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Topics - Moth

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WiP Characters / Albrecht Clodwal
« on: May 23, 2018, 12:53:36 AM »
CHARACTER

Name: Albrecht Clodwal

Age: 18, Born 12th of Klever

Species and Gender: Male Human

Symbol:  Turquoise Eyeglasses with a glint

Occupation: 1st Year Beacon Student

Appearance: Albrecht stands at 5’11” and 170 lbs. Being lean with surprisingly broad shoulders, Albrecht has a swimmer’s physique with good upper body mass that lends itself well to his fast-paced fighting style. A sharp (if soft) jawline, broad nose, and long black hair that he keeps tied back in a ponytail make him at least pleasant to look at - a fact which is often ruined by the scruffy facial hair he attempts to grow, leaving him with an eternal neckbeard he refuses to shave. Albrecht is also extremely nearsighted, and finds it necessary to wear black-rimmed glasses with thick lenses in order to see.

Albrecht’s everyday clothing is what you’d typically expect for a teenage boy, a variety of shirts interspersed by the occasional flannel, all over jeans and a pair of lace-up sneakers. He has a notable penchant for hats, and is most commonly seen wearing a fedora or newsboy cap (even with his school uniform). In combat, he’ll done a black trench coat and a lightweight chestplate, alongside bracers on his arms to provide a small modicum of protection.

History: Albrecht was the only child of the rich entrepreneur Miriam Clodwal.

Personality: Albrecht is self-described as a “nice guy.” While he thinks of himself as a humble yet impressive man with a humorous wit that captures the heart of anybody around him, the truth is that Albrecht is the exact opposite - a massive sleazeball with an ego problem. Albrecht is absolutely obsessed with being right to the point it’s annoying to have any form of conversation with him - he needs to have the last word, even when it’s a casual conversation. He’ll butt into conversations, take credit for ideas and baselessly slander those he talks about - all in an attempt to come out on top and be “impressive”, which accomplishes the exact opposite of what he’s trying to do. As far as he knows, he’s the smartest and most important person in the room; and will do absolutely anything to attract attention of either the positive or negative variety. Albrecht furthermore has no leash on his temper. If denied what he wants, he doesn’t hesitate in getting angry to the point of escalating a confrontation to physical violence, and will do whatever’s necessary to assure his “superiority”.

Being raised in a sheltered environment, Albrecht’s experience with the outside world is limited, and it absolutely shows. Making no effort to expand his worldview, Albrecht’s perception regarding gender, species, and even nationality is extremely warped to the point of minor fetishization. With women, he’s blatantly sexist in his views of women in combat and as huntresses (non ironically referring to any his age as m’lady in conversation), firmly believes the faunus are less than human and should be treated as such (except when he’s fetishizing them for their animalistic traits) and explicitly emphasizes the “exotic” blood of anybody from another part of Remnant outside Vale - especially Mistrialians, who he can invasively creepy towards involving his approach in socializing.

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WEAPON

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AMA Section / Designing Characters
« on: May 20, 2018, 07:28:30 PM »
How do you design your characters? What comes to mind first, and how do you build off of it? Everyone's process is different, so I'm curious how people approach them and what could be learned.

Mine either start with a physical image, or a single idea, and just build themselves off it. Azre's cocky personality happened first and Erza followed as a counterbalance, Jima was the question of what happened when a hunter was fascinated by Grimm instead of desiring to kill them, and Prism was the concept of a tragic but determined survivor.

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Beacon Academy / Stargazing [Open]
« on: May 18, 2018, 11:35:51 PM »
The window's locked.

Prism's brow furrows from where she hovers in front of the window to team Casanova's dorm. She'd left it unlocked when she went to the library earlier that night, and now it was nearly 3 in the morning - the perfect time to sneak back in and try to nab a quick nap before waking up with the team first thing. Usually someone's alarm would sound before the nightmares hit, so it worked out about half the time. But Jocelyn or Amane had probably locked it up before sleeping, and as Prism stared through the window, she could see her keycard taunting her from it's place on her desk. Prism raises her hand to knock, but glancing in reveals the utterly comatose state of her teammates, she - she - She can't bring herself to wake them up.

Looks like she was locked out for the night, but that's not terribly unusual.

With a sigh, another light breeze kicked up, and Prism soars up to the roof of the building. Landing on the flat top of the dorm, Prism settles down with a light "thump", before sitting on the roof. Setting the drawstring bag on her shoulder next to her, she digs through it to withdraw a worn scroll and a pair of earbuds, popping one in before digging once again for a bag of grapes and laying back. She might as well enjoy her time outside - it was a nice enough night, mostly cloudless with the broken moon shining high above.

Time to wait it out 'till morning.

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Beacon Academy / Renovations [Team CASA] [Closed]
« on: May 16, 2018, 10:31:18 PM »
The evening after initiation was harsh. After stuffing themselves in the medical wing, team Casanova had returned to their newly-assigned dorm room, and absolutely collapsed - even Prism had slept through the night without interruption, a rare occurrence she was grateful for for her first night with her new roommates. But now it was a free day, the sun was shining the birds were singing - and the dorm room appeared the same as beforehand, the only signs of habitation signaled with slightly rumpled beds and a few scattered suitcases.

That was something Prism couldn't stand for.

So here she was, focusing on unpacking and decorating her quarter of the dorm room. She'd claimed a bed right next to the window for easy entry-and-exit, and Hawk's Eye already rested on a shelf above her bed - but there were still posters to hang, clothes to put away, and other decorations to put up to make the room feel a bit more homely. She'd started with her clothes, claiming one half of the closet, tucking away heels and halter tops as she hummed to herself in the empty room.

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Beacon Academy / Pollination Appreciation [Complete]
« on: May 09, 2018, 09:28:40 AM »
The weekend was the perfect time for a quick trip into town. It'd been a fairly easy flight for Prism, bolstered by the both the day's natural breeze and her own. Dropping into the flower shop hadn't been a spontaneous decision - instead the leader of Team Casanova had been pondering how to properly express her appreciation for a good while now. It'd taken some searching and a very determined bee-faunus florist after hearing the decision, but eventually Prism had managed to find exactly what she'd been looking for: a small bouquet of purple, pink, and white hyacinth. The precious parcel is currently clasped behind the young woman's back.

Prism's determined to make this a nice surprise.

The hummingbird faunus owes Jocelyn a lot after that first mission. Not only had she been integral to keeping the team in fighting order for that final push, but also for getting Prism's head back on her shoulders in the process of losing it to a stream of memories - especially at the cost of the remainder of her own aura, and subsequent consciousness. You don't see selflessness like that everyday, and the small woman's been wracked with guilt since the mission. These flowers were the first step to a real thank you, and hopefully a better relationship with the team's medic. Besides, who doesn't like receiving flowers?

Prism pops open the door with the small plaque embedded with "CASA", sticking just her head around the corner to check for her teammate. Jocelyn had been here, last she'd seen - aha! "Heya, Josie! Hope you don't mind me dropping in on you, despite the fact we like, uh. Share the room. Right! Anyways, have a minute to spare for your team leader?" The question is presented with a pretty smile - hopefully she won't mind the spontaneous nickname. Prism leans around the doorway to ask the question, keeping the majority of her body - and subsequently the bouquet - out of view for now.

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Beacon Academy / Shooting Range Shenanigans [Closed]
« on: April 25, 2018, 12:44:40 AM »
Prism had lucked out - managing to nab a couple extra commissions from Madame Bernard had left her with more in her bank account that usual, and she'd had some spending money left over after calculating her food budget, school necessities, and monthly ammunition orders. It was a rare luxury, and she'd been able to afford herself a couple of extra clips of bullets. Not a lot, but enough she'd be able to treat herself to a Saturday afternoon on the school's shooting range after-hours without major guilt, and enjoy some non-fatal practice with quick-moving targets. Practically an ideal weekend to the hummingbird faunus.

Thankfully, the range was empty this time of day - most other students had better things to do with their precious time off. Prism's dressed casually, a black backless top with a lace trimming and tie at the neck, white short-shorts, and a pair of knee-high boots with the usual 3 inch heels. Her wings are concealed safely under her signature jean jacket, and the amber goggles are still mounted on her forehead - but other than than the metallic box at the base of her spine, she's a perfectly normal teenage girl. The backpack full of snacks is plopped down at the edge of one station, a switch flipped to fire up the targets, Hawk's Eye is unfolded - and she's up and gone, bracing herself against the rifle's familiar recoil as nearly every shot lands home.

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AMA Section / Moth's AMA/AMCA!
« on: April 23, 2018, 10:05:22 PM »
These seem cool and I love to babble about my characters, so please ask away!

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Approved Characters / Azre and Erza Sundown
« on: April 04, 2018, 08:55:16 PM »
CHARACTER

Name: Azre and Erza Sundown

Age: 18, Born 4th of Maaclud

Species and Gender: Female Human (Erza), Male Human (Azre)

Symbol:  Two falling stars, parallel to each other, and connected by their respective diamond-shaped shines.

Occupation: 1st Year Shade Students, former models, part time musician (Azre)

Appearance: Erza and Azre are both 5’8”, though Erza is 130lbs while Azre is 140lb due to an increase in muscle mass and weight. Erza’s hair is a bright platinum blonde tied back in a tight bun or ponytail, complimented by blue eyes with darker, warm olive skin and a C-cup. Often considered classically beautiful, the huntress-in-training wears a combat skirt in the form of a red, strapless dress and combat skirt, a black belt surroinding her middle that she uses to hold her sword's sheath. complemented with fishnet stockings and a pair of spike heels - something she fights remarkably well with, in an outfit that Azre finds complimentary to his own. She usually wears half-moon golden-rimmed spectacles in order to see. She does usually change her outfit to practically fit the weather, as long as the approvals get by Azre. If it were up to her, she’d likely dress in boots and tight clothing with more armor, but allows Azre to determine her dress to keep up their appearance a duo. She normally wears Dynami when going around school.

Azre is more broad-shouldered than his twin sister with a considerably greater amount of visible muscle mass, but possess the same slim waist and toned figure. He has bright red hair and usually styles his facial hair into a alfredo mustache, resulting in a somewhat outdated but handsome appearance, complimented by warm brown eyes and a golden-rimmed monocle over one eye, despite not needing it. He wears a red vest over a white overshirt that’s been rolled up to his sleeves, dress pants, and leather loafers, opting towards expensive and fancy clothing. Azre's very particular about his look and will often refuse to start anything until his dress and makeup are perfect - alongside Erza's. To help compensate for a shorter height, it isn't uncommon for him to wear platform heals, boosting his height to 5'10" or 11". When viewed shirtless, Azre has two noticeable scars along the underside of his pecs, as he’s still recovering from a mastectomy at age 17.

History: The Sundown twins were born as Erza Marie Sundown and Anna Grace Sundown on Zinnober 31st. The daughters of an exceedingly wealthy family with an entrepreneur father and the mother that died in childbirth, their father was out on business trips nearly all the time and didn’t have time for twin daughters - despite them being the last remnants of his wife. Subsequently, the two children were raised side-by-side and treated as nearly a single individual throughout their entire childhoods by nurses, nannies, and private tutors, never afforded the chance to socialize with the outside world. Both girls spent the majority of their times immersed in every study possible, alongside a strict physical fitness regime to ensure they both stayed in shape - it was Anna who naturally gravitated towards music however, and Erza towards writing. The tutors were more than happy to indulge the girl’s interests under command of their absent father, and both girls were soon quickly well-versed in subjects of their choice. They were furthermore afforded extreme amounts of freedom of expression as kids, with Anna choosing to run around in boy’s clothing all the time alongside her sister in frilly dresses. With a lack of other children their age, Anna and Erza were incredibly close, as close as two sisters can be. The only times they socialized outside each other and the staff was whenever it was necessary for them to join their father on business trips and at dinners - in which case, they were dressed up in their very best and expected to entertain curious adults for hours on end. Despite some rough beginnings, both girls valued the time as it was amongst the most they got to see their father - and both became quickly adept at playing linguistic gymnastics to become the perfect little angels for every one of their father’s “friends.”

Zanzabar Sundown didn’t pay much attention to his daughters, and it wasn’t until his fellow businessmen began to remark about how “pretty” and “gorgeous” and “soft” his daughters were he began to realize the women they were blossoming into. Heart-shaped faces, long hair, growing bodies - it was obvious they were both blossoming into beautiful young women. It was the first time Zanzabar recognized his daughters as something other than assets to be taken care of, they were more importantly a source of potential profit. On the eve of their 11th birthday, he offered the girls the opportunity of a lifetime: join him and act as the models for the Sundown Company’s new line of perfume and jewelry. It only took a glance between Anna and Erza to confirm they’d accept the opportunity, as it would afford them what they’d always wanted: time with their father.

Unfortunately, the modeling gig didn’t work out as the twins anticipated. It was rush from photoshoot to photoshoot, constantly forced into uncomfortable and feminine clothing; makeup this and hairdo that. Their father was rarely present, and instead they were afforded a hurried schedule that contrasted harshly with their previous leisurely lifestyle. But both twins, masters of social conduct, sucked it up and let it drag on in the hopes of getting close to their father. This pattern lasted for four years until the twins were 15, in which the marketing ads with the “Sundown Sisters” became an almost instantaneous success. Magazine ads, commercials, even billboards - the Sundown Twins were launched into stardom faster than they could understand what was happening. They were a worldwide name, the teens every preteen would kill to become - and could, with just a few purchases of extremely expensive perfume from their parent’s credit cards! The Sundown name become the brand associated with both luxury and youth, fun and maturity - a thin line that the girls managed to balance with strict regimes throughout their early teens. This was furthermore bolstered by the twin’s talents for music: Anna’s predilection for nearly all things that she’s studied through her entire life, alongside Erza’s pleasant singing voice, made them the perfect deal to put out occasional music videos for the Sundown Company.

Until Anna one day cut off all her hair.

Forced into feminine clothing on a daily basis, sexualized from a young age -  all this awakened something in Anna. She’d always hated girl’s clothing as a child, and the help were perfectly happy to let her run around in boy’s clothing as long as she was happy and healthy. She’d opted into charming jacket-and-skirt combinations instead of dresses whenever a fancy dinner with her father’s business associates was deemed necessary. Puberty had been a hard time for her, as her body developed in unfamiliar ways she disliked - it wasn’t her body, anymore. Seeing her body sexualized on a day-to-day basis by men years older than her only made her more disconcerted.

She’d turned to the internet, as any confused teen would do. Googling “disliking my body”, “out-of-place in own body”, “can i make my breasts go away” - she’d stumbled on the term when reading in secret, the only one she’d ever kept from her twin sister. “Gender Dysphoria - the condition of feeling one’s emotional and psychological identity as female or male to be opposite to one’s biological sex.” It had clicked in an instant - they were male. They’d stepped into the bathroom on-location one day, picked up the automated razor in the onsite bathroom, and shaved off all her hair in one foul swoop.

He’d never felt more free than that moment.

He stepped outside the horrified gasps and stares of the entire crew. An entire career swept down the drain, just thanks to a teenager shaving their head - their father was beyond furious, sitting down the twins for what Azre recounts as the worst moment of his life. He received an earth-shattering lecture on what he’d done, an entire branch of the company thrown down the drain - threatening to take away every one of Anna’s privileges to the outside world, to banish her back to Mistral permanently, while Erza spent the entire time in the corner tapping intently on her scroll. Anna was alone with their father’s wrath for the first time ever, and had never felt more abandoned - but just when Zanzabar was threatening to separate the twins, Erza stepped in.

“Hey, what’s like, your name and pronouns and stuff now?”

The question was enough to shock Azre out of crying and their father into silence.

“Um… he-him, and… call me Azre.”

Erza had nodded in determination, pressed a button on her phone, and sent a note to every newspaper and celebrity gossip outlet she could reach that her sister was now her brother, they had a new name, and more importantly a new label - the “Sundown Twins.” The news was out, the new label was announced by Erza herself, and Zanzabar couldn’t risk contradicting his daughters without ruining his public reputation. The immediate launch of his new identity was more than Azre anticipated, but he took it in stride as he realized this was his bid to freedom - to become who he wanted.

Azre’s transition to regularly identifying as male was painfully public, but Azre embraced it like a warm hug. He was set to become a transgender model for every kid across Remnant, and therefore regularly updated his adoring fan base with every update possible - from his start of HRT at age 16, to the mastectomy he got when he was 17, to his first growths of facial hair. Azre thrived in this new environment, chasing the high of fame by being who he wanted to be more than ever - and before soon was incorporating his passions into his products, taking his lifelong passion of music and soon putting out occasional singles, and album in the works. Erza was overshadowed in her brother’s rapid rise to greater fame than either of them had ever seen, but was with him every step of the way - taking the same chances to start to explore their passions as well - starting to take her writing more seriously, and leaning towards texts of an academic quality. She discovered her love of literature and language, and the way they worked together - and learned to harness a quick wit that had hidden behind a vapid persona her whole life.

Despite finally blossoming as a person as a result of his transition, it wasn't without hardships: Azre faced an onslaught of too-personal interview questions, transphobic words from the half of his fanbase that was infuriated with his transition, and a scary amount of fetishization. It was thanks to Erza's endless help and support that he was willing to live through every hard word, and work to better himself; but even she couldn't shield him from the misconceptions of a cruel world. Azre's harassment culminated one day when at a cafe with his twin one day, he was confronted by an angry fan referring to him by his deadname and other crude slurs. Azre tried to keep the words from getting to him, but even he couldn't avoid getting upset, and once the violent situation escalated to physical confrontation, Azre was left pinned to the wall with a knife at this throat, threatening to be skinned alive.

Erza's shit was promptly flipped.

Coming this far and dealing with all their hardships, Erza wasn't about to lose her the only person who'd been there for her her entire life. Her semblance activated for the first time ever to an extreme degree, temporarily turning her into a hulking 8-foot monster with claws and fangs and a mane of yellow hair with more than enough phsyical strength to punch the would-be assailant into the wall and leave cracks behind. This transformation only lasted 10 seconds though, as her entire aura was completely drained - leaving her to collapse to the floor and resume a more human, if exhausted, form. She spent a few days in the hospital as a result of exhaustion, and the following court case deemed Erza's actions a necessary move of self-defense to protect her brother, letting her get off easy. Erza's sudden and harsh discovery of her semblance at age 17 sparked something within Azre - making him realize the popularity of hunters in Remnant, and therefore determining his goal for the future. His own more charming semblance was realized slowly by both him and Erza as his art of dazzling paparazzi and leaving them with nothing but good things to say became a formidable skill - to the point didn't seem to have a bad angle.

Years of physical conditioning and marital-arts training allowed them to both pass the entrance exam to Shade Academy with little difficult, even if Azre struggled somewhat academically. It was a joint decision to go all the way to Vacuo to attend a hunter's academy as another way of putting as much distance between them and their father, who by then they only associated with when necessary regarding the company name - both Azre and Erza's branch of the "Sundown Twins" had become a separate and successful enterprise. Azre enrolled for fame and glory, and like always Erza followed him - and at least one of them is more than prepared for whatever lies ahead. The other just wants to make sure her brother doesn't lose himself in the process.

Personality: Azre Sundown is an extroverted, charismatic, and incredibly vain man. After time attracting attention and fame for who he really was, Azre has become addicted to the spotlight, willing to do nearly everything to assure his reputation as a celebrity stays up alongside keeping himself entertained. He’s a natural charmer as he appeals to people’s best interests, a witty sense of humor wonderfully accompanying good looks, alongside a tendency to be endlessly entertaining, always some story to tell. He's furthermore naturally flamboyant and flirty, and will hit on anybody regardless of gender who shows interest and has a pulse - human or faunus doesn't matter. Despite his vanity and desire to stay in the spotlight, Azre really is a good person, aware of his position as a positive role model for kids all across Remnant. As a result, he’s always striving to be positive and upbeat and really be the role model the media perceives him as. This manifests most commonly in Azre’s greatest passion outside himself - music, being proficient in multiple instruments including guitar, piano, and the trumpet. His instrument of choice however is the saxophone, the classy brassy jazz instrument drawing him in with its associated history of suave entertainers. Overall, it isn’t inaccurate to call Azre the dominant twin.

Azre isn’t without his flaws as any person is - celebrities are always human. If a person doesn’t show an immediate liking of Azre, he’ll do their best to win over them to the point of annoying persistence - unable to fathom the idea some people may dislike him. This can escalate to incredible levels of desperation until he’s stressed himself out about one little thing, and it consumes him to the point he can’t think of anything else - he often puts too much stock in other people’s thoughts. This all-consuming desperation furthermore extends to his looks, unable to function unless his outfit, hair, and accessories are all perfect, alongside his sister’s - appearance is one of the most important things to him after all, and they’re a unit. Azre takes a lot to get angry after dealing with paparazzi his entire life, and an angry Azre is usually able to quickly calm down - but he’s hotheaded and confrontational when he reaches the point of anger, refusing to back down to anybody except Erza. There’s only a few things that are guaranteed to make him snap right away: his deadname, which he refuses to tolerate, or anybody hurting his sister in any way.

Erza’s always been the quieter twin, despite initially being the more popular one before her brother’s transition. Her good looks contrasted with the quiet, observational girl with a sharp mind -  you wouldn’t anticipate someone like her to have a dry sense of humor and an introverted approach to life. She prefers to support her brother from the shadows while slowly developing her own talents in journalism and critical writing, learning about the world around her that she was so protected from as a child. Despite her investment in the academics, she is troubled in math however. She’s fascinated by language and culture, and it isn’t uncommon to find her buried in a book - at least, if you know her in real life. She’s furthermore one of the warmest, most supportive people you could encounter - her support was what gave Azre the courage to publicly transition before he started to gain confidence, and the quick wit and situational awareness she possess makes her good at both cheering up a person and helping them find rational solutions to their problems.

Erza still has her problems, regardless of how together she seems to be. Supporting her brother her entire life and socializing entirely with him, alongside a lack of apparent real social skills herself, has left her incredibly inept at making friends her own age. Beyond the appearance she puts on to appease adults and other professionals, she’s beyond awkward, often not knowing what to talk about or more importantly how to - leaving her shy and letting her brother do the talking. She’s prone to depression and anxiety due to her lonely nature and her brother slowly gaining independence, feeling left behind despite everything. When mad, unlike getting hot-headed like her twin, she has a colder anger - a million-yard stare that could pierce steel, and that quick, dry wit finding the best way to tear a person apart piece by piece, or ruin their life. Erza doesn’t take prisoners.

The twin’s relationship has directly affected either of their personalities drastically. While incredibly close as children and only growing closer through their modeling career, Azre’s transition and subsequent personality change as he grew in popularity left Erza reeling. He was the first to break from their obviously codependent relationship while still retaining a degree of obsessive control over their relationship - using Erza emotional labor when needed and nitpicking about appearance, both physically and emotionally. Erza’s been left confused as what to do as a result - her brother is obviously taking her for granted, but he still needs her, so it’s not like she can just cast him aside. They’ve been through too much together anyways, and despite everything they’re still a unit - even if there’s Azre and Erza, and Azre Sundown himself, but no Erza Sundown. Erza has yet to discover herself without defining herself by her twin brother.

Aura and Semblance: Azre has a slightly smaller aura than normal, leaving him a poor defense in a warm blood orange/red. Erza’s aura is slightly stronger than her brother, colored gold. In a rare case of hereditary semblances affecting both twins at once, both Erza and Azre have the same one: Appearance Manipulation. Both can willingly change how they appear to other people on an individual basis, with one important distinction: Azre’s semblance makes him more appealing, while Erza’s terrifies.

Azre’s semblance allows him to cater to what people find most attractive. His voice becomes more enchanting and captivating, his hair might lengthen, and or he’ll grow taller - whatever the person’s type is, the more one-on-one time he spends with them, the more he’ll slowly morph to become that. This change is an illusion, only he and the person he chooses can see, and while milder features such as a captivating voice and constantly-perfect hair can be used in groups of people (and can only be used for 6+ hours within a day before sleeping, recharging, etc.) the ability to morph into what a person finds most attractive can only happen in one-on-one interactions. Azre’s unable to control the features he picks up in this form (at least yet) though he is aware of what he changes to look like, only able to control the intensity of his “charm”. While the captivating voice, flawless skin, and perfect hair are passive and can be maintained by Azre for several hours on end - most commonly in popular social situations, altering his appearance to best appeal to a person has a maximum usage time of up to an hour. This allusion can be shattered if the person he's talking to touches him, or he himself is distracted and drops the illusion, as it requires intense concentration and attention to keep up. It can furthermore be shattered if the person he's talking to gets distracted by anything or anybody else.

Erza’s semblance manifests in changing her appearance to appeal to a person’s greatest fears. Best used in combat, she’ll appear larger, stronger, and more terrifying than she really is - taking on animalistic traits such as sharpened claws, fangs, glowing eyes, and a wild mane of hair- an illusion that can only be maintained for up to 6 hours before rest is necessary. The more of her aura she pours into her semblance, the more stereotypically "scarier" it gets, to the point of growing extra arms, getting extra eyes, sharper teeth, etc. A generally scary allusion can be maintained for up to several hours by Erza, as it's a passive ability, but gaining any of the extra traits puts a greater drain on her, and maintaining a large, terrifying illusion can drain her aura completely within an hour. Just like Azre, her allusion can be shattered if she's distracted and if anybody or anything comes into contact with her (that she wasn't initially holding) when starting the illusion. Finally, while the more terrifying version of her monstrous persona can appear to everyone (unlike her brother gaining traits of what appeals most to a person), if she's distracted or her concentration from maintaining the more intimidating illusion is diverted, it drops completely.

The supposed physical changes for either twin are only illusionary, and they actually don’t get any of the traits they take on. This can hypothetically be done if either Azre or Erza pour their entire aura into maintaining the illusion. This is less useful for Azre, as his appearance will simply change temporarily, but has a much greater physical application Erza, as she’ll temporarily gain the height, strength, and wild attributes of her more intimidating persona. However, doing this is currently beyond either twin’s skill level, and the one time it did ever activate for either, Erza could only hold her new appearance for 10 seconds before her aura was completely depleted. Furthermore, either twin can hypothetically access the other twin’s form of appearance manipulation, but are yet to learn how to do so.

Combat Behavior: As anticipated, Erza and Azre fight best when working together or with a team. Their lifetime together has made them masters of body language, often creating strategic plans with just a few gestures that would be invisible to anybody else - allowing for unanticipated and sudden attacks by both twins. Azre acts mostly as a brawler and partial skirmisher, wielding his axe with hard and sudden strikes that will often leave an opponent staggering, working best within close range. Erza will then distract their opponent with ranged shots, or provide cover fire for her brother. When fighting together in melee combat, the twins work astoundingly well back-to-back. Azre will usually follow his orders, as Erza’s typically the one to come up with a better plan. If forced into one-on-one combat (which is a less than preferential scenario for either), both are surprisingly capable of using their semblance offensively - Erza’s is naturally excellent for startling and intimidating opponents, while Azre can at least throw them off temporarily by appearing extremely beautiful.

Both twins struggle when in one-on-one combat, as they’re used to fighting and training as a pair. Without the other, they often feel disconcerted on the battlefield - it’s like losing a limb, as they’re used to covering each other’s weaknesses. Azre’s absolutely useless at long-range due to the melee-based features of his weapon, and is incredibly vulnerable to snipers or frankly anybody with a rifle. He furthermore doesn’t have an advantage in combat afforded to him by a semblance, so needs to use everything that’s presented in the beginning of the fight in order to win. Erza’s more covered since the nature of her weapons affords her both close combat and mid-range capabilities, and can at least hide behind her cape when in the case of a sniper; but that doesn’t cover all scenarios.

WEAPON - Azre

Name: Saxobeat

Primary Form: Saxobeat is a golden-brass saxophone owned by Azre. The saxophone has a one-sided axe head built into the bell of the body, rendering it usable as a blunt-force cutting weapon as well as a completely usable musical instrument. By pulling a trigger located in the bend of the mouth pipe, Azre is able to activate the dust-based flamethrower built into the neck of the saxaphone - sending out up to 10 meter bursts of flames for 30 seconds at a time, before a reload of the dust chamber is necessary. The flamethrower in the saxophone can only be activated by blowing into the mouthpiece at the same time.

Secondary Form: By plugging Saxobeat into a round tube-shaped speaker he carries at his hip, Azre is able to rapidly amp up Saxobeat’s sound to an incredibly painful deterrent tone that’s effective up to 200 meters - temporarily paralyzing opponents in pain. To avoid being affected by Saxobeat’s sound himself, Azre (and anybody else in the immediate vicinity) must use sound-canceling earbuds.

Tertiary Form: Saxobeat is carried in a specially-modified saxophone case.

Dust Functions: Saxobeat’s “flamethrower” functions by loading pure powdered dust into a cartridge in the body of the saxophone. The flamethrower can hold a sustained blast for up to 30 seconds as long as the cartridge is full, the effects of the blast depending on the type of dust loaded:

Fire: creates a 10 meter blast of flames, burning on contact.
Ice: creates a 10 meter cone of ice dust, freezing surfaces on contact and causing frostbite.
Electric: Creates a bolt of lighting, consuming the entire cartridge at once; discharging up to 100 meters depending on the location of the target.

History: Saxobeat was made by a professional weaponsmith, comissioned by Azre once he decided to enroll in combat school, with the strict instructions of “...looking as badass as possible.”

WEAPONS - Erza

Name: Dynami

Primary Form: Dynami is a dark-red “cape” with white stripes at the end. Formed of what appear to be heavy fabric, the weave actually consists of a flexible kevlar covering, the inside lined with a chainmail-lock mechanism. When in combat, Erza is able to slide her right arm through a series of fabric loops along Dynami’s front edge, before bringing it up and “snapping” it into place in front of her, causing it to take on it’s primary rigid form - the chainmail mechanism interlocks, forming a surface that’s as hard as any regular metallic shield.

Secondary Form: When not in combat, Erza is able to wear Dynami as exactly what it is - a cape, secured at her left shoulder with a pin in the shape of her and her brother’s symbol. It goes down to approximately waist-height.

Tertiary Form: Dynami is capable of being removed and hung up like a regular cape, but unfortunately it isn’t machine-washable, and must be tended to by hand.

Dust Functions: The white stripes along the bottom of Dynami serve as channels were Dust in the form of glamour is applicable. Adding fire dust would warm Erza, adding ice dust would cool her (what she prefers to use in the hot deserts of Vacuo). She prefers to not use beyond those types, as anything else is just relatively uncomfortable.

History: Dynami was a joint effort between the weaponsmith that built Saxobeat and a guild of seamstresses that Erza commissioned, working to create a weapon that would help make up for her brother’s weaknesses while still allowing her a modicum of comfort.

Name: Coreiseuse

Primary Form: Coreiseuse is a double-bladed shortsword with a blade length of 24 inches, made of black metal with red highlights. The blade is capable of being dual-weilded with Dynami as Erza snaps it quickly to and from shield mode, and provides her with a short-range option when working alongside her brother in close combat.

Secondary Form: By pressing a button on the hold of her sword, The blades of Ferrum collapse inwards while a hidden barrel running the length of the blade extends. The hilt extends grows to become the butt of a rifle, and Coreiseuse becomes a standard lever-action rifle with a 5-bullet magazine and simple iron sights. Capable of sniping up to 450 yards, Erza uses the rifle without Dynami in battle to provide long-range cover for allies.

Tertiary Form: Coreiseuse is carried in a metal sheath on Erza’s right hip, held in by a series of magnets to prevent it from falling out.

Dust Functions: In it’s secondary form, Coreiseuse is capable of using dust-tipped bullets. In its primary form, a cartridge of dust can be loaded into the hilt of the sword.

Ice: Gives blade a frostlike sheen, capable of freezing enemies with contact. Good for up to five hits with an opponent, or a two full minutes of freezing blade.
Fire: Lights blade aflame, chance of burning on contact. Good for up to 5 hits with an opponent or a full two minutes of fire.
Electric: Electrocutes enemies on-contact with the sword, single-use.
Kinetic: Allows for a greater amount of force to be applied when swinging. Good for up to 5 hits with an opponent or two full minutes of use.

History: Commissioned by Erza by the same hunter who made Saxobeat, Erza requested a sword with an inbuilt rifle “To accommodate for my brother’s ridiculous weapon.”




9
WiP Characters / Azre and Erza Sundown
« on: April 04, 2018, 08:54:41 PM »
CHARACTER

Name: Azre and Erza Sundown

Age: 18, Born Zinnober 31st

Species and Gender: Female Human (Erza), Male Human (Azre)

Symbol:  Sample Text

Occupation: 1st Year Shade Students, former models, part time musician (Azre)

Appearance: Erza and Azre are both 5’8”, though Erza is 130lbs while Azre is 140lb due to an increase in muscle mass and weight. Erza’s hair is a bright strawberry blonde tied back in a tight bun, complimented by blue eyes with olive skin and a C-cup. Often considered classically beautiful, the huntress-in-training wears a combat skirt in the form of an orange mini dress with a combat skirt, complemented with fishnet stockings and a pair of spike heels - something she fights remarkably well with, in an outfit that Azre finds complimentary to his own. If it were up to her, she’d likely dress in boots and tight clothing with more armor, but allows Azre to determine her dress to keep up their appearance.

Azre is more broad-shouldered than his twin sister with a considerably greater amount of visible muscle mass, but possess the same slim waist and toned figure. He has  bright red and usually styles his facial hair into a classical handlebar mustache, resulting in a somewhat outdated but handsome appearance, complimented by warm brown eyes and a pair of gold-rimmed spectacles. He wears a red vest over a white overshirt that’s been rolled up to his sleeves, dress pants, and leather loafers, opting towards expensive and fancy clothing. When viewed shirtless, Azre has two noticeable scars along the underside of his pecs, as he’s still recovering from a mastectomy at age 16.

History: The Sundown twins were born as Erza Marie Sundown and Anna Grace Sundown on Zinnober 31st. The daughters of an exceedingly wealthy family with an entrepreneur father and the mother that died in childbirth, their father was out on business trips nearly all the time and didn’t have time for twin daughters - despite them being the last remnants of his wife. Subsequently, the two children were raised side-by-side and treated as nearly a single individual throughout their entire childhoods by nurses, nannies, and private tutors, never afforded the chance to socialize with the outside world. Both girls spent the majority of their times immersed in every study possible, alongside a strict physical fitness regime to ensure they both stayed in shape - it was Anna who naturally gravitated towards music however, and Erza towards writing. The tutors were more than happy to indulge the girl’s interests under command of their absent father, and both girls were soon quickly well-versed in subjects of their choice. They were furthermore afforded extreme amounts of freedom of expression as kids, with Anna choosing to run around in boy’s clothing all the time alongside her sister in frilly dresses. With a lack of other children their age, Anna and Erza were incredibly close, as close as two sisters can be. The only times they socialized outside each other and the staff was whenever it was necessary for them to join their father on business trips and at dinners - in which case, they were dressed up in their very best and expected to entertain curious adults for hours on end. Despite some rough beginnings, both girls valued the time as it was amongst the most they got to see their father - and both became quickly adept at playing linguistic gymnastics to become the perfect little angels for every one of their father’s “friends.”

Zanzabar Sundown didn’t pay much attention to his daughters, and it wasn’t until his fellow businessmen began to remark about how “pretty” and “gorgeous” and “soft” his daughters were he began to realize the women they were blossoming into. Heart-shaped faces, long hair, growing bodies - it was obvious they were both blossoming into beautiful young women. It was the first time Zanzabar recognized his daughters as something other than assets to be taken care of, they were more importantly a source of potential profit. On the eve of their 11th birthday, he offered the girls the opportunity of a lifetime: join him and act as the models for the Sundown Company’s new line of perfume and jewelry. It only took a glance between Anna and Erza to confirm they’d accept the opportunity, as it would afford them what they’d always wanted: time with their father.

Unfortunately, the modeling gig didn’t work out as the twins anticipated. It was rush from photoshoot to photoshoot, constantly forced into uncomfortable and feminine clothing; makeup this and hairdo that. Their father was rarely present, and instead they were afforded a hurried schedule that contrasted harshly with their previous leisurely lifestyle. But both twins, masters of social conduct, sucked it up and let it drag on in the hopes of getting close to their father. This pattern lasted for four years until the twins were 15, in which the marketing ads with the “Sundown Sisters” became an almost instantaneous success. Magazine ads, commercials, even billboards - the Sundown Twins were launched into stardom faster than they could understand what was happening. They were a worldwide name, the teens every preteen would kill to become - and could, with just a few purchases of extremely expensive perfume from their parent’s credit cards! The Sundown name become the brand associated with both luxury and youth, fun and maturity - a thin line that the girls managed to balance with strict regimes throughout their early teens. This was furthermore bolstered by the twin’s talents for music: Anna’s precolection for nearly all musical interest that she’s studied through her entire life, alongside Erza’s pleasant singing voice, made them the perfect deal to put out occasional music videos for the Sundown Company.

Until Anna one day cut off all her hair.

Forced into feminine clothing on a daily basis, sexualized from a young age -  all this awakened something in Anna. She’d always hated girl’s clothing as a child, and the help were perfectly happy to let her run around in boy’s clothing as long as she was happy and healthy. She’d opted into charming jacket-and-skirt combinations instead of dresses whenever a fancy dinner with her father’s business associates was deemed necessary. Puberty had been a hard time for her, as her body developed in unfamiliar ways she disliked - it wasn’t her body, anymore. Seeing her body sexualized on a day-to-day basis by men years older than her only made her more disconcerted.

She’d turned to the internet, as any confused teen would do. Googling “disliking my body”, “out-of-place in own body”, “can i make my breasts go away” - she’d stumbled on the term when reading in secret, the only one she’d ever kept from her twin sister. “Gender Dysphoria - the condition of feeling one’s emotional and psychological identity as female or male to be opposite to one’s biological sex.” It had clicked in an instant - they were male. They’d stepped into the bathroom on-location one day, picked up the automated razor on side bathroom, and shaved off all her hair in one foul swoop.

He’d never felt more free than that moment.

He stepped outside the horrified gasps and stares of the entire crew. An entire career swept down the drain, just thanks to a teenager shaving their head - their father was beyond furious, sitting down the twins for what Azre recounts as the worst moment of his life. He received an earth-shattering lecture on what he’d done, an entire branch of the company thrown down the drain - threatening to take away every one of Anna’s privileges to the outside world, to banish her back to Mistral permanently, while Erza spent the entire time in the corner tapping intently on her scroll. Anna was alone with their father’s wrath for the first time ever, and had never felt more abandoned - but just when Zanzabar was threatening to seperate the twins, Erza stepped in.

“Hey, what’s like, your name and pronouns and stuff now?”

The question was enough to shock Azre out of crying and their father into silence.

“Um… he-him, and… call me Azre.”

Erza had nodded in determination, pressed a button on her phone, and sent a note to every newspaper and celebrity gossip outlet she could reach that her sister was now her brother, they had a new name, and more importantly a new label - the “Sundown Twins.” The news was out, the new label was announced by Erza herself, and Zanzabar couldn’t risk contradicting his daughters without ruining his public reputation. The immediate launch of his new identity was more than Azre anticipated, but he took it in stride as he realized this was his bid to freedom - to become who he wanted.

Azre’s transition to regularly identifying as male was painfully public, but Azre embraced it like a warm hug. He was set to become a transgender model for every kid across Remnant, and therefore regularly updated his adoring fan base with every update possible - from his start of HRT, to the vasectomy he got when he was 16, to his first growths of facial hair. Azre thrived in this new environment, chasing the high of fame by being who he wanted to be more than ever - and before soon was incorporating his passions into his products, taking his lifelong passion of music and soon putting out occasional singles, and album in the works. Erza was overshadowed in her brother’s rapid rise to greater fame than either of them had ever seen, but was with him every step of the way - taking the same chances to start to explore their passions as well - starting to take her writing more seriously, and leaning towards texts of an academic quality. It was Azre’s decision to enroll in a combat school to become a hunter, as who is more popular and revered in all of Remnant than the hunters and huntresses of legend - and like she always had, Erza followed him. It was a joint decision to further free themselves from their father’s rule, and of all places decided  to enroll in the Shade school of combat all the way of Vacuo -  as far from their father as humanly possible.

Personality: Azre Sundown is an extroverted, charismatic, and incredibly vain man. After time attracting attention and fame for who he really was, Azre has become addicted to the spotlight, willing to do nearly everything to assure his reputation as a celebrity stays up alongside keeping himself entertained. He’s a natural charmer as he appeals to people’s best interests, a witty sense of humor wonderfully accompanying good looks, alongside a tendency to be endlessly entertaining, always some story to tell. Despite his vanity and desire to stay in the spotlight, Azre really is a good person, aware of his position as a positive role model for kids all across Remnant. As a result, he’s always striving to be positive and upbeat and really be the role model the media perceives him as. This manifests most commonly in Azre’s greatest passion outside himself - music, being proficient in multiple instruments including guitar, piano, and the trumpet. His instrument of choice however is the saxophone, the classy brassy jazz instrument drawing him in with its associated history of suave entertainers. Overall, it isn’t inaccurate to call Azre the dominant twin.

Azre isn’t without his flaws as any person is - celebrities are always human. If a person doesn’t show an immediate liking of Azre, he’ll do their best to win over them to the point of annoying persistence - unable to fathom the idea some people may dislike him. This can escalate to incredible levels of desperation until he’s stressed himself out about one little thing, and it consumes him to the point he can’t think of anything else - he often puts too much stock in other people’s thoughts. This all-consuming desperation furthermore extends to his looks, unable to function unless his outfit, hair, and accessories are all perfect, alongside his sister’s - appearance is one of the most important things to him after all, and they’re a unit. Azre takes a lot to get angry after dealing with paparazzi his entire life, and an angry Azre is usually able to quickly calm down - but he’s hotheaded and confrontational when he reaches the point of anger, refusing to back down to anybody except Erza. There’s only a few things that are guaranteed to make him snap right away: his deadname, which he refuses to tolerate, or anybody hurting his sister in any way.

Erza’s always been the quieter twin, despite initially being the more popular one before her brother’s transition. Her good looks contrasted with the quiet, observational girl with a sharp mind -  you wouldn’t anticipate someone like her to have a dry sense of humor and an introverted approach to life. She prefers to support her brother from the shadows while slowly developing her own talents in journalism and critical writing, learning about the world around her that she was so protected from as a child. Despite her investment in the academics, she is troubled in math however. She’s fascinated by language and culture, and it isn’t uncommon to find her buried in a book - at least, if you know her in real life. She’s furthermore one of the warmest, most supportive people you could encounter - her support was what gave Azre the courage to publicly transition before he started to gain confidence, and the quick wit and situational awareness she possess makes her good at both cheering up a person and helping them find rational solutions to their problems.

Erza still has her problems, regardless of how together she seems to be. Supporting her brother her entire life and socializing entirely with him, alongside a lack of apparent real social skills herself, has left her incredibly inept at making friends her own age. Beyond the appearance she puts on to appease adults and other professionals, she’s beyond awkward, often not knowing what to talk about or more importantly how to - leaving her shy and letting her brother do the talking. She’s prone to depression and anxiety due to her lonely nature and her brother slowly gaining independence, feeling left behind despite everything. When mad, unlike getting hot-headed like her twin, she has a colder anger - a million-yard stare that could pierce steel, and that quick, dry wit finding the best way to tear a person apart piece by piece, or ruin their life. Erza doesn’t take prisoners.

The twin’s relationship has directly affected either of their personalities drastically. While incredibly close as children and only growing closer through their modeling career, Azre’s transition and subsequent personality change as he grew in popularity left Erza reeling. He was the first to break from their obviously codependent relationship while still retaining a degree of obsessive control over their relationship - using Erza emotional labor when needed and nitpicking about appearance, both physically and emotionally. Erza’s been left confused as what to do as a result - her brother is obviously taking her for granted, but he still needs her, so it’s not like she can just cast him aside. They’ve been through too much together anyways, and despite everything they’re still a unit - even if there’s Azre and Erza, and Azre Sundown himself, but no Erza Sundown. Erza has yet to discover herself without defining herself by her twin brother.

Aura and Semblance: Azre has a slightly smaller aura than normal, leaving him with slightly poor defense in a bright blood orange. Erza’s aura is slightly stronger than her brother, colored gold. In a rare case of hereditary semblances affecting both twins at once, both Erza and Azre have the same one: Appearance Manipulation. Both can willingly change how they appear to other people on an individual basis, with one important distinction: Azre’s semblance makes him more appealing, while Erza’s terrifies.

Azre’s semblance allows him to cater to what people find most attractive. His voice becomes more enchanting and captivating, his hair might lengthen, and or he’ll grow taller - whatever the person’s type is, the more one-on-one time he spends with them, the more he’ll slowly morph to become that. This change is an illusion, only he and the person he chooses can see, and while milder features such as a captivating voice and constantly-perfect hair can be used in groups of people, the ability to morph into what a person finds most attractive can only happen in one-on-one semblances. Azre’s unable to control the features he picks up in this form (at least yet) though he is aware of what he changes to look like, only able to control the intensity of his “charm”. When all his attention is poured into talking to a single person and he’s using the majority of his aura to maintain the allusion, the person he’s talking to becomes highly suggestable to the point they may behave outside the rational for Azre’s requests - but if either of the participant’s concentration on the other is broken, the allusion will shatter and Azre will return to his much-less dazzling self.

Erza’s semblance manifests in changing her appearance to appeal to a person’s greatest fears. Best used in combat, she’ll appear larger, stronger, and more terrifying than she really is - taking on animalistic traits such as sharpened claws, fangs, glowing eyes, and a wild mane of hair. When she’s focusing intensely on intimidating a single person, she’ll slowly start to take on aspects of their greatest phobias - such as if a person is afraid of spiders, she’ll suddenly have up to 8 eyes, mandibles, etc. Like her brother’s, this personal terrifying illusion can be shattered if either of the parties are distracted, and she’ll return to her normal intimidating appearance.

The supposed physical changes for either twin are only illusionary, and they actually don’t get any of the traits they take on. This can hypothetically be done if either Azre or Erza pour their entire aura into maintaining the illusion. This is less useful for Azre, as his appearance will simply change temporarily, but has a much greater physical application Erza, as she’ll temporarily gain the height, strength, and wild attributes of her more intimidating persona. However, doing this is currently beyond either twin’s skill level, and the one time it did ever activate for either, Erza could only hold her new appearance for 10 seconds before her aura was completely depleted. Furthermore, either twin can hypothetically access the other twin’s form of appearance manipulation, but are yet to learn how to do so.

Combat Behavior: As anticipated, Erza and Azre fight when working together or with a team. Their lifetime together has made them masters of body language, often creating strategic plans with just a few gestures that would be invisible to anybody else - allowing for unanticipated and sudden attacks by both twins. Azre acts mostly as a brawler and partial skirmisher, wielding his axe with hard and sudden strikes that will often leave an opponent staggering, working best within close range. Erza usually lets her twin do the majority of the fighting, as she prefers to keep her distance from her opponents thanks to the mid-range afforded to her by her chakrams and shield, but can function in close-combat to a lesser degree either dual-wielding them, or using them in their secondary form. Azre’s speciality regarding their semblance is practically useless on the battlefield unless he’s attempting to calm an opponent in a fight that doesn’t need to happen, while it isn’t uncommon for Erza to make good use of her semblance when in one-on-one fights where her speciality lacks to give her the upper hand on her opponents.

Both twins struggle when in one-on-one combat, as they’re used to fighting and training as a pair. Without the other, they often feel disconcerted on the battlefield - it’s like losing a limb, as they’re used to covering each other’s weaknesses. Azre’s absolutely useless at long-range due to the melee-based features of his weapon, and is incredibly vulnerable to snipers or frankly anybody with a rifle. Erza’s more covered since the nature of her weapon affords her both close combat and mid-range capabilities, but she holds the same weakness as her brother does to long range weaponry when her shield becomes unavailable.

WEAPON

Name: Saxobeat

Primary Form: Saxobeat is a solid-body guitar with a black neck and head with red highlights in the form of flames. The head of the guitar is an axe and the neck is reinforced, allowing for Azre to use it as a blunt-force weapon By pulling a trigger at the junction of the base of the neck and the head of the guitar, Azre is able to activate the dust-based flamethrower built into the neck of the guitar - sending out up to 30-ft bursts of flames. The flamethrower can only be activated up to 10 times in succession before a reload is necessary.

Secondary Form: By plugging Saxobeat into a round tube-shaped speaker he carries at his hip, Azre is able to rapidly amp up Saxobeat’s sound to an incredibly painful deterrent tone that’s effective up to 200 meters - temporarily paralyzing opponents in pain. To avoid being affected by Saxobeat’s sound himself, Azre (and anybody else in the immediate vicinity) must use sound-canceling earbuds.

Tertiary Form: Saxobeat can be worn like a regular guitar over Azre’s shoulder, held in place by a leather strap.

Dust Functions: Saxobeat’s “flamethrower” functions by loading pure powdered dust into a cartridge in the back of the guitar. The flamethrower can hold a sustained blast for up to 30 seconds as long as the cartridge is full, the effects of the blast depending on the type of dust loaded:

Fire: creates a 10 meter blast of flames, burning on contact.
Ice: creates a 10 meter cone of ice dust, freezing surfaces on contact and causing frostbite.
Electric: Creates a bolt of lighting, consuming the entire cartridge at once; discharging up to 100 meters.

History: Saxobeat was commissioned by a professional weaponsmith by Azre once he decided to enroll in combat school, with the strict instructions of “...looking as badass as possible.”

WEAPON

Name: Artemis and Apollo

Primary Form: Artemis and Apollo are twin chakrams that Erza wears connected to armored gauntlets that extend from fingertip to forearm. Both chakrams are 8 inches in diameter, and can be removed to from their grooves on the gauntlets to be thrown. They then can be retracted automatically, thanks to a magnetic suspension system that Erza can activate from within the gauntlet at any time, causing them to fly back - this furthermore gives Erza a greater degree of control with both chakrams, as she’s capable of multiple rapid strikes with both. Erza prefers to keep at least one chakram embedded in the arm of either gauntlet however, as that allows her to activate the gauntlet’s shield - a rounded shield formed interlocking titanium that folds outwards from the chakram’s grooves in the gauntlet with a diameter of 36 inches. This shield has sharpened edges and can be used as a blunt instrument, but is unable to be removed from the gauntlets.

Secondary Form: Artemis and Apollo's secondary form is what Erza’s affectionately nicknamed the “World’s Deadliest Yoyo”. Both chakrams are disconnected from the gauntlets, and are connected to a third device Erza carries into combat that essentially resembles a spool of wire with the same grooves that the gauntlets have. The chakrams can then be connected to to the edges of this device, which functions as a large and super-sharp yoyo to be thrown and retracted. The chakrams can become serrated in this form, and this is usually used by Erza when close-combat is necessary.

Tertiary Form: When not in combat, the chakrams can be locked into the gauntlets and worn about to transport.

Dust Functions: In chakram form, the surface of either chakram can be covered by various forms of dust to give them the anticipated effect:

Ice: Freezes chakrams, which causes whatever the struck target to be covered in ice.
Fire: Lights chakrams aflame, causes burns when coming in contact with target
Kinetic: Increases throwing strength of chakrams, causes them to hit harder
Wind: Increases range of chakrams

History: Apollo and Artemis were commissioned by Erza early on alongside Azre’s weapon when he chose to go to Shade, trying to create weapons that compensated for her brother’s weaknesses in combat.

10
AMA Section / Semblance Discovery!
« on: March 29, 2018, 01:38:55 AM »
Through a combination of sleep deprivation and curiosity I've come to ponder: how are most character's semblances most commonly discovered? Was it a traumatic event and unlocked through stress? A goal they managed to achieve after working long and hard for it? Or was it a literal physical event? For example, and in my character's cases:

Prism: Seeing your father eaten alive in front of you is quite a stress-inducing situation, and caused for the little gal's windy powers to kick in full force and send her flying.

Jima: A bump to the head knocked her senses loose, literally.

11
Approved Characters / Jima Purpora
« on: March 27, 2018, 08:51:58 PM »
CHARACTER

Name: Jina Purpora

Age: 19, Born 1st of Amare

Species and Gender: Human Female

Symbol:  Purple book

Occupation: 3rd Year Beacon Student

Appearance: Jina is a fairly tall woman at 5’10”, weighing approximately 150 lbs. Sporting a curvy figure with a DD chest and wide hips, she’s conventionally attractive, further improved by good muscle tone and long legs. Her black hair is done back in dreadlocks that come down to her waist with lavender tips and the occasional silver band. She wears a large pair of perfectly round glasses, though they’re mostly for show - she simply enjoys the aesthetic. She has a small overbite, and coupled with wide lips and a straight nose, she’s rather adorable. 

Jina prefers tight clothing to avoid loose ends that may create problems in combat, though she has a soft spot for most forms of silver jewelry. She’s commonly seeing wearing knee-high combat over a pair of lace leggings, a dark-purple skirt offset by a black belt around her middle, which she uses to hang her mace from. She usually wears a dark red sleeveless tank, and over that a black leather jacket with shoulder spikes, personally modified by her to have strengthened bracers. On her back she wears a harness that usually has a four-sided metal pyramid attached to it, used to carry Grab n’ Go into combat.

The most notable attribute of Jina’s appearance are the tattoos she has, only a few of which can be seen over her everyday clothing. All the tattoos are matching, done in white ink with red highlights, which stand out beautifully against her dark skin. On her back is a Nevermore in white, the grimm’s wings extending down the back of her upper arms, and the heak and beak visible on the back of her neck when her hair is up. A King Taijitu spirals down the length of her right leg, one head disappearing underneath her skirt while the other lays coiled at her ankle. A front-facing Goliath, her first and favorite tattoo, is located directly underneath her sternum - and she’s still planning on where to put a Death Stalker. If asked for the motivation behind the tattoos, she’ll simply state “Because they’re bitchin’!”

History: Jima was initially a quiet girl, raised by overprotective parents in a middle class family, safely located in central Vale. Her bookish nature as a child didn’t afford her many friends, and her parents would never let her visit anybody else anyways - so she compensated through reading. Her reading preferences led her quickly to historical texts, the ones that detailed the wars between kingdoms and the way hunters and huntresses would fight for the safety of their people - all against these fascinating creatures known as Grimm, a mysterious species that the human race knew little about. Her parents adored her reading habits, and would help provide as many texts as she liked - so despite being a loner throughout childhood, she was perfectly happy in her written world.

This all changed dramatically at age 11, when her class took a field trip took a trip to a historical landmark not far outside the kingdom of Vale. She’d practically begged her parents to let her attend, as it was the sight of an infamous battle between Kingdoms - the educational nature of the trip, alongside the fact they’d be personally escorted several student teams from Beacon eventually convinced them to relent. However, the somber nature of the visit as their teacher recounted the the story of what happened on the historical sight quickly took their toll on the impressionable young children, and soon the whole field trip was permeated by sad melancholy - which was enough to start attracting the attention of Grimm in the nearby forest.

They Grimm came on faster than the students could anticipate, and soon the field trip was thrown into chaos. Children were running for their lives as the fledgling hunters attempted to defend the class, teachers couldn’t gain control as panicked children fled everywhere - and amongst the chaos, Jima sat enraptured, watching a mock-makeup of the historical battles she’d read about all her life happen right in front of her. The final straw came when a large Nevermore, attracted by the chaos, chose the frozen young woman as a target and dived at her. Jima would’ve been eaten then and there if it weren’t for a student tackling her out of the way of the dive - but the push caused Jima to be knocked unconscious as she hit her head on the ground.

When she woke up again, everything was groggy and displaced. She could see her body from across the hospital room, and was hearing her mother’s sobbing from over her shoulder. She could smell the flowers next to her bedside as if her nose was buried in them, she could taste the bitter black coffee in the cup her father was holding - and when she tried to speak to them to let them know she was awake, her voice came from the foot of her bed despite her mouth still moving. The knock to her head had literally shook all of her senses loose, leaving them scattered in the vicinity around her body - accidentally kickstarting her semblance for the first time, and leaving her a stranger in her own body. Furthermore, she couldn’t find a way to return her senses to her body beyond the sense of touch, essentially leaving her stranded.

Despite this seemingly horrific predicament, Jima took in stride - something had changed in her, after seeing a Grimm attack first-hand. Her fanatic obsession with history had shifted, landing on the soulless creatures that had been humanity's scourge as long as anybody could remember. Seeing them in person had utterly captivated her, and while she still understood the necessity of killing the creatures, she now had a new goal in mind - to know everything about them instead.

She quickly adapted to her altered state of mind, learning to think of her now freely-moving senses as limbs, instead of just parts of her body. She could will her voice, sense of taste, eyesight and hearing - alongside her sense of touch - giving her an entirely new perspective of life. Her new obsessive attitude regarding Grimm somewhat scared her parents as she devoured every academic text about them she could get her hands on, and they eventually yielded to her begging request to enroll in Signal Academy, figuring the harsh training and lifestyle would scare some sense back into the formerly bookish girl - but instead it only invigorated her further. She reveled in the physical aspect and excelled in the academic, managing to graduate near the top of her class before applying to Beacon - and passed the entrance exam with ease, albeit with some difficulty in the physical aspect.

During her first years at Beacon, her passion for the soulless creatures only grew, and as she matured she decided to do something to honor the creatures that had given her a new passion in life - getting her first tattoo, a Goliath, on her sternum. Each further year at Beacon warranted another tattoo, with the Nevermore appearing on her back during her second year, and the King Taijitu being freshly inked onto her leg as she returned to the school for her third year. Her offsetting obsession with the creatures of Grimm made her difficult to get along with despite her friendly and upbeat attitude, coupled by a somewhat-obvious lack of social skills as a result of overprotective parents for so many years. She never stayed friends with her team members for long, and would constantly transfer - never serving as a leader, instead being assigned a new one every year, with her third year at Beacon yielding her third, and hopefully final, team.

During her time at Beacon, her fascination with Grimm and zest for the hunter lifestyle has allowed her to grow close to multiple professors - to the point where she proposed a new mechanism to help capture Grimm in the field, she was able to take the design into Beacon’s weapon workshop and emerge with a prototype. Her determination to study the mysterious creatures has resulted and in the creation of the Grab n’ Go 1.0, an experimental device she carries with her in the field that can (likely) easily be used to temporarily detain small and medium-sized Grimm by tying them up without major bodily harm, allowing for closer study before bludgeoning them to death. With the obsession of a lifetime and a passion that never dies, Jima’s determined to find a new team and stick with them to finally get that elusive sense of teamwork that’s slipped by her for the last two years - and hopefully, convince them to help her capture more Grimm!

Personality: Despite Jima’s lack of social skills as a child, the young woman’s zest for life has morphed her into a friendly, charismatic young woman with an accidentally creepy nature. She loves to talk and chat, using any conversation as a form of verbal brainstorming - and will often be found scribbling in a well-worm notebook while in conversation, whether it’s anything from her latest sketch of a Grimm she recently encountered to more plans and prototypes to improve the Grab n’ Go. Her passion for reading as a young woman hasn’t faded in time, and can often be found with her nose buried in a book. She happily serves as an excellent tutor as a result, with her passion for knowledge being practically contagious and a nearly endless amount of patience carefully cultivated from years of building and creation. Her sense of humor can be a little twisted and dark at times with a certain dryness, and her words are often incredibly blunt.

The one problem with being a chatterbox with a Grimm obsession is that Jima can be fairly socially oblivious. She’s so caught up in her own little world that insults slip right by her, whether she accidentally insults someone herself or someone is making fun of her. Coupled with this social incompetence and the nature of her semblance alongside a penchant for collecting as much data as she can, she’s something of a natural gossip - sending her eyesight and hearing roving wherever, picking up all the data she can. This awkwardness and her obsession with a soulless murdering species can make it hard for Jima to forge close friendships, and she’s never really had anybody she’s been particularly close to outside her parents - but even if she’s secretly lonely, she still her studies to bury herself in. It doesn’t help her case the nature of her semblance can inverdently creep people out, as her physical body will often gaze out into space while her eyesight is elsewhere, or her voice will emanate from halfway across the room when she’s sitting elsewhere - though on the plus side, this has made her excellent at pranks.

Jima rarely gets mad, only usually getting frustrated when someone is being purposefully obtuse. She’s been going alone in her passion her entire life, and has learned to let the awkward glances and words slip away. She only really gets upset if someone is insulting her passion directly to her face, repeatedly, and telling her it’s a waste of time - then she’ll get concerningly quiet, withdrawing into herself and ignoring the outside world before she manages to shove the emotions away and continue on with a faux-cheery mood. She’s not very good at dealing with mad or sad people, having enough trouble managing her own negative emotions, and defeat/guilt is an entire other ballpark.

Aura and Semblance: Jima has a slightly larger-than-average aura, proving to be a deep royal purple that goes along with her eye color. She’s especially good at detecting the presence of Grimm.

Her semblance has both active and passive functions, and she’s nicknamed it “Information Overload”. After a bump on the head as a child, Jima’s senses were essentially knocked loose from her head, and she’s now able to move them almost as individual “limbs” - this extends to sight, hearing, sense of taste/ability to speak, and touch. It’s passive as this is something she can never really turn off, as she’s yet to return her senses to her own body beyond her sense of touch, but she can thankfully actively control where they travel within a certain radius. She still 180° of vision, and 360° hearing, but they now can be moved autonomously with alongside her other senses. Touch is the one ability she’s learned to essentially transfer between her body and traveling around her however, though to keep a degree of familiarity with her surroundings, she prefers to keep her sense of touch within her body. She still 180° of vision, and 360° hearing, but they now can be moved autonomously with no effort. The placement of her senses in the space around her is intangible and cannot be sensed, though they are blocked by tangible objects such as walls. Her senses furthermore have a limit - up to 40 meters from her body, it starts to become difficult to hear/speak/see, and while she can push her senses up to 50 meters it becomes progressively blurrier/harder to hear/speaks in a whisper, etc.

Her semblance has a major downside however - wherever she’s cast her senses, her body is left without that sense. If she’s looking elsewhere her body is effectively blind, if her hearing is across the roof she’s deaf to the conversation next to her, and if she’s having a conversation with someone in the next room, she wouldn’t be able to answer the people in front of her without being mute. She therefore prefers to keep the majority of her senses close to her body at all times so she’s not left helpless - and if she needs to cast more than two major ones, will find a safe place to do it from.

Combat Behavior: Jima’s a fast-moving upfront brawler with a brutal attack style, approaching opponents the same way she approaches everything: head-on. Despite her mace possessing an internal shotgun, she’s more physically comfortable with it in it’s non-gun form, thinking of it in the same way she does the rest of her senses - as an extension of her body. The same applies to her mace when in flail mode. She prefers not to waste time if there’s any to take, and will strike unexpectedly, leading her to developing a surprising physical style when combined with the martial arts she’s been trained in through her time at Beacon and Signal. This is further aided by creative use of the grappling hook in the end of her Mace, often using it to trip, tie up, or otherwise maneuver when in battle. She also enjoys banter when fighting - rambling on about something or other during a battle to distract her opponent, exchanging quips and the occasional insult when she manages to think of one in time.

Jima’s semblance gives her a perfect view of the battlefield at all times, along with a severe physical advantage - it’s impossible to physically blind or deafen her, as her senses are separate from her body. While she’s still feel the pain of the attack, as long as that particular sense is physically elsewhere and her aura is still operative, she’ll be able to push through it and continue to battle. While separating her sense of touch from her physical body would in theory allow her to continue to fight without pain, it automatically snaps back into her body whenever she receives a brutal attack or her aura is depleted completely, allowing her to remain cognitively aware of her surroundings at most times. While Jima will jump at any opportunity to use the Grab n’ Go on a Grimm, she hesitates when using it on humans except in dire situations - personally understanding it’s painful effectiveness.

Despite Jima’s strength as a frontline brawler, she still possess multiple weakness; primarily of being absolutely useless in ranged combat. She’s a melee combatant with a gun that becomes ineffective at long range, so she’s easily vulnerable to sniper shots or other forms of attacks at even from a medium distance. Furthermore, while her larger size and strength are useful, that’s left her less agile than she likes. Her weapon doesn’t possess a propulsion system that many students do, and while she does her best to make up for that with the grappling hook, she’s still at a clear disadvantage. Finally, if she’s caught unaware with the majority of her primary senses elsewhere, you can literally sneak up to her by just walking up, as she’s practically helpless in that form, and won’t notice the presence of others until her senses return to within range of her body, or she’s physically touched.

WEAPON

Name: Goliath

Primary Form: A 26-inch black all-metal mace with a thick handle and spiked head, Goliath is a deadly weapon that serves multiple functions. The head of the weapon is composed of 4 metal bands that curve to form a diamond shape, outlined with multiple metallic spikes. The spikes are retractable, allowing for safe carry outside of combat. The neck of the mace is thick, housing both the chain that allows for the head to detach to become flail and the weapon’s shotgun mechanism. The lower half of the weapon has a similar diamond-shaped though much smaller, and has a rubber grip to allow for better hold alongside a long wrist strap. The diamond at the end of the mace can open by twisting the metallic grip, revealing a spiked claw - and can then be fired from the end of the weapon, serving as a grappling hook that can extend up to 100 meters and is attached to the end of the weapon by carbon-nanofiber cabling that’s usually stored in the hilt of the weapon.

Secondary Form: Goliath has two secondary forms: that of a flail, and a shotgun. When the flail is activated, the head of the mace detaches from the body and is connected by a silver chain that’s 36 inches along. The shotgun form of Goliath requires the head to be attached to the body. The diamond-shaped head can be opened up and the barrel of the gun extends, allowing Jima to fire the weapon via a pump built into the grip. The magazine of the shotgun only holds 5 shots at the time, and can be reloaded through the barrel of the gun in the neck of the weapon.

Tertiary Form: When not in combat, the mace’s spikes are able to retract to make it safer and easier to carry.

Dust Functions: Various types of dust can be loaded into the head of the mace in either regular or flail mode, allowing for the head to be electrified, lit on fire, frozen, etc. The barrel of the weapon can furthermore be loaded with bullets tipped with the intended type of ice.

History: Forged and constantly upgraded during her time at Beacon, Goliath started as a mace with flail capabilities. Jima upgraded the mace to have to have the internal shotgun and the grappling hook after her lack of mobility on the battle made itself apparent, as did her disadvantage to students with guns.

Name: Grab n’ Go 1.1

Primary Form: The Grab n’ Go usually appears as a black metallic pyramid with a 12 inch-by-12 inch base attached to a harness on Jima’s back. When loaded onto the tip of Goliath in shotgun mode and fired without bullets in the magazine, the pyramid can shoot forwards from the tip of the mace at a high velocity. When fired, Jima is then capable of using a secondary remote attached to the buckles of her harness to cause every corner of the pyramid to separate from the main body, attached by the same carbon nanofiber cable in her grappling hook. These corners then transform into serrated hooks. When the primary body of the Grab n’ Go makes contact with a target, it automatically attaches itself through a series of metallic spines that shoot out, and the four serrated hooks can either fire into nearby solid surfaces and pull taunt, essentially trapping the target against it. The Grab n’ Go can also act as a bola when fired with a spin from Goliath’s barrel, wrapping around the target.

Tertiary Form: A small black pyramid that Jima wears attached to a harness on her back.

Dust Functions: None at the moment, though Jima’s drafting the plans.

History: Planned by Jima in her second year in Beacon and perfected by her third, the Grab n’ Go is Jima’s beginning to finding safer and more effective ways of immobilizing Grimm in the field for safe study. The current Grab n’ Go is only capable of immobilizing Grimm up to the size of a small Ursa (and even that’s a stretch). The 1.0 version that automatically deployed on first contact instead of on command was quickly retired before it left the workshop - an accidental misfire proved its effective use on human subjects though, which Jima still has the scars to prove.

12
WiP Characters / Jima Purpora
« on: March 27, 2018, 08:51:24 PM »
CHARACTER

Name: Jina Purpora

Age: 19, Born 1st of Amare

Species and Gender: Human Female

Symbol:  Purple book

Occupation: 3rd Year Beacon Student

Appearance: Jina is a fairly tall woman at 5’10”, weighing approximately 150 lbs. Sporting a curvy figure with a DD chest and wide hips, she’s conventionally attractive, further improved by good muscle tone and long legs. Her black hair is done back in dreadlocks that come down to her waist with lavender tips and the occasional silver band. She wears a large pair of perfectly round glasses, though they’re mostly for show - she simply enjoys the aesthetic. She has a small overbite, and coupled with wide lips and a straight nose, she’s rather adorable. 

Jina prefers tight clothing to avoid loose ends that may create problems in combat, though she has a soft spot for most forms of silver jewelry. She’s commonly seeing wearing knee-high combat over a pair of lace leggings, a dark-purple skirt offset by a black belt around her middle, which she uses to hang her mace from. She usually wears a dark red sleeveless tank, and over that a black leather jacket with shoulder spikes, personally modified by her to have strengthened bracers. On her back she wears a harness that usually has a four-sided metal pyramid attached to it, used to carry Grab n’ Go into combat.

The most notable attribute of Jina’s appearance are the tattoos she has, only a few of which can be seen over her everyday clothing. All the tattoos are matching, done in white ink with red highlights, which stand out beautifully against her dark skin. On her back is a Nevermore in white, the grimm’s wings extending down the back of her upper arms, and the heak and beak visible on the back of her neck when her hair is up. A King Taijitu spirals down the length of her right leg, one head disappearing underneath her skirt while the other lays coiled at her ankle. A front-facing Goliath, her first and favorite tattoo, is located directly underneath her sternum - and she’s still planning on where to put a Death Stalker. If asked for the motivation behind the tattoos, she’ll simply state “Because they’re bitchin’!”

History: Jima was initially a quiet girl, raised by overprotective parents in a middle class family, safely located in central Vale. Her bookish nature as a child didn’t afford her many friends, and her parents would never let her visit anybody else anyways - so she compensated through reading. Her reading preferences led her quickly to historical texts, the ones that detailed the wars between kingdoms and the way hunters and huntresses would fight for the safety of their people - all against these fascinating creatures known as Grimm, a mysterious species that the human race knew little about. Her parents adored her reading habits, and would help provide as many texts as she liked - so despite being a loner throughout childhood, she was perfectly happy in her written world.

This all changed dramatically at age 11, when her class took a field trip took a trip to a historical landmark not far outside the kingdom of Vale. She’d practically begged her parents to let her attend, as it was the sight of an infamous battle between Kingdoms - the educational nature of the trip, alongside the fact they’d be personally escorted several student teams from Beacon eventually convinced them to relent. However, the somber nature of the visit as their teacher recounted the the story of what happened on the historical sight quickly took their toll on the impressionable young children, and soon the whole field trip was permeated by sad melancholy - which was enough to start attracting the attention of Grimm in the nearby forest.

They Grimm came on faster than the students could anticipate, and soon the field trip was thrown into chaos. Children were running for their lives as the fledgling hunters attempted to defend the class, teachers couldn’t gain control as panicked children fled everywhere - and amongst the chaos, Jima sat enraptured, watching a mock-makeup of the historical battles she’d read about all her life happen right in front of her. The final straw came when a large Nevermore, attracted by the chaos, chose the frozen young woman as a target and dived at her. Jima would’ve been eaten then and there if it weren’t for a student tackling her out of the way of the dive - but the push caused Jima to be knocked unconscious as she hit her head on the ground.

When she woke up again, everything was groggy and displaced. She could see her body from across the hospital room, and was hearing her mother’s sobbing from over her shoulder. She could smell the flowers next to her bedside as if her nose was buried in them, she could taste the bitter black coffee in the cup her father was holding - and when she tried to speak to them to let them know she was awake, her voice came from the foot of her bed despite her mouth still moving. The knock to her head had literally shook all of her senses loose, leaving them scattered in the vicinity around her body - accidentally kickstarting her semblance for the first time, and leaving her a stranger in her own body. Furthermore, she couldn’t find a way to return her senses to her body beyond the sense of touch, essentially leaving her stranded.

Despite this seemingly horrific predicament, Jima took in stride - something had changed in her, after seeing a Grimm attack first-hand. Her fanatic obsession with history had shifted, landing on the soulless creatures that had been humanity's scourge as long as anybody could remember. Seeing them in person had utterly captivated her, and while she still understood the necessity of killing the creatures, she now had a new goal in mind - to know everything about them instead.

She quickly adapted to her altered state of mind, learning to think of her now freely-moving senses as limbs, instead of just parts of her body. She could will her voice, sense of taste, eyesight and hearing - alongside her sense of touch - giving her an entirely new perspective of life. Her new obsessive attitude regarding Grimm somewhat scared her parents as she devoured every academic text about them she could get her hands on, and they eventually yielded to her begging request to enroll in Signal Academy, figuring the harsh training and lifestyle would scare some sense back into the formerly bookish girl - but instead it only invigorated her further. She reveled in the physical aspect and excelled in the academic, managing to graduate near the top of her class before applying to Beacon - and passed the entrance exam with ease, albeit with some difficulty in the physical aspect.

During her first years at Beacon, her passion for the soulless creatures only grew, and as she matured she decided to do something to honor the creatures that had given her a new passion in life - getting her first tattoo, a Goliath, on her sternum. Each further year at Beacon warranted another tattoo, with the Nevermore appearing on her back during her second year, and the King Taijitu being freshly inked onto her leg as she returned to the school for her third year. Her offsetting obsession with the creatures of Grimm made her difficult to get along with despite her friendly and upbeat attitude, coupled by a somewhat-obvious lack of social skills as a result of overprotective parents for so many years. She never stayed friends with her team members for long, and would constantly transfer - never serving as a leader, instead being assigned a new one every year, with her third year at Beacon yielding her third, and hopefully final, team.

During her time at Beacon, her fascination with Grimm and zest for the hunter lifestyle has allowed her to grow close to multiple professors - to the point where she proposed a new mechanism to help capture Grimm in the field, she was able to take the design into Beacon’s weapon workshop and emerge with a prototype. Her determination to study the mysterious creatures has resulted and in the creation of the Grab n’ Go 1.0, an experimental device she carries with her in the field that can (likely) easily be used to temporarily detain small and medium-sized Grimm by tying them up without major bodily harm, allowing for closer study before bludgeoning them to death. With the obsession of a lifetime and a passion that never dies, Jima’s determined to find a new team and stick with them to finally get that elusive sense of teamwork that’s slipped by her for the last two years - and hopefully, convince them to help her capture more Grimm!

Personality: Despite Jima’s lack of social skills as a child, the young woman’s zest for life has morphed her into a friendly, charismatic young woman with an accidentally creepy nature. She loves to talk and chat, using any conversation as a form of verbal brainstorming - and will often be found scribbling in a well-worm notebook while in conversation, whether it’s anything from her latest sketch of a Grimm she recently encountered to more plans and prototypes to improve the Grab n’ Go. Her passion for reading as a young woman hasn’t faded in time, and can often be found with her nose buried in a book. She happily serves as an excellent tutor as a result, with her passion for knowledge being practically contagious and a nearly endless amount of patience carefully cultivated from years of building and creation. Her sense of humor can be a little twisted and dark at times with a certain dryness, and her words are often incredibly blunt.

The one problem with being a chatterbox with a Grimm obsession is that Jima can be fairly socially oblivious. She’s so caught up in her own little world that insults slip right by her, whether she accidentally insults someone herself or someone is making fun of her. Coupled with this social incompetence and the nature of her semblance alongside a penchant for collecting as much data as she can, she’s something of a natural gossip - sending her eyesight and hearing roving wherever, picking up all the data she can. This awkwardness and her obsession with a soulless murdering species can make it hard for Jima to forge close friendships, and she’s never really had anybody she’s been particularly close to outside her parents - but even if she’s secretly lonely, she still her studies to bury herself in. It doesn’t help her case the nature of her semblance can inverdently creep people out, as her physical body will often gaze out into space while her eyesight is elsewhere, or her voice will emanate from halfway across the room when she’s sitting elsewhere - though on the plus side, this has made her excellent at pranks.

Jima rarely gets mad, only usually getting frustrated when someone is being purposefully obtuse. She’s been going alone in her passion her entire life, and has learned to let the awkward glances and words slip away. She only really gets upset if someone is insulting her passion directly to her face, repeatedly, and telling her it’s a waste of time - then she’ll get concerningly quiet, withdrawing into herself and ignoring the outside world before she manages to shove the emotions away and continue on with a faux-cheery mood. She’s not very good at dealing with mad or sad people, having enough trouble managing her own negative emotions, and defeat/guilt is an entire other ballpark.

Aura and Semblance: Jima has a slightly larger-than-average aura, proving to be a deep royal purple that goes along with her eye color. She’s especially good at detecting the presence of Grimm.

Her semblance has both active and passive functions, and she’s nicknamed it “Information Overload”. After a bump on the head as a child, Jima’s senses were essentially knocked loose from her head, and she’s now able to move them almost as individual “limbs” - this extends to sight, hearing, sense of taste/ability to speak, and touch. It’s passive as this is something she can never really turn off, as she’s yet to return her senses to her own body beyond her sense of touch, but she can thankfully actively control where they travel within a certain radius. She still 180° of vision, and 360° hearing, but they now can be moved autonomously with alongside her other senses. Touch is the one ability she’s learned to essentially transfer between her body and traveling around her however, though to keep a degree of familiarity with her surroundings, she prefers to keep her sense of touch within her body. She still 180° of vision, and 360° hearing, but they now can be moved autonomously with no effort. The placement of her senses in the space around her is intangible and cannot be sensed, though they are blocked by tangible objects such as walls. Her senses furthermore have a limit - up to 40 meters from her body, it starts to become difficult to hear/speak/see, and while she can push her senses up to 50 meters it becomes progressively blurrier/harder to hear/speaks in a whisper, etc.

Her semblance has a major downside however - wherever she’s cast her senses, her body is left without that sense. If she’s looking elsewhere her body is effectively blind, if her hearing is across the roof she’s deaf to the conversation next to her, and if she’s having a conversation with someone in the next room, she wouldn’t be able to answer the people in front of her without being mute. She therefore prefers to keep the majority of her senses close to her body at all times so she’s not left helpless - and if she needs to cast more than two major ones, will find a safe place to do it from.

Combat Behavior: Jima’s a fast-moving upfront brawler with a brutal attack style, approaching opponents the same way she approaches everything: head-on. Despite her mace possessing an internal shotgun, she’s more physically comfortable with it in it’s non-gun form, thinking of it in the same way she does the rest of her senses - as an extension of her body. The same applies to her mace when in flail mode. She prefers not to waste time if there’s any to take, and will strike unexpectedly, leading her to developing a surprising physical style when combined with the martial arts she’s been trained in through her time at Beacon and Signal. This is further aided by creative use of the grappling hook in the end of her Mace, often using it to trip, tie up, or otherwise maneuver when in battle. She also enjoys banter when fighting - rambling on about something or other during a battle to distract her opponent, exchanging quips and the occasional insult when she manages to think of one in time.

Jima’s semblance gives her a perfect view of the battlefield at all times, along with a severe physical advantage - it’s impossible to physically blind or deafen her, as her senses are separate from her body. While she’s still feel the pain of the attack, as long as that particular sense is physically elsewhere and her aura is still operative, she’ll be able to push through it and continue to battle. While separating her sense of touch from her physical body would in theory allow her to continue to fight without pain, it automatically snaps back into her body whenever she receives a brutal attack or her aura is depleted completely, allowing her to remain cognitively aware of her surroundings at most times. While Jima will jump at any opportunity to use the Grab n’ Go on a Grimm, she hesitates when using it on humans except in dire situations - personally understanding it’s painful effectiveness.

Despite Jima’s strength as a frontline brawler, she still possess multiple weakness; primarily of being absolutely useless in ranged combat. She’s a melee combatant with a gun that becomes ineffective at long range, so she’s easily vulnerable to sniper shots or other forms of attacks at even from a medium distance. Furthermore, while her larger size and strength are useful, that’s left her less agile than she likes. Her weapon doesn’t possess a propulsion system that many students do, and while she does her best to make up for that with the grappling hook, she’s still at a clear disadvantage. Finally, if she’s caught unaware with the majority of her primary senses elsewhere, you can literally sneak up to her by just walking up, as she’s practically helpless in that form, and won’t notice the presence of others until her senses return to within range of her body, or she’s physically touched.

WEAPON

Name: Goliath

Primary Form: A 26-inch black all-metal mace with a thick handle and spiked head, Goliath is a deadly weapon that serves multiple functions. The head of the weapon is composed of 4 metal bands that curve to form a diamond shape, outlined with multiple metallic spikes. The spikes are retractable, allowing for safe carry outside of combat. The neck of the mace is thick, housing both the chain that allows for the head to detach to become flail and the weapon’s shotgun mechanism. The lower half of the weapon has a similar diamond-shaped though much smaller, and has a rubber grip to allow for better hold alongside a long wrist strap. The diamond at the end of the mace can open by twisting the metallic grip, revealing a spiked claw - and can then be fired from the end of the weapon, serving as a grappling hook that can extend up to 100 meters and is attached to the end of the weapon by carbon-nanofiber cabling that’s usually stored in the hilt of the weapon.

Secondary Form: Goliath has two secondary forms: that of a flail, and a shotgun. When the flail is activated, the head of the mace detaches from the body and is connected by a silver chain that’s 36 inches along. The shotgun form of Goliath requires the head to be attached to the body. The diamond-shaped head can be opened up and the barrel of the gun extends, allowing Jima to fire the weapon via a pump built into the grip. The magazine of the shotgun only holds 5 shots at the time, and can be reloaded through the barrel of the gun in the neck of the weapon.

Tertiary Form: When not in combat, the mace’s spikes are able to retract to make it safer and easier to carry.

Dust Functions: Various types of dust can be loaded into the head of the mace in either regular or flail mode, allowing for the head to be electrified, lit on fire, frozen, etc. The barrel of the weapon can furthermore be loaded with bullets tipped with the intended type of ice.

History: Forged and constantly upgraded during her time at Beacon, Goliath started as a mace with flail capabilities. Jima upgraded the mace to have to have the internal shotgun and the grappling hook after her lack of mobility on the battle made itself apparent, as did her disadvantage to students with guns.

Name: Grab n’ Go 1.1

Primary Form: The Grab n’ Go usually appears as a black metallic pyramid with a 12 inch-by-12 inch base attached to a harness on Jima’s back. When loaded onto the tip of Goliath in shotgun mode and fired without bullets in the magazine, the pyramid can shoot forwards from the tip of the mace at a high velocity. When fired, Jima is then capable of using a secondary remote attached to the buckles of her harness to cause every corner of the pyramid to separate from the main body, attached by the same carbon nanofiber cable in her grappling hook. These corners then transform into serrated hooks. When the primary body of the Grab n’ Go makes contact with a target, it automatically attaches itself through a series of metallic spines that shoot out, and the four serrated hooks can either fire into nearby solid surfaces and pull taunt, essentially trapping the target against it. The Grab n’ Go can also act as a bola when fired with a spin from Goliath’s barrel, wrapping around the target.

Tertiary Form: A small black pyramid that Jima wears attached to a harness on her back.

Dust Functions: None at the moment, though Jima’s drafting the plans.

History: Planned by Jima in her second year in Beacon and perfected by her third, the Grab n’ Go is Jima’s beginning to finding safer and more effective ways of immobilizing Grimm in the field for safe study. The current Grab n’ Go is only capable of immobilizing Grimm up to the size of a small Ursa (and even that’s a stretch). The 1.0 version that automatically deployed on first contact instead of on command was quickly retired before it left the workshop - an accidental misfire proved its effective use on human subjects though, which Jima still has the scars to prove.

13
Teams / 1st Year Beacon Team [4/4] - Team CASA
« on: March 16, 2018, 03:21:17 PM »
Hello! My first character just got approved and I'm quite eager to jump into the rp, so I'm looking for a first-year Beacon team for Prism, my hummingbird faunus. For a quick summary, Prism's a long-distance sniper with high mobility, and has some close-range capabilities thanks to the secondary form of her rifle. She's small though, and goes down quickly when she starts getting hits, so she can fairly accurately be described as a glass canon. Her semblance is essentially just creating/controlling gusts of wind, so she is able to fly for short periods of time.

I'm interested in her serving as leader just to put it out there, but I understand that can be a lot to ask for a first character and am completely flexible on the matter. It'll all balance out in the end anyways. Thanks for reading!


14
Approved Characters / Prism Skylark
« on: March 09, 2018, 11:13:50 PM »
CHARACTER

Name: Prism Skylark

Age: 17, born 1st of Hua, 62 AC

Species and Gender: Female Hummingbird Faunus

Symbol:  A triangle with a white beam of light shining through beaming out 3 colors: Red, yellow, and blue.

Occupation: 1st Year Beacon Student, Seamstress by commission

Themes: Let it All Out - Personal Theme
The Phoenix - Fallout Boy - Combat Theme 1
Whatever it Takes - Imagine Dragons - Combat Theme 2

Appearance: Prism Skylark is a young, lean-bodied woman that stands at the towering height of 4’11” and 124lbs. True to her name, Prism’s hair is a deep sky blue in a choppy windswept bob that ends at her chin, complimented by wide grey eyes and clear, pale skin. A straight noise and thin lips add to the look, and her face is angular, making her appear older and mature than she actually is. Despite her height, Prism stands tall with good posture - preferring to make up for the lack of height with constant heels with a 3-inch minimum, walking and running in them as well as anybody does in boots or sneakers. She has wide shoulders for her height and good muscle definition, especially in her arms and shoulders thanks to a lifetime of parkour and flying. 

The most peculiar attribute Prism possess is the pair of blue-green hummingbird wings she prefers to keep tucked close to her back. When extended, she has a wingspan of approximately 12 feet, and is able to beat them at the rate of approximately 10 beats per second. In the sunlight, they shimmer with minor iridescence along the tips of the wings.  Alongside her wings, Prism will grow small feathers along certain parts of her body (her neck, wrists and forearms, along her upper arms and waist) that possess the same iridescence as her wings do, but she prefers to pluck these to pass as human.

Day-to-day, Prism wears primarily backless clothing to accommodate for her wings, and has personally edited her school uniform to allow room for her wing. In combat, she focuses primarily on tight clothing with little to no armor in order to retain her agility. Her normal outfit consists of a sleeveless suit jacket in dark blue with an also-sleeveless dress shirt underneath, tucked into a looser pair of combat pants with a multitude of pockets to carry various trinkets. She wears an ammunition belt for the sake of easy reloading, though she does have spare prepared clips in her pockets. The one amenity she allows herself in battle is the high-heeled wedge boots she constantly wears with a 3 inch minimum. When in public, she tends to wear a large jean jacket over her regular outfit in order to cover up her wings and pass as human when convenient. She has several piercings in her ears and one in the right side of her nose, and most notably wears a pair of flight goggles on a day-to-day basis for when she needs to fly.

History: Prism Skylark grew up in a nameless village a ways outside the borders of Vale, where she lived with her father Blanc Skylark, her mother Rose and two sisters Aiden and Clarissa. Despite being triplets, Prism was the smallest of the three, inheriting her mother’s hummingbird wings instead of a hawk’s like her two sisters from her father’s side. Her father worked as a custom weaponsmith for hunters who commissioned him, and her mother as a specialty seamstress altering human clothing to work with faunus characteristics - together this earned them enough for a modest lifestyle deep in the woods of this little village.

Prism was homeschooled alongside her sisters by their mother, who taught them until age 12. Their mother taught all three to sew to help assist her with her work; while their father contributed to their education by teaching them self-defense and how to fight. Blanc knew the dangers of having his family live in such a remote location, and taught his daughters fight against both human and Grimm with any weapon they could get ahold of, placing an emphasis on using their wings for advantage in battle. He constantly pitted the three sisters against each other, and to avoid getting bowled over by her largest siblings, Prism learned to take advantage of her size through speed and agility. When not at home, the three siblings would explore the thick surrounding forests, taking advantage of their wings and father’s training scale trees and cliffs, further honing their agility and mobility. Being the smallest of the three, Prism would struggle to keep up with her faster sisters, and was often left in the dust as a result. Instead of pouting about it however, she would spend her time observing the forest around her, learning to move quietly and stealthily so she could continue her observations without scaring away the creatures she watched. Despite her wings, Prism was obviously the daughter who inherited a hawk’s eyes - and this was rewarded by her father after learning of her gift at the dinner table, in the form of custom slingshot. With this, Prism slowly taught herself to aim, and was the first of her siblings to ever bring home any of the creatures they chased.

The problem with being a faunus weaponssmith in a competative field is Blanc often dealt with harsh competition. Despite his remote location and faunus heritage Blanc often netted high-paying customers and famous hunters as commissioners due to the quality of his work; and as a result would receive threats telling him to quit his business or face physical violence from other weaponsmiths, who accused him of stealing their customers. The police were of no help as they viewed them as “empty threats”, so Blanc was left to deal on his own, and as the threats escalated so did the promise of violence. Blanc became stretched thin between worrying about the safety of his family and his stability of his business, and this stress eventually manifested in first emotional, then eventually physical abuse of his wife. With her family life falling apart, Prism began spending more time outside her house in the forest by herself, sometimes spending the night in one-person shelters. This quickly taught Prism a level of independence that her other siblings didn’t have - who preferred to stick it out in their bedroom, ready to side with their mother in the case of their father’s wrath. Despite learning to care for herself as a result, Prism hated herself for always running away when things got tough - always promising herself she’d go back someday, and stand with her sisters. However, this promise never came to be as eventually the constant negative air of the household attracted Grimm. She returned from a night in the woods early one morning to the sight of her house on fire, a Nevermore perched on the roof, blood and multicolored feathers on it’s beak - all the colors of her sisters and mother’s. She’d made it to the treeline, high in the branches above her own backyard just in time to watch her father get plucked out of the air, dropping the odd rifle he’d been trying to defend himself with. She’d dove for it, thinking she might’ve been able to save him, but when she’d looked up again all he did was mouth “run” before being swallowed.  The sight of her father’s death was enough to kick her semblance into gear, creating gale-force winds. However, this harshly backfired as the gusts caught her wings, and resulted in her being thrown far back into the forest - the only reason she survived the confrontation with the Nevermore.

The ruins of the village were happened upon by a passing patrol the next day. They’d only located one survivor, a 12 year-old faunus, huddled high in a tree nearly a mile from the wreckage clutching a fancy-looking rifle and a slingshot.

Prism was enrolled in Vale’s fostercare system, hopping from house to house. While initially grief-stricken and enraged, she found herself seeking purpose. She didn’t know what to do without her family. All she wanted was a chance at revenge, to assure that her family didn’t die without consequence, and made the decision she’d someday kill the Nevermore that killed her family - by becoming a huntress. Though she was of age to attend Signal, she found herself unable to - her father's bank account is inaccesible until any of their children came of age. Prism found herself all on her own at the mercy of the state, so it was up to her to make her dream of becoming a huntress come true. Luck eventually struck out on her when she moved in with an old seamstress by the name of Madame Bernard around age 13, using the skills her mother taught her to assist odd tasks and start saving up through commissions for clothing. Madame Bernard was far from motherly and would make Prism assist in her fancy clothing shop, but she was paid a fair wage and was given a place to sleep - so it was more than enough for Prism. Another part-time job further added to her monetary pool. She threw herself into her academics and extracurricular such as a martial-arts club and track team, faunus rights, and student council, earning high marks and gaining a shining social reputation. She furthermore began to expand her physical skill set at night, relearning the fighting techniques her father taught her combined with the sport she’d taken up, and begin to practice summoning and using her semblance alongside it. Using the rifle she’d carried with her since her father’s death, she furthermore began to teach herself how to shoot, with the aim being to make her as spot-on with a bullet as she was with her slingshot. Being an orphan with nothing but a gun to her name, ammunition was expensive, so she quickly learned to never waste a bullet and make every shot count. Eventually by her 17th birthday she’d saved up enough to apply and pay for Beacon’s Entry Exam, and passed with literal flying colors. Her shining academic reputation and high marks in on the exam further netted her several scholarships, setting her up so she could actually afford to go to the elite school with a lack of debt in case anything goes wrong. Coming into Beacon, Prism has three goals: to never miss a shot, to never stop moving to assure her goals, and to someday avenge her family.

Personality: When first encountering Prism Skylark, your immediate impression of her is frugal professionalism. Her good posture and confident carry give feel of discipline and authority, and she speaks in a tactical and delegated way, preferring not to waste precious time or resources - she’s too goal-oriented. While this behavior goes over wonderfully with teachers and figures of authority, it has the tendency to isolate her from peers her age, instead preferring to focus on her studying and combat skills. If you spend enough time around Prism however, and prove to be friendly enough, her actual personality will slowly open up. Prism is surprisingly friendly and charismatic is a joking way, carrying a quick wit that’s always happy to throw out a joke or bad pun. Prism is always happy to help a friend and will go out of her way to do so, and is endlessly patient in the right scenarios when someone is truly struggling due to reasons outside their control, having done the same in the process of teaching herself to shoot and fight. However, if it seems someone is manipulating her for her better nature then she’s not afraid to cut her losses. Interestingly, she's something of an adrenaline junkie and an athlete, fueling it through regular practice of complicated flight routines, and regularly enjoys going running and working out. If ever given the chance, she'd like to learn how to skateboard or longboard. Thanks to years of struggling to achieve her goals, Prism lives by the principle of do no harm, but take no bullshit: don’t purposefully create strife with others, but have no tolerance when it comes to people disrespecting her. After the loss of her family however, Prism's come to take all life as a precious gift - hating seeing people die, and will do most anything to prevent unnecessary causalities. If you're considered a good friend, she'll be loyal to a fault. Being partly hummingbird, Prism’s inherited several traits from her avian cousins, including a heavy preference for granola and fruit (similar to birdseed and nectar from flowers, in her opinions) and the tendency to endlessly prattle on about nothing, like the buzzing of a hummingbird’s wings. She also has a metabolism for nearly someone twice her size, due to being part-hummingbird.

The downside to Prism’s quick wit is the sharper tongue that accompanies it. When insulted or tricked, she doesn’t hesitate to return it tenfold in the form of verbal annihilation - especially regarding her faunus heritage. While she enjoys socializing with others and considers herself a people’s person, she does have the tendency to get wrapped up in her goals - distracted from enjoying the little moments in life with so much of her goals suspended in a balancing act of perfect grades and better flattery of higher-ups. This extends to the point Prism will accidentally isolate herself as she’s caught up in whatever she’s focused on, simply forgetting to interact with friends and teammates on a basic level. Alongside her accidental isolation, Prism suffers from night terrors and insomnia as a result of seeing her family killed. Furthermore, Prism does have something of a temper that she doesn't hesitate to unleash on people who've done her or her friends wrong; and isn't afraid of escalating to physical means if it's necessary despite her size. Being part of the fostercare system for so long with no sustainable income/home has also left it's mark on Prism. She has the tendency to hoard food even if unnecessary in case it becomes unavailable, will take up the smallest amount of space possible to avoid confrontation, and prefers to backup plans for her backup plans.

As a result of seeing her father die at such a young age, Prism suffers heavily from PTSD. She typically doesn't sleep more than 2-4 hours a night before being woken up by nightmares, and therefore survives primarily on caffeine or sugar until she literally collapses from exhaustion for an extended period of time. She has difficulty talking about the events themselves without flashbacks, and mostly refers to her past "Being put into the Vale Fostercare system", refusing to elaborate on her childhood. She also shows signs of hyperarousal - constantly being on the lookout for danger, startled by loud noises/surprises, and constantly needing to have her back to the wall alongside near an exit. Flashbacks to the events of her father's death aren't uncommon, and are triggered by a variety of things, including the sight of carnage, fire, and most primarily Nevermores. If she encounters a Nevermore, she will burn her entire aura and semblance as a panic-response, creating over 115 mph winds for up to 5 seconds, though for how long they last depends on the current state of her aura (with a drain rate of 20% per 1 second). Encountering one will often result in a loss of ability on the battlefield, as she'll be downed by the flashbacks and a panic attack.

Aura and Semblance:

Prism’s aura is unusually large and bright white, though when looked at from the right angles seems to give off faint echoes of red, yellow, and blue. Her semblance as an ability she’s nicknamed “Gust”, based off of her initial first-ever access of it. She's fully capable of enhancing her attacks with her aura to hit harder, whether it's with her fist or her blade - though this doesn't effect Hawk's Eye in it's primary form.

Prism’s semblance allows her to create gusts of wind of varying sizes, which she uses to either to keep the distance between her and her target, or buoy herself up into the air. Smaller gusts used for mobility or quick bursts of flight are her specialty, and she’s learned to ration her aura to allow for as much mobility as possible. She's particlularly skilled at using it to create updrafts and minor gusts of winds for long periods of time, which is what allows her to stay aloft for long periods of time. She's furthermore capable of creating large gusts of wind, though only momentarily. Sustaining heavy winds for extended periods of time is hard, and can make it difficult to stay aloft when carrying anything other than Hawk's Eye and her usual gear - in the case she needs to carry someone, Prism will need to maintain a strong updraft or risk being dragged down. When used with dust when Hawk’s Eye is in it’s secondary form, Prism can dust-themed winds corresponding to the type of dust used. However due to focusing almost entirely on precision-usage of her semblance (in boosting herself and knocking enemies off-balance), she lacks the necessary practice to be able to summon massive gusts of wind or create windstorms; she's only successfully recreated hurricane-grade winds like the one that blew her away from the Nevermore under extreme-stress conditions. Basically, entirely on accident.

Combat Behavior: Prism’s a cutthroat sniper with a near-perfect aim, her own motto being to never waste a bullet. When in combat, she prefers to find a high place and set up a nest, waiting and scanning the battlefield for the perfect moment to strike. She uses her wings, semblance, and natural small size to assist in her mobility and agility, allowing her to reach unsuspecting perches and often surprise the enemy.  She furthermore never stays in one place, knowing a stationary sniper is a dead one - using her semblance and parkour-like abilities to constantly keep opponents guessing. Due to using her own semblance so often she’s gotten excellent at budgeting it, allowing her to use it for extended periods of time. When forced into close combat, Prism can make efficient use of her rifle’s secondary form. The glaive’s staff keeps Prism from making direct contact with her opponents, and relies primarily on her wings and semblance to boost her agility to stay at least two steps ahead of the enemy. Interestingly, she prefers a high-risk high-reward approach to combat - knowing she's at a physical disadvantage the majority of the time, Prism does what's necessary to assure she comes out on top. She furthermore uses the resulting recoil from shooting her rifle to give her added mobility and force. The various elemental crescents that Prism creates from her glaive's secondary form can furthermore be bolstered by her winds, giving her the ability to create almost "waves" of fire, ice, etc.

The disadvantage to being a long-range sniper, even with close-combat training, is you get too used to having the time to think. Prism ironically struggles with thinking on the fly, used to having a few moments to assess the situation and come up with the best reaction - resulting in being vulnerable to surprise attacks. This furthermore makes thinking on her feet difficult when forced into a one-on-one, because as long as she’s kept on her toes she won’t be able to formulate an offensive response, too busy spending the valuable moments between strikes figuring out how to defend properly and attempting to predict her enemy's moves. Furthermore, being naturally small in stature gives Prism a disadvantage when it comes to battles of physicality and of defense. She can accurately be described as a glass cannon - powerful from a distance and can be in a fight, but a few good hits and she’s down for the count. Furthermore, if an opponent manages to trigger a flashback and/or a panic attack in the middle of fight, they've all but won as Prism will be down for the count.

Overall, her strengths include:
- Good observational skills and plan-making
- Able to predict enemies moves
- Smart use of semblance and aura (able to budget efficiently)
- Highly agile and mobile (parkour!), good at surprising enemies
- Has attacks that cover all varieties of ranges (sniper rifle for long-range, dust usage in glave form for mid-range, glave itself for close-range)

Weaknesses include:
- Often at a physical disadvantage due to (lack of) size/strength 
- Glass cannon, poor defenses
- Struggles with thinking on-the-spot when in battle, can easily be caught off-guard
- Small size can make getting hits in difficult
- Weak against mid-range and close-range attacks due to lack of familiarity with them

WEAPON

Name: Hawk’s Eye

Primary Form: Hawk’s Eye’s primary form is that of a semi-automatic sniper rifle with added scope that’s accurate up to 800 meters, the metal white with blue accents. The barrel has a length of 24 inches, with the added body bringing it up to 43 inches. Hawk’s Eye has a detachable scope and a bipod that allows it to stick to any surface for added balance, including uneven ones. The total weight of the rifle totals up to 16 lbs with the added scope and a sling, allowing for Prism to carry it in flight. The Hawk’s Eye has a 5-round internal magazine that Prism can quickly change, and would give the anticipated effect when shooting dust-loaded cartridges. Due to the high cost of ammunition and a strict budget, the majority of Prism's funds are spent on Hawk's Eye's regular ammunition - she only carries two cartridges (10 bullets) each of dust-tipped ammunition at a time, alongside only two cylinders of dust that allows for the elemental usage of her glaive. When her glaive has an elemental effect active, it can either be used to create up to 5 "crescents" or 5 separate attacks before the cylinder must be dispensed.

Secondary Form: When close-quarters combat is necessary for Prism, Hawk’s Eye primary form can transform into that of a glave by extending the barrel to become a handle up to 6 feet long, with the body of the rifle folding in to form a blade 18 inches long. The staff of the glave stiff functions as a long-distance rifle in this form, as the space for the magazine does remain in the glave’s blade. The blade of the glave can take on effects depending on the type of dust loaded into the cartridge in this form:

Fire: Lights blade on fire, can create sweeping crescent of flames that expands outwards when swung
Ice: Covers blade in ice, creates a freezing crescent when swung filled with small ice particles - useful to blind enemies. If stabbed into the ground, can create an ice-slicked surface expanding in a straight line from the point the blades strikes
Lighting: Electrocutes blade of the glave, electrocuting enemies when in contact.
Wind: Creates crescent-shaped gust of wind when glave is swung (not depleting aura)
Earth: Creates a sandstorm when swung, used to blind enemies/provide cover.
Gravity/Kinetic: Can be used to increase the force of the swing of the glave

Tertiary Form: When not in combat, Hawk’s Eye is able to fold up its internal components to form a shoebox-sized steel box that Prism can carry at her waist on her back.

Dust Functions: Hawk’s Eye’s sniper form has none, accept when loaded with dust-tipped bullets, which then would carry the predicted effect (fire-type dust creating a flaming bullet, ice-typed bullet freezing a body part on impact, etc). In it’s secondary form, a dust cartridge can be loaded into a slot at the base of the blade of the glave, allowing the blade to take on the dust’s intended effects. This manifests in the blade being covered by the corresponding dust effect (fire dust lighting on the blade on fire, ice dust causing it to freeze, etc) and when slashed through the air, send out crescent-shaped waves that correspond with the dust’s intended effect, giving Prism a small range of secondary attacks.

History: Hawk’s Eye was a sniper rifle created by Prism’s father for an unknown client shortly before his death, and was used by Blanc to attempt to defend himself from the Nevermore that attacked his house and family. Prism managed to rescue the rifle but failed to save her father; and it’s now one of the last remaining pieces she has of her family, making her value it dearly. 

15
WiP Characters / Prism Skylark
« on: February 08, 2018, 01:14:23 AM »
CHARACTER

Name: Prism Skylark

Age: 17, born 1st of Hua, 62 AC

Species and Gender: Female Hummingbird Faunus

Symbol:  A triangle with a white beam of light shining through beaming out 3 colors: Red, yellow, and blue.

Occupation: 1st Year Beacon Student, Seamstress by commission

Appearance: Prism Skylark is a young, lean-bodied woman that stands at the towering height of 4’11” and 124lbs. True to her name, Prism’s hair is a deep sky blue in a choppy windswept bob that ends at her chin, complimented by wide grey eyes and clear, pale skin. A straight noise and thin lips add to the look, and her face is angular, making her appear older and mature than she actually is. Despite her height, Prism stands tall with good posture - preferring to make up for the lack of height with constant heels with a 3-inch minimum, walking and running in them as well as anybody does in boots or sneakers. She has wide shoulders for her height and good muscle definition, especially in her arms and shoulders thanks to a lifetime of parkour and flying. 

The most peculiar attribute Prism possess is the pair of blue-green hummingbird wings she prefers to keep tucked close to her back. When extended, she has a wingspan of approximately 12 feet, and is able to beat them at the rate of approximately 10 beats per second. In the sunlight, they shimmer with minor iridescence along the tips of the wings.  Alongside her wings, Prism will grow small feathers along certain parts of her body (her neck, wrists and forearms, along her upper arms and waist) that possess the same iridescence as her wings do, but she prefers to pluck these to pass as human.

Day-to-day and in combat, Prism prefers to wear tight-sleeveless clothing with minimal loose fabric that hugs her form, useful when activating her semblance. Topped over a pair of cargo pants with a multitude of pockets to store necessities like amo and various trinkets, she prefers to wear knee-high high heeled boots. To accommodate for her wings, Prism usually needs to physically alter her clothing with large slits in the back to allow for her wings to comfortably slip through. When in public she usually prefers to wear a blue jean jacket without the customary wings slits in the back, allowing her to pass as human with her wings hidden. She has several piercings in her ears and one in the right side of her nose, and most notably wears a large pair of amber goggles with black rims at most times. 

History: Prism Skylark grew up in a nameless village a ways outside the borders of Vale, where she lived with her father Blanc Skylark, her mother Rose and two sisters Aiden and Clarissa. Despite being triplets, Prism was the smallest of the three, inheriting her mother’s hummingbird wings instead of a hawk’s like her two sisters from her father’s side. Her father worked as a custom weaponsmith for hunters who commissioned him, and her mother as a specialty seamstress altering human clothing to work with faunus characteristics - together this earned them enough for a modest lifestyle deep in the woods of this little village.

Prism was homeschooled alongside her sisters by their mother, who taught them until age 12. Their mother taught all three to sew to help assist her with her work; while their father contributed to their education by teaching them self-defense and how to fight. Blanc knew the dangers of having his family live in such a remote location, and taught his daughters fight against both human and Grimm with any weapon they could get ahold of, placing an emphasis on using their wings for advantage in battle. He constantly pitted the three sisters against each other, and to avoid getting bowled over by her largest siblings, Prism learned to take advantage of her size through speed and agility. When not at home, the three siblings would explore the thick surrounding forests, taking advantage of their wings and father’s training scale trees and cliffs, further honing their agility and mobility. Being the smallest of the three, Prism would struggle to keep up with her faster sisters, and was often left in the dust as a result. Instead of pouting about it however, she would spend her time observing the forest around her, learning to move quietly and stealthily so she could continue her observations without scaring away the creatures she watched. Despite her wings, Prism was obviously the daughter who inherited a hawk’s eyes - and this was rewarded by her father after learning of her gift at the dinner table, in the form of custom slingshot. With this, Prism slowly taught herself to aim, and was the first of her siblings to ever bring home any of the creatures they chased.

The problem with being a faunus weaponssmith in a competative field Blanc often dealt with harsh competition. Despite his remote location and faunus heritage Blanc often netted high-paying customers and famous hunters as commissioners due to the quality of his work; and as a result would receive threats telling him to quit his business or face physical violence  from other weaponsmiths, who accused him of stealing their customers. The police were of no help as they viewed them as “empty threats”, so Blanc was left to deal on his own, and as the threats escalated so did the promise of violence. Blanc became stretched thin between worrying about the safety of his family and his stability of his business, and this stress eventually manifested in first emotional, then eventually physical abuse of his wife. With her family life falling apart, Prism began spending more time outside her house in the forest by herself, sometimes spending the night in one-person shelters. This quickly taught Prism a level of independence that her other siblings didn’t have - who preferred to stick it out in their bedroom, ready to side with their mother in the case of their father’s wrath. Despite learning to care for herself as a result, Prism hated herself for always running away when things got tough - always promising herself she’d go back someday, and stand with her sisters. However, this promise never came to be as eventually the constant negative air of the household attracted Grimm. She returned from a night in the woods early one morning to the sight of her house on fire, a Nevermore perched on the roof, blood and multicolored feathers on it’s beak - all the colors of her sisters and mother’s. She’d made it to the treeline, high in the branches above her own backyard just in time to watch her father get plucked out of the air, dropping the odd rifle he’d been trying to defend himself with. She’d dove for it, thinking she might’ve been able to save him, but when she’d looked up again all he did was mouth “run” before being swallowed.  The sight of her father’s death was enough to kick her semblance into gear, creating gale-force winds. However, this harshly backfired as the gusts caught her wings, and resulted in her being thrown far back into the forest - the only reason she survived the confrontation with the Nevermore , through accidentally fleeing.

The ruins of the village were happened upon by a passing patrol the next day. They’d only located one survivor, a 12 year-old faunus, huddled high in a tree nearly a mile from the wreckage clutching a fancy-looking rifle and a slingshot.

Prism was enrolled in Veil’s fostercare system, hopping from house to house. While initially grief-stricken and enraged, she found herself seeking purpose. She didn’t know what to do without her family. All she wanted was a chance at revenge, to assure that her family didn’t die without consequence, and made the decision she’d someday kill the Nevermore that killed her family - by becoming a huntress. Luck eventually struck out on her when she moved in with an old seamstress, using the skills her mother taught her to assist odd tasks and start saving up. She threw herself into her academics and extracurricular such as a martial-arts club and track team, faunus rights, and student council, earning high marks and gaining a shining social reputation. She furthermore began to expand her physical skill set at night, relearning the fighting techniques her father taught her combined with the sport she’d taken up, and begin to practice summoning and using her semblance alongside it. Using the rifle she’d carried with her since her father’s death, she furthermore began to teach herself how to shoot, with the aim being to make her as spot-on with a bullet as she was with her slingshot. Being an orphan with nothing but a gun to her name, ammunition was expensive, so she quickly learned to never waste a bullet and make every shot count. Eventually by her 17th birthday she’d saved up enough to apply and pay for Beacon’s Entry Exam, and passed with literal flying colors. Her shining academic reputation and high marks in on the exam further netted her several scholarships, setting her up so she could actually afford to go to the elite school. Coming into Beacon, Prism has three goals: to never miss a shot, to never stop moving to assure her goals, and to someday avenge her family.


Personality: When first encountering Prism Skylark, your immediate impression of her is frugal professionalism. Her good posture and confident carry give feel of discipline and authority, and she speaks in a tactical and delegated way, preferring not to waste precious time or resources - she’s too goal-oriented. While this behavior goes over wonderfully with teachers and figures of authority, it has the tendency to isolate her from peers her age, instead preferring to focus on her studying and combat skills. If you spend enough time around Prism however, and prove to be friendly enough, her actual personality will slowly open up. Prism is surprisingly friendly and charismatic is a joking way, carrying a quick wit that’s always happy to throw out a joke or bad pun. Prism is always happy to help a friend and will go out of her way to do so, and is endlessly patient in the right scenarios when someone is truly struggling due to reasons outside their control, having done the same in the process of teaching herself to shoot and fight. However, if it seems someone is manipulating her for her better nature then she’s not afraid to cut her losses. Thanks to years of struggling to achieve her goals, Prism lives by the principle of do no harm, but take no bullshit: don’t purposefully create strife with others, but have no tolerance when it comes to people disrespecting her. After the loss of her family however, Prism's come to take all life as a precious gift - hating seeing people die, and will do most anything to prevent unnecessary causalities. If you're considered a good friend, she'll be loyal to a fault. Being partly hummingbird, Prism’s inherited several traits from her avian cousins, including a heavy preference for granola and fruit (similar to birdseed and nectar from flowers, in her opinions) and the tendency to endlessly prattle on about nothing, like the buzzing of a hummingbird’s wings.

The downside to Prism’s quick wit is the sharper tongue that accompanies it. When insulted or tricked, she doesn’t hesitate to return it tenfold in the form of verbal annihilation - especially regarding her faunus heritage. While she enjoys socializing with others and considers herself a people’s person, she does have the tendency to get wrapped up in her goals - distracted from enjoying the little moments in life with so much of her goals suspended in a balancing act of perfect grades and better flattery of higher-ups. This extends to the point Prism will accidentally isolate herself as she’s caught up in whatever she’s focused on, simply forgetting to interact with friends and teammates on a basic level. Alongside her accidental isolation, Prism suffers from night terrors and insomnia as a result of seeing her family killed. This leads to her not sleeping for long periods of time and surviving mostly off coffee, sugary snacks, and energy drinks. Even if she does sleep it’s only in 2-3 hour bursts Unfortunately, this also all includes a crippling fear of Nevermores due to watching her father die.

In her own opinion, Prism’s greatest strengths are her patience and perseverance. She knows what she wants and how to get it; and she knows that hard work in the long run will pay off. No matter the setbacks, she’s willing to keep working - as long as she can get up off her feet, she will never back down. She’s furthermore incredibly tactical and frugal, calculating the most optimal way to make the best out of every opportunity or bullet. She knows the struggles of achieving one’s goals and is more than willing to help others, but will cut her losses if she calculates a dead end - preferring nothing to slow her down. However, being so goal-determined sometimes results in accidental isolation and an aura of unfriendliness - she doesn’t mean it personally, she just has so much to focus on. And if even seemingly disrespected, she doesn’t bother to hold her temper, rather cutting off a person’s bullshit at the source than have it waste her time. That’s where her patience and perseverance take a turn for the worst: she’s bitingly frugal, to the point she’ll cut herself off from relationships (even if accidentally) if it means achieving what she wants.

Aura and Semblance:

Prism’s aura is unusually large and bright white, though when looked at from the right angles seems to give off faint echoes of red, yellow, and blue. Her semblance as an ability she’s nicknamed “Gust”, based off of her initial first-ever access of it.

Prism’s semblance allows her to create gusts of wind of varying sizes, which she uses to either to keep the distance between her and her target, or buoy herself up into the air. Smaller gusts used for mobility or quick bursts of flight are her specialty, and she’s learned to ration her aura to allow for as much mobility as possible. If budgeted correctly and using the environment (especially if it’s a windy day) Prism can stay hovering or slowly drifting for upwards of 15 minutes. Bigger and stronger winds require greater effort however, and gale-force winds can consume up to nearly a quarter of her semblance in one gust. Sustaining heavy winds longer than 15 seconds usually depletes her aura completely. When used with dust when Hawk’s Eye is in it’s secondary form, Prism can create storms corresponding to the type of dust used. However due to focusing almost entirely on precision-usage of her semblance (in boosting herself and knocking enemies off-balance), she lacks the necessary practice to be able to summon massive gusts of wind or create windstorms; she's only successfully recreated large gusts like the one that blew back the Nevermore that killed her family under extreme-stress conditions. Basically, entirely on accident.

Combat Behavior: Prism’s a cutthroat sniper with a near-perfect aim, her own motto being to never waste a bullet. When in combat, she prefers to find a high place and set up a nest, waiting and scanning the battlefield for the perfect moment to strike. She uses her wings, semblance, and natural small size to assist in her mobility and agility, allowing her to reach unsuspecting perches and often surprise the enemy.  She furthermore never stays in one place, knowing a stationary sniper is a dead one - using her semblance and parkour-like abilities to constantly keep opponents guessing. Due to using her own semblance so often she’s gotten excellent at budgeting it, allowing her to use it for extended periods of time. When forced into close combat, Prism can make efficient use of her rifle’s secondary form. The glave’s staff keeps Prism from making direct contact with her opponents, and relies primarily on her wings and semblance to boost her agility to stay at least two steps ahead of the enemy, doing her best to often (accurately) predict their moves and avoid them. She furthermore uses the resulting recoil from shooting her rifle to give her added mobility and height (think like how Ruby uses her scythe).

The disadvantage to being a long-range sniper, even with close-combat training, is you get too used to having the time to think. Prism ironically struggles with thinking on the fly, used to having a few moments to assess the situation and come up with the best reaction - resulting in being vulnerable to surprise attacks. This furthermore makes thinking on her feet difficult when forced into a one-on-one, because as long as she’s kept on her toes she won’t be able to formulate an offensive response, too busy spending the valuable moments between strikes figuring out how to defend properly and attempting to predict her enemy's moves. Furthermore, being naturally small in stature gives Prism a disadvantage when it comes to battles of physicality and of defense. She can accurately be described as a glass cannon - powerful from a distance and can be in a fight, but a few good hits and she’s down for the count.

Overall, her strengths include:
- Good observational skills and plan-making
- Able to predict enemies moves
- Smart use of semblance and aura (able to budget efficiently)
- Highly agile and mobile (parkour!), good at surprising enemies
- Has attacks that cover all varieties of ranges (sniper rifle for long-range, dust usage in glave form for mid-range, glave itself for close-range)

Weaknesses include:
- Often at a physical disadvantage due to (lack of) size/strength 
- Glass cannon, poor defenses
- Struggles with thinking on-the-spot when in battle, can easily be caught off-guard
- Small size can make getting hits in difficult
- Weak against mid-range and low-range attacks due to lack of familiarity with them



WEAPON

Name: Hawk’s Eye

Primary Form: Hawk’s Eye’s primary form is that of a semi-automatic sniper rifle with added scope that’s accurate up to 800 meters, the metal white with blue accents. The barrel has a length of 24 inches, with the added body bringing it up to 43 inches. Hawk’s Eye has a detachable scope and a bipod that allows it to stick to any surface for added balance, including uneven ones. The total weight of the rifle totals up to 16 lbs with the added scope and a sling, allowing for Prism to carry it in flight. The Hawk’s Eye has a 5-round internal magazine that Prism can quickly change, and would give the expected effects when shooting dust-loaded cartridges.

Secondary Form: When close-quarters combat is necessary for Prism, Hawk’s Eye primary form can transform into that of a glave by extending the barrel to become a handle up to 6 feet long, with the body of the rifle folding in to form a blade 18 inches long. The staff of the glave stiff functions as a long-distance rifle in this form, as the space for the magazine does remain in the glave’s blade. The blade of the glave can take on effects depending on the type of dust loaded into the cartridge in this form:

Fire: Lights blade on fire, can create sweeping crescent of flames that expands outwards when swung
Ice: Covers blade in ice, creates freezing crescent with small ice particles useful to blind enemies. If stabbed into the ground, can create an ice-slicked surface expanding in a straight line from the point the blades strikes
Lighting: Electrocutes blade of the glave, electrocuting enemies when in contact.
Wind: Creates crescent-shaped gust of wind(not depleting aura)
Earth: Creates a sandstorm when swung, used to blind enemies/provide cover.
Gravity/Kinetic: Can be used to increase the force of the swing of the glave

Tertiary Form: When not in combat, Hawk’s Eye is able to fold up its internal components to form a shoebox-sized steel box that Prism can carry at her waist on her back.

Dust Functions: Hawk’s Eye’s sniper form has none, accept when loaded with dust-tipped bullets, which then would carry the predicted effect (fire-type dust creating a flaming bullet, ice-typed bullet freezing a body part on impact, etc). In it’s secondary form, a dust cartridge can be loaded into a slot at the base of the blade of the glave, allowing the blade to take on the dust’s intended effects. This manifests in the blade being covered by the corresponding dust effect (fire dust lighting on the blade on fire, ice dust causing it to freeze, etc) and when slashed through the air, send out crescent-shaped waves that correspond with the dust’s intended effect, giving Prism a small range of secondary attacks.

History: Hawk’s Eye was a sniper rifle created by Prism’s father for an unknown client shortly before his death, and was used by Blanc to attempt to defend himself from the Nevermore that attacked his house and family. Prism managed to rescue the rifle but failed to save her father; and it’s now one of the last remaining pieces she has of her family, making her value it dearly. 

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