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Topics - ReaperJoe

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1
Teams / Looking for 3rd year Beacon team [1/4]
« on: Today at 12:17:59 AM »
Hi there.  Aurelia just got approved, and I'd like to find her a team.  She's a faunus and a mounted combatant.  Her semblance is an armored unicorn construct.  She can definitely be leader material, but she can also be overwhelming in her intensity.  Generic alignment would be lawful good. 

2
Everywhere Else / Embers of the Hearth. [CLOSED] [BSSM Thread]
« on: June 22, 2018, 12:14:40 AM »
City of Atlas
2 Weeks Before Vytal Festival

The bullhead has just landed, and students are starting to wander off into the city, looking to explore the sights and sounds of the upcoming festival.  Above, the Amity Colosseum hovers in the air, dominating the sky.  Around it are several Atlas military warships acting as security. The weather's relatively nice, comparable to a breezy fall day in Vale.  The sun's out, with only a few clouds dotting the sky.  Students of all the academies are milling about, and there's an interesting contrast between the lax dress of the Shade students and the military style unit worn by those of Atlas Academy.

As Smokey stepped out of the bullhead, the familiar chill greeted him, causing him to shrink down into his coat slightly. It's not really that cold, but he had gotten use to Vale's warmer temperatures and needed a bit of time to re-acclimate himself. 

Has it really been that long? Smokey thought to himself as he meandered.  He's only been at Beacon for a short time, and didn't he think he'd be back in Atlas so soon, but apparently Fate had other plans.  He looked over the Atlas students, and let his mind wander what it would be like if he had stayed here, instead. 

...Nah, that would've been a terrible idea.  With their strict discipline, rules, and dress code, Smokey would have been chewed out and expelled within the week, especially since he'd have come here with a well-established reputation.  Speaking of which....

As Smokey mindlessly wondered towards his destination, he spotted a familiar face: an old bully, apparently taking well to life as an Atlas student.  He was showing off to a group of  girls, Haven students if he went by the uniform, doing various heroic poses and blabbering on about some trumped-up story or whatever.  It really didn't matter what he was doing, if he saw Smokey it'd be bad news.  Knowing this, Smokey quickly changed directions and started heading--

"Well, whaddya know!  Speak of the devil and he shall appear!" 

...dammit.

3
Approved Characters / Aurelia Lumen
« on: June 17, 2018, 07:00:35 AM »
CHARACTER

Name: Aurelia Lumen

Age: 20, born 7th of Saule

Species and Gender: Horse Faunus, Female

Symbol:  A unicorn head, with a small crown around the horn.

Occupation: 3rd year Beacon Student

Appearance: Aurelia stands at 5'8" tall, has a slender, athletic physique and a modest, but definitely not flat, bust.  She has almost flawless pale skin, shining bright blue eyes, and glowing blonde hair that she ties into a neat pony tail that stretches down to the small of her back.  She also has a blonde horsetail that sticks out from behind her. 

She stands ram-rod straight, with near perfect posture at all times.  Her gaze is often described as intense, and whenever she walks, she does so with purpose. 

Her casual clothes almost seem formal.  She wears a well-fitting red hunt coat fitted with brass buttons and black trim over top a white buttoned-up shirt along with white pants tucked into black boots.  Her tail hangs in between the tails of the hunt coat  Given her near perfect posture and these clothes, she looks more like she's going to a formal equestrian event than doing her day-to-day activities.

Her battle attire consists of silver-colored full plate armor adorned with a red hip-cape with gold borders that hides her tail.  This armor comes with a retractable helmet that can be donned or doffed with flip of a switch hidden in the armor's collar.  The helmet completely obscures her visage.  When viewed with her full armor on, she appears androgynous, and has often been mistaken for a man, at least until she speaks.

When attending classes or other functions that require a school uniform, she opts to wear the boy's uniform.  If she ever attends a true formal event, she'll wear a strapless dress that has a small hole for her tail to go through, along with gold-colored heels and long white gloves.

History: Aurelia Lumen was actually born Aurelia Burkson.  Born to a dog-faunus father and horse-faunus mother in Atlas, Aurelia lived in the dregs of Atlesian society for a time.  However, her family had it better than most, as her father avoided working in the Schnee Dust mines and instead worked as a ranch hand for one of the few Atlesian cattle ranches. 

Whenever he had a chance, and whenever the ranch manager let him, Aurelia's father would take her horse-riding, and she quickly developed into an avid equestrian.  She would take every chance she could to go riding, and it seemed like she developed a strange sort of connection with each horse.  Even the feistiest horse would follow her directions with minimal resistance.  She truly had some sort of gift.

And that gift would soon come in handy.  About half a year after her 10th birthday, while she was riding, she heard screams.  Kicking the horse into gear, she rode as fast as she could toward the sound.  As she got closer, she heard the sound of rushing water, which made her heart sink even lower.  When she arrived at the source of the screams, her fears were confirmed.  A small child, probably not even 6 years old, was being swept away by the current of the freezing river. 

Doing the only thing she could think to do, she spurred the horse to start chasing the girl down the river.  She tried urging the horse into the river, but the horse was too scared of the roaring currents.  With her running out of options, and the girl falling further and further under water, Aurelia jumped off the horse and into the river after the girl. 

Using every ounce of strength the ten-year-old had, Aurelia just barely managed to reach the other girl, but she, too, soon succumbed to the strength of the river.  The only thing she could do was clutch the smaller child tightly and try to protect her, but even that gesture was moot.  The river would soon drown them both, and she had risked her life for nothing. 

Or maybe not.  In that desperate moment, in her desire to save a little girl, Aurelia's aura was unlocked, and a bright, golden light enveloped the two of them.  The next thing Aurelia remembers is waking up in a coughing fit along the shore next to the small child that she had risked her life to save. 

As she rode back to the stable with the child on her lap in the saddle, her father had run out to meet her, frantic and wondering where she'd been.  Apparently she'd been gone for hours, much longer than she should have been and he was understandably wrought with worry.  However, when he saw the other young girl riding in her lap, he just as quickly ran back towards the stable, urging his daughter to come with him as quickly as possible.

When the two finally arrived, they were greeted by two people Aurelia had never met before.  As it turned out, those two people were the parents of the little girl Aurelia had saved, who she learned was named Pearl Lumen.  The Lumen family was incredibly wealthy, and as thanks for saving their daughter's life, the Lumens offered to adopt Aurelia.

Her original family would still see her on weekends, she would receive the best education, and overall have a much better chance at success as a Lumen than as a Burkson, so it was relatively easy to convince the Burkson's to agree to the adoption.

Aurelia was incredibly nervous at first, which was understandable.  What child would want to leave her family?  But she soon became very attached to little Pear, who herself was very excited to have a new "big sister."  Pearl would constantly fawn over Aurelia, and she insisted the horse faunus came to her room every day so she could brush her hair and tail. 

However, it was not always sunshine and rainbows in the house of Lumen.  Aurelia's lessons were strict, and she was held to increasingly higher and higher standards as days, weeks, years went by.  The Lumen family quickly learned that Aurelia's aura had been unlocked, and her semblance was quickly discovered.  Her new family quickly determined that she should be trained in combat, for several reasons.  One, Aurelia was a faunus, and no simple name change could fix that.  She would probably never be allowed to work in an office in Atlas under the current political and racial climate, but her kind's ability to see in the dark could be crucial in the potential life of a huntress.  Second, she seemed to take incredibly well to initial combat training, and she was already an adept, if not expert, horseman.  Thirdly, there was much prestige to be gained on the battlefield.  If Aurelia were to be successful in this career path, there would be much to gain in terms of social status.  Lastly, the Lumens had another daughter that could take over the family business in Pearl, who also had the benefit of being their own flesh and blood.

And thus, Aurelia was sent to combat school in Atlas.  There, she was judged for every little thing she did.  If she ever fell behind in school work, her foster family would hear about it.  If she ever stepped a toe out of line, her foster family would hear about it.  If someone else stepped a toe out of line and blamed it on her, her foster parents would hear about it.  If her uniform was worn improperly, if her posture wasn't perfect, if she even sneezed wrong, her foster family would hear about it.  She was called names, like "moocher" or "mistress," among some others that shall not be repeated.  And if she ever responded to those name-callers, her foster family would hear about it.

While the Lumens were never abusive to their foster daughter, they would make clear their incredible disappointment every time they heard of Aurelia's "misconduct."  She had to hold herself to a higher standard, they would say.  There can be no excuses, they would say.  Be better, they would command.  They would remind her of who's money she was using, of who's influence that was excusing her.  And Aurelia could do nothing but nod and obey.

Thus, Aurelia put all of her efforts into being perfect.  Her grades, her discipline, even her posture.  She ignored the name-callers, the slanderers, and the liars and cheaters.  The reason she put up with all this?  Little Pearl, who Aurelia had come to adore.  Every time something was brought to their attention, the Lumens would force Aurelia into submission by restricting access to her beloved adopted sister.  They would send Pearl off to a relative for a time, depriving Aurelia of the sweet time she'd spend with Pearl brushing her hair.  It was the thing she looked forward to most every day, and she'd do anything to keep it.

But even with all of her efforts to be the perfect student, it still wasn't enough to satisfy her foster family.  When it was time to select one of the four combat schools, the Lumens forced her to go to Beacon, demanding that she graduate as a successful huntress, or be stripped of the name Lumen and never see her sister again.   

So off she went to Vale.  However, her time at Beacon thus far hasn't exactly been smooth either.  As a result of the Lumen's strict upbringing and their ultimatum, Aurelia has developed an intense personality.  So intense, in fact, that she's driven several teammates to drop out, saying things like they can't keep up with her, or that she's a slave driver.  Thus, she is entering her third year at Beacon teamless.   

Personality: Aurelia's personality can be generalized in one word: intense.  Everything she does, she does deliberately and with purpose.  Getting ready in the morning?
 Everything, from her clothes, to her face, even her hair is immaculate.  Walking to class?  Back is ram-rod straight, eyes looking straight forward, and her feet are marching in perfect rhythm.  In sparring, she treats first years she's supposed to mentor with the same intensity she treats Grimm, and ruthlessly thrashes them about the arena.  She does not know the meaning of "hold back."

Among her team, she can quickly earn the reputation of a merciless task master, even if she's not officially the leader.  She demands her teammates hold themselves to the same standard she holds herself, and considering how high the bar has always been set for her, other students may find her too much to handle. 

That being said, she's also very protective.  To those in her care, whether they be her teammates, strangers assigned to work with her on missions, or even her sister, she can occasionally be seen having a motherly streak.  Although, that streak tends to manifest in a timely protective shield rather than words or actions.  Still, if someone who had earned Aurelia's respect comes to her for assistance, she'll gladly accept with the same intensity she shows in every other facet of her life, for better or worse.  And god forbid someone or something threaten someone she cares about.  That person or thing will quickly find themselves facing the business end of her lance faster than they can say, "Aurelia doesn't screw around!"

The Lumens have agreed to let Aurelia speak to Pearl once a week through video chat, so Aurelia will often try and find a quiet, undisturbed, and vacant area to have that weekly chat.  She'll often take a brush she received from Pearl with her, and she'll brush her hair while she listens to Pearl tell her about what's happening on her end of the world.  Most of the reason why Aurelia takes care of her skin and hair so rigorously is because of Pearl's insistence.  Aurelia believes Pearl would have a meltdown if she spotted a stray knot of hair.

It should be noted that Aurelia has no hate for her foster family.  In fact she's incredibly grateful towards them, as they've given her opportunities that she could never dream of having had she stayed a Burkson.  However, she does recognize that her family has ulterior motives (i.e. glory and honor) for sending her to Beacon and giving her combat training. 

It's also probably worth noting she has a weakness for small, cute things, especially baby animals. 

Aura and Semblance: Aurelia's aura is a bright gold color.  During her training at Beacon, she has learned to forge her Aura into a shield if she needs it to defend herself.

Aurelia has named her semblance "Noble Steed."  It is an aura construct that takes the shape of a heavily armored, golden unicorn.  She can summon it and keep it summoned for 8 hours a day, and she often uses it to travel to class if she needs to.  The unicorn can reach speeds of close to 40 miles per hour, and can maintain this speed without tiring.  It has a long jump of over 7 feet, and a high jump of over 5.5 feet, with Aurelia riding on top.  It follows Aurelia's mental commands, and can take damage equal to 30% of Aurelia's aura capacity.  It doesn't have a soul, as it is something made out of aura, but it has a "personality" that is a result of Aurelia's semi- and unconscious thoughts and feelings.  The construct is completely under Aurelia's control.

It takes 15 seconds of Aurelia standing completely still to summon "Noble Steed."  If "Noble Steed" is damaged or defeated, she can summon a new one almost immediately after, but it will still take 15 seconds of concentration, and she'll have to sacrifice 2 hours of the time left available to use her semblance. This generally means Aurelia only has three "uses" of her semblance a day.  If she dismisses "Noble Steed" when it is damaged but not defeated, she can choose to summon the damaged steed again without sacrificing two hours of her time remaining.  It can be dismissed instantaneously.  Aurelia cannot summon it if her aura is below 25%.

Combat Behavior:  Aurelia is a mounted combatant, first and foremost.  With her Semblance moving at a full gallop and her lance couched, she can deal an incredible amount of damage to anything in her way.  Her sword swings will also carry the power of "Noble Steed's" momentum, thus giving Aurelia an incredible advantage in raw power.  With her semblance's speed and mobility, she can quickly move from attacking to defending an ally with her shield.  If melee is ill-advised, she can instead run around the outskirts of the battle and take shots with her rifle.  As a unit, Aurelia and her semblance have no easily exploitable weaknesses, and can quickly adapt to fill any role in a fight. 

That being said, she isn't an invincible warrior.  While it does appear armored, it's still mostly her aura, and the "defense" is mostly for show.  Her mount is fairly fragile, and Aurelia will often move her shield to protect it in order to stay mounted.  Additionally, if she's defending her mount, she can't defend herself or an ally with the shield.  If she is ever dismounted, she'll either have to withdraw from the fight in order to summon it again, or choose to fight on foot, where she's significantly less powerful.  If she's ever on foot, she'll never choose to use her lance simply because it's too big to use with a shield on foot.  As her mobility is cut, she won't be able to move around the battlefield as easily, and will have to stick to fulfilling the role of front line fighter, defender, or marksman.  Without the aid of her mount's speed, her melee power will be cut significantly.  If she chooses to act as a marksman, she'll be much easier to catch.  Thus, the best option more often than not is to defend an ally while they deal damage. 

Sometimes, such as in duels or small-scale skirmishes, she'll purposefully dismount her Semblance in order to let it strike at opponents at the same time she is.  It is just as powerful as a real horse, so its kicks will still hurt.  A common strategy is to knock a foe over, dismount, then hack and trample the foe to pieces. 

If she's ever below 25% aura capacity, there's a chance she'll panic, especially if she's on a mission where her life is on the line.  If she ever reaches this point, she's better off treated as a non-combatant.

WEAPON

Name: Dusk

Primary Form: A cavalry sabre, which is stored in a sheathe Aurelia wears around her waist.  The hilt has several different colored containers that store dust.

Secondary Form: While in the sheathe, the hilt extends, the blade extends slightly out of the sheathe, and the sheathe extends outward to about 12 feet.  This transformation is activated by one of two triggers located on Dusk's hilt.

Tertiary Form: While still in the sheathe, A trigger can be pulled on the inside of Dusk's hilt to shift the sword into a rifle form.  It holds about 10 rounds of ammunition before needing to be reloaded.

Dust Functions: Dusk has several uses of dust, but it most often uses Fire, Ice, or Lightning dust.
In Sabre form:  Fire dust is used to add more impact to her swings, and the same goes for lightning dust.  Occasionally, Aurelia will opt to use ice dust in her strikes to freeze her opponent in place, often setting up for a charge with the lance.

In Lance form:  As the most destructive form (when combined with Noble Steed's charge), Aurelia uses a combination of Fire and Lightning dust in order to maximize damage dealt.

In Rifle form:  Generally, if Aurelia isn't setting up for a charge, the rifle will use standard ammunition.  However, if she's trying to slow down an opponent, she'll use ice dust.

History: Although the Lumens were incredibly strict, they did make sure Aurelia had every opportunity to succeed, and they had this weapon forged to Aurelia's exact specifications. 

Name: Dawn

Primary Form: It's a shield.  A durable shield, to be sure, but it's still a shield.  It's used to block things, deflect things, and even sometimes as a makeshift umbrella.  It matches her armor in color, and sports her symbol on the front.

Dust Functions: Aurelia has considered modifying Dawn to have the capability to create a wall of Ice, but currently no plans have been drawn up to implement any dust functions

History: Similarly to Dusk, Dawn was also created for Aurelia by the Lumen family. 

4
WiP Characters / Aurelia Lumen
« on: June 16, 2018, 02:48:24 AM »
CHARACTER

Name: Aurelia Lumen

Age: 20, born 7th of Saule

Species and Gender: Horse Faunus, Female

Symbol:  A unicorn head, with a small crown around the horn.

Occupation: 3rd year Beacon Student

Appearance: Aurelia stands at 5'8" tall, has a slender, athletic physique and a modest, but definitely not flat, bust.  She has almost flawless pale skin, shining bright blue eyes, and glowing blonde hair that she ties into a neat pony tail that stretches down to the small of her back.  She also has a blonde horsetail that sticks out from behind her. 

She stands ram-rod straight, with near perfect posture at all times.  Her gaze is often described as intense, and whenever she walks, she does so with purpose. 

Her casual clothes almost seem formal.  She wears a well-fitting red hunt coat fitted with brass buttons and black trim over top a white buttoned-up shirt along with white pants tucked into black boots.  Her tail hangs in between the tails of the hunt coat  Given her near perfect posture and these clothes, she looks more like she's going to a formal equestrian event than doing her day-to-day activities.

Her battle attire consists of silver-colored full plate armor adorned with a red hip-cape with gold borders that hides her tail.  This armor comes with a retractable helmet that can be donned or doffed with flip of a switch hidden in the armor's collar.  The helmet completely obscures her visage.  When viewed with her full armor on, she appears androgynous, and has often been mistaken for a man, at least until she speaks.

When attending classes or other functions that require a school uniform, she opts to wear the boy's uniform.  If she ever attends a true formal event, she'll wear a strapless dress that has a small hole for her tail to go through, along with gold-colored heels and long white gloves.

History: Aurelia Lumen was actually born Aurelia Burkson.  Born to a dog-faunus father and horse-faunus mother in Atlas, Aurelia lived in the dregs of Atlesian society for a time.  However, her family had it better than most, as her father avoided working in the Schnee Dust mines and instead worked as a ranch hand for one of the few Atlesian cattle ranches. 

Whenever he had a chance, and whenever the ranch manager let him, Aurelia's father would take her horse-riding, and she quickly developed into an avid equestrian.  She would take every chance she could to go riding, and it seemed like she developed a strange sort of connection with each horse.  Even the feistiest horse would follow her directions with minimal resistance.  She truly had some sort of gift.

And that gift would soon come in handy.  About half a year after her 10th birthday, while she was riding, she heard screams.  Kicking the horse into gear, she rode as fast as she could toward the sound.  As she got closer, she heard the sound of rushing water, which made her heart sink even lower.  When she arrived at the source of the screams, her fears were confirmed.  A small child, probably not even 6 years old, was being swept away by the current of the freezing river. 

Doing the only thing she could think to do, she spurred the horse to start chasing the girl down the river.  She tried urging the horse into the river, but the horse was too scared of the roaring currents.  With her running out of options, and the girl falling further and further under water, Aurelia jumped off the horse and into the river after the girl. 

Using every ounce of strength the ten-year-old had, Aurelia just barely managed to reach the other girl, but she, too, soon succumbed to the strength of the river.  The only thing she could do was clutch the smaller child tightly and try to protect her, but even that gesture was moot.  The river would soon drown them both, and she had risked her life for nothing. 

Or maybe not.  In that desperate moment, in her desire to save a little girl, Aurelia's aura was unlocked, and a bright, golden light enveloped the two of them.  The next thing Aurelia remembers is waking up in a coughing fit along the shore next to the small child that she had risked her life to save. 

As she rode back to the stable with the child on her lap in the saddle, her father had run out to meet her, frantic and wondering where she'd been.  Apparently she'd been gone for hours, much longer than she should have been and he was understandably wrought with worry.  However, when he saw the other young girl riding in her lap, he just as quickly ran back towards the stable, urging his daughter to come with him as quickly as possible.

When the two finally arrived, they were greeted by two people Aurelia had never met before.  As it turned out, those two people were the parents of the little girl Aurelia had saved, who she learned was named Pearl Lumen.  The Lumen family was incredibly wealthy, and as thanks for saving their daughter's life, the Lumens offered to adopt Aurelia.

Her original family would still see her on weekends, she would receive the best education, and overall have a much better chance at success as a Lumen than as a Burkson, so it was relatively easy to convince the Burkson's to agree to the adoption.

Aurelia was incredibly nervous at first, which was understandable.  What child would want to leave her family?  But she soon became very attached to little Pear, who herself was very excited to have a new "big sister."  Pearl would constantly fawn over Aurelia, and she insisted the horse faunus came to her room every day so she could brush her hair and tail. 

However, it was not always sunshine and rainbows in the house of Lumen.  Aurelia's lessons were strict, and she was held to increasingly higher and higher standards as days, weeks, years went by.  The Lumen family quickly learned that Aurelia's aura had been unlocked, and her semblance was quickly discovered.  Her new family quickly determined that she should be trained in combat, for several reasons.  One, Aurelia was a faunus, and no simple name change could fix that.  She would probably never be allowed to work in an office in Atlas under the current political and racial climate, but her kind's ability to see in the dark could be crucial in the potential life of a huntress.  Second, she seemed to take incredibly well to initial combat training, and she was already an adept, if not expert, horseman.  Thirdly, there was much prestige to be gained on the battlefield.  If Aurelia were to be successful in this career path, there would be much to gain in terms of social status.  Lastly, the Lumens had another daughter that could take over the family business in Pearl, who also had the benefit of being their own flesh and blood.

And thus, Aurelia was sent to combat school in Atlas.  There, she was judged for every little thing she did.  If she ever fell behind in school work, her foster family would hear about it.  If she ever stepped a toe out of line, her foster family would hear about it.  If someone else stepped a toe out of line and blamed it on her, her foster parents would hear about it.  If her uniform was worn improperly, if her posture wasn't perfect, if she even sneezed wrong, her foster family would hear about it.  She was called names, like "moocher" or "mistress," among some others that shall not be repeated.  And if she ever responded to those name-callers, her foster family would hear about it.

While the Lumens were never abusive to their foster daughter, they would make clear their incredible disappointment every time they heard of Aurelia's "misconduct."  She had to hold herself to a higher standard, they would say.  There can be no excuses, they would say.  Be better, they would command.  They would remind her of who's money she was using, of who's influence that was excusing her.  And Aurelia could do nothing but nod and obey.

Thus, Aurelia put all of her efforts into being perfect.  Her grades, her discipline, even her posture.  She ignored the name-callers, the slanderers, and the liars and cheaters.  The reason she put up with all this?  Little Pearl, who Aurelia had come to adore.  Every time something was brought to their attention, the Lumens would force Aurelia into submission by restricting access to her beloved adopted sister.  They would send Pearl off to a relative for a time, depriving Aurelia of the sweet time she'd spend with Pearl brushing her hair.  It was the thing she looked forward to most every day, and she'd do anything to keep it.

But even with all of her efforts to be the perfect student, it still wasn't enough to satisfy her foster family.  When it was time to select one of the four combat schools, the Lumens forced her to go to Beacon, demanding that she graduate as a successful huntress, or be stripped of the name Lumen and never see her sister again.   

So off she went to Vale.  However, her time at Beacon thus far hasn't exactly been smooth either.  As a result of the Lumen's strict upbringing and their ultimatum, Aurelia has developed an intense personality.  So intense, in fact, that she's driven several teammates to drop out, saying things like they can't keep up with her, or that she's a slave driver.  Thus, she is entering her third year at Beacon teamless.   

Personality: Aurelia's personality can be generalized in one word: intense.  Everything she does, she does deliberately and with purpose.  Getting ready in the morning?
 Everything, from her clothes, to her face, even her hair is immaculate.  Walking to class?  Back is ram-rod straight, eyes looking straight forward, and her feet are marching in perfect rhythm.  In sparring, she treats first years she's supposed to mentor with the same intensity she treats Grimm, and ruthlessly thrashes them about the arena.  She does not know the meaning of "hold back."

Among her team, she can quickly earn the reputation of a merciless task master, even if she's not officially the leader.  She demands her teammates hold themselves to the same standard she holds herself, and considering how high the bar has always been set for her, other students may find her too much to handle. 

That being said, she's also very protective.  To those in her care, whether they be her teammates, strangers assigned to work with her on missions, or even her sister, she can occasionally be seen having a motherly streak.  Although, that streak tends to manifest in a timely protective shield rather than words or actions.  Still, if someone who had earned Aurelia's respect comes to her for assistance, she'll gladly accept with the same intensity she shows in every other facet of her life, for better or worse.  And god forbid someone or something threaten someone she cares about.  That person or thing will quickly find themselves facing the business end of her lance faster than they can say, "Aurelia doesn't screw around!"

The Lumens have agreed to let Aurelia speak to Pearl once a week through video chat, so Aurelia will often try and find a quiet, undisturbed, and vacant area to have that weekly chat.  She'll often take a brush she received from Pearl with her, and she'll brush her hair while she listens to Pearl tell her about what's happening on her end of the world.  Most of the reason why Aurelia takes care of her skin and hair so rigorously is because of Pearl's insistence.  Aurelia believes Pearl would have a meltdown if she spotted a stray knot of hair.

It should be noted that Aurelia has no hate for her foster family.  In fact she's incredibly grateful towards them, as they've given her opportunities that she could never dream of having had she stayed a Burkson.  However, she does recognize that her family has ulterior motives (i.e. glory and honor) for sending her to Beacon and giving her combat training. 

It's also probably worth noting she has a weakness for small, cute things, especially baby animals. 

Aura and Semblance: Aurelia's aura is a bright gold color.  During her training at Beacon, she has learned to forge her Aura into a shield if she needs it to defend herself.

Aurelia has named her semblance "Noble Steed."  It is an aura construct that takes the shape of a heavily armored, golden unicorn.  She can summon it and keep it summoned for 8 hours a day, and she often uses it to travel to class if she needs to.  The unicorn can reach speeds of close to 40 miles per hour, and can maintain this speed without tiring.  It has a long jump of over 7 feet, and a high jump of over 5.5 feet, with Aurelia riding on top.  It follows Aurelia's mental commands, and can take damage equal to 30% of Aurelia's aura capacity.  It doesn't have a soul, as it is something made out of aura, but it has a "personality" that is a result of Aurelia's semi- and unconscious thoughts and feelings.

It takes 15 seconds of Aurelia standing completely still to summon "Noble Steed."  If "Noble Steed" is damaged or defeated, she can summon a new one almost immediately after, but it will still take 15 seconds of concentration, and she'll have to sacrifice 2 hours of the time left available to use her semblance. This generally means Aurelia only has three "uses" of her semblance a day.  If she dismisses "Noble Steed" when it is damaged but not defeated, she can choose to summon the damaged steed again without sacrificing two hours of her time remaining.  It can be dismissed instantaneously.  Aurelia cannot summon it if her aura is below 25%.

Combat Behavior:  Aurelia is a mounted combatant, first and foremost.  With her Semblance moving at a full gallop and her lance couched, she can deal an incredible amount of damage to anything in her way.  Her sword swings will also carry the power of "Noble Steed's" momentum, thus giving Aurelia an incredible advantage in raw power.  With her semblance's speed and mobility, she can quickly move from attacking to defending an ally with her shield.  If melee is ill-advised, she can instead run around the outskirts of the battle and take shots with her rifle.  As a unit, Aurelia and her semblance have no easily exploitable weaknesses, and can quickly adapt to fill any role in a fight. 

That being said, she isn't an invincible warrior.  While it does appear armored, it's still mostly her aura, and the "defense" is mostly for show.  Her mount is fairly fragile, and Aurelia will often move her shield to protect it in order to stay mounted.  Additionally, if she's defending her mount, she can't defend herself or an ally with the shield.  If she is ever dismounted, she'll either have to withdraw from the fight in order to summon it again, or choose to fight on foot, where she's significantly less powerful.  If she's ever on foot, she'll never choose to use her lance simply because it's too big to use with a shield on foot.  As her mobility is cut, she won't be able to move around the battlefield as easily, and will have to stick to fulfilling the role of front line fighter, defender, or marksman.  Without the aid of her mount's speed, her melee power will be cut significantly.  If she chooses to act as a marksman, she'll be much easier to catch.  Thus, the best option more often than not is to defend an ally while they deal damage. 

Sometimes, such as in duels or small-scale skirmishes, she'll purposefully dismount her Semblance in order to let it strike at opponents at the same time she is.  It is just as powerful as a real horse, so its kicks will still hurt.  A common strategy is to knock a foe over, dismount, then hack and trample the foe to pieces. 

If she's ever below 25% aura capacity, there's a chance she'll panic, especially if she's on a mission where her life is on the line.  If she ever reaches this point, she's better off treated as a non-combatant.

WEAPON

Name: Dusk

Primary Form: A cavalry sabre, which is stored in a sheathe Aurelia wears around her waist.  The hilt has several different colored containers that store dust.

Secondary Form: While in the sheathe, the hilt extends, the blade extends slightly out of the sheathe, and the sheathe extends outward to about 12 feet.  This transformation is activated by one of two triggers located on Dusk's hilt.

Tertiary Form: While still in the sheathe, A trigger can be pulled on the inside of Dusk's hilt to shift the sword into a rifle form.  It holds about 10 rounds of ammunition before needing to be reloaded.

Dust Functions: Dusk has several uses of dust, but it most often uses Fire, Ice, or Lightning dust.
In Sabre form:  Fire dust is used to add more impact to her swings, and the same goes for lightning dust.  Occasionally, Aurelia will opt to use ice dust in her strikes to freeze her opponent in place, often setting up for a charge with the lance.

In Lance form:  As the most destructive form (when combined with Noble Steed's charge), Aurelia uses a combination of Fire and Lightning dust in order to maximize damage dealt.

In Rifle form:  Generally, if Aurelia isn't setting up for a charge, the rifle will use standard ammunition.  However, if she's trying to slow down an opponent, she'll use ice dust.

History: Although the Lumens were incredibly strict, they did make sure Aurelia had every opportunity to succeed, and they had this weapon forged to Aurelia's exact specifications. 

Name: Dawn

Primary Form: It's a shield.  A durable shield, to be sure, but it's still a shield.  It's used to block things, deflect things, and even sometimes as a makeshift umbrella.  It matches her armor in color, and sports her symbol on the front.

Dust Functions: Aurelia has considered modifying Dawn to have the capability to create a wall of Ice, but currently no plans have been drawn up to implement any dust functions

History: Similarly to Dusk, Dawn was also created for Aurelia by the Lumen family. 

5
Beacon Academy / Working Out Differences [CLOSED]
« on: June 15, 2018, 01:53:39 AM »
It's been a while since he's stepped in here.  It took months to repair the weight room after Jima and he had their...argument, but now it looks better than ever!  Old and missing weights were replaced, new punching bags have been brought in, and old equipment has been updated.  The best part?  Smokey had gotten off with barely a warning, nothing more than a promise to use the sparring room instead next time he needed to "blow off steam."

Smokey took a deep, satisfied breath as he walked in.  He immediately regretted it as the stale order of gym sweat assaulted his nostrils, sending him into a slight coughing fit.  Looks like he wasn't the only one that appreciated the repairs.  Taking a little bit of time to get adjusted to the odor of the room, he made his way over to the far side of the gym in front of the mirror and dropped off his gym bag, then proceeded to start stretching. 

Like he thought earlier, it's been a while since he stepped into the gym, and Smokey couldn't help but do a little 'mirin of himself in front of the mirror.  Now, Smokey was pretty short, and while his face isn't objectively unattractive, he could stand to get a shave and maybe a professional haircut instead of the DIY job that was his current mop.  That being said, there was one part of Smokey that he was proud of on an aesthetic level, and that was his muscles.  And since he was sporting a wife-beater and gym shorts instead of his usual heavy coat and boots, his muscles were on full display. 

After doing a few more stretches, he turned back around and looked towards the door.  He told Serin to meet him here right after classes end, so he should be on his way, so Smokey took the opportunity to start putting weights on one of the barbells in preparation.  "Maybe I can finally get a good workout in," Smokey mumbled to himself.     

 

6
WiP Characters / Silence Gray
« on: June 11, 2018, 04:30:31 AM »
CHARACTER
(WIP Note:  I'd like feedback on the semblance.  I'm attempting to play a 4th wall lean seriously, but I'll understand if I need to change it.)

Name: Silence Gray

Age: 26, born 14th of Zinnober

Species and Gender: Female Rabbit Faunus

Symbol:  A cartoon-like silhouette of a rabbit head, with two empty spots for eyes.

Occupation: "Underground" Huntress, vigilante

Appearance: Sample Text

History: Sample Text

Personality: Silence is paranoid.  She always expects the worst, and jumps at every shadow.  She speaks in terrified stutters in face-to-face conversation, which is why she conducts almost all of her business remotely, never showing her face and even disguising her voice.  She speaks in short sentences when performing "business," which makes her seem intimidating to those she works with, but in reality, she's too nervous to elaborate on her points.  It's not too much of a stretch to imagine that she hasn't had a face-to-face communication with another human or faunus in years.

Regarding Grimm, Silence believes humanity is doomed.  With all the time she's spent studying and fighting them, she's come to the conclusion that mankind can't win because they can't learn from their victories.  They don't need sleep, they don't need food, and they only exist to hunt down and kill humanity.  They're an endless and unified force facing a hopelessly divided and finite enemy.  Her current "fight" is nothing more than an attempt to stave off the inevitable.  Why does she do it?  She doesn't really know.  Maybe she hopes she'll be proven wrong.  Maybe she'll find something that can save humanity.  But until then, she'll study the Grimm remotely, while keeping as many villages and kingdoms safe from attack as she can, by any means necessary.

And she does mean "by any means."  While she'd prefer to eliminate crime and wanton destruction, she'll work with vagabonds and cartels to keep violence off the street in order to keep panic levels down.  She'll bargain with the White Fang to keep their terrorist activities to a minimum.  She'll steal from the SDC to fund her operations.  She doesn't like it, but she feels it's the best way to keep people safe. 

Aura and Semblance: Silence's aura is a sky blue color.  Due to years of training and influence from her own semblance, she has developed her aura's detection ability to an incredible degree.  It's almost impossible to catch her by surprise.

Her semblance is difficult to describe.  In short, it's an incredibly limited fourth wall awareness, so limited that Silence isn't aware of its true nature.  What she feels instead is a pair of eyes that exist within 15 meters of her.  They are entirely invisible and undetectable.  Silence is aware of where the eyes are and what direction they're looking.  This semblance is completely uncontrollable.

Now, what these eyes look at is context sensitive, but in general, they'll look in the direction of potential future conflict.  As in, they look in the direction of the plot.  Is there a nasty Grimm about to pop out of the ground?  The eyes are watching the exact spot.  A major news event is about to be broadcast on a nearby television?  Eyes will be watching that annoying commercial before it comes on.  A boy with a terrible crush is about to confess his everlasting love to Silence?  The eyes are looking at the creepy guy with his hood up breathing just a bit too hard hiding behind a corner.

This semblance comes with a few obvious benefits.  When used in conjunction with her detection ability from her aura, she can make decisions as if she knows what the enemy will do before they even think of doing it.  It's not unreasonable to act as if she has precognition.

However, as this semblance is uncontrollable, sometimes it won't react at all until it's too late.  This generally only happens mid-conflict, when Silence's mind is distracted by the situation directly in front of her.  In short, a large coordinated effort can shut down her ability to predict what's going to happen next.

In case it's not obvious, this is the source of Silence's paranoia.  She's only aware that the eyes are looking at future conflict.  She's not aware of the nature of the conflict, but she'll actively choose to avoid where her semblance looks unless she's certain it's absolutely safe.  On top of that, if she does enter conflict, it's possible her semblance won't inform her of any other dangers that might be looking nearby.     

Combat Behavior:  Silence's combat behavior can be summed up with a single word: no.  Did the eyes look down that alleyway?  Not going down there.  Is her semblance looking at the top of that building?  Better head for cover.  Do those woods seem to pique the eye's interest?  Better alert local huntsmen and huntresses.  With her aura's natural detection abilities on top of her semblance, Silence can conceivably avoid any and all conflict she comes across.

However, she's not going to leave a town to die if no huntsmen are available, and she is technically a Beacon graduate.  If she has the chance, she'll lay down mines before a fight begins and set the battlefield to her favor.  Next she'll look for a nice vantage point where both she and her semblance can get a wide view.  From there, she'll take her sniper rifle and take out as many enemies as she can, before moving to a new spot and devising a strategy based on the situation.

In general, she's a pure ranged combatant.  She prefers to keep as much distance between her and the enemy as possible, often preferring to be completely out of sight.  Because of this she's absolutely awful in melee combat.  She does have a few countermeasures prepared in case someone does manage to get there, but she'll definitely lose to even first year students in pure close-quarters combat. 

WEAPON

Name: Sample Text

Primary Form: Sample Text

Secondary Form: Sample Text

Tertiary Form: Sample Text

Dust Functions: Sample Text

History: Sample Text

7
Beacon Academy / Where There's Smoke... [OPEN]
« on: April 28, 2018, 11:11:10 PM »
thump, thump

The sound of a punching bag echoed through the empty weight room, chains rattling along with the cadence of fists against leather.

thump, thump

Smokey swung heavy blows, his brow furrowed in frustration.  His body swayed in between hits as his mind contemplated why he's so on edge.

thump, thump

He's been at Beacon for a while now, but he feels like he hasn't done much at all.  He feels cooped up.

thump, thump

Confined.  Neglected.  Ignored.

thump, thump

He wants to be out in the field, fighting Grimm.  Hell, it doesn't even have to be Grimm.  White Fang, evil robots, you name it, he'll fight it.

thump, thump

But instead of doing any of that, he's stuck here punching the dust off an old sack.  And it is just...

thump, thump

...not...

Thump! Thump!

...CUTTING IT!

THUMP! THUMP! THWACK!

The punching bag was thrown off the hook keeping it aloft, landing with a dull thud on the ground.  Next to it, Smokey panted, sweat dripping from his body and drenching his workout clothes.  His fists were clenched, still not satisfied from pummeling the punching bag.  His teeth were grit; he wanted something that could fight back.  And his eyes?  There's only one thing eyes like his look for, and that's a fight!

8
WiP Characters / Odayaka Mizu
« on: April 28, 2018, 12:31:47 AM »
CHARACTER
I'll finish the rest later
Name: Odayaka Mizu

Age: 21

Species and Gender: Human Male

Symbol:  A top-down view of two fishing swimming in a circle

Occupation: 4th year Beacon Student

Appearance: Mizu is a big boy with a healthy appetite.  He stands 6'2" tall, but that's not the dimension most people would be concerned about.  Clocking in at over 320 pounds, Mizu looks more the part of a sumo wrestler than a huntsman.  His legs are best described as pudgy tree trunks, and his arms seem to jiggle with every movement.  He is completely bald, the only hair on his body being very thin eyebrows.   His face normally carries a very calm, relaxed smile.

Due to difficulties finding clothes in his size, Mizu generally wears a loose-fitting, dark blue robe with a belt of cloth tied around his waist.  He wears comfortable sandals, or often chooses to go barefoot.  In cold or wet weather, he'll instead where a much thicker robe and a pair of very-worn boots, that might be a bit too small for him around the ankles. 

History: Odayaka Mizu was born in the kingdom of Vale in a small, outlying village.  However, for one reason or another his parents were unable to take care of him, and thus his first memories are of being in an orphanage.  It wasn't until he was 6 years old that he finally found a foster home in the form of a sumo stable.  His adopted father was the stable-master there, and he saw potential in the young boy. 
Personality: Sample Text

Aura and Semblance: Sample Text

Combat Behavior:  Sample Text

WEAPON

Name: Sample Text

Primary Form: Sample Text

Secondary Form: Sample Text

Tertiary Form: Sample Text

Dust Functions: Sample Text

History: Sample Text

9
Approved Characters / Smokey Emberstone
« on: March 02, 2018, 02:45:58 AM »
CHARACTER

Name: Smokey Emberstone

Age: 18, Born 5th of Saaral

Species and Gender: Human Male

Symbol:  The top of a volcano, smoke pouring out of the crater

Occupation: Combat Academy Student (Beacon, 1st year)

Appearance: Smokey is a Caucasian male with ash-colored hair that's kept short but untamed, black eyes, and a five o'clock shadow that's probably better off shaved.  He's squat in stature, standing about 5'4", but he's very stocky, well-built, and muscular.  He wears dark heavy armor into combat that's covered by a thick dark gray coat that changes to red then orange as it stretches down to his dirty brown boots.  He keeps his spare ammunition under his coat, a variety of what most people would consider over-sized bullets and casings.  Strapped to his waist is a comically large pistol, and on his back you would see his symbol, if not for the massive rifle covering it.

History:
Smokey was raised by a single father.  His mother died in childbirth.

Smokey's father, Lucas, was a gunsmith in Mantle that was affiliated with the Schnee Dust Company, albeit not entirely without animosity.  The SDC offered Lucas a contract worth about 250 million lien.  He would get to keep his shop but would have to make custom weaponry for Atlas military.  All in all, that deal seemed fair at first, but the devil is in the details.  Quotas were so high they could barely be met, and the contract had clauses that increased the workload if more employees were hired, so Lucas couldn't hire any more help.  If quotas weren't met, harsh financial penalties would be put in place, devaluing the contract.  Lucas would be forced to work to the bone, but as long as he kept his employer satisfied, the Emberstone family would have few financial troubles.  Thus, he let the SDC get away with this borderline extortion.   

Because he had no mother and his father spent so much time working, Smokey grew up mostly by himself.  He was smaller than other kids his age, which made him easy target for bullying.  He had no authority or protective figure to run to, so he developed the only coping mechanism he could: a temper.  Whenever kids started picking on him, Smokey would get mad and start throwing punches.  And he wouldn't stop until he made them say sorry, or until he was beaten black and blue.  No points for guessing which happened more often. 

Due to his demanding work schedule, Lucas only learned of Smokey's violent tendencies when he managed to come home early one day and saw Smokey walk in with two black eyes, a swollen lip, and bruises up and down his legs.  After inquiring, or more accurately interrogating, his son for the details, Lucas quickly discovered Smokey's anger issues.  This worried Lucas tremendously; having your own son come home beaten and bruised multiple times a week and not knowing about it should worry any parent.

But Lucas was a good father, and he had a plan.  After hearing of his son's plight, Lucas took Smokey to a BB gun range to shoot Grimm shaped targets.  And it was fun!  The staff had an entire obstacle course that made kids like him feel like extraordinary huntsmen capable of taking down giant monsters.  Smokey had a blast! 

But afterwards, Lucas took his son aside and taught him some of the true nature of Grimm: that they're attracted to negative emotions.  If Smokey got mad, he'd bring more Grimm to his home, and to the people he cared about.  If Smokey really wanted to protect himself and his family, he had to control his temper.  Then Lucas made a deal with his son: for every week Smokey didn't get into a fight, Smokey would win and Lucas would take him to the gun range.  However, if he lost his temper and threw a punch, the Grimm would win, and he'd have to stay home and do chores.

It worked.  It worked beautifully.  With a new outlet for his aggression, Smokey became much calmer.  With his calmed demeanor, he was able to restrain his anger in order to "fight Grimm" with his dad on the weekends.  Kids would still pick on him, though, and occasionally he had to stay home and clean the toilets with a toothbrush (not his, thankfully). 

As he got older, Smokey would start helping his dad around his shop.  Lucas taught him how to maintain firearms and ammunition, how to handle weapons, even how to craft his own.  And Smokey was absolutely fascinated, especially when his father showed him his "big guns."  But his father would only let him shoot these guns if kept his temper under control, which still plagued him into his early combat school days.

And combat school kids had aura and semblances.  It only took a couple of absolute butt-kickings to learn he shouldn't start a fight.  But bullies knew how to press his buttons.  He'd still come home black and blue every once in a while, and it still worried his father, who already had more than enough on his plate to worry about.  Even worse for Smokey, he had earned a reputation as "Mt. Shortstack."  It became a game to see who could make him blow his lid the fastest.  Naturally, this only made Smokey even more angry.

But one day, a bully crossed a line.  He was a big, strong lad, things Smokey currently wasn't.  And he had brought Smokey's father into his bullying routine.  He called Lucas a "sellout," a "cheapskate," and an "SDC dog."  Smokey immediately started to see red.  His father was an over-worked man who cared deeply for the only family he had, and Smokey would be damned if he let someone get away with insulting his father.  But another voice creeped into his head, "If you hit him, you'll lose.  You'll go home bruised and beaten."

I can't let him get away with it though!

"If you hit him, the same thing will happen tomorrow.  Someone else will say the same things, and get the same reaction, and you'll get the same result."

But I--

"The only way to truly win is to not get mad, remember?"

His father's words.  Violence in his name would be the last thing Lucas would want.  Smokey wouldn't let it happen, and he started to walk away.  The bully didn't like that, and started to chase after him, winding up a punch.  A punch that had sent other students, and possibly even instructors, flying.  But Smokey's mind was made up.  He wouldn't turn around, and he wouldn't start this fight.  His temper was under control, and immovable.  And at that moment, so was his body.   

Smokey and his father celebrated that night, and a few months later, Lucas surprised Smokey with a weapon that he had been secretly working on for years, a modified version of a weapon meant to be mounted on an Atlesian Paladin, and would later be known as The Good News.

Unfortunately, Smokey's story doesn't quite end on that happy note.  The years of overwork and worry have cost Lucas greatly, and he's aging rapidly.  The only benefit the SDC have provided is money, and Lucas has decided to use it to let Smokey follow his dreams of becoming a Huntsman.  Because Smokey partly blames the Atlas Military and absolutely resents the SDC for Lucas's deteriorating state, Smokey shipped himself off to Vale instead of attending Atlas.  Smokey hopes that if he can make it at Beacon, he can earn enough money buy out his father's contract before he's worked to an early grave.

Smokey doesn't have a lot of time in that regard.  The years of overwork and worry for his son have left Lucas much more frail than a man his age should be.  He'll often head into work sick, assuring his son it's nothing more than a cough.  He most often operates on five hours of sleep, and looks very sleep-deprived.  If this rate keeps up, Smokey will only have about 20 years, maybe less, to raise the 250 million he needs to buy out the SDC contract. 

Personality:
Smokey used to be infamous for his terrible temper, but during early combat training, that temper has seemed to all but disappear.  People who spend time with him would now describe him as stoic, calm, if a bit tense.  He'll generally avoid starting conversations, but if someone starts talking to him, he'll answer back. 

He generally loves talking about firearms, especially his own guns, but he also likes discussing Grimm hunting techniques and the goings-on of famous Huntsmen and Huntresses.  He can be quite the talker if he's engaged in the conversation, but if he's not interested in the current discussion or doesn't really know how to respond to a given topic, he'll start replying with one word answers or "I dunno."   

He didn't really have a lot of friends growing up, and he spent most of his time alone or attempting to fight off bullies, so he has issues with communication.  This may cause problems with the team he's assigned, especially if that team wants to make use of Smokey's firepower. 

And although Smokey's a lot better at dealing with his temper, it isn't completely gone. If Smokey becomes annoyed or perturbed, he'll start muttering mantras such as "Don't take it personally" or "You are literally immovable, act like it" under his breath in order to keep calm.  If that isn't enough, he'll try to walk away from the situation, visibly mad, but still doing his utmost not to react.  If that's not possible, or if the situation follows him, he'll start aggressively attacking whatever poor soul that thought it was a good idea to piss Smokey off.  That poor soul's fortune is only worsened by the fact that Smokey now has access to very large guns, which should probably be kept out of the hands of an angry Smokey.

The easiest way to start making Smokey angry is to start talking about the SDC.  Due to his father's conditions, Smokey resents the SDC and will not hesitate to share his opinions on their business practices.  Another easy way is to push around his friends, especially those who aren't trained fighters.  If he sees someone picking on a friend who can't defend himself, Smokey will almost immediately move in front of the offending party and offer a challenge.

As for his father's condition, Smokey is generally tight-lipped about it, only sharing details with those who have earned a great deal of trust.  If he's ever asked why he decided to be a Huntsman, he'll simply say, "Money."

Aura and Semblance:
Smokey's aura is a dark gray color, similar to an ash cloud rising from a volcano.
Smokey uses his aura to enhance the strength of his punches or strikes with the butt of his gun, as he doesn't really use melee weapons like swords and maces. 

Semblance:  Immovable Object
Smokey's semblance makes him partially immune to effects that would displace him.  For instance, if someone tried to trip him by sweeping his legs, it would be equivalent to attempting to trip up a solid iron statue.  Punches that would normally send people flying would only knock him back a few feet.  Damage would be sustained as normal, however.  The primary advantage of this semblance is that it makes Smokey essentially immune to the recoil from bigger guns.  Thus, his weapons pack way more firepower than your standard Huntsman.

Additionally, since his Semblance resists displacement, the power behind punches and kicks would be cut in half against Smokey, as they wouldn't be able to follow all the way through.

There are two main drawbacks to this semblance, although one is by Smokey's own design.  The first drawback is that, while active, Immovable Object prevents Smokey from using really anything besides his legs to increase his mobility.  The second is that Smokey has to use his semblance to fire his weapons, otherwise the recoil would put some strain on his aura or even dislocate his shoulder if his aura runs dry, as well as throw off his aim tremendously.

When he activates his semblance, his aura solidifies around him like a rock.

This semblance uses a "charge" system.  He can use 20 charges before his aura reserves start to run low, with each charge lasting between 25 and 30 seconds.  When a charge runs out, Smokey must wait about 10 seconds before he is able to use another charge.

Combat Behavior: 
Smokey carries two guns with him, both for different purposes.  The first gun, Good News, is his big-game rifle.  It's mainly used to target large, behemoth Grimm, such as the Goliath.  His armor and semblance let him handle any damage the recoil would normally have.  His strategy for using this gun is very simple, yet very effective.

Step 1.  Point big scary gun at big scary monster
Step 2.  Pull the trigger
Step 3. ?????
Step 4.  Profit

Now, while firing this gun is great fun and very satisfying, it has a few drawbacks which keep him from using it to one-shot every encounter he ever comes across.  One, it's built to house only one bullet at a time, and it's a lever action.  It's also most effective at long ranges, even the ammunition made specially for Good News is multi-staged.  And that specially crafted ammunition is expensive.  If you want a bullet that can actually hurt big Grimm, you're paying for quality. 

His other weapon is the one he uses for most combat encounters.  Matchstick is used either as an extra-strength 7-round revolver that fires shotgun shells, or it can shift into its secondary form, a volley gun, that fires all 7 rounds of ammunition at once, which is useful for taking out groups of clumped up enemies in one go.  Getting close to Smokey while he still has rounds left in Matchstick is a very bad idea.  It's very effective at close to medium range, and fires in a cone.

Unfortunately for Smokey, Matchstick takes time to reload, as each round has to be loaded individually.  Once he's blown his load, he either has to retreat and reload, or use Matchstick as a glorified club in melee.  He does walk around in heavy armor and carry heavy guns, so he isn't lacking in the power department and his semblance lets him deal with some of the more tricky opponents, but he would much prefer finishing fights before running out of ammo. 

If he is forced into melee, though, he'll try to use his strength and aura to his advantage, either grabbing opponents and holding them still, or bludgeoning them to a pulp with his fists and Matchstick.  His semblance resists displacement, so opponents that prefer fighting hand-to-hand will find their power cut in half, as they won't be able to follow through a full punch or kick.  It's an interesting dynamic where blocking a sucker punch with his gut is actually a viable strategy for Smokey.  Nimble fighters that excel at taking down opponents through a constant barrage shouldn't have much trouble beating him, but he's more than willing to go for a slug-fest.

A more exploitable weakness, however, is his vulnerability to enemy cover.  At a medium-long range distance firefight, Smokey's kind of useless.  The Good News is meant for one or two large targets, and Matchstick's volley doesn't have much impact outside of its effective range.  Smokey also can't hop around from cover to cover like some Huntsmen or Huntresses, and thus can only close distances the old-fashioned way.  If he's kept pinned down by suppressing fire,  there's almost nothing he can do about it. 

tl;dr Smokey uses really big guns, but they take time to reload.  He's immobile, but wears heavy armor and won't go down in one or two good hits.  Prefers fighting at extremes, either long range, or short-medium range.  In between those ranges, he lacks effective weaponry.  In CQC, he's not useless, but he'll definitely be outclassed by specialists. 

WEAPON

Name: The Good News

Primary Form:
The Good News is best described as a hybrid between a sniper rifle and a cannon.  It's a lever-action rifle, capable of housing only one bullet at a time.  It's heavy, requiring a fair bit of strength to even hold it, let alone fire it.  It has a long, shiny, black barrel connected to a dull gray stock.  The scope has several small knobs to adjust any calibrations needed to take a long-range shot.  Compared to Smokey's gruff appearance, The Good News is clean and well-maintained.   

Individual bullets for the Good News are equally large, containing two chambers separated by a thin wall and a small hole in the back.  The smaller chamber towards the back is filled with a low-grade strain of Fire dust, while the larger is filled with a much more volatile strain.  When fired, after about 100 meters, the small chamber begins to ignite, causing the low-grade fire dust to burn, causing pressure to build up that leaves through the hole in the back of the bullet. This turns the bullet into a mini-rocket, essentially. 

Over the next 100-300 meters, the fire dust in the smaller chamber depletes.  As it depletes, the heavier chamber will start to pressure the wall separating the chamber.  If the bullet impacts, the chamber wall will break, letting the explosive fire dust into the already ignited smaller chamber.  After that, the bullet explodes and possibly sets the immediate vicinity on fire.

This description outlines the effective range of the Good News, and it means that the bullet will not detonate prior to the first 200 meters, give or take.  The effective range is around 200-600 meters, with the sweet spot being around 250-400.  On a good day, with good conditions, against a non-moving target, and the feng shui of the stars is just right, Smokey might hit a target at 800 meters (1/2 mile).  If the gun hits an object before the first 100 meters, there's enough force behind the bullet that it might just tear on through and keep going, although the bullet would certainly be knocked off-course.

Secondary Form:
The Good News collapses into a more compact form when it's not in use.  The barrel shrinks into the stock, and the scope slides into a hidden compartment. It looks like a very convoluted box.

Dust Functions:
Every round of ammunition uses a large amount of explosive fire dust, in order to give it a boost in damage.  It is expensive to fire this gun, so every shot has to count.

History:
The Good News is the gun his father gave him when Smokey discovered his Semblance.  Unfortunately, while awesome, he quickly realized its impracticality, and made a secondary gun along with Lucas for use in most other scenarios.  Smokey will only carry a very limited supply of ammunition at a time, only about 8 rounds or so, and he'll have to work part-time jobs or find high paying missions if he wants to make more bullets.  Smokey considers this weapon his most valuable possession and would prefer not to leave it out of his sight.

Name: Matchstick

Primary Form:
Matchstick is an over-sized revolver with seven compartments.  These compartments are filled with shotgun rounds, essentially making this a revolver-shotgun hybrid.    Smokey uses his semblance to handle the kickback of Matchstick, allowing him to "fan the hammer" and fire all rounds of ammunition in rapid succession without a major loss in accuracy.   Each round is loaded individually from the back. 

Secondary Form:
Matchstick's cylinder can extend into 7 barrels, while the stock extends back so Smokey can rest it against his shoulder, essentially transforming Matchstick into a volley gun.  When fired, all rounds are fired simultaneously, dealing massive damage to anything down range.  Smokey will then have to reload after using this form.
Spoiler: reference image • show


Dust Functions:
Dust is added separately from the bullets in a special compartment in the back of the stock.  This allows Smokey to decide on the fly if he wants to add dust to his ammunition, rather than having to decide as he's loading the gun.

Smokey will use either fire dust to add some extra oomph to this gun's already high damage, or ice dust to hamper speedy foes and gain some battlefield control. 

History:
Matchstick is the result of Smokey needing a gun that won't drain his bank account dry.  He and his father both crafted it together.  It boasts best-in-class firepower, and Smokey can win fights with one well-placed shot if his opponents aren't careful. 

10
Introductions, birthdays, and departures. / Hi there
« on: February 27, 2018, 10:54:45 PM »
Hi, I'm Joe.  Or Reaper.  Or ReaperJoe if you'd prefer.  It doesn't matter, really. 
Anyways, I've never done an RPG by forum before, but I've always thought the RWBY-verse had a lot of room for creative OCs and I wanted to try one out.

11
WiP Characters / Smokey Emberstone
« on: February 26, 2018, 02:46:24 AM »
CHARACTER

Name: Smokey Emberstone

Age: 18, Born 5th of Saaral

Species and Gender: Human Male

Symbol:  The top of a volcano, smoke pouring out of the crater

Occupation: Combat Academy Student (Atlas)

Appearance: Smokey is a Caucasian male with ash-colored hair that's kept short but untamed, black eyes, and a five o'clock shadow that's probably better off shaved.  He's squat in stature, standing about 5'4", but he's very stocky, well-built, and muscular.  He wears dark heavy armor into combat that's covered by a thick dark gray coat that changes to red then orange as it stretches down to his dirty brown boots.  He keeps his spare ammunition under his coat, a variety of what most people would consider over-sized bullets and casings.  Strapped to his waist is a comically large pistol, and on his back you would see his symbol, if not for the massive rifle covering it.

History:
Smokey was raised by a single father.  His mother died in childbirth.

Smokey's father, Lucas, was a gunsmith in Mantle that was affiliated with the Schnee Dust Company, albeit not by choice.  It was more of a takeover rather than mutually beneficial partnership. However, Lucas's quality in craftsmanship was something that the SDC couldn't afford to lose, and they allowed Lucas to keep his shop.  However, he was forced to make custom weaponry for Atlas military officials only, and in amounts that forced him to work to the bone.

Because he had no mother and his father spent so much time working, Smokey grew up mostly by himself.  He was smaller than other kids his age, which made him easy target for bullying.  He had no authority or protective figure to run to, so he developed the only coping mechanism he could: a temper.  Whenever kids started picking on him, Smokey would get mad and start throwing punches.  And he wouldn't stop until he made them say sorry, or until he was beaten black and blue.  No points for guessing which happened more often. 

Due to his demanding work schedule, Lucas only learned of Smokey's violent tendencies when he managed to come home early one day and saw Smokey walk in with two black eyes, a swollen lip, and bruises up and down his legs.  After inquiring, or more accurately interrogating, his son for the details, Lucas quickly discovered Smokey's anger issues.  This worried Lucas tremendously; having your own son come home beaten and bruised multiple times a week and not knowing about it should worry any parent.

But Lucas was a good father, and he had a plan.  After hearing of his son's plight, Lucas took Smokey to a BB gun range to shoot Grimm shaped targets.  And it was fun!  The staff had an entire obstacle course that made kids like him feel like extraordinary huntsmen capable of taking down giant monsters.  Smokey had a blast! 

But afterwards, Lucas took his son aside and taught him some of the true nature of Grimm: that they're attracted to negative emotions.  If Smokey got mad, he'd bring more Grimm to his home, and to the people he cared about.  If Smokey really wanted to protect himself and his family, he had to control his temper.  Then Lucas made a deal with his son: for every week Smokey didn't get into a fight, Smokey would win and Lucas would take him to the gun range.  However, if he lost his temper and threw a punch, the Grimm would win, and he'd have to stay home and do chores.

It worked.  It worked beautifully.  With a new outlet for his aggression, Smokey became much calmer.  With his calmed demeanor, he was able to restrain his anger in order to "fight Grimm" with his dad on the weekends.  Kids would still pick on him, though, and occasionally he had to stay home and clean the toilets with a toothbrush (not his, thankfully). 

As he got older, Smokey would start helping his dad around his shop.  Lucas taught him how to maintain firearms and ammunition, how to handle weapons, even how to craft his own.  And Smokey was absolutely fascinated, especially when his father showed him his "big guns."  But his father would only let him shoot these guns if kept his temper under control, which still plagued him into his early combat school days.

And combat school kids had aura and semblances.  It only took a couple of absolute butt-kickings to learn he shouldn't start a fight.  But bullies knew how to press his buttons.  He'd still come home black and blue every once in a while, and it still worried his father, who already had more than enough on his plate to worry about.  Even worse for Smokey, he had earned a reputation as "Mt. Shortstack."  It became a game to see who could make him blow his lid the fastest.  Naturally, this only made Smokey even more angry.

But one day, a bully crossed a line.  He was a big, strong lad, things Smokey currently wasn't.  And he had brought Smokey's father into his bullying routine.  He called Lucas a "sellout," a "cheapskate," and an "SDC dog."  Smokey immediately started to see red.  His father was an over-worked man who cared deeply for the only family he had, and Smokey would be damned if he let someone get away with insulting his father.  But another voice creeped into his head, "If you hit him, you'll lose.  You'll go home bruised and beaten."

I can't let him get away with it though!

"If you hit him, the same thing will happen tomorrow.  Someone else will say the same things, and get the same reaction, and you'll get the same result."

But I--

"The only way to truly win is to not get mad, remember?"

His father's words.  Violence in his name would be the last thing Lucas would want.  Smokey wouldn't let it happen, and he started to walk away.  The bully didn't like that, and started to chase after him, winding up a punch.  A punch that had sent other students, and possibly even instructors, flying.  But Smokey's mind was made up.  He wouldn't turn around, and he wouldn't start this fight.  His temper was under control, and immovable.  And at that moment, so was his body.   

Smokey and his father celebrated that night, and a few months later, Lucas surprised Smokey with a weapon that he had been secretly working on for years, a modified version of a weapon meant to be mounted on an Atlesian Paladin, and would later be known as The Good News.

Unfortunately, Smokey's story doesn't quite end on that happy note.  The years of overwork and worry have cost Lucas greatly, and he's aging rapidly.  The only benefit the SDC have provided is money, and Lucas has decided to use it to let Smokey follow his dreams of becoming a Huntsman.  Smokey hopes that if he can make it at Atlas, he can earn enough money to let his father retire before he's worked to an early grave.

Personality:
Smokey used to be infamous for his terrible temper, but during early combat training, that temper has seemed to all but disappear.  People who spend time with him would now describe him as stoic, calm, if a bit tense.  He'll generally avoid starting conversations, but if someone starts talking to him, he'll answer back. 

He generally loves talking about firearms, especially his own guns, but he also likes discussing Grimm hunting techniques and the goings-on of famous Huntsmen and Huntresses.  He can be quite the talker if he's engaged in the conversation, but if he's not interested in the current discussion or doesn't really know how to respond to a given topic, he'll start replying with one word answers or "I dunno."   

He didn't really have a lot of friends growing up, and he spent most of his time alone, so he has issues with communication.  This may cause problems with the team he's assigned, especially if that team wants to make use of Smokey's firepower. 

And although Smokey's a lot better at dealing with his temper, it isn't completely gone. If Smokey becomes annoyed or perturbed, he'll start muttering mantras such as "Don't take it personally" or "You are literally immovable, act like it" under his breath in order to keep calm.  IF that isn't enough, he'll try to walk away from the situation, visibly mad, but still doing his utmost not to react.  If that's not possible, or if the situation follows him, he'll start aggressively attacking whatever poor soul that thought it was a good idea to piss Smokey off.  That poor soul's fortune is only worsened by the fact that Smokey now has access to very large guns, which should probably be kept out of the hands of an angry Smokey.

The easiest way to start making Smokey angry is to start talking about the SDC.  Due to his father's conditions, Smokey resents the SDC and will not hesitate to share his opinions on their business practices. 

Aura and Semblance:
Smokey's aura is a dark gray color, similar to an ash cloud rising from a volcano.
Smokey uses his aura to enhance the strength of his punches or strikes with the butt of his gun, as he doesn't really use melee weapons like swords and maces. 

Semblance:  Immovable Object
Smokey's semblance makes him partially immune to effects that would displace him.  For instance, if someone tried to trip him by sweeping his legs, it would be equivalent to attempting to trip up a solid iron statue.  Punches that would normally send people flying would only knock him back a few feet.  Damage would be sustained as normal, however.  The primary advantage of this semblance is that it makes Smokey essentially immune to the recoil from bigger guns.  Thus, his weapons pack way more firepower than your standard Huntsman.

There are two main drawbacks to this semblance, although one is by Smokey's own design.  The first drawback is that, while active, Immovable Object prevents Smokey from using really anything besides his legs to increase his mobility.  The second is that Smokey has to use his semblance to fire his weapons, otherwise the recoil would put some strain on his aura or even dislocate his shoulder if his aura runs dry, as well as throw off his aim tremendously.

When he activates his semblance, his aura solidifies around him like a rock.

This semblance uses a "charge" system.  He can use 20 charges before his aura reserves start to run low, with each charge lasting between 25 and 30 seconds.  When a charge runs out, Smokey must wait about 10 seconds before he is able to use another charge.

Combat Behavior: 
Smokey carries two guns with him, both for different purposes.  The first gun, Good News, is his big-game rifle.  It's mainly used to target large, behemoth Grimm, such as the Goliath.  His armor and semblance let him handle any damage the recoil would normally have.  His strategy for using this gun is very simple, yet very effective.

Step 1.  Point big scary gun at big scary monster
Step 2.  Pull the trigger
Step 3. ?????
Step 4.  Profit

Now, while firing this gun is great fun and very satisfying, it has a few drawbacks which keep him from using it to one-shot every encounter he ever comes across.  One, it's built to house only one bullet at a time, and it's a lever action.  It's also most effective at long ranges, even the ammunition made specially for Good News is multi-staged.  And that specially crafted ammunition is expensive.  If you want a bullet that can one shot big Grimm, you're paying for quality. 

His other weapon is the one he uses for most combat encounters.  Matchstick is used either as an extra-strength 7-round revolver that fires shotgun shells, or it can shift into its secondary form, a volley gun, that fires all 7 rounds of ammunition at once, which is useful for taking out groups of clumped up enemies in one go.  Getting close to Smokey while he still has rounds left in Matchstick is a very bad idea.  It's very effective at close to medium range, and fires in a cone.

Unfortunately for Smokey, Matchstick takes time to reload, as each round has to be loaded individually.  Once he's blown his load, he either has to retreat and reload, or use Matchstick as a glorified club in melee.  He does walk around in heavy armor and carry heavy guns, so he isn't lacking in the power department and his semblance lets him deal with some of the more tricky opponents, but he would much prefer finishing fights before running out of ammo. 

If he is forced into melee, though, he'll try to use his strength and aura to his advantage, either grabbing opponents and holding them still, or bludgeoning them to a pulp with his fists and Matchstick.  His semblance resists displacement, so opponents that prefer fighting hand-to-hand will find their power cut in half, as they won't be able to follow through a full punch or kick.  It's an interesting dynamic where blocking a sucker punch with his gut is actually a viable strategy for Smokey.  Nimble fighters that excel at taking down opponents through a constant barrage shouldn't have much trouble beating him, but he's more than willing to go for a slug-fest.

A more exploitable weakness, however, is his vulnerability to enemy cover.  At a medium-long range distance firefight, Smokey's kind of useless.  The Good News is meant for one or two large targets, and Matchstick's volley doesn't have much impact outside of its effective range.  Smokey also can't hop around from cover to cover like some Huntsman or Huntresses, and thus can only close distances the old-fashioned way.  If he's kept pinned down by suppressing fire,  there's almost nothing he can do about it. 

tl;dr Smokey uses really big guns, but they take time to reload.  He's immobile, but wears heavy armor and won't go down in one or two good hits.  Prefers fighting at extremes, either long range, or short-medium range.  In between those ranges, he lacks effective weaponry.  In CQC, he's not useless, but he'll definitely be outclassed by specialists. 

WEAPON

Name: The Good News

Primary Form:
The Good News is best described as a hybrid between a sniper rifle and a cannon.  It's a lever-action rifle, capable of housing only one bullet at a time.  It's heavy, requiring a fair bit of strength to even hold it, let alone fire it.  It has a long, shiny, black barrel connected to a dull gray stock.  The scope has several small knobs to adjust any calibrations needed to take a long-range shot.  Compared to Smokey's gruff appearance, The Good News is clean and well-maintained.   

Ammunition for The Good News is large, and generally filled with fire dust, which begins to ignite en route to the target, giving the bullet a boost in speed necessary to carry it the entire distance.  On impact, the bullet ideally penetrates armor and skin before detonating inside the target, dealing massive damage.

Secondary Form:
The Good News collapses into a more compact form when it's not in use.  The barrel shrinks into the stock, and the scope slides into a hidden compartment.

Dust Functions:
Every round of ammunition uses a large amount of explosive fire dust, in order to give it a boost in damage.  It is expensive to fire this gun, so every shot has to count.

History:
The Good News is the gun his father gave him when Smokey discovered his Semblance.  Unfortunately, while awesome, he quickly realized its impracticality, and made a secondary gun along with Lucas for use in most other scenarios.  Smokey will only carry a very limited supply of ammunition at a time, only about 5 rounds or so, and he'll have to work part-time jobs or find high paying missions if he wants to make more bullets.  Smokey considers this weapon his most valuable possession and would prefer not to leave it out of his sight.

Name: Matchstick

Primary Form:
Matchstick is an over-sized revolver with seven compartments.  These compartments are filled with shotgun rounds, essentially making this a revolver-shotgun hybrid.    Smokey uses his semblance to handle the kickback of Matchstick, allowing him to "fan the hammer" and fire all rounds of ammunition in rapid succession without a major loss in accuracy.   Each round is loaded individually from the back. 

Secondary Form:
Matchstick's cylinder can extend into 7 barrels, while the stock extends back so Smokey can rest it against his shoulder, essentially transforming Matchstick into a volley gun.  When fired, all rounds are fired simultaneously, dealing massive damage to anything down range.  Smokey will then have to reload after using this form.


Dust Functions:
Dust is added separately from the bullets in a special compartment in the back of the stock.  This allows Smokey to decide on the fly if he wants to add dust to his ammunition, rather than having to decide as he's loading the gun.

Smokey will use either fire dust to add some extra oomph to this gun's already high damage, or ice dust to hamper speedy foes and gain some battlefield control. 

History:
Matchstick is the result of Smokey needing a gun that won't drain his bank account dry.  He and his father both crafted it together.  It boasts best-in-class firepower, and Smokey can win fights with one well-placed shot if his opponents aren't careful. 

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