other is white with a grey ripple. Each has a small ring inside, which sparks quietly with energy passing through it. Both swords can carry Samuel's semblance, allowing him to create a wave of - albeit weak - sonic energy to use as a distraction or force an enemy back by grinding the weapons together and slashing in a X-pattern, building up the sound over and over before releasing it along the blades. If he builds up momentum by swinging one of the blades around on the chain in a tight circle, then slide the blade across the other one more violently, he can force the wave to become much sharper for the attack coming right as he releases the blade.

Simple: Swords made from a crystal blade, linked with chain. Can attack using sonic waves by building up echoes between them, but only act as a pushing tool unless charged through rapid movement or use of Dust.

Secondary Form: Crescendo - Samuel places his two blades hilt-to-hilt, before flicking a switch on both. They connect, and bend inwards and towards each other, forming a sturdier hilt from the two previous ones as the crystal blade extends forwards. The chain is pulled into one of the blades, before being extended around the new, much larger crystal weapon, before it starts revving up and rotating rapidly around the weapon, creating a chain-longsword - or just a chainsword. Similar to its components, this form of Prismatic Performance can create sonic energy - however, in a different way to the previous ones. Due to the constant noise it creates (with its volume always quite high, but able to be spiked to create a rather harsh screeching noise), constant small but sharp waves of sound are forced around the weapon, enhancing its cutting capabilities. Finally, Crescendo can also fire a wave of sonic energy - however, while the wave is instantly focused (unlike its component weapons), it causes Crescendo to have to rebuild its 'charge' of sonic energy, which can take a variable amount of time from around ten to twenty seconds. Alternatively, the wave can be launches by waving the weapon's flat edge, forming a big wave of sound that pushes away and is simply damn loud. While the wave of energy likely appears imposing, it still only accounts for a heavy sword swing for both weapon forms, which - while cutting through a Grimm with not too much issue - isn't amazingly effective as a consistent ranged weapon, more used to simply pressure an opponent.

Simple: A sonic chainsword that can throw waves but needs to recharge completely afterwards.

Dust Functions:  Staccato and Encore: By using Dust in the weapons, Samuel can create a stronger wave of energy carrying the general element of the Dust - fire might create a light heat wave, or ice frost over the area in front of him. Like the sonic waves, spinning the blades causes the next wave to build up to a sharper and more focused one, allowing for the Dust's effect to be more focused around a single area - such as Fire dust causing cauterization or melting upon hit, or frost freezing the area where it slices into.
Crescendo: Like Staccato and Encore, it can be loaded with Dust, creating a constant field of elemental effect on the sonic energy whilst the supply lasts. The effect carries over to the sonic wave, and similar to spinning Staccato and Encore holds a more concentrated effect.

History: Prismatic Performance is Samuel's more normal weapon, if you can call a chainsword normal. Based off his original training from his father, he decided to make a weapon similar to that, but - well, better, just like he strives to be (out of spite or not). Originally, the twin swords were simply storage parts for the longsword, to carry it around easier and slightly less obviously, but they were eventually turned into a full on weapon form when he discovered they still retained some of the properties of the full weapon through their individual parts.


Name: Ashen Howl

Primary Form: Cry - Ashen Howl's usual form is a white cuboid, rectangular in shape and a few inches thick. It is directly attached to the 'ports' on Samuel's back, and has two connectors on each side at the corners, but facing left and right. Each input can have a fibrous-like object that fits clipped onto it, with chains being commonly used but extended to wires and cables, and through a mixture of the interface and aura they can be controlled like additional limbs. The actual container is rather difficult to get on or off, requiring a lengthy process to firstly shut down then to actually 'unplug', and the sensation is somewhat unpleasant. Objects can bypass the interface and be attached directly to the 'ports' on Samuel's back, with more ease but a lack of any Dust functions, additional length and ease of storage; Ashen Howl can wind up so more length of wire or chain can be used, and has an interior but removable Semblance Catalyst Foci taking the shape of a ring similar to the ones on his blades, allowing the attached 'limbs' to channel the dust along them in a weak amount, such as chains releasing light shocks or chilling chains. However, as Samuel gains some sensory input from the chains while his aura runs through them, the feelings that come along with using Dust tend to be somewhat unpleasant, and he avoids using them unless necessary. If using electronic wires, and connecting them to an electronic machine, Samuel can interface with the machine to an extent, being able to use its functions with twitches of the limb.

Simple: That one spiderman villain with the metal tentacles. Except chains. Most of the time. You know the one.

Secondary Form: Roar - The top of Ashen Howl can unfold, extending into a cannon-like shape. Roar allows for a large wave of compressed air to be launched, although it varies in intensity based on charge time. It can instantly fire a small pulse, which can briefly disorientate and push foes backwards; on the other hand, charging allows it to concentrate the pulse into a single 'shell' that creates a much more damaging hit by focusing the pulse onto one point, although its area of impact is reduced. Finally, charging for a long period of time allows for Ashen Howl to launch a wave of far more focused air, normally enhanced by Samuel's semblance, that acts like a brief wind tunnel. The charging time for the shell is about three seconds, while on the other hand a full charge requires about ten to twenty seconds, varying depending on whether Samuel is standing still or not (taking longer for the latter). The pulse could push the branches on a tree backwards temporarily: the shell could create a drill-like hole in it and the beam is about as strong as a Whisper and Shout pulse (i.e it could push the tree itself backwards and cut into it).

Simple: Mega Blastoise.

Dust Functions: Similar to Prismatic Performance's functions, Ashen Howl's Roar form can use Dust to enhance its wave of air to cause intense heat or cold along with the blast. It can use a single crystal once, or a vial around three to five times before needing a recharge using full-powered blasts (lower ones can last around three to five using a crystal and up to twenty times using a vial).

History: Ashen Howl is what came out of Samuel trying to make use of his implants on his back. The inputs basically act as an extension to his own body, allowing aura to flow near-freely through them, so Samuel created a capacitor for it, allowing him to make more precise use of it within the attached chains or wires. Furthermore, he added the function for the air cannon, as his semblance constantly affecting it allowed for a much greater effectiveness of the weapon than normally possible. Samuel wears this quite often, sometimes even in casual situations, not because it comforts him or anything - but because it's a huge pain to get detached and switch back to his chains directly onto the inputs, requiring equipment and sort of stinging. Stuff tends to do that when clipped onto your body, implants or not. He had a mixture of admiration over the design and disgust over the weapon itself at the beginning of its creation, but has slowly become apathetic to it, knowing that there's no real use in wasting an opportunity he wouldn't otherwise have. Ashen Howl has a resistor to prevent full electrical charges from entering Samuel's body, but it will still shock him. More importantly, it forms a closed circuit around the limbs, constantly electrifying them while the charge dissipates. This causes them to act erratically while still charged, and also give Samuel a weak but constant feeling like he's being electrocuted on each chain. However, they do zap people they touch while like this. Ashen Howl can be critically damaged, like any other weapon; however, the effect is relatively minor as long as the implants aren't damaged. If they are, it is like internal organ damage; it needs immediate and delicate care over them, which is why Samuel never leaves the implants exposed and always sockets in something to them.

Pages: [1]