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 - MonsterManic

Pages: [1] 2 3
1
Character Creation / Yu Nanhai
« on: June 15, 2018, 05:24:10 AM »

CHARACTER

Name: Yu Nanhai

Age: 17

Species and Gender: Male Otter Faunus

Occupation: First Year Beacon Academy Student, Royale scholarship recipient

Appearance: On first glance, no one would assume Yu Nanhai to be anything more than another regular old Faunus. With the short height of 5'1, dark skin which serve to illuminate his bright green eyes with short, choppy brown hair and his easily visible otter nose and whiskers which Yu trims regularly, the small boy gives absolutely no reason for others to keep him in their mind. He is, at first glance, a cute but easily forgettable person. If one did choose to pay closer attention, however, they would soon find out that there is much more than meets the eye to Yu. His choice of loose clothing serve to conceal his remarkably well-built swimmer's physique, with defined shoulder, arm and chest muscles--details that tell a story more intricate than what the eye can perceive.

Speaking of clothing, Yu's fashion sense is equally as unassuming--almost every piece of clothing he owns is waterproof with few exceptions. Unlike other hunters-in-training that can afford to have custom threads sewn to their liking, Yu's clothing is ill-fitting, loose and baggy, a result of having little choice when searching for expensive waterproofs. As such, most of his clothes are either second-hand or old, some of the cheapest yet intact pieces of clothing scrounged from thrift shops, yard sales and the like, though he tends to stay away from animal fur if possible. A pair of cheap, nondescript sneakers adorn his feet that can be easily removed if Yu needs to swim.

Even in school or on missions, Yu has little that actually defines him as a Hunter. While some hunters have elaborate, ornate sheathes, shining plates of armor and gleaming swords, and others wear rows of belts filled with hundreds of cartridges and magazines, Yu simply does not have that luxury. Nothing about him stands out in battle, simply wearing the same outfits he does in everyday life. Not a single amenity will ever be found on Yu's body, for the simple reason that he does not own one. The closest thing one would find is a metal fishing net hanging off Yu's left shoulder--an odd fashion choice. It is, however, so much more than that...

History: Yu himself doesn't know where he was born apart from being in Atlas. A member of a small nomadic Faunus tribe, he and his parents formed part of a small Faunus community living independently from the high-tech cities of Atlas, having found refuge from the faunus-hating communities in the frigid, frozen forests and rivers. Their group never stayed in one place to avoid patrols of Atlesian soldiers and the ever-looming threat of the Grimm, constantly on the move and simultaneously on the hunt for prey to eat.

Yu's tribe were masters of hunting and survival. Having lived off the land and the water for more than fifty years, Yu's parents were obliged to pass on everything they knew to ensure that not only Yu, but also the generations after that, would continue to flourish in the unrelenting cold and snow. This involved teaching Yu to recognise what greens, roots and berries were edible and what medicinal purposes they contained within their unassuming exterior, how to use the tools at their disposal to set up a base camp, the techniques of reading spoor of wild animals and how to fish without a pole. Rather than rely on flimsy, thin rods and string, Yu's tribe preferred to use reliable and sturdy tridents to break the ice and spear the fish underneath. All of this information was passed on to Yu, who absorbed it dutifully. When not out hunting, foraging or scavenging, Yu's parents would educate him on general knowledge of the world (what they knew of it, at least), including their motto of "Durabo" or "I will endure", words which Yu took to heart.

In order to find another solution against the creatures of Grimm apart from running away, Yu's tribe developed their own style of fighting with their tridents to not only hunt large animals, but to find an effective way to fight off the Grimm that periodically harassed their camps. While none of the tribe were Hunters--which meant none of them had their Aura unlocked--they still had the instincts and skills to hold off the attacks of the Grimm with relatively minimal losses, and like a obedient student Yu learnt to wield the trident not only as a tool for survival, but also as a weapon. In a show of special treatment Yu's parents fashioned a fishing net from scraps of rope and wood as a gift. In a situation where everything was gold to the tribe, this was a rare occasion and thus Yu treated it as if it were indeed made of gold.

Over the years of being constantly on the move the tribe had established for themselves predetermined routes where it was safer, more sheltered or with more resources to gather. It was on one of those routes that they had to cross a wide river, not frosted over since they had arrived in the summer where Atlas was at its warmest. Still, the process of constructing rafts from trees meant that they had to remain in the same location for longer than was safe, and they were in the process of fording the river when the Grimm chose to pounce. With half the tribe on one end, half on the other and some people in the process of crossing the river, even with the pack's relatively small numbers the tribe still stood little chance of survival. With no other way of escape Yu was forced to dive into the river and swim downstream, his last glimpses of his family being them fending off the Grimm that had followed him into the water in pursuit. After struggling to find his way back to the river crossing, shivering both from fear and cold, he found little remaining of the battle except for the blood-soaked snow, bits and pieces of broken equipment and bundles of branches tied together upright in freshly upturned snow, used to pay respects for the fallen of the tribe. There was no-one to be seen--what remained of the tribe had moved on after burying the casualties of the battle, assuming Yu had been one of the dead.

There was no time to grieve. Efficient as his tribe was at using everything at their disposal, even their scraps were of utmost importance to Yu at this point in time. To him, this was the ultimate test of survival, his time to use every skill he had learnt from his parents in order to live until he could reunite with civilisation. With nothing but his trident, net and clothing Yu spent five years alone in the woods, doing whatever it took to feed himself and evade larger predators. He climbed trees, dug holes, straight up ran from whatever he couldn't face, but also practiced his trident skills with the knowledge that if he failed, he would die. He'd 'spar' against similarly-sized animals like deer and the odd boar, learning how to wield it like an extension of his own arm, alongside the support from his net. However, never once in those five years did he ever fight Grimm. Without Aura he knew it could only ever end one way. Slowly but surely he accumulated enough materials and skills to establish a foothold in life, yet still scraping by with the skin of his teeth. He dared not approach people for help lest they report him to the Atlesian authorities, and so stuck to the routes he knew best.

This monotonous lifestyle changed abruptly one day when an unexpected caravan crossed paths with Yu on his standard route. With five years to get familiarised with the standard times when trade lines were at its busiest, this came as a massive shock and surprise for the teenager. Reluctant to approach with suspicions that this was, at worst, an Atlesian military patrol, those worries were unfounded as the owner of the caravan was revealed to be one Marvin Royale, who took Yu under his guidance after hearing his story. Deciding to release Yu's aura to heal some unavoidable wounds, the event was nothing if not spectacular. His soul, tempered under the years of harsh conditions and events, instantly revealed his Semblance to him--it was as if his Aura itself was offering ways to help him through the hardships. Recognising this as a strong sign that Yu would prove to be a good Hunter if he ever took up the option, Marvin offered him a scholarship at an academy of his choice, as well as introducing him to the wonders of both Atlesian technology and Dust alike. In awe of his sudden fortune and luck, Yu was inspired by the display of Dust to design a new, more combat-oriented net, which one of Marvin's contacts easily supplied.

Ultimately choosing Beacon as the place to start his new life as a Hunter anew, over the more rigid traditions of Mistral and the scorching heats of Vacuo for the louder, bustling cities of Vale, Yu enters his time as a Hunter-in-training armed with more survival knowledge than any of his classmates. He does, however, have a lot to catch up on when it comes to getting accustomed to Vale's more carefree lifestyle...

Personality: Yu Nanhai is a humble and hard-working person who prefers to avoid attention. Quick to praise others and slow to receive, his personality paired with his innocent young face completely hide the fact that he's alone in the world, having lived many a year in the wilderness with nothing but himself and his trident to tide him through life. Despite having entered a world of technology far-flung from his old nomadic ways, Yu prefers to keep it old-fashioned--rarely using the school's technology provided (partly due to lack of Lien), as well as making constant, valiant attempts to preserve his tribe's traditions. This does also mean that he is a loner at heart, unused to much social talk and being firmly rooted in his past.

Unfortunately, the painful truth is that Yu is a Faunus, and literally has no way to hide it. Despite being born in Atlas, where the attitudes toward their kind have been...less than ideal, Yu has embraced his roots and has only benefited from it. It's more than likely that being born half-aquatic animal has made Yu equally comfortable both on land and water, not to mention being an impressive swimmer to boot, able to manoeuvre through fast-flowing waters without need of goggles. He's also grown resilient to harshly cold climates, and can thrive even in temperatures near 0, though the opposite cannot be said for hot climates. Over the years, he's developed an intense love for seafood even with it being a luxury in Atlas, and being an otter Faunus even has a favourite rock stored away on him for when he needs to break hard-shelled crustaceans. One might often find Yu in his spare time just floating in a pool with a plate of clams and oysters on his chest, cracking each one open like an actual otter.

Despite his cute appearance and likeable personality, there's a part of Yu's soul that has closed itself off to everyone due to the Grimm attack that wiped almost all of his loved ones off the face of the planet. Yu will do whatever it takes to survive, abandoning former allies in a heartbeat if it looked like they were losing, letting others take the blame without effects on his conscience, even going so far as to steal from people. The latter is quite rare, however--having lived in the wilderness for the greater part of his life has taught Yu how to live off the fruits of the land and thrive with bare necessities. So strong is the habit that till this day Yu still prefers the scenery and quiet that the nature provides over the bustling, safer cities. After all, out in the woods and rivers lie only similar-minded animals to live or hunt with, and none of those humans who live solely to see the faunus suffer.

The PTSD that was absent from Yu's life during his solo adventure before he was found by the caravan has hit back thrice-fold in the absence of the strain of survival, leaving Yu with a concentrated flurry of emotions that he never had to deal with before. Now that he no longer has the constant threat of losing his life hanging over him, Yu experiences frequent nightmares about the few seconds he witnessed of the slaughter before diving into the water to escape, as well as extremely heavy experiences of homesickness, often enough to leave him in tears and incapacitated. In addition, with no treatment and no one close enough to him that Yu can vent his experiences to, the nightmares have only become worse since they first started emerging, causing Yu to begin hallucinating slightly whenever night falls. As such, he is always nervous and jumpy at night even when many people are around, and has troubles falling asleep without nightmares plaguing his sleep. While his physical condition has improved since leaving his old life behind, his mental state has not.

Thanks to the scholarship Yu was granted, he no longer has to scrape by on minimal resources. However, old habits die hard, and he still prefers to camp out somewhere on the campus ground instead of wasting unnecessary money on accommodation. In addition, most of the funds goes into paying for Beacon, repairs for his weapon and net, and purchasing Dust--meaning that Yu has had to find a job as a bona fide fisherman selling whatever he caught to the highest bidder, leaving the smallest catches for his meals. It's not a high-paying job, however--Yu is still struggling with his finances, and is constantly looking for jobs he can take on that can further supplement his tight pockets.

Aura: Aura Color: Maya Blue/#73C2FB

Born and raised a resilient and hardy survivor, Yu's soul burns strong with the desire to live on in the harsh world. He'd survived in the harsh climates of Atlas with no Aura, living off the land and doing whatever it took to evade predators, both human and Grimm. So unsurprisingly, when his Aura awoke it brought with it the corresponding traits that reflected his soul. Yu's Aura has a significantly stronger Aura Detection ability than most untrained hunters and can even match some trained Hunters--able to detect both Aura users and Grimm at longer distances than others.

Semblance: Survivor's Instinct--Yu gains a sixth sense of sorts; the ability to detect incoming objects that would pose a threat to his body. Once the semblance detects one such threat, it sends signals directly to Yu's brain which include: what the object is, what direction it is coming from, the velocity of the threat (if any), and how much damage it will do to his Aura (if up) or his body, including any internal damage. The information is instant, providing Yu with a 180 degree sense of awareness of anything that may cause him harm. This takes form in a invisible halved sphere that can be rotated around Yu's body as the centre.

This does not affect Yu's reaction time, however--anything normally too fast to really do anything about will damage Yu before he can register that the threat has emerged. Survivor's Instinct has a 3-meter range in any direction, too short to properly deal with ranged projectiles, but perfect for melee combatants. One way to counter this ability is to overload Yu's senses with a overwhelming amount of attacks; each one will be displayed as a separate attack and will confuse Yu heavily.

Survivor's Instinct can be activated in up to 3-minute bursts with 5-minute cool downs in-between.

Combat Behavior: Simply put, Yu fights not to win, but to survive. He fights in a way that he will be the last one standing no matter the size of the fight, in the least-harmed state of any participants involved. This involves fighting cautiously, patiently, never hesitating to retreat or even straight-up run from an opponent that clearly outclasses him. Backing his fighting style up are his Aura abilities and Semblance, providing Yu with a ability to avoid danger that others might lack. However, his willingness to retreat and run, while keeping him safe, also endanger any teammates he fights alongside. This does not affect Yu's decision-making--he'll sacrifice others' lives to protect his own in a heartbeat.

A lifetime of running from things that could kill him as simply as taking a breath has drilled into Yu the natural instinct of "fight or flight"--the reaction that causes adrenaline to be inserted into the bloodstream. It's not uncommon to see Yu on edge, ready to spring into action at the slightest sense of danger--or eject himself from the fighting just as quickly. Paired with this is his natural stamina and speed, both on land and in water--running from predators was a thing he had to do often, and being caught meant his life. It was with this threat looming over him that Yu relentlessly honed his speed and stamina, while his Faunus traits meant he felt equally at home in the water.

Incredibly rarely will Yu go on the offence, but when he does, he dual-wields his choice of weaponry with a dexterity and natural flair that only a lifetime of training to save his life with them could achieve. Able to coordinate both arms ambidextrously, the combination of trident and net, each feeling like an natural extension of his arms, present a intimidating front for any melee fighter to face. While one hand keeps his opponent occupied with swift, smooth thrusts of his trident like spearing fish from a river, the other holds the net ready to ensnare the target at any opportune moment, all the while backing his prey into a corner, giving them no way to escape from his elaborate trap.

While Yu fights more defensively than any other Hunter he knows, that strength can easily be turned into a weakness. His reluctance to attack can be exploited by ranged fighters by simply chipping away at his Aura, assuming their projectiles aren't slow-moving targets that can be knocked out of the air. In fact, anything that has a longer reach than his trident will have a relatively easy time against Yu as he will never opt to close the distance. Similarly, skirmishers and fast-moving fighters in general can easily slip past Yu's guard, bypassing Survivor's Instinct with enough speed. While Yu has good stamina, those who can outlast him will also benefit as Survivor's Instinct's usefulness relies on Yu being able to react in time--and that becomes harder and harder as he becomes weary from the fight. Multiple fighters converging on Yu at the same time will almost guarantee a retreat, something that becomes clearly obvious after the first few attempts.

To Yu, fighting is simply another form of hunting and of survival, only with prey that fight back--and he's had plenty of experience with those.

WEAPONS

Name: Recens Procellam (Storm Caller)

Primary Form: Recens Procellam is a simple grey trident measuring up to 6 feet in length. While almost the entirety of the trident is dinged up, scratched and slightly dented in places, the three prongs are kept in pristine condition, always ground to a fine point. Along the length of the shaft are seam lines running along the circumference of the pole, and near the non-pointy end there is a thicker section for ease of gripping. The entire trident is well-balanced, allowing for simple one-handed usage.

Secondary Form: Recens Procellam can be split into many separate metal rods that can be reformed to create many different objects ranging from a small, one-man tent frame to a spit roast, stool frame, tripod for boiling water, makeshift stretcher, spit roast--only limited by Yu's large knowledge of DIY tools. In total, Recens Procellam can be broken down into 30 rods of different lengths, and can be reassembled into 3 spears of equal length. However, it's main function is its flexibility to be built into many tools for living out in the wilderness.

Storage Form: Breaking Recens Procellam down to its smallest pieces and sections allows it to be stored separately in Yu's pockets and sleeves.

History: It's no exaggeration to say that Recens Procellam is single-handedly responsible for saving Yu's life countless times over, both from enemies and from the invisible danger of starvation. While his nomadic tribe had always preferred sturdy, reliable tridents and harpoons over frail fishing rods when it came to fishing in the frigate climates of Atlas and those frozen lakes, it was the constant threat of Grimm that drove them, and later Yu, to mastering the art of wielding the trident not as a tool, but a weapon against the forces of darkness. They say necessity is the mother of invention, but to Yu it was also his saviour. Inherited from his father before he died during the river crossing

Name: Apath

Primary Form: Apath is a large fishing net that Yu thought up the design of after seeing Dust in action for the first time, and now brings his expertise with using nets to combat. The rope mesh has been replaced with metal wire, interlaced with small metal capsules in each cross-section. A short circular handle wrapped with leather is on one end of the net giving Yu an easy handhold for one-handed casting. A button on the grip of the handle sends a minor electrical charge throughout the net, using positive and negative charges spread through the metal wire to untangle any fumbled knots via magnetism.

Storage Form: When not in use, Apath simply hangs from Yu's left shoulder strap, resembling a shoulder cloak. It also doubles as a sort of chainmail armor for his left arm, wherein any Dust can be activated to create an extra layer of protection.

Dust Functions: Inserting any form of Dust into Apath's handle imbues the net with similar effects, with the points of ejection being the small capsules in each cross-section.
Spoiler: Dust effects • show

Fire Dust -- The entirety of the net, bar the handle, bursts into flame, not hot enough to melt steel even under 5 minutes of constant exposure but certainly enough to burn any opponent trapped underneath.

Ice Dust -- Both sides of the net are coated in ice, making the net heavier as well as causing laceration damage to anything underneath the net that is large enough to be trapped.

Electric Dust -- Every part of the net apart from the handle is given a strong electrical charge, shocking anything that conducts electricity if it comes into contact with the net.

Earth Dust -- Covers the net with packed earth. While not of particular use in combat, it makes for a remarkably water-proof tent cover--perfect for conjoined use with Recens Procellam's other features.

Gravity Dust -- Weighs the net down heavily, effectively adding 75lbs of weight to the net. Used to pin prey to the floor for an extended duration of time.

History: Yu's original net, a simple one made of bits and bobs of cloth and string, had underwent multiple repairs by the time the caravan found him. Upon discovering the wonders of Dust, Yu's experimentation with the stuff led to a more combat-oriented design to replace the old net. He still keeps the net, one of his only mementos of his parents.

2
WiP Characters / Yu Nanhai [MOVED]
« on: June 11, 2018, 01:53:21 AM »

CHARACTER

Name: Yu Nanhai

Age: 17

Species and Gender: Male Otter Faunus

Occupation: First Year Beacon Academy Student, Royale scholarship recipient

Appearance: On first glance, no one would assume Yu Nanhai to be anything more than another regular old Faunus. With the short height of 5'1, dark skin which serve to illuminate his bright green eyes with short, choppy brown hair and his easily visible otter nose and whiskers which Yu trims regularly, the small boy gives absolutely no reason for others to keep him in their mind. He is, at first glance, a cute but easily forgettable person. If one did choose to pay closer attention, however, they would soon find out that there is much more than meets the eye to Yu. His choice of loose clothing serve to conceal his remarkably well-built swimmer's physique, with defined shoulder, arm and chest muscles--details that tell a story more intricate than what the eye can perceive.

Speaking of clothing, Yu's fashion sense is equally as unassuming--almost every piece of clothing he owns is waterproof with few exceptions. Unlike other hunters-in-training that can afford to have custom threads sewn to their liking, Yu's clothing is ill-fitting, loose and baggy, a result of having little choice when searching for expensive waterproofs. As such, most of his clothes are either second-hand or old, some of the cheapest yet intact pieces of clothing scrounged from thrift shops, yard sales and the like, though he tends to stay away from animal fur if possible. A pair of cheap, nondescript sneakers adorn his feet that can be easily removed if Yu needs to swim.

Even in school or on missions, Yu has little that actually defines him as a Hunter. While some hunters have elaborate, ornate sheathes, shining plates of armor and gleaming swords, and others wear rows of belts filled with hundreds of cartridges and magazines, Yu simply does not have that luxury. Nothing about him stands out in battle, simply wearing the same outfits he does in everyday life. Not a single amenity will ever be found on Yu's body, for the simple reason that he does not own one. The closest thing one would find is a metal fishing net hanging off Yu's left shoulder--an odd fashion choice. It is, however, so much more than that...

History: Yu himself doesn't know where he was born apart from being in Atlas. A member of a small nomadic Faunus tribe, he and his parents formed part of a small Faunus community living independently from the high-tech cities of Atlas, having found refuge from the faunus-hating communities in the frigid, frozen forests and rivers. Their group never stayed in one place to avoid patrols of Atlesian soldiers and the ever-looming threat of the Grimm, constantly on the move and simultaneously on the hunt for prey to eat.

Yu's tribe were masters of hunting and survival. Having lived off the land and the water for more than fifty years, Yu's parents were obliged to pass on everything they knew to ensure that not only Yu, but also the generations after that, would continue to flourish in the unrelenting cold and snow. This involved teaching Yu to recognise what greens, roots and berries were edible and what medicinal purposes they contained within their unassuming exterior, how to use the tools at their disposal to set up a base camp, the techniques of reading spoor of wild animals and how to fish without a pole. Rather than rely on flimsy, thin rods and string, Yu's tribe preferred to use reliable and sturdy tridents to break the ice and spear the fish underneath. All of this information was passed on to Yu, who absorbed it dutifully. When not out hunting, foraging or scavenging, Yu's parents would educate him on general knowledge of the world (what they knew of it, at least), including their motto of "Durabo" or "I will endure", words which Yu took to heart.

In order to find another solution against the creatures of Grimm apart from running away, Yu's tribe developed their own style of fighting with their tridents to not only hunt large animals, but to find an effective way to fight off the Grimm that periodically harassed their camps. While none of the tribe were Hunters--which meant none of them had their Aura unlocked--they still had the instincts and skills to hold off the attacks of the Grimm with relatively minimal losses, and like a obedient student Yu learnt to wield the trident not only as a tool for survival, but also as a weapon. In a show of special treatment Yu's parents fashioned a fishing net from scraps of rope and wood as a gift. In a situation where everything was gold to the tribe, this was a rare occasion and thus Yu treated it as if it were indeed made of gold.

Over the years of being constantly on the move the tribe had established for themselves predetermined routes where it was safer, more sheltered or with more resources to gather. It was on one of those routes that they had to cross a wide river, not frosted over since they had arrived in the summer where Atlas was at its warmest. Still, the process of constructing rafts from trees meant that they had to remain in the same location for longer than was safe, and they were in the process of fording the river when the Grimm chose to pounce. With half the tribe on one end, half on the other and some people in the process of crossing the river, even with the pack's relatively small numbers the tribe still stood little chance of survival. With no other way of escape Yu was forced to dive into the river and swim downstream, his last glimpses of his family being them fending off the Grimm that had followed him into the water in pursuit. After struggling to find his way back to the river crossing, shivering both from fear and cold, he found little remaining of the battle except for the blood-soaked snow, bits and pieces of broken equipment and bundles of branches tied together upright in freshly upturned snow, used to pay respects for the fallen of the tribe. There was no-one to be seen--what remained of the tribe had moved on after burying the casualties of the battle, assuming Yu had been one of the dead.

There was no time to grieve. Efficient as his tribe was at using everything at their disposal, even their scraps were of utmost importance to Yu at this point in time. To him, this was the ultimate test of survival, his time to use every skill he had learnt from his parents in order to live until he could reunite with civilisation. With nothing but his trident, net and clothing Yu spent five years alone in the woods, doing whatever it took to feed himself and evade larger predators. He climbed trees, dug holes, straight up ran from whatever he couldn't face, but also practiced his trident skills with the knowledge that if he failed, he would die. He'd 'spar' against similarly-sized animals like deer and the odd boar, learning how to wield it like an extension of his own arm, alongside the support from his net. However, never once in those five years did he ever fight Grimm. Without Aura he knew it could only ever end one way. Slowly but surely he accumulated enough materials and skills to establish a foothold in life, yet still scraping by with the skin of his teeth. He dared not approach people for help lest they report him to the Atlesian authorities, and so stuck to the routes he knew best.

This monotonous lifestyle changed abruptly one day when an unexpected caravan crossed paths with Yu on his standard route. With five years to get familiarised with the standard times when trade lines were at its busiest, this came as a massive shock and surprise for the teenager. Reluctant to approach with suspicions that this was, at worst, an Atlesian military patrol, those worries were unfounded as the owner of the caravan was revealed to be one Marvin Royale, who took Yu under his guidance after hearing his story. Deciding to release Yu's aura to heal some unavoidable wounds, the event was nothing if not spectacular. His soul, tempered under the years of harsh conditions and events, instantly revealed his Semblance to him--it was as if his Aura itself was offering ways to help him through the hardships. Recognising this as a strong sign that Yu would prove to be a good Hunter if he ever took up the option, Marvin offered him a scholarship at an academy of his choice, as well as introducing him to the wonders of both Atlesian technology and Dust alike. In awe of his sudden fortune and luck, Yu was inspired by the display of Dust to design a new, more combat-oriented net, which one of Marvin's contacts easily supplied.

Ultimately choosing Beacon as the place to start his new life as a Hunter anew, over the more rigid traditions of Mistral and the scorching heats of Vacuo for the more orderly, bustling cities of Vale, Yu enters his time as a Hunter-in-training armed with more survival knowledge than any of his classmates. He does, however, have a lot to catch up on when it comes to getting accustomed to Vale's more carefree lifestyle...

Personality: Yu Nanhai is a humble and hard-working person who prefers to avoid attention. Quick to praise others and slow to receive, his personality paired with his innocent young face completely hide the fact that he's alone in the world, having lived many a year in the wilderness with nothing but himself and his trident to tide him through life. Despite having entered a world of technology far-flung from his old nomadic ways, Yu prefers to keep it old-fashioned--rarely using the school's technology provided (partly due to lack of Lien), as well as making constant, valiant attempts to preserve his tribe's traditions. This does also mean that he is a loner at heart, unused to much social talk and being firmly rooted in his past.

Unfortunately, the painful truth is that Yu is a Faunus, and literally has no way to hide it. Despite being born in Atlas, where the attitudes toward their kind have been...less than ideal, Yu has embraced his roots and has only benefited from it. It's more than likely that being born half-aquatic animal has made Yu equally comfortable both on land and water, not to mention being an impressive swimmer to boot, able to manoeuvre through fast-flowing waters without need of goggles. He's also grown resilient to harshly cold climates, and can thrive even in temperatures near 0, though the opposite cannot be said for hot climates. Over the years, he's developed an intense love for seafood even with it being a luxury in Atlas, and being an otter Faunus even has a favourite rock stored away on him for when he needs to break hard-shelled crustaceans. One might often find Yu in his spare time just floating in a pool with a plate of clams and oysters on his chest, cracking each one open like an actual otter.

Despite his cute appearance and likeable personality, there's a part of Yu's soul that has closed itself off to everyone due to the Grimm attack that wiped almost all of his loved ones off the face of the planet. Yu will do whatever it takes to survive, abandoning former allies in a heartbeat if it looked like they were losing, letting others take the blame without effects on his conscience, even going so far as to steal from people. The latter is quite rare, however--having lived in the wilderness for the greater part of his life has taught Yu how to live off the fruits of the land and thrive with bare necessities. So strong is the habit that till this day Yu still prefers the scenery and quiet that the nature provides over the bustling, safer cities. After all, out in the woods and rivers lie only similar-minded animals to live or hunt with, and none of those humans who live solely to see the faunus suffer.

The PTSD that was absent from Yu's life during his solo adventure before he was found by the caravan has hit back thrice-fold in the absence of the strain of survival, leaving Yu with a concentrated flurry of emotions that he never had to deal with before. Now that he no longer has the constant threat of losing his life hanging over him, Yu experiences frequent nightmares about the few seconds he witnessed of the slaughter before diving into the water to escape, as well as extremely heavy experiences of homesickness, often enough to leave him in tears and incapacitated. In addition, with no treatment and no one close enough to him that Yu can vent his experiences to, the nightmares have only become worse since they first started emerging, causing Yu to begin hallucinating slightly whenever night falls. As such, he is always nervous and jumpy at night even when many people are around, and has troubles falling asleep without nightmares plaguing his sleep. While his physical condition has improved since leaving his old life behind, his mental state has not.

Thanks to the scholarship Yu was granted, he no longer has to scrape by on minimal resources. However, old habits die hard, and he still prefers to camp out somewhere on the campus ground instead of wasting unnecessary money on accommodation. In addition, most of the funds goes into paying for Beacon, repairs for his weapon and net, and purchasing Dust--meaning that Yu has had to find a job as a bona fide fisherman selling whatever he caught to the highest bidder, leaving the smallest catches for his meals. It's not a high-paying job, however--Yu is still struggling with his finances, and is constantly looking for jobs he can take on that can further supplement his tight pockets.

Aura: Aura Color: Maya Blue/#73C2FB

Born and raised a resilient and hardy survivor, Yu's soul burns strong with the desire to live on in the harsh world. He'd survived in the harsh climates of Atlas with no Aura, living off the land and doing whatever it took to evade predators, both human and Grimm. So unsurprisingly, when his Aura awoke it brought with it the corresponding traits that reflected his soul. Yu's Aura has a significantly stronger Aura Detection ability than most untrained hunters and can even outmatch some trained Hunters--able to detect both Aura users and Grimm at longer distances than others.

Semblance: Survivor's Instinct--Yu gains a sixth sense of sorts; the ability to detect incoming objects that would pose a threat to his body. Once the semblance detects one such threat, it sends signals directly to Yu's brain which include: what the object is, what direction it is coming from, the velocity of the threat (if any), and how much damage it will do to his Aura (if up) or his body, including any internal damage. The information is instant, providing Yu with a 180 degree sense of awareness of anything that may cause him harm. This takes form in a invisible halved sphere that can be rotated around Yu's body as the centre.

This does not affect Yu's reaction time, however--anything normally too fast to really do anything about will damage Yu before he can register that the threat has emerged. Survivor's Instinct has a 3-meter range in any direction, too short to properly deal with ranged projectiles, but perfect for melee combatants. One way to counter this ability is to overload Yu's senses with a overwhelming amount of attacks; each one will be displayed as a separate attack and will confuse Yu heavily.

Survivor's Instinct can be activated in up to 3-minute bursts with 5-minute cool downs in-between.

Combat Behavior: Simply put, Yu fights not to win, but to survive. He fights in a way that he will be the last one standing no matter the size of the fight, in the least-harmed state of any participants involved. This involves fighting cautiously, patiently, never hesitating to retreat or even straight-up run from an opponent that clearly outclasses him. Backing his fighting style up are his Aura abilities and Semblance, providing Yu with a ability to avoid danger that others might lack. However, his willingness to retreat and run, while keeping him safe, also endanger any teammates he fights alongside. This does not affect Yu's decision-making--he'll sacrifice others' lives to protect his own in a heartbeat.

A lifetime of running from things that could kill him as simply as taking a breath has drilled into Yu the natural instinct of "fight or flight"--the reaction that causes adrenaline to be inserted into the bloodstream. It's not uncommon to see Yu on edge, ready to spring into action at the slightest sense of danger--or eject himself from the fighting just as quickly. Paired with this is his natural stamina and speed, both on land and in water--running from predators was a thing he had to do often, and being caught meant his life. It was with this threat looming over him that Yu relentlessly honed his speed and stamina, while his Faunus traits meant he felt equally at home in the water.

Incredibly rarely will Yu go on the offence, but when he does, he dual-wields his choice of weaponry with a dexterity and natural flair that only a lifetime of training to save his life with them could achieve. Able to coordinate both arms ambidextrously, the combination of trident and net, each feeling like an natural extension of his arms, present a intimidating front for any melee fighter to face. While one hand keeps his opponent occupied with swift, smooth thrusts of his trident like spearing fish from a river, the other holds the net ready to ensnare the target at any opportune moment, all the while backing his prey into a corner, giving them no way to escape from his elaborate trap.

While Yu fights more defensively than any other Hunter he knows, that strength can easily be turned into a weakness. His reluctance to attack can be exploited by ranged fighters by simply chipping away at his Aura, assuming their projectiles aren't slow-moving targets that can be knocked out of the air. In fact, anything that has a longer reach than his trident will have a relatively easy time against Yu as he will never opt to close the distance. Similarly, skirmishers and fast-moving fighters in general can easily slip past Yu's guard, bypassing Survivor's Instinct with enough speed. While Yu has good stamina, those who can outlast him will also benefit as Survivor's Instinct's usefulness relies on Yu being able to react in time--and that becomes harder and harder as he becomes weary from the fight. Multiple fighters converging on Yu at the same time will almost guarantee a retreat, something that becomes clearly obvious after the first few attempts.

To Yu, fighting is simply another form of hunting and of survival, only with prey that fight back--and he's had plenty of experience with those.

WEAPONS

Name: Recens Procellam (Storm Caller)

Primary Form: Recens Procellam is a simple grey trident measuring up to 6 feet in length. While almost the entirety of the trident is dinged up, scratched and slightly dented in places, the three prongs are kept in pristine condition, always ground to a fine point. Along the length of the shaft are seam lines running along the circumference of the pole, and near the non-pointy end there is a thicker section for ease of gripping. The entire trident is well-balanced, allowing for simple one-handed usage.

Secondary Form: Recens Procellam can be split into many separate metal rods that can be reformed to create many different objects ranging from a small, one-man tent frame to a spit roast, stool frame, tripod for boiling water, makeshift stretcher, spit roast--only limited by Yu's large knowledge of DIY tools. In total, Recens Procellam can be broken down into 30 rods of different lengths, and can be reassembled into 3 spears of equal length. However, it's main function is its flexibility to be built into many tools for living out in the wilderness.

Storage Form: Breaking Recens Procellam down to its smallest pieces and sections allows it to be stored separately in Yu's pockets and sleeves.

History: It's no exaggeration to say that Recens Procellam is single-handedly responsible for saving Yu's life countless times over, both from enemies and from the invisible danger of starvation. While his nomadic tribe had always preferred sturdy, reliable tridents and harpoons over frail fishing rods when it came to fishing in the frigate climates of Atlas and those frozen lakes, it was the constant threat of Grimm that drove them, and later Yu, to mastering the art of wielding the trident not as a tool, but a weapon against the forces of darkness. They say necessity is the mother of invention, but to Yu it was also his saviour. Inherited from his father before he died during the river crossing

Name: Apath

Primary Form: Apath is a large fishing net that Yu thought up the design of after seeing Dust in action for the first time, and now brings his expertise with using nets to combat. The rope mesh has been replaced with metal wire, interlaced with small metal capsules in each cross-section. A short circular handle wrapped with leather is on one end of the net giving Yu an easy handhold for one-handed casting. A button on the grip of the handle sends a minor electrical charge throughout the net, using positive and negative electrons spread through the metal wire to untangle any fumbled knots.

Storage Form: When not in use, Apath simply hangs from Yu's left shoulder strap, resembling a shoulder cloak. It also doubles as a sort of chainmail armor for his left arm, wherein any Dust can be activated to create an extra layer of protection.

Dust Functions: Inserting any form of Dust into Apath's handle imbues the net with similar effects, with the points of ejection being the small capsules in each cross-section.
Spoiler: Dust effects • show

Fire Dust -- The entirety of the net, bar the handle, bursts into flame, not hot enough to melt steel even under 5 minutes of constant exposure but certainly enough to burn any opponent trapped underneath.

Ice Dust -- Both sides of the net are coated in ice, making the net heavier as well as causing laceration damage to anything underneath the net that is large enough to be trapped.

Electric Dust -- Every part of the net apart from the handle is given a strong electrical charge, shocking anything that conducts electricity if it comes into contact with the net.

Earth Dust -- Covers the net with packed earth. While not of particular use in combat, it makes for a remarkably water-proof tent cover--perfect for conjoined use with Recens Procellam's other features.

Gravity Dust -- Weighs the net down heavily, effectively adding 75lbs of weight to the net. Used to pin prey to the floor for an extended duration of time.

History: Yu's original net, a simple one made of bits and bobs of cloth and string, had underwent multiple repairs by the time the caravan found him. Upon discovering the wonders of Dust, Yu's experimentation with the stuff led to a more combat-oriented design to replace the old net. He still keeps the net, one of his only mementos of his parents.

3
Beacon Academy / Discussions at Dawn [COMPLETE]
« on: May 19, 2018, 12:41:38 PM »
Her bed was empty.

It was with a tired body and mind that Jocelyn had collapsed on her bed that night, fully expecting the rest of the people (bar 1) sharing the room with her to do the same. As for the exception, she probably wouldn't be going to her own abode until around 4 or 5, working hard at something or other and displaying that tenacity and determination that Jocelyn had come to admire and love. But even so, a person had to sleep, and Prism was nothing if not a person. So it was with a sinking heart that she woke to and saw the bed opposite her empty. She reached for her scroll, and the time read 5:26.

It was way past her normal sleep schedule, and Jocelyn was determined to drag the faunus back to bed, with force if need be.

Absentmindedly picking up her first-aid kit, she tip-toed to the door and slipped out (even though she probably woke Amane simply by waking up herself), blinking her eyes to adjust to the darkness. It was times like these where she wished she had night vision like the Faunus did, or had the money to buy herself a pair of night vision goggles. Maybe Amane could help with that...

Her fruitless search brought her to the roof after ten minutes of wandering around the large campus, her progress hampered by the lack of light and the need to remain quiet lest she wake other students, or even worse the teachers. She was about to turn and head somewhere else when a glimmer of turquoise caught her eye amongst the dark grey of the floor. A closer inspection revealed the girl she was looking for...curled up in the fatal position and huddled against a wall. All previous thoughts shoved out of her mind, Jocelyn hurried over to the girl, careful not to make too much noise while running, while flipping open her pack and withdrawing a Ice Dust crystal. With an ease borne of practice she placed the crystal on Prism's arm whilst simultaneously channeling her Semblance.

4
INITIATION BRIEFING:

Local huntsmen have reported a gigantic swarm of Grimm heading to a village hamlet by the name of Verdea. The village has already begun evacuating with Hunters on standby, but the locals have expressed concern at the speed of the evacuation. To that end, Beacon has volunteered to send a team of hunters-in-training to man a defensible position outside the village borders, to ensure as little Grimm as possible make it to Verdea before complete evacuation is achieved. Team CASA, accompanied by Professor Ferus, is tasked with holding off as many Grimm for as long as possible until either Verdea completes its evacuation or until retreating is deemed necessary by the accompanying teacher.

Objectives:
 -Hold out for as long as possible/until evacuation completion
 -Let as few Grimm through as possible


As the distinct chime of his scroll sounded to indicate the message he'd been expecting, Professor Ferus finished his pre-mission checks on his equipment and reached back to read the mail. Finding the details included satisfactory, he swiftly composed a message to the four members of team CASA: Meet me at landing platform 12 as soon as you finish necessary preparations. -Professor Ferus. Shouldering his equipment, he strode off to his designated meeting point to await the team he would be supervising on their initiation.

5
AMA Section / Rule 63...
« on: February 02, 2018, 07:08:09 AM »
Your character is walking down a street when they accidentally bump into another person. They look up to see a Rule 63 (Genderbent) version of themselves. How do they react?

6
The Vale Region / Mysterious Migrations of Mountain Glenn
« on: January 22, 2018, 05:26:58 PM »
MISSION DETAILS:

The area around Mountain Glenn has always been a perilous one. Grimm are constantly gathering around the area for reasons yet unknown, while the area itself is desolate, ruined and bleak, a reminder that even the most powerful of settlements falls to the Grimm. The underground is no different; non-active train tracks lead directly to Vale, sealed behind the thickest of bulkhead walls that even a Goliath would find hard to break down. The reason mainly attributed to the fall of such a heavily defended area is the lack of natural defences that Vale boasts; it is that same reason that Grimm find easy access to the surrounding areas.

Around a week ago, Hunters sent to cull the numbers of Grimm reported seeing new species of Grimm, believed to not be native to Mountain Glenn. In addition, said Grimm have been migrating to the area en masse, harassing any unprepared Hunters sent to deal with the threat. Casualty rates have risen to unforeseen amounts, enough to warrant an immediate, decisive response from a small strike team.

Selected members of this strike force will be landing just outside the ruined city's borders at the break of dawn, accompanied by a fully trained and capable Huntsman. They will then be proceeding on foot to locate, if any, the source of this strange phenomenon. If any source is found, their objective will be to destroy said source--if none is found, the strike force is to retreat to a safe location for a Bullhead to evacuate them safely. In light of the risk of this mission, the transport provided is a heavily armed Dropship, which is licensed to carry out strafing runs if necessary.

MISSION OBJECTIVES:
-Deploy to mission location and investigate
-Destroy source of migration, if possible




While waking up before the crack of dawn to board a dropship bound for one of the most dangerous areas in Vale was not on Ferus's wishlist, he was quite certain that whatever he felt, the others felt much, much worse. Put him in any one of the student's shoes and he would probably be asleep. Alas, that was not to be for his mind was methodically going through years of protocol, drilled into his mind by teachers before him.

Put before him was a mission unlike any he had undertaken, in addition to his first with Beacon students. They were not to be underestimated, for sure--one of the students picked was a Vytal Festival finalist--while two 3rd year members rounded out the team with their advanced wisdom over the other 1st years. Still, one could not make too many preparations when Grimm were in the equation.

As the familiar skyline of the ruined city came into view and the comforting rays of light peeked over the horizon, the Huntsman turned to wake any lucky soul who had managed to claim a few precious moments of sleep. A long day was ahead of them all, and sleep would soon just be a memory...

7
Plot Zone / Mysterious Migration of Mountain Glenn
« on: January 21, 2018, 08:16:04 AM »
Mountain Glenn. A ever-looming landmark of one of Vale's biggest failures, now converted to one of the largest gathering places for Grimm found anywhere on Remnant. Hunters and Huntresses are constantly sent to keep the Grimm levels down to a manageable amount, with the majority of such missions being successful at culling the monsters. Even Beacon students undertake excursions to the Mountain for both learning and combat practice.

But something has recently gone amiss. Hunters sent to cull the Grimm are returning with increasing losses and sightings of Grimm not normally seen around Mountain Glenn. More concerning is the fact that these non-native Grimm are reported migrating to the area en mass. The new combat professor at Beacon, Ferus Talandar, has been tasked with leading a small strike force of capable Beacon students to investigate the source of this intriguing phenomenon, and if possible, stop the migration.

Any students of any year group participating must be aware of the odds and risks taking this mission, and prepare for a long fight--the mission will most likely not be simple or short. Of course, successfully completing the mission will result in extra credit and potentially further rewards--the areas being investigated have a reputation to contain certain valuables left over the ages.

Sharpen your blades and ready your firearms--this should prove interesting...

Available Slots: Full!
Nathan Eau--1st Year
Gwylan Anwen--1st Year
Mogan Treehouse--3rd Year
Suntalia Lyn Ryker--3rd Year

8
Introductions, birthdays, and departures. / It's been one year...
« on: January 06, 2018, 05:59:38 PM »
And I haven't made one of these.

Can't believe it's been a exact year since I joined the site, and I have to say I don't regret it at all (just look at the time spent). Admittedly joining without a word of greeting was rude of me but I wasn't aware introduction posts existed. I was proven wrong, obviously.

So anyway, my greeting one year late! It's definitely been an entertaining year and I hope it continues!


9
Introductions, birthdays, and departures. / It's been one year...
« on: January 04, 2018, 09:14:42 PM »
And I haven't made one of these.

Can't believe it's been a exact year since I joined the site, and I have to say I don't regret it at all (just look at the time spent). Admittedly joining without a word of greeting was rude of me but I wasn't aware introduction posts existed. I was proven wrong, obviously.

So anyway, my greeting one year late! It's definitely been an entertaining year and I hope it continues!

10
Approved Characters / Prof. Ferus Talandar
« on: January 02, 2018, 09:59:18 AM »
CHARACTER

Name: Professor Ferus Talandar

Nicknames: The Huntsman Who Learns (In certain circles)

Age: 43

Species and Gender: Male Human

Occupation: Teacher at Beacon Academy (Specialties: Grimm Hunting, Grimm Combat Lessons), former Huntsman, Beacon Academy graduate

Appearance-Casual: Clad in a long, slate-grey, double-breasted tailcoat that encompasses Ferus's 6'5 height, naturally black hair and bangs, his predominantly dark-shaded wardrobe of grey, black and off-whites does little to bring out the shine in Ferus's similarly coloured eyes. They do, however, display his heavily toned physique and his wide shoulder width predominantly. While not a detail he likes to bring up, those who like to observe--or are just keen-eyed--will notice the intricate woven patterns and precise stitching that denote the makings of a bespoke tailor. Completing his outfit are a pair of worn jump boots--ideal for the inevitable aerial descent denoting each mission's start in his opinion.

Appearance-Teaching: Reluctantly forgoing his beloved tailcoat, Ferus dons a more simple stiletto-shaded suit with twin cufflinks in the form of his symbol, something he has yet to have to repair due to the rarity of his indoor lessons. A formal, light blue dress shirt is worn inside and a white cravat adorns his neck. While his attire is smart, it is significantly more disheveled than his casual, leading many to believe that his teaching outfit is instead his combat outfit and vice versa. However, the lack of wear and tear proves otherwise.

Appearance-Battle: At first glance, Ferus's various pieces of armor come off more like ceremonial pieces, designed for purposes other than battle. The mixture of vibrant gold shades integrate with carved spirals and patterns on each smoothly curved armor piece, consisting of a breastplate cut off over his abdomen with high arches over the shoulders and a single glass rhombus on each side, twin vambraces and greaves, each piece with an inlaid transparent oval. A single left armored gauntlet follows the same pattern. The overall weight of each piece combined do little to hinder Ferus's movement, and each transparent section is designed to house specific Dust crystals. The breastplate and both vambraces house Gravity Dust for easy attaching and detaching of weaponry, while slits in the greaves allow the Kinetic Dust stored in the armor to be released in small bursts, giving Ferus the ability to sidestep with the additional momentum. All the above is in addition to Ferus's casual outfit.
Spoiler: picture • show



History: While the saying "Turning over a new leaf" is used to describe someone who resolves to change a certain habit, anyone who had the fortune of knowing both the young Ferus and old Ferus would say that Ferus defines the saying. As a peaceful, inconspicuous young child born in one of the few independent villages away from the mighty Vale, Ferus was already chosen as another to take up the mantle of a Hunter, in the service of their village. And while his father, a prominent Hunter in his prime, was as good a teacher as he was a father, the young Ferus soon grew disenchanted by the constant, rigorous training that he was forced to undertake, day by day. Whenever possible, the boy would find ways to hide from his father and escape from the "confines" of his training, joining up with his friends near the forest just within sight of the village. While the ever-existing threat of the creatures of Grimm lurked within the darkness, the combined force of the Huntsmen in the village was enough to drive them back, time and time again. Or so they thought...

One damp afternoon, on the winter solstice, the 15-year old boy ventured away from his house to meet up with his group of friends, where he was informed they would set off some illegal fireworks, already hidden in the woods. To do this, they needed to delve deeper into the forest, something his father had repeatedly drilled into Ferus not to do. Knowing this but not wanting to look like a coward, Ferus agreed...then while his friends ran off in a group, he silently headed off in another direction, intending on looping back around to the village to avoid his group. But mid-travel, Ferus felt something had changed. The temperature, normally cold as one would expect from it being close to the winter solstice, was oddly warm. And when it started snowing, what came down to Ferus's bewilderment wasn't snow, but soft grey ash. With a rapidly growing sense of dread, he doubled his pace, praying what he thought hadn't happened.

The worst had happened. The view of the village, frustratingly obstructed by the multitude of trees that seemed endless, opened up to reveal the palisade as well as the rest of the village, burning like a blazing bonfire. Flames leaping from the roof of one house to another, likely from something flammable being knocked over, cast shadows on an endless moving swarm of objects. The Grimm had arrived--and they had one thought on their mind: KILL. KILL EVERYTHING. All the Hunters had been celebrating in the town hall by having a fighting tournament, and were caught completely off guard. Even rallying under the shining banner of their village did nothing to stem the endless stream of Grimm washing over each patch of resistance, every Hunter, like tidal waves striking a beach with the momentum of a wrecking ball. Any who turned to flee were trampled underfoot like an ant, gored through the stomach of a charging Boarbatusk, picked off the floor by the cloud of Nevermores, hovering like vultures after a kill. All this done as easily as one draws breath. And Ferus bore witness to it all. He couldn't turn away. He was helpless to stop the massacre unfolding before their eyes. It was an execution, and he had a front seat.

Help came too late for the hapless village. The rat-tat-tat fire of Bullheads from Vale only served the purpose of scattering what remained of the rapidly dispersing Grimm. And when they landed, they might as well have taken straight off again. There was no-one to rescue, no intact bodies to bury. Houses were razed to the ground, worldly possessions burned to a crisp. And as Ferus wandered what remained of the village, he felt sadness. Grief. Fury. But the tears didn't flow. News started trickling in, of the lucky few that made it out thanks to the Huntsmen's valiant effort and sacrifice. Ferus's group of friends were missing, a sign that the boy was wise to listen to an elder's instructions. And after scavenging whatever he could find from his ruined home, Ferus boarded a Bullhead bound for Vale with a clear goal in mind: KILL. KILL EVERY SINGLE GRIMM.

With no family left and nowhere to call home, Ferus enlisted in Signal Academy, paying with every single coin he had left to his name. The city was obliged to provide refugees with a small sum of money to settle the evacuees, but a few teachers took pity on him and supplied Ferus with some leftover clothing that fit him, as well as the rest of the money needed to enlist. In honor of his father who taught him everything he knew about battle, the boy chose to continue his training with the lance, his father's weapon of choice. With the constant knowledge that this was all he had left in life, the boy threw himself into his studies with a level of dedication and determination that shocked teachers. Ruthlessness in sparring matches, scarily attentive in lessons, nothing less than perfection would be acceptable. The performance he was achieving in Signal was rarely heard of, especially from one who had lost his entire family. That fact still remained with Ferus, but simply forcibly quashed in his mind by constant thoughts of revenge. It was the sole thing that kept him going and pushed him to achieve.

When he first started at Beacon Academy two years later, the teenager was nearly unrecognisable from his previous self. Now a person who shunned any social contact and was determined to the point of fanaticism, it wasn't hard to imagine he wouldn't fit well with any team. Nevertheless, the staff at Beacon weren't about to turn away a student of his caliber and dedication, and tried to give him a team that was willing to help each other--the perfect definition of teamwork. Despite this, Ferus had long since thrown up a mental wall between him and outsiders, hardening his shell and continuing to repress his emotions through his work and fighting. Every moment spent in thought of improvement, never a second wasted on useless things such as bonding with his team. But after a series of almost fateful events--one that may or may not have been orchestrated by a few members of staff--that included Ferus being over his head on his own and having his teammates save him from death, the teenager finally started letting his emotions get the better of him. Reluctantly, he admitted that while he kept up his strong and determined demeanour, his soul was crying out in agony and grief over the deaths of his loved ones. Inside, Ferus was broken and torn, his heart shattered as he tried and failed to deal with the mental loss.

By the time they finished their first year, Ferus had since turned over a new leaf. With the help of his fellow teammates who had consoled him and led him through the dark tunnel into the light, he once again regained his previous personality and properly joined the ranks of his team--though not without proper counselling and time. With them, he found that he had been missing out on all the benefits of having friends to share happiness and sorrow with, and a shoulder to cry on when old demons awoke. The three years of Beacon went by in a flash, the new age beckoning the team onwards to further glory. But for all that had happened, Ferus had not lost sight of his original goal. While his methods had indeed changed, he had yet to start. So sadly bidding farewell to his team--for they each had a different goal in mind--Ferus struck out to make a living for himself as a freelance Huntsman. As with Beacon, the years flew equally swiftly, with the Huntsman visiting various parts of Vale, Mistral, Vacuo and even Atlas, wherever his duty beckoned and wherever missions called for his presence. With each trip, Ferus met more and more people of the same profession, almost all more skilled and older than him. And from them he made it his mission to learn, to glean jewels of wisdom from each Hunter he passed. And with each successful hunt, news started spreading in certain circles of "The Huntsman Who Learns"--of the man who seemed in an endless pursuit of knowledge against the forces of the Grimm.

Having successfully (and inadvertently) made a name for himself, Ferus found himself with no lack of both Lien and fellow Huntsmen in need of guidance, similar to how he sought out Hunters who had mastered their own unique craft. Remembering how his "teachers" had treated his request and did the best they could, he attempted to do something similar. It was there he discovered he had a flair for teaching--the reservoirs of knowledge accumulated over the years springing to the mind with natural ease. More than once, Hunters who came to him for advice felt his talent was better spent in a academy, and when he brought the subject up with his old team whom he remained in close contact with, the decision was unanimous. For Ferus, it was yet another step toward his goal, only it wouldn't be him taking up weapons against the Grimm; that job was left to the next generation of Huntsmen and Huntresses. His path now led him to Beacon Academy, the place where he first began anew. Now, his return marked the start of a new chapter in his life, the turning of yet another leaf.
Spoiler: tl;dr for those who cba • show

Ferus is born. Village is destroyed by Grimm. Ferus seeks revenge and becomes cold-hearted toward everyone. Teammates change his mind. He opens up to them. Graduates and goes solo, travelling all over Remnant. Learns from elder Hunters, earning the alias "The Huntsman Who Learns". Tries his hand at teaching, and has a natural flair for it. Applies for a staff role at Beacon Academy.

Personality: Teachers are the kind of person one turns to when they are stuck on something, require assistance, or simply need an adult to talk to. While Professor Ferus Talandar isn't the person that first comes to mind when such assistance is required, hunters-in-training that undertake his lessons are left with no doubt that the Hunter-turned-teacher is one that is highly dedicated to his job. Ferus spares no effort when it means the student in question improves on his skills as a Hunter--the reason Ferus became a teacher in the first place--and attempts to make his indoor lessons as interesting as possible. Granted, not every student that steps in his classroom will be as willing as he to listen to lessons was back in his Beacon days and Ferus fully understands, instead using his own experience as a student to face any teaching problems.

While Ferus is a capable teacher when using words and diagrams, the outdoors is where his skill both as a teacher and a Huntsman truly shines; after all, the outdoors is where the practical side of being a Hunter comes into play. Ferus highly prefers outdoor lessons with hands-on Grimm combat over the duller lessons indoors, but he fully acknowledges that he is no match for the mental prowess of some of his fellow teachers, and is willing to learn, even now, from his elders, still being a keen student to this day, hence his alias of "The Huntsman Who Learns". Active students that frequent the sparring halls and gyms will oft see the teacher running through years of techniques in his free time, a sight to behold when his true potential is almost always held back. Training must become instinct for those who want to survive on the battlefield; and so Ferus has mastered his abilities, his very body, until his training is in his blood.

Even though Ferus is a Huntsman to the very core, determined to stand forever in combat against the creatures of Grimm, his reason behind it is what empowers him to keep going. All that hatred of the Grimm stoppered within him is turned into Ferus's strength, instead of letting it consume him. What he hates seeing are students in the same situation as him--which is why he tries to get them over it and move on as painlessly as possible. In addition, his way of living and his life lesson have given him one unique ideal: abstaining from non-Grimm fighting. While Ferus does not condone PvP nor has any negative opinions on it, he himself simply does not participate--at least, willingly. When lives are on the line, either his own or others, human or Faunus, and no-one qualified is on the scene, he will step up to intervene. Recent events with the White Fang have given Ferus cause to reconsider his ideals, but so long as the Fang do not intervene with his actions he sees no reason for recourse--in the near future. It is true that Ferus mostly stands alone in this belief, and does not judge anyone who disagrees with his beliefs. If asked, he will respond with something along the lines of "Huntsman's duty". It takes knowledge of Ferus's troubled past and the journey he has been through to fully understand why Ferus feels this way; fighting among humans distracts them from what is important, and doing so results in lives being lost for each moment wasted. Some argue that Ferus still subconsciously retains trauma from his past, others chalk it up to his vow to constantly defend humanity. But it truly is once in a blue moon when Ferus bears arms against another human or Faunus.

Aura: Aura Color--Slate Grey/#708090

Throughout his two years of Signal, four years within Beacon, and his career of being a fully-fledged Huntsman, the name of the game for Ferus has always been strength. Not power in the sense that it would corrupt minds, but rather physical strength that could always be relied on to get you out of a pinch. As such, Ferus has honed and extensively trained his Aura over the course of many years of fighting and training to greatly enhance his physical strength, far beyond what normal strength training could possibly achieve. This didn't mean Ferus ignored all other aspects of what his Aura could achieve; during his years as a junior Huntsman his battles brought him together with other Hunters far more skilled at different Aura techniques. As a result of learning from his superiors, Ferus has grasped the art of Aura Shielding, Aura-infused hand strikes, and Aura Detection, though none reach the level of mastery as his strength from his Aura. And with the unique circumstances required for his Semblance, there's no denying Ferus needs every single advantage his Aura can provide.

Semblance: He Who Stands Alone-- Gaining a sevenfold boost of strength, toughness and stamina to every single muscle, organ and bone in his body, Ferus's physical strength, stamina and speed is exponentially increased up to 7x its original limits. However, this comes at a high risk; in order for the strength boost to take place, there must be no living human or Faunus within 10 meters of Ferus at any given point of time. Failing the requirements results in Ferus's semblance automatically shutting down regardless of how small the intrusion was, leaving Ferus without the power-up of his Semblance.

While He Who Stands Alone is active, a highly visible, translucent circular area of light grey flares up around Ferus, indicating the area in which no-one is to enter. This is a passive effect and does not impair vision, as well as being able to pass through everything. In addition, Ferus's eyes leave behind a trail of grey light, further exposing his location to any Grimm.

With the massive disadvantage of his Semblance holding Ferus down, he has trained to make the positives outweigh the negatives. He Who Stands Alone has been greatly enhanced from his young Beacon days: the effects are instantaneous and can last for up to 5 minutes with no drawback. However, beyond 5 minutes of operating time starts exerting stress on Ferus's heart; overuse can lead to severe heart attacks and in the worst case scenario, death. Knowing this, Ferus refrains from relying on his semblance, choosing mostly not to use it unless the situation warrants it.

Combat Behavior: Ferus views his job as a Huntsman in a different sense: he believes that while children can have their fun fighting each other, the true duty of a proper Hunter is in battle only against the creatures of Grimm. Thanks to that and his endless pursuit of knowledge in order to combat Grimm, Ferus is extremely capable at dispatching almost every type of Grimm. He is very knowledgable about each species of Grimm, be it common or rare, having done extensive research into each existing species known to mankind, as well as years of personal experience locked in battle. While the fighting style he has embraced, as well as his weapon of choice, leave him incredibly vulnerable to attacks from Hunters of his level, he actively avoids combat with humans or Faunus.

While Ferus's combat style varies slightly against each type of Grimm, his main approach is to hit them as hard as possible, over and over, before they can strike back, with every attack calculated to inflict the maximum amount of damage possible, every exploitable opportunity used to its highest potential. This however sometimes backfires as a seemingly harmless opportunity turns into a trap. The long reach of his weapon as well as its three ranged options help deal with both armoured and non-armoured Grimm, single or pack alike. Ferus forgoes elegance, mobility and stealth for a brutally efficient and remarkably fast way of fighting against any grounded foe; while against airborne Grimm like the Nevermore, he employs his grappling spike to bring them to earth, where they are just another Grimm to the slaughter.

Usage of Ferus's Aura is heavy in combat; he relies on the sheer power of the strength boost his Aura provides to swing his weapon around for durations of time other Hunters would not be able to achieve, while unarmed he still poses a distinct threat with his Aura Shielding and Aura strikes. His Semblance is both a blessing and a curse; being unable to use it in a group drags him down when fighting Grimm too dangerous to handle alone, but being able to single-handedly hold the line when protecting unarmed civilians is one of his greatest feats and one that he is immensely grateful for.

Equally as important as his weapon usage and Aura is his reliance on Dust: from subtle utilities in his armor to a straight-up dust-thrower, Ferus expends Dust at a surprising rate considering his role as a non-mage bruiser. Herein lies one of his biggest weaknesses; when prolonged battles leave his Dust reserves running dry and he cannot call in his locker for any reason, Ferus has lost a mobility option (greave thrusters), all three ranged options (shells, dust-throwers, cannon) and the ability to holster anything, including his shield. Another weakness of note is his mobility; while his greaves provide a short burst of movement in one direction, any fast Grimm (or flying, for that matter) that constantly darts in and out not only serves as an annoying target, but a potentially lethal one provided enough swarm Ferus in one go.

WEAPON

Name: Grimm Repertoire

Primary Form: Grimm Repertoire is what Ferus calls a "Gunlance": a hand-held cannon, using a lance handle, with an oversized bayonet attached to the barrel, as well as a oversized 6-shot revolving chamber near the guard. In truth, the entire weapon's frame, as well as all ammunition used, makes it extremely heavy; only with Ferus's extensive strength training, both Aura and body, allow him to use this weapon with his degree of skill. Standing taller than Ferus at full height, the hydraulics that power the gunlance allow it to be folded in half via a hinge, revealing three chambers that make up the weapon's firing tubes. This is also the way how the spike cannon is reloaded.

Grimm Repertoire also boasts three firing options, each with its own specific type of ammunition. Ferus uses this in conjunction with his heavy smashing blows, alternating between melee and point-blank shots. It must be noted that all three options only work at close range, which Ferus learned the hard way when trying to shoot a Nevermore out of the sky.

Firing Chamber 1-Single Shell: Grimm Repertoire discharges one of it's six shells from within its revolving chamber. These shells equal a cannon shot in power, used mostly as a follow-up when Ferus has just smashed his lance down and the barrel is staring a Grimm right in the face. Designed to punch a hole through most Grimm, the shot has negligible range beyond point-blank, and is used mainly against lightly armoured targets or anything that has survived the initial lance blow.

Firing Chamber 2-Dustthrower: From within Grimm Repertoire's second chamber, Dust is discharged in a cone around 15 meters out, corresponding with the type of Dust crystal currently loaded. Ferus uses the Dustthrower when he needs crowd control against multiple light, unarmored targets. Each Dust crystal lasts up to a minute before being spent and ejected to the side.

Firing Chamber 3-Wyrmstake Cannon: The last of Grimm Repertoire's firing options, this forcibly inserts a sharpened metal spike into a Grimm so hard it takes one entire Kinetic Dust crystal to fire. When the armour on a Grimm is so hard a smash from the gunlance doesn't cut it, Ferus discharges the Wyrmstake Cannon, specifically designed to pierce the armour, bone, skin and chitin of even the toughest Grimm, bar a Goliath. Unlike the previous two, the metal stake, aptly named a Wyrmstake, has to be manually rammed back into Grimm Repertoire's firing barrel when reloading. In addition, the recoil is absolutely monstrous and due to the weight of each stake, Ferus only carries a limited number on him (2), often calling in his personal rocket locker to replenish his stores. However, that is not to say each stake is not reusable; if for whatever reason the stake misses, Ferus can recover and reload with the same stake.
Spoiler: picture • show



Dust Functions:

A point of note is that Grimm Repertoire's Dustthrower, as well as other Dust types used as triggers (Kinetic Dust), only accepts Dust crystals--the weapon was not designed in conjunction with powdered Dust, which was too volatile to use safely.
Spoiler: show

Fire Dust -- Sprays a stream of flame, like any flamethrower, in a cone. The flame is most potent in the middle, being a blue roaring flame instead of the orange flame near the sides.

Ice Dust -- Fires chunks of jagged ice balls in a random cone at high speeds and a high rate of fire. The ice balls are the size of a fist.

Electric Dust -- Discharges arcs of lightning like a tesla, which prioritise arcing toward metallic objects. Otherwise, discharges in the same cone.

Earth Dust -- When aimed at the ground, erects a curved, cresent wall of rock, stone and mud which acts as temporary cover. The structural integrity of the wall is not strong and will crumble in one strong hit.

Air Dust -- Ejects highly pressurised air in a cone which can knock a person over if hit directly.

Kinetic Dust -- Inserting a Kinetic Dust crystal after any of the above dust types have been loaded results in a massive increase in any projectile velocity and effective range, but horrible recoil and accuracy. Particular types to note are Electric, which do not get affected, and Earth, which makes it a rockslide instead of erecting a wall.

Gravity Dust -- The near opposite of Kinetic, inserting a Gravity crystal after any loaded Dust crystal makes the resulting output far more concentrated and accurate, albeit at a slower fire rate. Electric ignores the effect and Earth creates a solid pillar instead of a wall. The construct is much more durable.

Storage Form: Grimm Repetoire folds in half from its hinged joint and is slung on Ferus's back, "attached" to his breastplate via the subtle use of Gravity Dust.

History: Grimm Repetoire is the result of many, many years of Ferus's fighting and experience. During Ferus's young Beacon years his weapon of choice was a simple lance with built-in gun barrels; as he grew and started undergoing personality changes, his weapon underwent heavy upgrades to become more of a crushing weapon and less of a hit-and-run; as the jobs he took on in his Huntsman career demanded a different weapon, he adapted, upgrading to a lance more suited to ranged combat. Ferus however returns to Beacon Academy with what he considers his magnum opus, the culmination of all those years of experience, weapon changes, and combat.

WEAPON

Name: Voyance

Shield Form: In conjunction with Grimm Repertoire, Ferus carries a grey curved heater shield specially designed to redirect the momentum of any attacks it blocks. The shield has a sharp spike positioned in the middle of the shield, as well as a metal cross-section protruding from the base of the spike. Ferus uses two conflagrations when holding the shield: "attached" to his left forearm bracer via Gravity Dust or "held" in front of his fist. While the forearm is used more for defense, the other setting allows Ferus to access the shield's other modes more reliably. The left corner of the heater shield bears Ferus's symbol, the shape of which is formed with studded nails.

Gauntlet Form: When "held" in front of Ferus's fist, the shield splits in four and folds around Ferus's forearm, encasing his arm in a box of steel and leaving the metal spike in front. Ferus uses this as a brass knuckle-alternative when Grimm get in too close to use Grimm Repertoire.

Grapple Form: When held in shield form, the spike can be fired via Kinetic Dust to act as a grappling spike, capable of bringing small airborne Grimm to the ground. While the winch built in to the shield isn't strong enough to tow Ferus's body weight, the cable is strong enough to hold a Giant Nevermore's pull. 100 meters of cable is built in to the shield, and in the case the mechanism jams or fails, the entire winch can be detached.

History: While a young Ferus would have turned his nose up at the mention of a defensive approach, the now older, more wisely and experienced Huntsman has learnt that there is more to battle than just offence. Starting from his Huntsman graduate days, Ferus has carried this heater shield into battle alongside his gunlance and it has served him well.

EQUIPMENT/UTILITIES

Rocket Locker: Near as essential to Ferus as his weapon itself, the professor's personal rocket locker is something oft seen when on one of his Grimm hunts, especially if going alone. However, since assuming the role of a teacher, the locker has seen some slight changes to the contents of its interior. Occupying the majority of the locker's spacious interior are rows upon rows of Dust crystals of all sorts--exceptionally useful considering every single piece of Ferus's equipment uses some sort of Dust in one way or another. Secured to the wall are spare Wyrmstakes and shells for Grimm Repertoire, and somewhere in the corner will be lying a spare winch for Voyance in case Ferus tries to fish for something out of his league. However, with the addition of the title "Professor" to his name, the teacher has added more essentials to the locker, namely basic first-aid kits (which he has had training with), a flare gun in case something goes really, really awry, and whatever he deems necessary for the mission at hand.

Maelstrom Dust: Borne of Ferus's sweat and tears from days upon days of experimentation as well as help from his old team's resident Dust expert, Maelstrom Dust is comprised of many, many different kinds of powdered and highly volatile Dust, refined, enhanced and polished for use in Grimm Repertoire's shells with extreme care and precision. The result is a highly powerful mixture that could almost be considered acidic in its nature--shells fired with Maelstrom Dust leave the Dust in contact with a Grimm's body, where the mixture starts destroying flesh using a combination of all the elements so carefully aligned with each other, eating away from the point of impact until there is nothing left to destroy, or the Dust burns itself out. While extremely lethal to Grimm, it is also easily capable of doing the same to humans--which is why Ferus has yet to incorporate the Dust into his weapon beyond field tests.

11
WiP Characters / Prof. Ferus Talandar
« on: December 22, 2017, 01:18:10 AM »
CHARACTER

Name: Professor Ferus Talandar

Nicknames: The Huntsman Who Learns (In certain circles)

Age: 43

Species and Gender: Male Human

Occupation: Teacher at Beacon Academy (Specialties: Grimm Hunting, Grimm Combat Lessons), former Huntsman, Beacon Academy graduate

Appearance-Casual: Clad in a long, slate-grey, double-breasted tailcoat that encompasses Ferus's 6'5 height and natural black hair, his predominantly dark-shaded wardrobe of grey, black and off-whites does little to bring out the shine in Ferus's similarly coloured eyes. They do, however, display his heavily toned physique and his wide shoulder width predominantly. While not a detail he likes to bring up, those who like to observe--or are just keen-eyed--will notice the intricate woven patterns and precise stitching that denote the makings of a bespoke tailor. Completing his outfit are a pair of worn jump boots--ideal for the inevitable aerial descent denoting each mission's start in his opinion.

Appearance-Teaching: Reluctantly forgoing his beloved tailcoat, Ferus dons a more simple black suit with twin cufflinks in the form of his symbol, something he has yet to have to repair due to the rarity of his indoor lessons. A white, checkered shirt inside and a light blue tie is also worn, although Ferus keeps the "neck trap" slack all the time. While his attire is smart, it is significantly more disheveled than his casual, leading many to believe that his teaching outfit is instead his combat outfit and vice versa. However, the lack of wear and tear proves otherwise.

Appearance-Battle: At first glance, Ferus's various pieces of armor come off more like ceremonial pieces, designed for purposes other than battle. The mixture of vibrant gold shades integrate with carved spirals and patterns on each smoothly curved armor piece, consisting of a breastplate cut off over his abdomen with high arches over the shoulders and a single glass rhombus on each side, twin vambraces and greaves, each piece with an inlaid transparent oval. A single left armored gauntlet follows the same pattern. The overall weight of each piece combined do little to hinder Ferus's movement, and each transparent section is designed to house specific Dust crystals. The breastplate and both vambraces house Gravity Dust for easy attaching and detaching of weaponry, while slits in the greaves allow the Kinetic Dust stored in the armor to be released in small bursts, giving Ferus the ability to sidestep with the additional momentum. All the above is in addition to Ferus's casual outfit.
Spoiler: picture • show



History: While the saying "Turning over a new leaf" is used to describe someone who resolves to change a certain habit, anyone who had the fortune of knowing both the young Ferus and old Ferus would say that Ferus defines the saying. As a peaceful, inconspicuous young child born in one of the few independent villages away from the mighty Vale, Ferus was already chosen as another to take up the mantle of a Hunter, in the service of their village. And while his father, a prominent Hunter in his prime, was as good a teacher as he was a father, the young Ferus soon grew disenchanted by the constant, rigorous training that he was forced to undertake, day by day. Whenever possible, the boy would find ways to hide from his father and escape from the "confines" of his training, joining up with his friends near the forest, just within sight of the village. While the ever-existing threat of the creatures of Grimm lurked within the darkness, the combined force of the Huntsmen in the village was enough to drive them back, time and time again. Or so they thought...

One damp afternoon, on the winter solstice, the 15-year old boy ventured away from his house to meet up with his group of friends, where he was informed they would set off some illegal fireworks, already hidden in the woods. To do this, they needed to delve deeper into the forest, something his father had repeatedly drilled into Ferus not to do. Knowing this but not wanting to look like a coward, Ferus agreed...then while his friends ran off in a group, he silently headed off in another direction, intending on looping back around to the village to avoid his group. But mid-travel, Ferus felt something had changed. The temperature, normally cold as one would expect from it being close to the winter solstice, was oddly warm. And when it started snowing, what came down to Ferus's bewilderment wasn't snow, but soft grey ash. With a rapidly growing sense of dread, he doubled his pace, praying what he thought hadn't happened.

The worst had happened. The view of the village, frustratingly obstructed by the multitude of trees that seemed endless, opened up to reveal the palisade, as well as the rest of the village, burning like a blazing bonfire. Flames, leaping from the roof of one house to another, cast shadows on an endless moving swarm of objects. The Grimm had arrived--and they had one thought on their mind: KILL. KILL EVERYTHING. All the Hunters had been celebrating in the town hall, and were caught completely off guard. Even rallying under the shining banner of their village did nothing to stem the endless stream of Grimm washing over each patch of resistance, every Hunter, like tidal waves striking a beach with the momentum of a wrecking ball. Any who turned to flee were trampled underfoot like an ant, gored through the stomach of a charging Boarbatusk, picked off the floor by the cloud of Nevermores, hovering like vultures after a kill. All this done as easily as one draws breath. And Ferus bore witness to it all. He couldn't turn away. He was helpless to stop the massacre unfolding before their eyes. It was an execution, and he had a front seat.

Help came too late for the hapless village. The rat-tat-tat fire of Bullheads from Vale only served the purpose of scattering what remained of the rapidly dispersing Grimm. And when they landed, they might as well have taken straight off again. There was no-one to rescue, no intact bodies to bury. Houses were razed to the ground, worldly possessions burned to a crisp. And as Ferus wandered what remained of the village, he felt sadness. Grief. Fury. But the tears didn't flow. News started trickling in, of the lucky few that made it out thanks to the Huntsmen's valiant effort and sacrifice. Ferus's group of friends were missing, a sign that the boy was wise to listen to an elder's instructions. And after scavenging whatever he could find from his ruined home, Ferus boarded a Bullhead bound for Vale with a clear goal in mind: KILL. KILL EVERY SINGLE GRIMM.

With no family left and nowhere to call home, Ferus enlisted in Signal Academy, paying with every single coin he had left to his name. Teachers and other staff, hearing of his predicament and touched by his story, pooled together enough money for him to afford the most barebone essentials of life, as well as the materials to forge a weapon with. In honor of his father, who taught him everything, the boy chose to continue his training with the lance, his father's weapon of choice. With the constant knowledge that this was all he had left in life, the boy threw himself into his studies with a level of dedication and determination that shocked teachers. Ruthlessness in sparring matches, scarily attentive in lessons, nothing less than perfection would be acceptable. The performance he was achieving in Signal was rarely heard of, especially from one who had lost his entire family. That fact still remained with Ferus, but simply forcibly quashed in his mind by constant thoughts of revenge. It was the sole thing that kept him going and pushed him to achieve.

When he first started at Beacon Academy two years later, the teenager was nearly unrecognisable from his previous self. Now a person who shunned any social contact and was determined to the point of fanaticism, it wasn't hard to imagine he wouldn't fit well with any team. Nevertheless, the staff at Beacon weren't about to turn away a student of his caliber and dedication, and tried to give him a team that was willing to help each other--the perfect definition of teamwork. Despite this, Ferus had long since thrown up a mental wall between him and outsiders, hardening his shell and continuing to repress his emotions through his work and fighting. Every moment spent in thought of improvement, never a second wasted on useless things such as bonding with his team. But after a series of almost fateful events--one that may or may not have been orchestrated by a few members of staff--that included Ferus being over his head on his own and having his teammates save him from death, the teenager started, finally, letting his emotions get the better of him. Reluctantly, he admitted that while he kept up his strong and determined demeanour, behind that his soul was crying out in agony and grief over the deaths of his loved ones. Inside, Ferus was broken, his heart shattered as he tried and failed to deal with the mental loss.

By the time they finished their first year, however, Ferus had turned over a new leaf. With the help of his fellow teammates who had consoled him and led him through the dark tunnel into the light, he once again regained his previous personality and properly joined the ranks of his team. With them, he found that he had been missing out on all the benefits of having friends to share happiness and sorrow with, and a shoulder to cry on when old demons awoke. The three years of Beacon went by in a flash, the new age beckoning the team onwards to further glory. But for all that had happened, Ferus had not lost sight of his original goal. While his methods had indeed changed, he had yet to start. So sadly bidding farewell to his team, for they each had a different goal in mind, Ferus struck out to make a name for himself as a Huntsman for hire. As with Beacon, the years flew like an arrow, with the Huntsman visiting various parts of Vale, Mistral, Vacuo and even Atlas, wherever his duty beckoned. With each trip, Ferus met more and more people of the same profession, almost all more skilled and older than him. And from them, he made it his mission to learn, to glean jewels of wisdom from each Hunter he passed. And with each successful hunt, news started spreading in certain circles of "The Huntsman Who Learns"--of the man who seemed in an endless pursuit of knowledge against the forces of the Grimm.

Having successfully (and inadvertently) made a name for himself, Ferus found himself with no lack of both Lien and fellow, younger Huntsmen in need of guidance, similar to how he sought out Hunters who had mastered their own unique craft. Remembering how his "teachers" had treated his request and did the best they could, he attempted to do something similar. It was there he discovered he had a flair for teaching--the reservoirs of knowledge accumulated over the years springing to the mind with natural ease. More than once, Hunters who came to him for advice felt his talent was better spent in a academy, and when he brought the subject up with his old team, who he remained in close contact with, the decision was unanimous. For Ferus, it was yet another step toward his goal, only it wouldn't be him taking up weapons against the Grimm; that job was left to the next generation of Huntsmen and Huntresses. His path now led him to Beacon Academy, the place where he began anew. Now, his return marked the start of a new chapter in his life, the turning of yet another leaf.
Spoiler: tl;dr for those who cant be arsed • show

Ferus is born. Village is destroyed by Grimm. Ferus seeks revenge and becomes cold-hearted toward everyone. Teammates change his mind. He opens up to them. Graduates and goes solo, travelling all over Remnant. Learns from elder Hunters, earning the alias "The Huntsman Who Learns". Tries his hand at teaching, and has a natural flair for it. Applies for a staff role at Beacon Academy.

Personality: Teachers are the kind of person one turns to when they are stuck on something, require assistance, or simply need an adult to talk to. While Professor Ferus Talandar isn't the person that first comes to mind when such assistance is required, hunters-in-training that undertake his lessons are left with no doubt that the Hunter-turned-teacher is one that is highly dedicated to his job. Ferus spares no effort when it means the student in question improves on his skills as a Hunter--the reason Ferus became a teacher in the first place--and attempts to make his indoor lessons as interesting as possible. Granted, not every student that steps in his classroom will be as willing as he to listen to lessons was back in his Beacon days, and Ferus fully understands, instead using his own experience as a student to face any teaching problems.

While Ferus is a capable teacher when using words and diagrams, the outdoors is where his skill, both as a teacher and a Huntsman, truly shines; after all, the outdoors is where the practical side of being a Hunter comes into play. Ferus highly prefers outdoor lessons with hands-on Grimm combat over the duller lessons indoors, but he fully acknowledges that he is no match for the mental prowess of some of his fellow teachers, and is willing to learn, even now, from his elders, still being a keen student to this day, hence his alias of "The Huntsman Who Learns". Active students that frequent the sparring halls and gyms will oft see the teacher running through years of techniques in his free time, a sight to behold when his true potential is almost always held back. While no longer in his prime, Ferus's determination to keep going is an adequate replacement for his drive.

Even though Ferus is a Huntsman to the very core, determined to stand forever in combat against the creatures of Grimm, his reason behind it is what empowers him to keep going. All that hatred of the Grimm, stoppered within him, Ferus turns into his strength, instead of letting it consume him. What he hates seeing are students in the same situation as him--which is why he tries to get them over it and move on as painlessly as possible. In addition, his way of living and his life lesson have given him one unique ideal: abstaining from non-Grimm fighting. While Ferus does not condone PvP nor has any negative opinions on it, he himself simply does not participate--at least, willingly. When lives are on the line, either his own or others, human or Faunus, and no-one qualified is on the scene, he will step up to intervene. Recent events with the White Fang have given Ferus cause to reconsider his ideals, but so long as the Fang do not intervene with his actions he sees no reason for recourse--in the near future.

Aura and Semblance: Aura Color--Slate Grey/#708090

Throughout his two years of Signal, four years within Beacon, and his career of being a fully-fledged Huntsman, the name of the game for Ferus has always been strength. Not power in the sense that it would corrupt minds, but rather physical strength that could always be relied on to get you out of a pinch. As such, Ferus has honed and extensively trained his Aura over the course of many years of fighting and training to greatly enhance his physical strength, far beyond what normal strength training could possibly achieve. This didn't mean Ferus ignored all other aspects of what his Aura could achieve; during his years as a junior Huntsman his battles brought him together with other Hunters far more skilled at different Aura techniques. As a result of learning from his superiors, Ferus has grasped the art of Aura Shielding, Aura-infused hand strikes, and Aura Detection, though none reach the level of mastery as his strength from his Aura. And with the unique circumstances required for his Semblance, there's no denying Ferus needs every single advantage his Aura can provide.

Semblance: He Who Stands Alone-- Gaining a sevenfold boost of strength, toughness and stamina to every single muscle, organ and bone in his body, Ferus's physical strength, stamina and speed is exponentially increased up to 7x its original limits. However, this comes at a high risk; in order for the strength boost to take place, there must be no living human or Faunus within 10 meters of Ferus at any given point of time. Failing the requirements results in Ferus's semblance automatically shutting down regardless of how small the intrusion was, leaving Ferus without the power-up of his Semblance.

While He Who Stands Alone is active, a highly visible, translucent circular area of light grey flares up around Ferus, indicating the area in which no-one is to enter. This is a passive effect and does not impair vision, as well as being able to pass through everything. In addition, Ferus's eyes leave behind a trail of grey light, further exposing his location to any Grimm.

With the massive disadvantage of his Semblance holding Ferus down, he has trained to make the positives outweigh the negatives. He Who Stands Alone has been greatly enhanced from his young Beacon days: the effects are instantaneous and can last for up to 5 minutes with no drawback. However, beyond 5 minutes of operating time starts exerting stress on Ferus's heart; overuse can lead to severe heart attacks, and in the worst case scenario, death. Knowing this, Ferus refrains from relying on his semblance, choosing mostly not to use it unless the situation warrants it.

Combat Behavior: Ferus views his job as a Huntsman in a different sense: he believes that while children can have their fun fighting each other, the true duty of a proper Hunter is in battle only against the creatures of Grimm. Thanks to that and his endless pursuit of knowledge in order to combat Grimm, Ferus is extremely capable at dispatching almost every type of Grimm. He is very knowledgable about each species of Grimm, be it common or rare, having done extensive research into each existing species known to mankind, as well as years of personal experience locked in battle. While the fighting style he has embraced, as well as his weapon of choice, leave him incredibly vulnerable to attacks from Hunters of his level, he actively avoids combat with humans or Faunus.

While Ferus's combat style varies slightly against each type of Grimm, his main approach is to hit them as hard as possible, over and over, before they can strike back, with every attack calculated to inflict the maximum amount of damage possible, every exploitable opportunity used to its highest potential. This however sometimes backfires as a seemingly harmless opportunity turns into a trap. The long reach of his weapon, as well as its three ranged options, help deal with both armoured and non-armoured Grimm, single or pack alike. Ferus forgoes elegance, mobility and stealth for a brutally efficient and remarkably fast way of fighting against any grounded foe, while against airborne Grimm like the Nevermore, he employs his grappling spike to bring them to earth, where they are just another Grimm to the slaughter.

Usage of Ferus's Aura is heavy in combat; he relies on the sheer power of the strength boost his Aura provides to swing his weapon around for durations of time other Hunters would not be able to achieve, while unarmed he still poses a distinct threat with his Aura Shielding and Aura strikes. His Semblance is both a blessing and a curse; being unable to use it in a group drags him down when fighting Grimm too dangerous to handle alone, but being able to single-handedly hold the line when protecting unarmed civilians is one of his greatest feats and one that he is immensely grateful for.

Equally as important as his weapon usage is his reliance on Dust: from subtle utilities in his armor to a straight-up dust-thrower, Ferus expends Dust at a surprising rate considering his role as a non-mage bruiser. Herein lies one of his biggest weaknesses; when prolonged battles leave his Dust reserves running dry and he cannot call in his locker for any reason, Ferus has lost a mobility option (greave thrusters), all three ranged options (shells, dust-throwers, cannon) and the ability to holster anything, including his shield. Another weakness of note is his mobility; while his greaves provide a short burst of movement in one direction, any fast Grimm (or flying, for that matter) that constantly darts in and out not only serves as an annoying target, but a potentially lethal one provided enough swarm Ferus in one go.

WEAPON

Name: Grimm Repertoire

Primary Form: Grimm Repertoire is what Ferus calls a "Gunlance": a hand-held cannon, using a lance handle, with an oversized bayonet attached to the barrel, as well as a oversized 6-shot revolving chamber near the guard. In truth, the entire weapon's frame, as well as all ammunition used, makes it extremely heavy; only with Ferus's extensive strength training, both Aura and body, allow him to use this weapon with his degree of skill. Standing taller than Ferus at full height, the hydraulics that power the gunlance allow it to be folded in half via a hinge, revealing three chambers that make up the weapon's firing tubes. This is also the way how the spike cannon is reloaded.

Grimm Repertoire also boasts three firing options, each with its own specific type of ammunition. Ferus uses this in conjunction with his heavy smashing blows, alternating between melee and point-blank shots. It must be noted that all three options only work at close range, which Ferus learned the hard way when trying to shoot a Nevermore out of the sky.

Firing Chamber 1-Single Shell: Grimm Repertoire discharges one of it's six shells from within its revolving chamber. These shells equal a cannon shot in power, used mostly as a follow-up when Ferus has just smashed his lance down and the barrel is staring a Grimm right in the face. Designed to punch a hole through most Grimm, the shot has negligible range beyond point-blank, and is used mainly against lightly armoured targets.

Firing Chamber 2-Dustthrower: From within Grimm Repertoire's second chamber, Dust is discharged in a cone around 15 meters out, corresponding with the type of Dust crystal currently loaded. Ferus uses the Dustthrower when he needs crowd control against multiple light, unarmored targets. Each Dust crystal lasts up to a minute before being spent and ejected to the side.

Firing Chamber 3-Wyrmstake Cannon: The last of Grimm Repertoire's firing options, this forcibly inserts a sharpened metal spike into a Grimm so hard it takes one entire Kinetic Dust crystal to fire. When the armour on a Grimm is so hard a smash from the gunlance doesn't cut it, Ferus discharges the Wyrmstake Cannon, specifically designed to pierce the armour, bone, skin and chitin of even the toughest Grimm, bar a Goliath. Unlike the previous two, the metal stake, aptly named a Wyrmstake, has to be manually rammed back into Grimm Repertoire's firing barrel when reloading. In addition, the recoil is absolutely monstrous and due to the weight of each stake, Ferus only carries a limited number on him, often calling in his personal rocket locker to replenish his stores.
Spoiler: picture • show



Dust Functions:

A point of note is that Grimm Repertoire's Dustthrower, as well as other Dust types used as triggers (Kinetic Dust), only accepts Dust crystals--the weapon was not designed in conjunction with powered Dust, which was too volatile to use safely.
Spoiler: show

Fire Dust -- Sprays a stream of flame, like any flamethrower, in a cone. The flame is most potent in the middle, being a blue roaring flame instead of the orange flame near the sides.

Ice Dust -- Fires chunks of jagged ice balls in a random cone at high speeds and a high rate of fire. The ice balls are the size of a fist.

Electric Dust -- Discharges arcs of lightning like a tesla, which prioritise arcing toward metallic objects. Otherwise, discharges in the same cone.

Earth Dust -- When aimed at the ground, erects a curved, cresent wall of rock, stone and mud which acts as temporary cover. The structural integrity of the wall is not strong and will crumble in one strong hit.

Air Dust -- Ejects highly pressurised air in a cone which can knock a person over if hit directly.

Kinetic Dust -- Inserting a Kinetic Dust crystal after any of the above dust types have been loaded results in a massive increase in any projectile velocity and effective range, but horrible recoil and accuracy. Particular types to note are Electric, which do not get affected, and Earth, which makes it a rockslide instead of erecting a wall.

Gravity Dust -- The near opposite of Kinetic, inserting a Gravity crystal after any loaded Dust crystal makes the resulting output far more concentrated and accurate, albeit at a slower fire rate. Electric ignores the effect and Earth creates a solid pillar instead of a wall. The construct is much more durable.

Storage Form: Grimm Repetoire folds in half from its hinged joint and is slung on Ferus's back, "attached" to his breastplate via the subtle use of Gravity Dust.

History: Grimm Repetoire is the result of many, many years of Ferus's fighting and experience. During Ferus's young Beacon years his weapon of choice was a simple lance with built-in gun barrels; as he grew and started undergoing personality changes, his weapon underwent heavy upgrades to become more of a crushing weapon and less of a hit-and-run; as the jobs he took on in his Huntsman career demanded a different weapon, he adapted, upgrading to a lance more suited to ranged combat. Ferus however returns to Beacon Academy with what he considers his magnum opus, the culmination of all those years of experience, weapon changes, and combat.

WEAPON

Name: Voyance

Shield Form: In conjunction with Grimm Repertoire, Ferus carries a grey curved heater shield specially designed to redirect the momentum of any attacks it blocks. The shield has a sharp spike positioned in the middle of the shield, as well as a metal cross-section protruding from the base of the spike. Ferus uses two conflagrations when holding the shield: "attached" to his left forearm bracer via Gravity Dust or "held" in front of his fist. While the forearm is used more for defense, the other setting allows Ferus to access the shield's other modes more reliably. The left corner of the heater shield bears Ferus's symbol, the shape of which is formed with studded nails.

Gauntlet Form: When "held" in front of Ferus's fist, the shield splits in four and folds around Ferus's forearm, encasing his arm in a box of steel and leaving the metal spike in front. Ferus uses this as a brass knuckle-alternative when Grimm get in too close to use Grimm Repertoire.

Grapple Form: When held in shield form, the spike can be fired via Kinetic Dust to act as a grappling spike, capable of bringing small airborne Grimm to the ground. While the winch built in to the shield isn't strong enough to tow Ferus's body weight, the cable is strong enough to hold a Giant Nevermore's pull. 100 meters of cable is built in to the shield, and in the case the mechanism jams or fails, the entire winch can be detached.

History: While a young Ferus would have turned his nose up at the mention of a defensive approach, the now older, more wisely and experienced Huntsman has learnt that there is more to battle than just offence. Starting from his Huntsman graduate days, Ferus has carried this heater shield into battle alongside his gunlance and it has served him well.

EQUIPMENT/UTILITIES

Rocket Locker: Near as essential to Ferus as his weapon itself, the professor's personal rocket locker is something oft seen when on one of his Grimm hunts, especially if going alone. However, since assuming the role of a teacher, the locker has seen some slight changes to the contents of its interior. Occupying the majority of the locker's spacious interior are rows upon rows of Dust crystals of all sorts--exceptionally useful considering every single piece of Ferus's equipment uses some sort of Dust in one way or another. Secured to the wall are spare Wyrmstakes and shells for Grimm Repertoire, and somewhere in the corner will be lying a spare winch for Voyance in case Ferus tries to fish for something out of his league. However, with the addition of the title "Professor" to his name, the teacher has added more essentials to the locker, namely basic first-aid kits (which he has had training with), a flare gun in case something goes awry, and whatever he deems necessary for the mission at hand.

Maelstrom Dust: Borne of Ferus's sweat and tears from days upon days of experimentation as well as help from his old team's resident Dust expert, Maelstrom Dust is comprised of many, many different kinds of powdered and highly volatile Dust, refined, enhanced and polished for use in Grimm Repertoire's shells with extreme care and precision. The result is a highly powerful mixture that could almost be considered acidic in its nature--shells fired with Maelstrom Dust leave the Dust in contact with a Grimm's body, where the mixture starts destroying flesh using a combination of all the elements so carefully aligned with each other, eating away from the point of impact until there is nothing left to destroy, or the Dust burns itself out. While extremely lethal to Grimm, it is also easily capable of doing the same to humans--which is why Ferus has yet to incorporate the Dust into his weapon beyond field tests.

12
Approved Characters / Rachel Jonquil
« on: December 10, 2017, 05:04:44 PM »

CHARACTER

Name: Rachel Jonquil

Nickname: Animal Whisperer

Age: 18, 29th of Niege

Species and Gender: Female Axolotl Faunus

Occupation: First Year Haven Academy Student

Appearance: Standing 5'3, Rachel is a small girl with hazelnut hair that drapes down her shoulders, light grey eyes, black irises, a semi-permanent smile and behind her ears, twin sets of 3 axolotl gill stalks, light pink and very obvious. These are wider and larger than her ears with the capability to spread out, fold up, and waggle. They are also quite sensitive. She has very pale skin, comparable to an albino animal's. Other than that, she has no other faunus traits.
 
Rachel wears a yellow crop top under a white, short-sleeve bomber jacket, leaving her midriff completely exposed to the air. Black fitted pants with large pockets and calf-length grey boots with laces of yellow complete the look. An interesting note is that she has no belts, ribbons, or jewellery on her outfit, nor her symbol. There is no space for weapon storage, nor any bag slung over any shoulder. Her outfit itself is noticeably patched up and fixed in several spots.

History: It is said that the greatness of a nation and its moral progress can be judged by the way its animals are treated. Unfortunately, the same cannot be said for the Faunus, even in Mistral where the harsh words were slung around less frequently than most and the more physical side of things were kept to a minimum. The Faunus in Mistral were shunned and mistreated, given unideal tasks and forced to carry them out, and any pleas for mercy were cut off by words along the lines of "Why are you complaining, your fellow degenerates in Atlas are suffering far worse, you should be thankful that I'm treating you this well".

Such were the living conditions that one suffering young Faunus child was born into--in a zoo, no less. Remarkably similar to that story in a holy book, but remove the manger, the onlookers and the shelter and you have Rachel's birth. These horrible environments and no medical aid left Rachel incredibly weak from birth, and it took all her mother had and more to afford the medicine Rachel needed to even survive. This wasn't helped by the medical staff charging extra simply because her mother was a Faunus like her. With no father to help take care of Rachel, Rachel's mother had to work with her strapped to her back--tending to animals, feeding unruly beasts, cleaning up after them and sweeping the zoo before and after closing hours--which was an agonising job since she was forced straight back to work after childbirth. The first day came close to killing her. It was only the thought that Rachel would have no-one to take care of her that kept her going. And going. And going.

She wasn't superhuman. No person on Remnant could survive the labours of childbirth, the backbreaking work, and the unending torrent of abuse from staff and visitors alike, least of all one exhausted, underfed, and mentally broken mother. When the inevitable happened and her mother collapsed on the job inside the tiger pen, the onlookers stared. Stared. And moved on. It was just another Faunus who had hit rock bottom. Just another unremarkable event in their everyday life.

What happened next was definitely not unremarkable.

A soft noise, almost mistakable for a purr, emitted from the pen. Witnesses to that scene described it as "a young child walking up to a tiger and pulling its tail." Instead of roaring it's displeasure, the tiger looked back at the young Rachel. And sat. Allowed Rachel to climb onto its back, enduring the pinches and yanks at its fur. Moved to stand protectively over Rachel's unconscious mother. Needless to say the staff and Rachel's mother got quite the shock when they arrived and her mother woke up. She nearly fainted again when Rachel waved at her gleefully from atop the tiger's back.

This wasn't a one-time occurrence, either. With every animal in the zoo, including potentially dangerous species, Rachel elicited the same results, every animal becoming docile and allowing her to play with them. Rachel's mother could only attribute this to the long-term contact with the animals, long enough that the animals recognised Rachel as a non-threat. Or, perhaps, the animals secretly sympathised with the Faunus. They certainly weren't about to turn it down, either way. As Rachel grew older, she was able to help her mother with her job and lessen her workload. This was further helped by her bonds with the animals turning what once was a potentially dangerous job into an enjoyable one. Rachel further adopted a cat given to her by a child and quickly fell in love with it.

Despite this, their situation hadn't improved much. More people were visiting the zoo, curious to witness Rachel's "talents" and willing to turn a blind eye to her Faunus heritage. Thanks to this, Rachel's mother was getting paid and treated better, but they were still in a tight spot. Yet, there was still one question left unanswered: Where did Rachel's bonds come from?

This was answered one day when a staff member told Rachel there was a Huntress to see her. At that point Rachel had no clue what a Huntress was, and her reaction was "Is it another animal?" She was half-right--the Huntress was a Faunus like her, and she reckoned she had the answer. It may have been Rachel's Semblance, and she was willing to train Rachel to help her discover it. There was another reason--she, like most of the Faunus who ever saw them in her situation, was sympathetic. However, what separated her from the rest was that she had something that could help. Eager to get her mother out of her horrible predicament, Rachel eagerly accepted. After 5 years of training, Rachel had unlocked her Semblance (It had something to do with her "talents" after all) and was entering Haven with a recommendation from her teacher/Huntress.

Personality: Rachel's almost transparent when it comes to emotions and thoughts. Sure, she'll try and hide her facial expressions, limit her body language, but there's no hiding her Faunus traits. Action speaks a thousand words, they say, and there's no one who fits the bill better than Rachel. Depending on her mood, her axolotl stalks will perform various actions not unlike cat's ears. Feeling happy? Stalks fan out. Sad? They droop visibly. Nervous? Not only do the stalks stand on end, the minuscule hairs on each stalk do as well. Not only are her Faunus features the ones that stand out the most, they're the ones that define her emotions too.

Apart from her Faunus traits showing her emotions even if she doesn't want to, Rachel is a rational thinker. She thinks everything through before carrying them out. This applies to her words and her actions, both in and out of combat. Rachel plans most things ahead and gets flustered if they go awry, though she is not a slow thinker and can usually scramble up a backup plan if the original gets ruined. She does not take this to the extreme, usually just making one precise plan with one backup option.

As an Axolotl Faunus, Rachel cannot stand the heat. She prefers cooler climates such as Mistral, where the high hills provide cool, fresh air. This has influenced her choice of clothing where she exposes as much skin as she feels comfortable to cool herself down. If the temperatures go above the 25's celcius, she starts feeling headaches, ramping up to feeling faint and collapsing. This doesn't affect her health too much, being only a slight negative of being a axolotl Faunus.

Being a Faunus and having lived with animals her whole life, Rachel knows them really well. She can understand specific sounds, facial expressions, movements and cater to their needs. This applies to a very wide range of species, and she has a natural connection to animals, in which she can easily endear herself to other animals. Subsequently, she feels more at ease with animals than with humans. She owns a pet cat called Katniss, which she can summon a copy of using her semblance. Doing so makes her more at ease with her surroundings.

Rachel has had bad experiences with Faunus racism, toward both her and her mother. She is looked at with distrust due to the White Fang's activities within Mistral. This has led to her developing a bad mindset that humans are generally horrible toward Faunus, and disliking the White Fang for giving all Faunus this bad impression. While not agreeing with their methods of violence, she retains a certain degree of respect toward the Fang for having the courage to stand up for them.

Aura and Semblance: Aura Color--Jonquil Yellow/#F4CA16

Being an axolotl Faunus, while cumbersome in normal life circumstances, has carried over a powerful trait in terms of her survival: Axolotls have one of the strongest regeneration capabilities of any animal, and this translates to Rachel's  regeneration too. Her healing rate is vastly stronger than other humans, but healing major wounds still requires the aid of a medic. What this does is allow Rachel to recover from minor wounds faster, even without Aura active. Note that this does not increase the speed at which her Aura regenerates, and is of little help in combat.
Spoiler: show

To put into perspective, axolotls can have their spinal cords crushed, their limbs cut off at any section, even their brain damaged, and it will regenerate. No scarring, no physical defects, nothing. Every tissue is replaced. Of course, this won't be the case with Rachel, but the point is there.

Semblance: Wild Advent--Rachel can, by means of using her own aura reserves, summon a selection of animals to assist her in combat, or other purposes. She is limited in this regard to animals she has shared a close connection to, and can only have one animal by her side at any given time. In addition, these animal summons have a limited area in which they can exist--20 meters from Rachel at any given point, no direct sight needed. These summons have no time duration, look like Weiss's summons but with yellow, and can be de-summoned at any time. However, any summons active will de-summon if she loses consciousness (eg. fall asleep)

These animal summons can be ordered by Rachel via thought to carry out various actions, and have limited degrees of sentience. They can warn Rachel of enemies inbound, lead her to water or food, but not make decisions on their own. It must be noted that once Rachel has used her aura to summon said animals, they count as separate entities with their own aura reserves, as much as Rachel has sacrificed to summon the animal. She does not take damage if the animal takes damage. Rachel cannot physically control the animal, cannot look through their eyes, does not have their senses, and cannot speak to them. However, if they can carry out an action she orders, they will do it. If a summon is within touch when Rachel de-summons them, she will regain whatever Aura the summon had, up to the maximum summon cost. This helps with survival more than combat.

Rachel has currently forged tight enough bonds with 5 animals to summon them via Wild Advent. These animals all have names and are normally used for more than one purpose. When summoned, the animal summons have an extra 50% aura added on from their summon cost for their "health".

Animals:

Jun--Bengal Tiger (20% Aura) (30% "HP")
-Jun is the first animal Rachel has ever succeeded in summoning with Wild Advent, and the summon she uses most often. Apart from fighting, Rachel uses Jun as a mode of transport, as well as a sort of steed since her weapons are too short to use on horseback. Claws and jaws are Jun's weapons and he uses them well.

Haku--Peregrine Falcon (10% Aura) (15% "HP")
-Haku is mainly used in combat to harass enemies, as well as her method to temporarily distract airborne foes that her weapons lack the range to hit. Haki is also used to fish in rivers from time to time.

Katniss--Cat (3% Aura) (4% "HP")
-Katniss is the only summon that serves no purpose in battle. Instead, she serves as moral support, being cute, being Rachel's favourite animal, and an excellent mousetrap.

Alvis--Boa Constrictor (15% Aura) (22% "HP")
-Used solely for combat, Alvis, as a boa constrictor, can bite (no venom) and coil around a limb, restricting movement. Rachel uses the summon as a landmine of sorts, having Alvis strike and slither away to another position. However, the fact that her summons are glowing yellow don't help.

Nathaniel--Grizzly Bear (20% Aura) (30% "HP")
-Nathaniel fufills the role of a pseudo-tank, being a hulking grizzly bear that can stand on two feet. Nathaniel can also be ridden, and by more than one person at a time unlike Jun.

Combat Behavior: Rachel's fighting style rotates around her Semblance. More specifically, which animal she has currently summoned. However, she is still capable of fighting without any animal summons, but her effectiveness in combat is reduced due to the her reliance on her Semblance.

W/O Semblance: Rachel fights up close with her twin katars, using them the way they were intended to: punching knives. While good at close-quarters, her strength is mediocre, meaning she relies more on agility than power to win her fights. In addition, when alone, she comes up with a combat strategy based upon exploiting the opponent's weakness and goes with it, rarely backing out even if the enemy has caught on. This leads to her own weakness being potentially used against her.

W/ Jun: The most used animal summon, Rachel rides Jun into battle, using her short katars as slashing weapons that can reach enemies due to Jun's proximity to the floor, compared to a horse which would leave her weapons too far away. Jun is more oriented toward striking hard and fast while trying to take as little damage as possible, and Rachel normally creates opportunities for the tiger to get in close and savage his foes. While mounted, Rachel assumes a cavalry charge, singling out an opponent and circling them with repeated charges.

W/ Haku: Haku is chosen when there is an enemy that is out of reach of both Rachel's katars and SMGs. Used mainly as a distraction tool, she creates opportunities for Rachel to slip in under an enemy's guard while they are distracted. Alternatively, Haku can be used to engage airborne enemies and hopefully bring them in range of her dual SMGs. In addition, Haku acts as a scout to warn Rachel of far-off enemies. Due to her small stature, Haku has little bulk and is easily dispatched with one heavy blow.

W/ Alvis: When stealthy eliminations are needed, Alvis is summoned to sneak up to opponents and bite, before sliding away to wait for another opportunity. Rarely used in a head-on brawl, Alvis can warn Rachel of landlocked enemies approaching.

W/ Nathaniel: If a big, bulky tank is needed, Nathaniel can draw some fire away from Rachel in times of need due to the bear's intimidating build and size. He is normally used in scenarios where time is needed or pressure needs to be relieved. Alternatively, he can transport up to 4 people on his back, whereas Jun can only carry 1 swiftly.

WEAPONS

Names: Navi and Fi

Katar Form: Navi and Fi are twin katars, comprised of two sections: a katar with handle and a shield/gauntlet hybrid.

Like a normal katar, Rachel grips a handle attached to the main section of the punching blade. However, the handle is attached to a small shield placed above her forearm and ending at her knuckles. The shield has a line running through the entire length of the metal. Under the shield is a small box that is hidden from sight, attached to the main katar handle and is the thing holding the shield in place.

SMG Form: During the transformation to her weapon's ranged form, the katar blades split in half and rotate to the sides of her fists like prongs on a crossbow. The shields split in half as well, along the lines running down the shield, and they cover the sides of Rachel's arms creating a 3-sided rectangular cover for her forearms. In the space that the shield has now created, a small, single-barrel SMG locks into place, and can be fired from Rachel's wrists if she tenses her forearms. Weapon magazines can be loaded onto the top of the SMG, but must be unclipped before transformation.

Storage Form: The katar blade fully splits and folds around her wrist, exposing a blunt edge facing outwards. This allows Rachel to wriggle her fingers without dropping the twin weapons, but does not completely free up her hands. Otherwise, she keeps these constantly in her weapon locker or on her arms, making it slightly cumbersome while out on missions.

History: Weapons that could be used on tigerback were limited, so Rachel put the two most affordable weapons together and created Navi and Fi with the help of her teacher/Huntress. Easy enough to learn, these weapons brought her through the combat test in Haven.

13
WiP Characters / Rachel Jonquil
« on: December 04, 2017, 07:55:24 AM »

CHARACTER

Name: Rachel Jonquil

Nickname: Animal Whisperer

Age: 18, 29th of Niege

Species and Gender: Female Axolotl Faunus

Occupation: First Year Haven Academy Student

Appearance: Standing 5'3, Rachel is a small girl with hazelnut hair that drapes down her shoulders, light grey eyes, black irises, a semi-permanent smile and behind her ears, twin sets of 3 axolotl gill stalks, light pink and very obvious. These are wider and larger than her ears with the capability to spread out, fold up, and waggle. They are also quite sensitive. She has very pale skin, comparable to an albino animal's. Other than that, she has no other faunus traits.
 
Rachel wears a yellow crop top under a white, short-sleeve bomber jacket, leaving her midriff completely exposed to the air. Black fitted pants with large pockets and calf-length grey boots with laces of yellow complete the look. An interesting note is that she has no belts, ribbons, or jewellery on her outfit, nor her symbol. There is no space for weapon storage, nor any bag slung over any shoulder. Her outfit itself is noticeably patched up and fixed in several spots.

History: It is said that the greatness of a nation and its moral progress can be judged by the way its animals are treated. Unfortunately, the same cannot be said for the Faunus, even in Mistral where the harsh words were slung around less frequently than most and the more physical side of things were kept to a minimum. The Faunus in Mistral were shunned and mistreated, given unideal tasks and forced to carry them out, and any pleas for mercy were cut off by words along the lines of "Why are you complaining, your fellow degenerates in Atlas are suffering far worse, you should be thankful that I'm treating you this well".

Such were the living conditions that one suffering young Faunus child was born into--in a zoo, no less. Remarkably similar to that story in a holy book, but remove the manger, the onlookers and the shelter and you have Rachel's birth. These horrible environments and no medical aid left Rachel incredibly weak from birth, and it took all her mother had and more to afford the medicine Rachel needed to even survive. This wasn't helped by the medical staff charging extra simply because her mother was a Faunus like her. With no father to help take care of Rachel, Rachel's mother had to work with her strapped to her back--tending to animals, feeding unruly beasts, cleaning up after them and sweeping the zoo before and after closing hours--which was an agonising job since she was forced straight back to work after childbirth. The first day came close to killing her. It was only the thought that Rachel would have no-one to take care of her that kept her going. And going. And going.

She wasn't superhuman. No person on Remnant could survive the labours of childbirth, the backbreaking work, and the unending torrent of abuse from staff and visitors alike, least of all one exhausted, underfed, and mentally broken mother. When the inevitable happened and her mother collapsed on the job inside the tiger pen, the onlookers stared. Stared. And moved on. It was just another Faunus who had hit rock bottom. Just another unremarkable event in their everyday life.

What happened next was definitely not unremarkable.

A soft noise, almost mistakable for a purr, emitted from the pen. Witnesses to that scene described it as "a young child walking up to a tiger and pulling its tail." Instead of roaring it's displeasure, the tiger looked back at the young Rachel. And sat. Allowed Rachel to climb onto its back, enduring the pinches and yanks at its fur. Moved to stand protectively over Rachel's unconscious mother. Needless to say the staff and Rachel's mother got quite the shock when they arrived and her mother woke up. She nearly fainted again when Rachel waved at her gleefully from atop the tiger's back.

This wasn't a one-time occurrence, either. With every animal in the zoo, including potentially dangerous species, Rachel elicited the same results, every animal becoming docile and allowing her to play with them. Rachel's mother could only attribute this to the long-term contact with the animals, long enough that the animals recognised Rachel as a non-threat. Or, perhaps, the animals secretly sympathised with the Faunus. They certainly weren't about to turn it down, either way. As Rachel grew older, she was able to help her mother with her job and lessen her workload. This was further helped by her bonds with the animals turning what once was a potentially dangerous job into an enjoyable one. Rachel further adopted a cat given to her by a child and quickly fell in love with it.

Despite this, their situation hadn't improved much. More people were visiting the zoo, curious to witness Rachel's "talents" and willing to turn a blind eye to her Faunus heritage. Thanks to this, Rachel's mother was getting paid and treated better, but they were still in a tight spot. Still, there was one question unanswered: Where did Rachel's bonds come from?

This was answered one day when a staff member told Rachel there was a Huntress to see her. At that point Rachel had no clue what a Huntress was, and her reaction was "Is it another animal?" She was half-right--the Huntress was a Faunus like her, and she reckoned she had the answer. It may have been Rachel's Semblance, and she was willing to train Rachel to help her discover it. There was another reason--she, like most of the Faunus who ever saw them in her situation, was sympathetic. However, what separated her from the rest was that she had something that could help. Eager to get her mother out of her horrible predicament, Rachel eagerly accepted. After 5 years of training, Rachel had unlocked her Semblance (It had something to do with her "talents" after all) and was entering Haven with a recommendation from her teacher/Huntress.

Personality: Rachel's almost transparent when it comes to emotions and thoughts. Sure, she'll try and hide her facial expressions, limit her body language, but there's no hiding her Faunus traits. Action speaks a thousand words, they say, and there's no one who fits the bill better than Rachel. Depending on her mood, her axolotl stalks will perform various actions not unlike cat's ears. Feeling happy? Stalks fan out. Sad? They droop visibly. Nervous? Not only do the stalks stand on end, the minuscule hairs on each stalk do as well. Not only are her Faunus features the ones that stand out the most, they're the ones that define her emotions too.

Apart from her Faunus traits showing her emotions even if she doesn't want to, Rachel is a rational thinker. She thinks everything through before carrying them out. This applies to her words and her actions, both in and out of combat. Rachel plans most things ahead and gets flustered if they go awry, though she is not a slow thinker and can usually scramble up a backup plan if the original gets ruined. She does not take this to the extreme, usually just making one precise plan with one backup option.

As an Axolotl Faunus, Rachel cannot stand the heat. She prefers cooler climates such as Mistral, where the high hills provide cool, fresh air. This has influenced her choice of clothing where she exposes as much skin as she feels comfortable to cool herself down. If the temperatures go above the 25's celcius, she starts feeling headaches, ramping up to feeling faint and collapsing. This doesn't affect her health too much, being only a slight negative of being a axolotl Faunus.

Being a Faunus and having lived with animals her whole life, Rachel knows them really well. She can understand specific sounds, facial expressions, movements and cater to their needs. This applies to a very wide range of species, and she has a natural connection to animals, in which she can easily endear herself to other animals. Subsequently, she feels more at ease with animals than with humans. She owns a pet cat called Katniss, which she can summon a copy of using her semblance. Doing so makes her more at ease with her surroundings.

Rachel has had bad experiences with Faunus racism, toward both her and her mother. She is looked at with distrust due to the White Fang's activities within Mistral. This has led to her developing a bad mindset that humans are generally horrible toward Faunus, and disliking the White Fang for giving all Faunus this bad impression. While not agreeing with their methods of violence, she retains a certain degree of respect toward the Fang for having the courage to stand up for them.

Aura and Semblance: Aura Color--Jonquil Yellow/#F4CA16

Being an axolotl Faunus, while cumbersome in normal life circumstances, has carried over a powerful trait in terms of her survival: Axolotls have one of the strongest regeneration capabilities of any animal, and this translates to Rachel's Aura regeneration too. Her healing rate is vastly stronger than other humans, but healing major wounds still requires the aid of a medic. Note that this does not increase the speed at which her Aura regenerates, and is of little help in combat.
Spoiler: show

To put into perspective, axolotls can have their spinal cords crushed, their limbs cut off at any section, even their brain damaged, and it will regenerate. No scarring, no physical defects, nothing. Every tissue is replaced. Of course, this won't be the case with Rachel, but the point is there.

Semblance: Wild Advent--Rachel can, by means of using her own aura reserves, summon a selection of animals to assist her in combat, or other purposes. She is limited in this regard to animals she has shared a close connection to, and can only have one animal by her side at any given time. In addition, these animal summons have a limited area in which they can exist--20 meters from Rachel at any given point, no direct sight needed. These summons have no time duration, look like Weiss's summons but with yellow, and can be de-summoned at any time. However, any summons active will de-summon if she loses consciousness (eg. fall asleep)

These animal summons can be ordered by Rachel via thought to carry out various actions, and have limited degrees of sentience. They can warn Rachel of enemies inbound, lead her to water or food, but not make decisions on their own. It must be noted that once Rachel has used her aura to summon said animals, they count as separate entities with their own aura reserves, as much as Rachel has sacrificed to summon the animal. She does not take damage if the animal takes damage. Rachel cannot physically control the animal, cannot look through their eyes, does not have their senses, and cannot speak to them. However, if they can carry out an action she orders, they will do it. If a summon is within touch when Rachel de-summons them, she will regain whatever Aura the summon had, up to the maximum summon cost. This helps with survival more than combat.

Rachel has currently forged tight enough bonds with 5 animals to summon them via Wild Advent. These animals all have names and are normally used for more than one purpose. When summoned, the animal summons have an extra 50% aura added on from their summon cost for their "health".

Animals:

Jun--Bengal Tiger (20% Aura) (30% "HP")
-Jun is the first animal Rachel has ever succeeded in summoning with Wild Advent, and the summon she uses most often. Apart from fighting, Rachel uses Jun as a mode of transport, as well as a sort of steed since her weapons are too short to use on horseback. Claws and jaws are Jun's weapons and he uses them well.

Haku--Peregrine Falcon (10% Aura) (15% "HP")
-Haku is mainly used in combat to harass enemies, as well as her method to temporarily distract airborne foes that her weapons lack the range to hit. Haki is also used to fish in rivers from time to time.

Katniss--Cat (3% Aura) (4% "HP")
-Katniss is the only summon that serves no purpose in battle. Instead, she serves as moral support, being cute, being Rachel's favourite animal, and an excellent mousetrap.

Alvis--Boa Constrictor (15% Aura) (22% "HP")
-Used solely for combat, Alvis, as a boa constrictor, can bite (no venom) and coil around a limb, restricting movement. Rachel uses the summon as a landmine of sorts, having Alvis strike and slither away to another position. However, the fact that her summons are glowing yellow don't help.

Nathaniel--Grizzly Bear (20% Aura) (30% "HP")
-Nathaniel fufills the role of a pseudo-tank, being a hulking grizzly bear that can stand on two feet. Nathaniel can also be ridden, and by more than one person at a time unlike Jun.

Combat Behavior: Rachel's fighting style rotates around her Semblance. More specifically, which animal she has currently summoned. However, she is still capable of fighting without any animal summons, but her effectiveness in combat is reduced due to the her reliance on her Semblance.

W/O Semblance: Rachel fights up close with her twin katars, using them the way they were intended to: punching knives. While good at close-quarters, her strength is mediocre, meaning she relies more on agility than power to win her fights. In addition, when alone, she comes up with a combat strategy based upon exploiting the opponent's weakness and goes with it, rarely backing out even if the enemy has caught on. This leads to her own weakness being potentially used against her.

W/ Jun: The most used animal summon, Rachel rides Jun into battle, using her short katars as slashing weapons that can reach enemies due to Jun's proximity to the floor, compared to a horse which would leave her weapons too far away. Jun is more oriented toward striking hard and fast while trying to take as little damage as possible, and Rachel normally creates opportunities for the tiger to get in close and savage his foes. While mounted, Rachel assumes a cavalry charge, singling out an opponent and circling them with repeated charges.

W/ Haku: Haku is chosen when there is an enemy that is out of reach of both Rachel's katars and SMGs. Used mainly as a distraction tool, she creates opportunities for Rachel to slip in under an enemy's guard while they are distracted. Alternatively, Haku can be used to engage airborne enemies and hopefully bring them in range of her dual SMGs. In addition, Haku acts as a scout to warn Rachel of far-off enemies. Due to her small stature, Haku has little bulk and is easily dispatched with one heavy blow.

W/ Alvis: When stealthy eliminations are needed, Alvis is summoned to sneak up to opponents and bite, before sliding away to wait for another opportunity. Rarely used in a head-on brawl, Alvis can warn Rachel of landlocked enemies approaching.

W/ Nathaniel: If a big, bulky tank is needed, Nathaniel can draw some fire away from Rachel in times of need due to the bear's intimidating build and size. He is normally used in scenarios where time is needed or pressure needs to be relieved. Alternatively, he can transport up to 4 people on his back, whereas Jun can only carry 1 swiftly.

WEAPONS

Names: Navi and Fi

Katar Form: Navi and Fi are twin katars, comprised of two sections: a katar with handle and a shield/gauntlet hybrid.

Like a normal katar, Rachel grips a handle attached to the main section of the punching blade. However, the handle is attached to a small shield placed above her forearm and ending at her knuckles. The shield has a line running through the entire length of the metal. Under the shield is a small box that is hidden from sight, attached to the main katar handle and is the thing holding the shield in place.

SMG Form: During the transformation to her weapon's ranged form, the katar blades split in half and rotate to the sides of her fists like prongs on a crossbow. The shields split in half as well, along the lines running down the shield, and they cover the sides of Rachel's arms creating a 3-sided rectangular cover for her forearms. In the space that the shield has now created, a small, single-barrel SMG locks into place, and can be fired from Rachel's wrists if she tenses her forearms. Weapon magazines can be loaded onto the top of the SMG, but must be unclipped before transformation.

Storage Form: The katar blade fully splits and folds around her wrist, exposing a blunt edge facing outwards. This allows Rachel to wriggle her fingers without dropping the twin weapons, but does not completely free up her hands. Otherwise, she keeps these constantly in her weapon locker or on her arms, making it slightly cumbersome while out on missions.

History: Weapons that could be used on tigerback were limited, so Rachel put the two most affordable weapons together and created Navi and Fi. Easy enough to learn, these weapons brought her through the combat test in Haven.

14
Beacon Academy / Change Amongst The Crew [CLOSED-Team ASTC]
« on: October 03, 2017, 03:36:38 PM »
Sent to: Anna Fall, Setsuna Antiqua, Theodore Williams, Calen Shrike

       Team ASTC:
 Due to unforeseen and unfortunate circumstances, Taro Espada remains incapacitated and deemed unfit for further combat at the time of this message. The school has   considered your team's current situation, and have selected a suitable student, Theodore Williams, to act as the 4th member. The school will expect you to return to normal   studies and combat as a fully-fledged team, having successfully passed your initiation. The four of you are to spend at minimum one lesson's time to associate yourselves with   each other. Once complete, await further instructions.


Beacon Academy
Training Arena
Attire: Standard Clothing
Weapons: Discord, Harmony (Sword, Shield)
General Vicinity: Various holographic training dummies and target boards
Immediate Vicinity: Calen Shrike, Anna Fall


The glowing training dummy flickered and faded, leaving only Setsuna holding his blade in mid-slash. The attempt to take his mind off the message left him only with a tired arm and a worried mind. While he knew Taro wasn't recovering, he didn't expect any replacement, only that they would be sidelined for the foreseeable future. While the message mentioned that the student--Theodore, or Teddy--was a suitable replacement, he would still have the responsibility of making sure that he would fit in.

He'd read Teddy's profile, searching for any information that might help them bond as well as they could. While he was confident both he and Anna would have no problem with a Faunus in their team, he couldn't vouch for Calen. The boy was unpredictable and rash, so he'd have to keep Calen in check. Anyway, the message mentioned spending time training, so he'd elected to mix that with socialising, sending a spread message to the team to meet here. While Anna and Calen were both present, the new member was not.

He should be here pretty soon... Setsuna thought, sheathing his sword and looking around, trying to catch a glimpse of a person matching the appearance described in the profile. Around him, training equipment was set up for practice, but Setsuna had no plans of using them. He had something else in mind--not spectacular, but it would do the trick. Something that would kill two birds with one stone. And would only happen if Theodore turned up any second now.

15
Beacon Academy / Mechanical Implants, Natural Regrets [CLOSED]
« on: September 21, 2017, 02:07:05 PM »
~Beacon Academy, Training Arena No. 10~

Lightning flashed, thunder crashed, raindrops drumming a mad beat on the glass roof, covering one of Beacon's many training arenas, oddly quiet despite the weather. The site was lit up by dozens of Dust lights, casting intricate patterns on the steel floor, which time and time again were temporarily covered by blinding flashes from the lightning. The arena was empty, save one lone, silent individual sitting in the shadows cast by the lights, a cylindrical tube of metal leaning against the wall.

Letting out a long, deep sigh of tension, Kei gazed up at the dark sky, waiting for a specific person to arrive. His thoughts were a jumble; his mind twisted and scrambled. He needed a distraction. And an explanation. And...someone to talk to, to let his emotions out. It was too much for himself to handle and not something he wanted to share with his psychiatrist. The recent events had changed his view of a certain few things. So he waited.

Spoiler: show
Social/Sparring thread for myself/Capta1n_Henry.

Pages: [1] 2 3
Powered by EzPortal