Author Topic: Lucas Meridiem  (Read 1378 times)

ReaperJoe

  • Full Member

  • Offline
  • ***

  • 478
  • Karma:
    +33/-11
  • Personal Text
    All criticism is valid
    • View Profile
Lucas Meridiem
« on: February 09, 2019, 08:49:01 PM »
CHARACTER

Name: Lucas Meridiem

Age: 21

Species and Gender: Human Male

Symbol:  A lantern.  An infinity symbol is painted where the flame would normally be

Occupation: 4th year Haven Student

Appearance: Lucas stands at 5’8” and is lean in build, making him appear smaller than he actually is.  He has sharp, angular facial features and dark, black hair that he keeps short and combed flat.  The gaze of his pale, green eyes is equally pointed, and his expression seems to be set into a permanent frown.

His combat attire consists of a pale green, hooded overcoat that stretches down to his mid-thigh.  The pockets of the coat are outlined in a yellow trim, and the top left pocket displays his symbol.  His pants are a dark forest green that stretch down and cover the top part of his black boots.  He keeps Sophist’s Lantern strapped to a belt that wraps around the waist of the coat, and he wears brown gloves with brass plating on the knuckles (which are useful in the event that he ever has to throw hands).  Underneath his coat he wears a black turtleneck.  He also wears a green bandana around his collar, as well. 

History: Lucas's past is Dark and Mysterious.

Personality: Edgey af.

Aura and Semblance: Lucas’s Aura manifests in a pale, ghostly green color.  His overall level of aura and control is typical for a student of his level.

His semblance takes the form of a freely-floating ephemeral lantern.  Lucas can move it at will, and it moves at about the same speed as a typical huntsman in a full sprint (relative to Lucas).  It can travel out to a range of about 300 feet.  It doesn’t have a physical body, and any strikes aimed at the lantern pass through it.  Summoning and dismissing the lantern is instantaneous, though he can only summon the lantern to a spot within 5 feet of him.

The lantern can also switch between a dormant state and giving off light.  In either case, normally, the lantern requires negligible aura consumption, allowing Lucas to shed light indefinitely.  The light’s radius extends out to 15 feet.  This light can be affected by dust use, and, depending on what type of dust is used, the light produces various effects.  However, combining his semblance with dust in this way is more strenuous on Lucas’s aura control, and using his semblance in this manner drains his aura reserves.  The more unique types of dust used at once, the more aura is consumed.  At his current level, Lucas can use three different types of dust at once.

Spoiler: ShowHide
This is a list of dust effects Lucas can manifest with his semblance.  If certain combinations are not listed, assume the combination would manifest in a combined form of the individual effects.

Key: (F)Fire, (I)Ice, (E)Earth, (W)Wind, (L)Lightning, (K)Kinetic, (G)Gravity

(F): The area increases in temperature drastically, becoming uncomfortably hot.  Ice quickly melts, fire damage is increased, and fire spreads more easily.

(I): The area decreases in temperature drastically, becoming uncomfortably cold.  Any use of ice dust is granted an increased Area of Effect if activated inside the light’s radius (if an effect only affects a single target, the area increases to a radius of 5 feet).

(E): Small particles of sand gently float down amid the lantern’s AoE.  Structures made with Earth dust within the light’s radius are more durable and require less dust to make.

(L): The area becomes filled with static.  Creatures will notice feeling “tingly”.  Metal objects will become charged and stick together if brought into contact with each other.  Notably, if a weapon can transform, that weapon will be unable to shift while in the radius.  If creatures touch a metal object or another creature, they will receive a shock (akin to a minor static shock).  Compasses and other objects affected by electric currents will start acting haywire, as if a magnet was placed directly on the object in question.  Interestingly, attacks using lightning dust might “arc” from the initial target to another within close range. 
 
(W): The area experiences in increase in wind activity, as heavy gales blow through.  Flying creatures experience mild turbulence, and light, loose objects get blown away.

(K): Everything within the lantern’s light travels faster.  Bullets accelerate through the area, while running speeds are moderately increased.  Knockback effects are granted increased potency, and, generally speaking, attacks deal more damage
 
(G): Everything within the area experiences an increase in weight.  Movement speeds slow, bullets drop, weapons become harder to wield (but do more damage).

(F)(I): The area becomes enshrouded in impenetrable fog.  Anything inside the fog becomes nearly impossible to see, and creatures inside the fog are essentially blinded.

(F)(W): The area rises in temperature and wind activity increases, similar to the individual effects.  However, fire spreads much more rapidly inside the radius than if either effect were used alone.  Adding kinetic dust (K) would further increase the rate of spread.

(I)(W): The area lowers in temperature and wind activity increases, similar to the individual effects.  However, open flames are quickly snuffed out within the radius.  Adding kinetic dust (K) makes the winds more violent. 

(E)(W): The area becomes enshrouded in a sandstorm.  Figures and objects become difficult to make out, and sand particles are dispersed evenly throughout the radius.  Breathing can become uncomfortable while in the radius unless precautions against sand are taken (i.e. covering the mouth with a cloth, such as a bandana).  Silhouettes can still be made out, though fine details are obscured.  Adding kinetic dust (K) can increase the wind speeds of the sandstorm, making it nearly impossible to fly or see.  Alternatively, adding lightning dust (L) can distribute an electric charge throughout the radius, causing a small amount of consistent environmental damage.  This is in addition to the normal effects of lightning dust.

(E)(L): Similar to a combined version of the individual effects, but earth dust constructs made within the radius will hold a magnetic charge.  If metal were to touch these constructs, the metal would stick to it and require some effort to remove.  This property would persist for 10-15 seconds after the lantern effect ends/switches, depending on how long the effect was held for.

(W)(K): The winds in the area become incredibly violent, and the area becomes filled with extreme turbulence.  Flying creatures, such as griffons, will have a terrible time trying to fly through the area and have a chance of being ripped from the sky outright.  Larger Grimm, such as Giant Nevermores, won’t be knocked out of the sky but will have trouble navigating through the area. 

(K)(G): A combined version of the individual effects.  Notable in that the speed boost and debuff of kinetic and gravity, respectively, effectively cancel out.  However, since objects such as weapons will experience in weight, attacks will hit incredibly hard while in this radius. 

Combat Behavior:  If he’s alone, Lucas prefers to avoid combat if at all possible.  Ideally, he’d rather not have enemies know he was there at all.  If he needs to give enemies the slip, he can use his semblance or Sophist’s Lantern to make smoke screens and other distractions in order to give him a chance to hide or get away.

If he is forced into combat, Lucas will try to stick to long range with his weapon’s sniper form, and use the spectral lantern to harry his opponent(s) with environmental effects.  He’ll fight to escape, looking to mitigate the threat rather than outright eliminate it (i.e. freezing a pursuer’s legs, sealing off a corridor with earth dust, etc.).

Generally speaking, this kind of “flighty” fighting style lends itself to reconnaissance and “search and rescue” operations, both of which Lucas excels at.  Simply using the light from his semblance, he can distract Grimm while he evacuates   

Working in a group, however, changes how he fights.  He’d still prefer to use stealth if at all possible, but he’s very good at coordinating with allies in a wide variety of situations.  If the team he’s with is equipped to go in guns blazing, his semblance can enhance the damage of his compatriots while also covering for their weaknesses.  If the party needs to retreat, he can cover them with smokescreens.

In the event of pitched battle, Lucas’s first move will almost always be to hide, preferably in a spot with a good vantage point of the battle that’s within range for his semblance.  From that point, he’ll act as a phantom on the battlefield, hampering and debuffing enemies with his semblance while allies take them down.  He’ll often go through entire fights without firing a single shot, as shooting his weapon could reveal his position and force him to find a new spot to hide in.  If he does take a shot, it’s to cripple an opponent or to assist an ally in a way that his lantern alone couldn’t handle. 

The worst possible thing to happen to Lucas in a fight is to be forced into a melee.  While he has plenty of tools to give most opponents the slip, enemies that are particularly persistent or can see through his smokescreen shenanigans will find that he’s not particularly effective as an out-and-out combatant.  While Sophist’s Lantern can transform into a mace and use dust effects, he’s not proficient in close-quarters combat.

Furthermore, if he tried to use his semblance to gain an advantage in melee, he’d be subject to the lantern’s effects as well (this also applies to his allies.  Teammates that prefer melee will often find themselves on the wrong side of Lucas’s abilities if either they or he make a wrong move).  If he can’t get away from an enemy, Lucas will find trouble manipulating the battlefield to his favor.

It’s also worth noting that, while the lantern has an incredible leash range and doesn’t give away Lucas’s position, the area that is under the lantern’s influence isn’t very large.  Groups of intelligent opponents that split up will force Lucas to choose which enemy to target (he’ll aim for a commander, if there is one, otherwise he’ll target snipers).

Furthermore, Lucas’s battle strategy hinges on him having dust.  If he doesn’t have dust, his semblance is reduced to nothing more than a glorified night light.  On top of that, Lucas can’t just keep feeding the lantern dust, either.  If his aura reserves run out, he, again, won’t be able to utilize dust effects.

Lastly, the lantern itself doesn’t do any damage (save for one effect which is used rarely).  By itself, Lucas’s semblance doesn’t accomplish anything, and is mostly just kind of annoying.

 
WEAPON

Name: Sample Text

Primary Form: Sample Text

Secondary Form: Sample Text

Tertiary Form: Sample Text

Dust Functions: Sample Text

History: Sample Text
Smokey Emberstone Beacon 1st Year and the Immovable Gunslinger of Team DASE "I've got more than enough firepower to beat you" "You've only got one bullet!" "Like I said, more than enough"

Aurelia Lumen Beacon 3rd year and the Warhorse of Team (TBD)  "Lay down your weapons, lest you wish to taste my steel!"

Wabul "Toast" Paka Shade 1st year and the Acrobatic Swashbuckler of Team (TBD)  "Hey, I'm gonna go jump off a bridge, who's with me?"

Lucas Meridiem Beacon 1st year and the Hermit of Team CLVS  "What's so great about 'bittersweet'?"

Clara Meridiem Beacon 1st year and the Blast Magician of Team (TBD) "No one likes just plain ol' bitter"

August Flare Beacon 1st year and the would-be ruler of the world "Join me, and witness the Brightest Future!"

Hexcodes:
515151
FFD700
E55812
CCE9AE
Cyan
FFA400