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Messages - Vitalis597

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16
When, at last, everyone had arrived, Imber motioned towards the open door of the Bullhead. "Alright, Kids. Pile in. It'll take about half an our to reach the drop site. From there, we'll be proceeding South on foot for about half a mile. Don't want to risk running into a Murder of Nevermore. Steve here is quite attached to the whole breathing thing." With that said, the man stepped to the side, letting the kids hop in and take their seats first.

"Plenty of time to go through introductions and assignments on the way there. Needless to say, though, I won't be holding your hand all the way. I'm just here to pull your collective asses out of the fire if, when, something goes wrong. Oh, and to make sure your teachers know how well a ragtag bunch of teens  work together." He added the last sentence with a light laugh, shortly before giving a small nod to Rory, Us guys have gotta stick together, after all, he thought to himself.

17
With the sun high in the sky, though hidden by dark clouds, it wasn't the worst conditions Imber had ever left for a mission on. He took one more look down over the Emerald forest before pushing a hand up through his black, unkempt hair. His scroll vibrated subtly in his pocket. All the positions had been filled, the mission cleared and the Students of Beacon informed of the location for pick-up. That last part should have been obvious, though. The landing pad at Beacon was just about the only place to get a Bullhead around here, unless you wanted to pay for overpriced commercial flights. He shuddered at the thought.

"Alright, Steve. We have five students inbound, prepare for Dust-Off." Imber called over his shoulder before turning back to face the school. He wondered who would show up first, the most eager of the bunch. He only hoped, in their excitement, they had remembered to bring a landing strategy. He heard the Bullhead slowly power up behind him, the engines beginning to spin, leaving his trench coat flapping at his legs. He idly thought it was probably not a good idea to stand this close to a jet engine. But then, he reasoned, neither was going out into the woods filled with murderous monsters of pure evil surrounded by a bunch of kids.

18
The Vale Region / Work Experience (with extra guns and explosions) [CLOSED]
« on: December 06, 2017, 06:22:13 PM »
Several miles outside of Vale's walls, an old Inn known as "The Huntsman's Retreat" was recently beset upon by a number of Grimm. While the owner was escorted out safely by his own patrons, the Grimm threat still lingers in the area, being a general pain to anyone who wishes to pass through that road. Not least of which being the owner of the Inn. While a few Hunters could clear out the infestation with little risk, this would be a prime opportunity for the youth to test their skills in unfamiliar terrain, as well as test their combat capabilities. Naturally, a Hunter would be sent to oversee the mission and intervene, should things get too dangerous for the students.

The threat assessment for this mission is medium, mostly flat lands with good visibility, though a treeline on one side does provide minor cover. There has also been heavy rainfall in that region for the past three days. Any student wishing to take part in this mission should not do so lightly. Despite there being a Hunter to oversee the operation, not all variables can be accounted for.

Assigned Hunter: Freelancer Imber Mordred


Hunters-In-Training
1. Lilla Bleidd
2. Blair Valka
3. Wisteria Lockheart
4. Isabelle Aozora
5. Rory Vogel

19
WiP Characters / Aqua Phoenix
« on: December 06, 2017, 04:59:57 PM »
CHARACTER

Name: Aqua Phoenix

Age: 18

Species and Gender: Human Male

Occupation: Hunter-in-Training, Beacon Academy

Appearance: Aqua, a young hunter, something that is obvious to all who glance at him. Everything about him all but screams 'Hunter' from the way he walks, to the muscles on his arms, legs and chest, to his constant awareness, his cyan eyes tracking and flicking to and from any sudden movement. He, like his partner, wears rather obscenely coloured clothing, generally donning blue jeans and a cyan button-up T-shirt, which goes rather well with his florescent blue hair.

History: As a child of two hunters, Aqua grew up around Hunter families, though the thought of becoming a hunter himself was rather outlandish to the young boy. It wasn't until he heard his childhood friend, and crush's declaration that she would be the strongest huntress in the world that he ever began to consider it was possible for him to become a Hunter. After witnessing her gruelling training, and how she endured it without complaint, his mind was made. He asked his parents to train him, alongside his friend, so that they could protect each other. His parents happily obliged, and several years later, he found himself as her partner in more ways than one.

Personality: Aqua is a rather withdrawn character, preferring to keep to himself and his small circle of friends. Of course, he has no issue with interacting with others, just that is isn't something he would go out of his way to do. For this reason, most of his interactions are forced, with his partner all but pushing him at others, something which he bears good-naturedly, smiling and generally getting along with all but the most repulsive of people.

Aura and Semblance: Aqua's Aura manifests as a pale purple glow, and when his Semblance is in use, his body seems to shimmer with it. His Semblance itself is rather simple, though it has three parts to it. Activation, Marking and Trapping. The First stage is initiated simply by deploying his shield and slamming it into the ground, creating a centre to his zone. The second is striking an opponent with his shield, leaving a 'mark' on them. Finally, at his command, Aura chains will shoot out from the centre point, locking onto, and wrapping around the marked target, allowing them to go as far as they have from the centre, but no further.

Combat Behaviour: In combat, Aqua prefers to get up close and personal, engaging the enemy, or multiple, and keep their attention on him, relying on a strong defence while his team picks them off. He uses his weapon, The Bulwark, to bash at his foes, using the edges and front of the the massive shield to catch his foes off guard while they're still reeling from any ineffectual blows. He is especially suited to this role, thanks to his rage disease, congenital analgesia, a strong insensitivity to pain. Though this can be both a blessing and a curse.

WEAPON

Name: The Bulwark

Primary Form: In it's primary form, The Bulwark is a heavy tower shield, one capable of covering his entire body, and another person behind him. Simple, yet effective.

Secondary Form: The secondary form of The Bulwark is a much smaller version, one that can shrink down to a more reasonable, compact size.

Dust Functions: It's a shield. It doesn't use Dust.

History: The Bulwark came into creation as his partner and himself were discussing strategies for battle. Aqua never really excelled at any fighting styles, no matter what weapons he used. A sword never felt right, an axe was too cumbersome, a mace left too much possibility for overextending, so instead, he decided to take up a more protective role, opting to instead build something that could keep himself, and his loved ones safe from harm, while still being effective enough to keep an opponents attention on him, with some assistance from his Semblance, of course.

20
WiP Characters / Satoshi Bei-Fong
« on: December 06, 2017, 12:20:42 PM »
CHARACTER

Name: Satoshi Bei-Fong

Age: 17

Species and Gender: Bat Faunus Female.

Symbol:  Sample Text

Occupation: First Year Shade Huntress in Training. (Subject to change if no one has a first year team to join)

Appearance: 5"4, 110 Lbs, Grey eyes, bat ears, pale complexion, black, shoulder length hair, small, wiry frame.

History: Satoshi was born a Faunus in Vacuo. That was not the issue, however, given Vacuo's lax stance on, well, just about everything. Her heritage never really stopped her from doing anything she wished. Sure, there were a few people who would stop and stare, or make rude comments under their breath, thinking she couldn't hear, but nothing like what she had heard about other places in the world, such as Atlas.

The true problem lay in her heritage itself. She was a Bat Faunus. Blessed with strong hearing, to the point she would navigate a crowded room blindfolded. Which was just as well, considering she could only see several feet in front of her. Throughout her early life, people gave her special treatment for her 'disability'. Like a considerable amount of people with some form of disabling aspect, this irritated the young, strong willed girl, who would have much preferred to be treated just the same. Unfortunately, articulating that in a way people could understand was not her strong suit, generally leading to arguments and conflicts all across the board. It infuriated her even more that many suggested she was only accepted into Oasis out of pity, to stop her from humiliating herself by taking the Shade Entrance Examination in four years.

This was only made even worse by her Aura. Or rather, how little of it she possessed. While she was certainly fast, and could escape most, if not all, opponents in a fight, if they landed two or three good hits, she was down for the count. However, one day, in the middle of a particularly brutal fight, she unlocked her Semblance. Her first Flash Step left her dazed and disorientated, but it gave her the upper hand she needed to win the fight, and after long days and night practising, the young girl finally figured out how to use her Semblance without adding "Projectile Vomit" to her list of weaponry. After she learned to reliably use her Semblance, she quickly rose through the unofficial 'ranks' in combat, despite her visual impairment. That didn't stop the remarks, though.

Personality: Satoshi is a strong-willed, independent young woman. Traits that do no go well together when paired with her stubborn bullheaded nature, and her pride and stunned vision. She is generally extremely blunt, possessing all the tact of a wooden spoon and all the delicacy of a shotgun. Despite this, however, she does generally try to get along with people. More for the sake of making her own life easier, though she isn't always the most successful at this.

Aura and Semblance: Her Aura takes on a lilac glow when activated, though she doesn't have much of it, being weaker than the average Oasis Graduate. Her Semblance, however, makes up for this, allowing her to be much more manoeuvrable in combat.

In simple terms, her Semblance, dubbed 'Flash Step' works in three stages.

The first is to lay a Mark on a surface. This could be a wall, floor, ship, weapon, or even another person. The mark fades after five minutes, is invisible to the naked eye, and must be set by placing her hand on said surface.

The second stage is visualising the Mark, where she will appear, in what position, and how she will get there, as well as the 'path' she will take.

The final stage is initialising this. The air around her distorts, and she moves so fast, one could almost call it teleportation. Instead, she follows a predetermined path to her Mark. The longer the path, the more it tires her out, but it always takes exactly half a second from the moment she vanishes to the moment she reappears. There is no limit to how far she can travel, however, if something is blocking her path, she cannot stop or change her path, and will impact that object with considerable force.

Combat Behavior:  In combat, Satoshi prefers to use her weapon as her Mark. She would throw it towards, or to the side of an enemy, then quickly Flash Step to retrieve the blade and strike with much more force than a simple throw would. This can also be used to catch unwary opponents off guard, appearing behind them and neutralising them before they can react. If she is not certain she can win in the one strike, however, she will Mark her opponent and then Flash Step away to put some distance between them and keep herself safe from harm.

It should be noted that, while she likes to get up close and personal, she cannot survive more than a few powerful blows, so she prefers to wait until the right moment before making her move. She is, however, still just Faunus, and prone to being overconfident, or too prideful to admit that she can't handle enemies that are above her, and will attempt to take them on regardless. 

WEAPON

Name: Shatter Song

Primary Form: In it's Primary Form, Shatter Song is a curved blade, reminiscent of a boomerang. She can either throw it, and let it sail through the air to impact her foes, or use it as a curved, bladed club.

Secondary Form: In it's Second Form, Shatter Song elongates and straightens out with two spines flicking out of either side of the blade, making it a faux-trident that she could use to, once again, throw, or impale an enemy who gets to close.

Tertiary Form: The final Form of Shatter Song is a simple handle, the entire weapon folding down to what could be confused for a remote control lacking any buttons, for easier storage. She generally keeps this up her sleeve, ready to be deployed at a moments notice.

Dust Functions: Shatter Song itself isn't compatible with Dust, but Flash Step is. When using Dust with Flash Step, Satoshi can use a third of a full Dust Crystal, or a measure of 'powdered' Dust.

Fire: When Flash Step is used with Fire Dust, her Semblance leaves a trail of Fire along her path, as well as a gout of flames emerging from around her when she comes to a stop.

Ice: Ice is much the same as Fire, leaving a chilling aura along the path that Satoshi as taken, and then firing off shards of ice upon emerging.

Earth: Earth Dust causes the ground below her, along her path, to rise after her passing, allowing her to seal off and isolate enemies from a group, allowing a coordinated strike, or a hasty retreat.

Lightning: Lightning is possibly the most commonly used Dust with Flash Step, as arcs of lightning will fire off along her path, seeking out the nearest conductive material. Generally humans with metal, or oversized puppies with giant claws.

Gravity: Gravity, despite it's potential uses, is not used by Satoshi all that often, as it doubles the 'length' of her path, making even shorter trips much more strenuous. It's effect, however, is certainly undeniable. All along her path, Satoshi creates a "null zone", where everything is pushed ahead of her. This creates a Vacuum trail, which seeks to refill itself, with air rushing in, pulling everything near by in the process. Moreover, the matter that she has pushed in front of her, at the end of her path, fires off in the direction she was headed, acting like a 5"4 Concussion Cannon. However, given her weak form, this burst is just as likely to knock her down as it is the enemy, making it quite the double edged sword.

History: Shatter Song came about after several failed attempts at making a suitable weapon that both acted as a 'visual aid' by creating a whistling sound as it sailed through the air, and as a practical weapon. After some time, she managed to strike  delicate balance between the two. With the weapon now able to sail through the air, return to her if uninterrupted and create a low whistle that bounces off objects to aid her visuals of the surrounding area.

21
Approved Characters / Re: Imber Mordred
« on: December 05, 2017, 11:21:26 PM »
And all changes done. A sentence at the end of the first paragraph of each section has been added to address both points.

22
Approved Characters / Re: Imber Mordred
« on: December 05, 2017, 12:39:45 AM »
Okay. Done.

For a list of changes, see above.

Aura Ball's/Grenades Dust effects have been changed.
Grenade Launcher "Noob Tube" has been added.
Relationships section moved to be with the rest of the 'personal' stuff, instead of 'combat stuff'. (I'm sure there's more technical terms, but I'm actually starting to feel tired. Fuckin sue me.)

23
Approved Characters / Re: Imber Mordred
« on: December 04, 2017, 04:00:46 PM »
  • Ignored 3edgy5me remarks
  • Added relationships, teammates, additional background on IXRA and Imber as a person
  • Edited History
  • Cleaned up grammatical errors.
  • Added more specific weapon details
  • Stipulated weaknesses
  • Expanded definition of Semblance
  • Removed Aura Crystals

24
Approved Characters / Re: Imber Mordred
« on: December 04, 2017, 03:09:08 PM »
And done. Review pl0x.

25
WiP Characters / Re: Ember Riochu
« on: December 04, 2017, 02:46:05 AM »
I don't exactly see how these characters resemble those canon characters in any way. Sure, Ember is well endowed and a flirt. But there ends her similarities to Yang. You could relate her to Coco by that alone, too. She is a level headed tactician who prefers long ranged engagements, in contrast to Yang, who rushes in with "Punch it till it dies" as her best plan. Aqua is observant and calm, preferring to stick to his own small circle, which is the extent of his similarities to Ren. You could also say he's a male version of Blake, or Pyrrha. As for Imber, I will admit, I did base his attire around Qrow's, but (aside from losing loved ones and enjoying a stiff drink) that again is the extent of their similarities.

As per them being two dimensional, on their sheets, yes. I generally prefer to leave them that way. That, however, is purely because I much prefer to show, not tell. In a roleplay, all of those things you are asking for will be seen. If I were to put down ever nuance of a character, what would there be to explore in a Roleplay?

Not to mention, unless you wish for me to add several sections to the Template, there isn't really any place for me to add the things you're asking for without making it a cluttered mess.

26
Approved Characters / Re: Imber Mordred
« on: December 03, 2017, 10:52:51 PM »
Wow, you REALLY do hate me, don't you? I've seen you review others and this is probably the most you've ever nit picked something.

Spelling errors will be changed, thank you for pointing them out.

Trench coats are practical just about anywhere. They are warm, concealing, and have plenty of storage space. That makes them practical.

There is, actually. By considering amount of students that wouldn't have any place to go due to losing their villages (See: Ren and Nora) or other circumstances, and applying a small amount of logical reasoning, we can deduce that they would need some place to live for the weeks, or months, between classes. If we assume that those without a family to return to would b short on funds, due to their family being dead and unable to provide said funds it is unlikely that they would be able to to go anywhere. If we consider the amount of students that ran away, and thus, were cut off from their funds (See: Weiss and Jaune) we can deduce that returning home is NOT, in fact, an option, as that would defy the entire point of running away. Now, naturally, these people would be low on funds, as previously stated. Yet, they will still need to eat, drink and sleep somewhere. Given that Teachers are only Human (Or Faunus) too, it's safe to assume that they have lives also, and would not stay at Beacon all year round, taking their own holidays. This leaves one option for those with no place to go. Get a job and work for your food. The reason I said most was because there is a good chance that some people, (See Weiss) held onto some of their funds for a while, and thus, could do as they pleased, or maybe they lived with their teams. But for the most part, it would be them becoming self sufficient.

Being a hunter does, actually. Now, admittedly, attractiveness is a subjective term, however a strong physique, unblemished skin, and a healthy glow is, to the vast majority of the world, what one would consider attractive. Hunters will always be at peak condition both due to Aura (Natural healing, which replaces dead cells faster than a normal human, thus, making you look younger and healthier for longer)  and their intense physical training.

I was trying to keep it concise and didn't elaborate much on her, given the colour of her eyes doesn't really mean anything in regards to his history, but sure. I'll expand. But that's gonna mean a lot more reading to be done.

The Council and the Huntsman academies are shown to be the authority on Huntsmen. While it has never been shown that such a thing does happen, we also have not seen any instances of ambulances or fire trucks, but we don't assume they don't exist, right? In the real world, the military can, and will, bench anyone they think might be a hazard to themselves or others around them. Given that any given Hunter who has gone off the rails could wipe out a good chunk of a city before more Hunters were called in to take them down, I think it's safe to say that Oz (or whoever is in charge of Beacon) would suggest that he take 'some personal time'.

It was their teammate too. Sure, Imber was the one in a relationship with her, but the four of them had known each other since they arrived at Beacon. They lived together for four years, growing closer with each passing day, fought together for years, and then, suddenly, one of them was ripped away unexpectedly. Yes, Imber felt it the most, but that doesn't mean the rest of the team didn't feel a thing. A good canon example would be Pyrrha's death. Pyrrha kissed Jaune then got killed. Jaune was crippled. Ruby was crippled. Ren and Nora were also hurt by it. Under normal circumstances, you'd expect someone to talk to them given the amount of friends they lost that day. I mean, the whole "End of the world" scenario kinda ruins that, but you get the picture.

In character creation rules and info, you say that you will compromise. So lets compromise. The reason everyone was shitting all over my idea before was because it's "too OP" Explain to me how you think it is over powered, and I will tell you how it is not, in fact, overpowered in the slightest.

Alright, I'll move some things around, but bulking it out is going to take up a fair deal of space.

27
WiP Characters / Re: Aqua Phoenix
« on: December 03, 2017, 01:36:18 PM »
Really tiny thing: You can probably remove the 'Dust Functions' section if it, y'know, doesn't use Dust. :D

I know, but I figured I'd keep it in until I can move this guy out of WIP and into Character Creation so I can at least say there's something that needs changing. xD

28
WiP Characters / Aqua Phoenix
« on: December 03, 2017, 12:51:58 PM »
CHARACTER

Name: Aqua Phoenix

Age: 18

Species and Gender: Human Male

Occupation: Hunter-in-Training, Beacon Academy

Appearance: Aqua, a young hunter, something that is obvious to all who glance at him. Everything about him all but screams 'Hunter' from the way he walks, to the muscles on his arms, legs and chest, to his constant awareness, his cyan eyes tracking and flicking to and from any sudden movement. He, like his partner, wears rather obscenely coloured clothing, generally donning blue jeans and a cyan button-up T-shirt, which goes rather well with his florescent blue hair.

History: As a child of two hunters, Aqua grew up around Hunter families, though the thought of becoming a hunter himself was rather outlandish to the young boy. It wasn't until he heard his childhood friend, and crush's declaration that she would be the strongest huntress in the world that he ever began to consider it was possible for him to become a Hunter. After witnessing her gruelling training, and how she endured it without complaint, his mind was made. He asked his parents to train him, alongside his friend, so that they could protect each other. His parents happily obliged, and several years later, he found himself as her partner in more ways than one.

Personality: Aqua is a rather withdrawn character, preferring to keep to himself and his small circle of friends. Of course, he has no issue with interacting with others, just that is isn't something he would go out of his way to do. For this reason, most of his interactions are forced, with his partner all but pushing him at others, something which he bears good-naturedly, smiling and generally getting along with all but the most repulsive of people.

Aura and Semblance: Aqua's Aura manifests as a pale purple glow, and when his Semblance is in use, his body seems to shimmer with it. His Semblance itself is rather simple, though it has three parts to it. Activation, Marking and Trapping. The First stage is initiated simply by deploying his shield and slamming it into the ground, creating a "anchor point". The second is touching an object or person in some way, leaving a 'mark' on them. Finally, at his command, Aura chains will shoot out from the anchor point, locking onto, and wrapping around the marked target, allowing them to go as far as they have from the centre, but no further. This can be applied to great effect in many situations. It can be used to lock down an opponent, by either baiting them towards the Anchor Point, then keeping them on a tight leash, or to stop an ally from falling, or being knocked around too much. He can also use it to steady himself atop a moving object, as the Anchor Point is tied directly to whatever the shield strikes. He could, in theory, use this to surf atop a moving Bullhead, or a large enough Grimm.

Presently, he can maintain 200 feet of 'chain' spread across 4 different marks, though he can maintain up to ten marks for a period of thirty minutes before each mark has to be renewed. The chains themselves last for five minutes against willing targets. Targets that are inanimate objects (such as a Bullhead) are automatically considered willing targets.

Trying to escape from the chains is no easy feat. For all intents and purposes, they are literal chains, although they do not restrain a target in any way other than keeping them a set distance away from the Anchor Point. Aside from that, full range of movement to chained targets is available. The chains themselves cannot be struck or touched by any means, though exerting enough force through running and/or flying away can be used to 'snap' the chains. The further away someone is from the Anchor Point when they are locked down by the chains, the easier it is to escape from them.

For example, if one were exactly 200 feet away from the Anchor Point when they were trapped by it, it would be a relatively easy task to break free, with the chains being on par with real chains. However, at the Anchor Point itself, it would be nigh impossible for any but the largest and strongest Grimm to break free.

That being said, if the target is clearly unwilling, then the chains become easier to escape from the longer they bind a target.

Combat Behaviour: In combat, Aqua prefers to get up close and personal, engaging the enemy, or multiple, and keep their attention on him, relying on a strong defence while his team picks them off. He uses his weapon, The Bulwark, to bash at his foes, using the edges and front of the the massive shield to catch his foes off guard while they're still reeling from any ineffectual blows. He is especially suited to this role, thanks to his rare disease, Congenital Analgesia, a strong insensitivity to pain. Though this can be both a blessing and a curse.

While he is not adept by any means in the use of conventional weaponry, and rather lacking in hand to hand combat, he does possess a great deal of physical strength, something which is generally underestimated by most, if not all, opponents. This, combined with his Congenital Analgesia, can lead to some devastating physical blows, even without the use of his shield. The only thing holding him back from such is the high risk of self injury that he wouldn't even be aware of, as well as his lack of martial skills, leaving him woefully outmatched in terms of skill.

WEAPON

Name: The Bulwark

Primary Form: In it's primary form, The Bulwark is a heavy tower shield, one capable of covering his entire body, and another person behind him. Simple, yet effective.

Secondary Form: The secondary form of The Bulwark is a much smaller version, one that can shrink down to a more reasonable, compact size.

Dust Functions: It's a shield. It doesn't use Dust.

History: The Bulwark came into creation as his partner and himself were discussing strategies for battle. Aqua never really excelled at any fighting styles, no matter what weapons he used. A sword never felt right, an axe was too cumbersome, a mace left too much possibility for overextending, so instead, he decided to take up a more protective role, opting to instead build something that could keep himself, and his loved ones safe from harm, while still being effective enough to keep an opponents attention on him, with some assistance from his Semblance, of course.

29
WiP Characters / Ember Riochu
« on: December 03, 2017, 10:35:34 AM »
CHARACTER

Name: Ember Riochu

Age: 18

Species and Gender: Human Female

Occupation: Huntress in Training, Beacon Academy.

Appearance: Ember is a young woman in her late teens, though at a glace, one would generally assume she is older, given her rather curvaceous figure, something which she clearly makes no attempts to hide, wearing a tight, form-fitting red and black dress, one that covers her modesty, but leaves little to the imagination, covering her legs and back fully, but leaving her shoulders down completely bare. Her hair is a dark crimson, matched by her red eyes and equally as red lips, the only make-up she ever bothers to wear.

History: Ember grew up in Vale, a child raised in a Hunters Family, and as such, grew up around other Huntsmen children. Over time, the young, impressionable girl grew to idolise these great men and women, wanting to grow up to be just like them. Her parents begrudgingly allowed her to do so, giving her the training that she asked for. It was not pleasant to say the least. They were brutal, relentless, and almost abusive in the methodical routine Ember was put through. But the young girl endured it all with a smile. After a few months of training, one of her friends, another Hunters child, decided to join her, having also wanted to follow in his parents footsteps.

Over time, through both their parents training and their time at Signal, the two finally managed to get a position at Beacon and, having heard stories about past initiations from their parents, devised a way to 'cheat' to ensure they were on the same team. During her second year at Signal, Ember discovered her Semblance, which she would later use to great effect for many different things be they pranks, or more serious Huntress tasks.

Personality: Ember is somewhat a prankster, something her Semblance assists with a great deal. She is mischievous, shameless, and a massive flirt once she feels comfortable around someone, which is almost always instantly, provided her partner gets along with them also. Under stress, however, she is as serious as they come, and as focused as a laser. Stubborn and unrelenting, she always achieves her goal, no matter the cost.

Aura and Semblance: Ember's Aura manifests as a pale purple glow, while use of her semblance causes the sclera of her eyes to turn a pale purple. Her Semblance itself, however, she calls "Farseer", an apt name as it allows her to see across great distances, provided she can properly picture the place, or the person she wishes to see, in question. This does, however, come with the loss of vision from one eye for the duration.

Combat Behavior:  In combat, Ember prefers to stay a great distance away from the fight itself, taking on the role of a sniper, picking off opponents and making tactical decisions for her team.

WEAPON

Name: Far Cutter

Primary Form: In it's primary form, Far Cutter is a High Impact Sniper, capable of firing a verity of Dust and regular ammunition to great effect.

Secondary Form: With Far Cutter's secondary form, it becomes a spear, allowing her to keep her distance, even in close quarters

Dust Functions: Far Cutter can be loaded with most any type of Dust, however Ember will primarily use Fire, which ignites soft targets on impact, Gravity, which has more stopping power, and Ice Dust, which can freeze over the impact area.

History: Far Cutter was the Weapon that Ember Built in her third year, after learning how to use her Semblance. Since she can, with the use of her Semblance, see much further than any normal Human or Faunus, she makes a great Sniper, and so Far Cutter came into existence.

It was not without it's flaws, naturally. The original concept included laser guided bullets to better pull off those almost impossible shots, and the ability to Mechashift into a more rapid design, but at her partners suggestion, she relented and left Far Cutter as a simple Bolt Action Sniper Rifle.

30
Approved Characters / Imber Mordred
« on: December 03, 2017, 09:52:07 AM »
CHARACTER

Name: Imber Mordred

Age: 27

Species and Gender: Human Male

Occupation: Freelance Huntsman, Graduated from Beacon

Appearance: Standing six foot tall, Imber Mordred sets quite the imposing figure. This is only enhanced by his seemingly ever present 'resting bitch face', as some might call it. Unlike some of the younger hunters, Imber does not dress in flamboyant, over the top outfits, instead preferring simple yet more practical designs. A pair of dark grey denim trousers and a white button-up shirt, covered with a black trench coat and combat boots to complete the set make up his normal wardrobe.

His skin is flawless, pale white and marred only by the ever present five o'clock shadow that seems to haunt his features. His hair, cut short is a dark brown, almost black in most lighting, offset rather dramatically by his bright, almost neon green eyes.

History: In a world where Villages are swept aside as easily as footprints in the sand, Imber was raised to be strong, independent and hopefully, capable of defending his home. It was for that reason he chose to be a Hunter. However, the day he left on the Bullhead from his Village, Kuroyuri, his old home was wiped out. He could only watch on helplessly as the smoke rose from the ruins in the distance.

This distanced him from others for the beginning of his first year, until his team managed to get him to open up a little, to them, at least. Most of the other students assumed the reason for his lack of socialising was due to arrogance, given his prowess in Combat Classes and high grades in most other classes (With the exception of Grimm Studies, of course.) By the end of his first year, he had finally started to talk to other students further than a curtious, yet empty greeting, and simple hollow pleasantries.

During the holidays, Imber remained in Vale, no longer having a home to return to. He remained in a hotel, taking a part time job. It turned out it was easier than he expected. Being a Hunter, he was naturally in great shape, something that made being a waiter in a local Café easy. It was at a teammates suggestion that he take that particular job, too. Another attempt to break him out of his shell, no doubt.

The second year progressed, and with it, the Vytal tournament came to Vale. He had no particular interest in the tournament, but for the sake of his team, who all seemed enthused about the event, he agreed to go along with it for them. The first round was over rather quickly, with the opposing team having the misfortune to only be first years. After that, however, Imber found a strange satisfaction in rather public fight, the thrill of the victory and applause washing over him. Their team progressed to the semi-finals, before finally being taken out by another team from Beacon. After their defeat, the group of four soon became a group of eight, becoming fast friends with the team that had all but wiped the floor with them.

The third year passed quickly, almost too quickly for the now 21 year old, who found himself ending up in a relationship with his partner. Apparently not uncommon, given the constant close proximity the team would share. Their romance developed slowly over the year, the two staying together for most every activity. Given it was both of their first relationships, there was plenty of bumbling and awkward moments, made even more awkward by the other two members of their team poking fun at them.

Come the fourth year, Imber felt completely at home amongst his team, and the four made a pact on their final year to stick together, often going on missions and taking holidays together, meeting at least once a month to catch up whenever missions kept them apart.

Two years after Beacon, Imber decided to go Freelance, along with his partner, so they could spend more time together, as well as meet with the rest of their old team more often. Alas, the life of a Hunter is filled with peril. The best, the worst, and those with bad luck generally have a short life expectancy. His partner was the former of the lot, and after leaving for a mission in autumn, she never returned.

Like some Hunters that lost their partners while not in a time of crisis, Imber benched himself until he felt he was fit for duty once more. The rest of his team moved in with him during that time, sticking together and recovering together. None of them left for missions until Imber was ready to return to duty a year later.

Since then, he has been leaving on missions every other week, clearing out Grimm infestations and reclaiming vital locations, such as farms and mines that were unlucky enough to attract Grimm attention, but lucky enough to not be completely overrun. His free time was spent in bars, or on the cliffs of Beacon, looking out over the Emerald Forest fondly, reminiscing over old times, though he still has never returned to the ruins of Kuroyuri, finding it too painful to go through that loss a second time.

Personality: Much like his name might suggest, (Imber being the Latin word for a rainstorm or a rain cloud) his general demeanor is rather gloomy, tending to see the worst outcomes to any given situation. Though that pessimism, as most would attest, is one of the reasons he has yet to face a challenge he cannot overcome. That isn't to say that he never loses a fight, just that he is better prepared for whatever might come.
 
Imber could also be described as versatile, cunning, and certainly not afraid to play dirty to win. Should he find himself outnumbered or outmatched, no amount of dirt throwing or groin kicking is below him. Some would call him dishonorable, he would disagree, stating that it is called survival, and his opponent a fool for allowing him to use such tactics.
 
Outside of combat, in is every day life, he is generally seen, when not on missions, at the local watering hole, either with old friends from his time at Beacon, or enjoying the downtime alone. Either suits him fine, though he does have the occasional bout of nostalgia.

RELATIONSHIPS

Name: Robin Baker
Relation: Member of Team IXRA (Formerly), Partner of Imber (Formerly).
Occupation: Freelance Huntress (Formerly), Presumed Deceased, MIA
Additional Details: Imber and Robin first met during initiation at Beacon. He was charging headlong into a large group of Beowolves, intent on avenging the destruction of his village, despite knowing the futility of such actions, and Robin, rather than leave him to his fate, or help then run off before eye-contact could be made, decided to stick with him. The two didn't talk much for the first few days, but after several nights, and some conversations with the rest of their team, the three decided they would force him to open up, or die trying. Naturally, after some time, it worked out.

The two of them got along rather well, after his initial refusal to so much as speak to the rest of his team. Robin became the first person that Imber truly opened up to, and closest friend. She was the one to help him when he couldn't sleep, or when he dozed off in class, being a rather studious, doting woman, with an apparent soft spot for Imber.

During their Second Year, Robin and Imber progressed to the 2v2 stage of the Vytal Tournament together, the two of them fighting side-by-side with Robin as the tactician, as always, and Imber placing his full trust in her. They lost, unfortunately, but they progressed further than any really expected them to, given the strength of their opposition.

As the years passed, Robin slowly began to fall for the young man, but wasn't quite sure how to approach the subject with him. On the run-up to their Third Year Dance, Xun and Aria all but forced the young woman to tell Imber how she felt, and to her relief and surprise, Imber reciprocated. Of course, this only brought on an unending onslaught of teasing from their team, who knew all along that the two felt that way about each other.

Years after Beacon, Imber and Robin went Freelance together, deciding to buy a house on a peaceful island called Patch. Of course, this was outside the walls, but was a popular location for Huntsman families, so any Grimm that came too close quickly found itself falling victim to several territorial hunters. Unfortunately, the peace didn't last. The two loved their job, so though they didn't need the money, they left for missions regularly. One day, Robin never returned a Search and Rescue mission was launched, but the Grimm rarely leave bodies, so Robin was presumed to have died on that mission.

Name: Xun Ling
Relation: Member of Team IXRA (Formerly)
Occupation: Vale Huntsman
Additional Details: Xun Ling was, and still is, Imber's closest male friend. Hailing from the south of Vacuo, he is a rather relaxed man, one who, after Imber became more personable, came to enjoy the company of the young man. The two often sneaked out of Beacon during the weekends to visit Vale after dark. Despite his Oriental complexion, he always seemed older than he looked, so bars rarely asked for ID. Of course, the rest of the team soon caught on and demanded to know why they weren't invited also. So ended their 'Guys night out' and instead became an unofficial team activity. They were caught, eventually, though not until they were well into their second year, when they were all old enough to drink legally anyway, so the tradition continued, only being put on hold for coursework (at Robins insistence) and missions (though relaxing evening was never far behind those).

Xun was actually the first person to note that Imber and Robin had an attraction to one another, and he noted as such to Imber, who denied it, stating that while he did enjoy her company, he felt that she only acted the way she did around him because of his loss. It wasn't until Robin asked him to the dance that he started to realise what a fool he'd been. Naturally, Xun didn't miss the opportunity to say 'I told you so'.

After Beacon, Xun and Aria left on missions together, but still returned once a month to meet with Imber and Robin. After Robin's death, the two moved in with Imber, pooling their savings (of which there was no shortage, as none of them were big spenders and left for missions every other week) to recover together. Though Imber needed it more than the rest, Robin was still like a sister to Xun and Aria. When Imber declared that he was ready to return to Hunting, Xun and Aria left with him, going on missions together for the first few months to both keep an eye on him, and remind him they would always be there for him.

Name: Aria Malcash
Relation: Member of Team IXRA (Formerly)
Occupation: Vale Huntress
Additional Details: Aria was always a free spirited girl, 'going where the wind takes her', in her words. She was a bit of a joker, always trying to lighten the mood and make her friends smile. She got along well with the Imber and Xun, though Robin took a bit of work to get used to, their personalities clashing somewhat in the beginning, and even more so during their third year, just a few months before the dance. Aria suggested to Robin that she take Imber to the dance, but when she refused for a plethora of insincere reasons, Aria mentioned that she might just have to ask him herself. The dorm room did not survive the ensuing conflict, but Robin shortly apologised to an unharmed Aria and asked the young man to the dance when he returned, thinking that a bomb had gone off in their room.

Aria and Xun, over the years, became closer. Unlike Robin and Imber, they needed no intervention to push them closer, however, opting to take matters into their own hands. The two decided to stay together after Beacon, and then with Imber for over a year after Robin's death. When they finally left, they returned to missions together, but never taking on solo missions, determined to not lose each other. While they would have stayed and left on missions with Imber, he told them he'd rather stay Freelance, though the three still meet regularly.
 
Aura and Semblance: Imber is highly proficient at manipulating his Aura, which takes a pale gold colouration, through the use of his Semblance, capable of moulding it to his will. This is not without it's downsides, however, with the act of constructing a weapon taking large amounts of concentration, and coming with the obvious downside of him literally using his Aura to create his weaponry. For all intents and purposes, these weapons behave exactly the same as their physical counterparts.

While Imber is capable of creating any weapon he can picture, there are several that he favours. Each one takes a certain amount of time and Aura to construct. Many variables can influence this, such as how familiar he is with the weapon, how complex the weapon is, and how practised he is at creating said weapon.

Imber is also capable of creating other constructs, such as a key. However, in order to create a working key, he must know the exact specifications, and be familiar enough with it. Alternatively, he could have a picture handy to create one that would actually work. The creation of other objects, such as a watch, while technically possible, would be far too complex due to the many tiny moving parts. Large constructs, such as a wall, are also technically possible, but would drain too much Aura to be seriously considered, except for under the most dire of circumstances.

With the sole exception of his Aura Grenades, Imber must maintain a physical connection to his constructs, lest they vanish and take the spent Aura with them. He can also will away the constructs as he wishes. If he is rendered unconscious or is otherwise unable to consciously activate and maintain his Semblance, he cannot create or maintain any constructs.

For examples of miscellaneous items Imber can create, a brief table will be provided. All costs and time assume he is very familiar with the object in question. Unfamiliar items will take longer to create.

Size: Small (E.g. A key)
Time: 0.5 seconds.
Aura Cost: 0.5%

Size: Medium (E.g. A Table)
Time: 5 seconds.
Aura Cost: 5%

Size: Large (E.g. A 6 by 12 wall)
Time: 15 seconds.
Aura Cost: 20%


AURIC WEAPONRY

Weapon: Bastard Sword
Weapon Details: A Bastard Sword, also known as a Hand and a Half Sword, is, as the name suggests, the bastard child of a Longsword and a Greatsword. Heavier than a Longsword, but still able to be swung to decent effect while wielding a shield or some other off-hand weapon. It has a reach of three foot and ten inches, making it half a foot longer than most any given Longsword.
Time To Construct: 2 seconds.
Aura Percentage: 3%

Weapon: Heater Shield
Weapon Details: It's a shield. A solid barrier worn on the offhand to deflect or block attacks. It can also be introduced to a face to annoy the person trying to kill you. Smaller than a Kite shield, but with similar shape.
Time To Construct: 1 second.
Aura Percentage: 1%

Weapon: Aura Grenade
Weapon Details A refinement on his original Auric weapon, and one that is much more potent. A simple, unassuming oblong ball, one that, when introduced to Dust Crystals, takes on their colouration and Dust Effect. These are the sole exception to the rule that he must be holding onto a construct to keep it around.
Time To Construct: 2 seconds per Grenade
Aura Percentage: 1%

Weapon: Tantó
Weapon Details: A Tantó is a short, double edged straight blade, made primarily for stabbing, though the edge can also be used for slashing. It is only 12 inches long, making it ideal for use once having broken through an enemies guard.
Time To Construct: 0.5 seconds
Aura Percentage: 1%

Weapon: Tachi
Weapon Details: A Tachi, generally used in conjunction with the Tantó, is a flat, curved single edged blade, suited for sweeping slashes. The blade itself has a 2.5 foot reach, making it ideal for close range encounters, being quickly able to dispatch unarmoured enemies while staying outside the range of most other melee weapons.
Time To Construct: 3 seconds.
Aura Percentage: 2%

Weapon: Kusarigama
Weapon Details: The Kusarigama is a long-range melee weapon, in effect it is a sickle attached to a 3.6 meter long chain. This makes it ideal for restraining, disarming, or just engaging an opponent from longer distances. It can also be wielded as dual sickles once the engagement has come to close quarters.
Time To Construct: 5 seconds
Aura Percentage: 5%


Combat Behaviour:  In combat, Imber relies on his Aura, using Aura Manipulation to create a verity of weaponry to fight with. Though he generally uses an Auric Bastard Sword (Or a Hand and a Half Sword) he is capable of creating almost any simple (non-Mechashift) weaponry. He is also capable of creating Aura Grenades for more wide spread field control, however given their construction time and cost, they are generally ineffective under most circumstances. In a battle, Imber prefers to wrest any semblance of control over the flow of the battle away from his foe, keeping them on the back-foot both metaphorically and literally.

Naturally, with such a versatile and powerful Semblance, there are several considerable downsides to consider. Primarily, to create any Auric Construct (the very tools he fights with) he must use his own Aura reserves, essentially weakening himself to fight. This is as well as tiring him out, as any Semblance use would. Secondly, the Constructs all take time to create, and they must be created on the fly, as they can, and will, vanish upon leaving his possession. Moreover, while is capable of creating most any weapon, that does not mean he is an expert in their use.

His Bastard Sword, however, being his go-to weapon, is one that he has long since mastered. It was the first proper weapon he constructed and as such, has always been a favourite for both it's simplicity and power, with both it's reach and weight.

His Tantó and Tachi would be close seconds. He cannot use them to the same effectiveness as his Bastard Sword, but in the right situation, these two weapons have saved his hide where his Bastard Sword could not.

The Kusarigama, being a relatively unfamiliar and complex weapon to learn, let alone master, is a highly situational weapon. He would not consider it worthwhile to use seriously, however in a pinch, or when he feels he can, he may use these unique weapons. Provided of course, he is certain he won't shoot himself in the foot.

WEAPONS

Name: Noob Tube

Description: Bearing all the appearance of a traditional M79, the Noob Tube is a single fire, hand load Grenade Launcher, capable of firing Aura Grenades to a maximum range of 200 meters, at 50 metres per second. With it, he can fire six shots a minute, should he so chose. When not in use, he will generally have it holstered in the small of his back, allowing him to grip the handle and pull it free to load and fire the first grenade as quickly as possible.

History: The Noob Tube has no great or spectacular history. He bought it from an Arms Dealer during his third year at Beacon, after deciding that he needed a more reliable and effective way to deliver his Grenades. For a bargain, the out of date weapon was his. Though he went through several of them trying to get the Grenades just right. Too much Aura and they didn't fit in the barrel and exploded prematurely, leaving him with nasty burns and a concussion. Too little, and the same thing happened, only with less flames.

Of course, after finally managing to get it to work properly, he then had to figure out other variables, such as how far it could fire a grenade, how fast it would reach it's target, and how accurate it would be. It turned out that the accuracy wasn't so much of an issue. With the help of his team, he managed to find plenty of soft targets to practice on in the Emerald forest (though the teachers insisted he take his weapons training to the outskirts, away from beacon after several craters 'mysteriously appeared' between his trips to Beacon's Infirmary) and quickly got the hang of the weapon. That's not to say there wasn't the occasional misfire while he was still getting used to it. By the end of the Fourth Year, he was proud to consider the Noob Tube an addition to his repertoire.


Dust Functions: Like most Caster Semblance users, Imber is capable of infusing his Semblance with Dust, resulting in a great verity of weaponry, despite his lack of actual weapons. Naturally, infusing his Semblance with Dust, as with most Dust Casters, will change the colouration of the weapon he uses it with, with the notable exception of Wind Dust, which renders the weapons invisible.

While he could use almost any form of Dust with his Auric Weaponry, many would be impractical. For example, Fire Dust with a Sword would quickly turn on him, scorching his own hands while doing little other than singe his opponents eyebrows. For this reason, such Dust would be used exclusively with his hand-cannon like Aura Balls.

Fire: When used with his Aura Blade, Fire is released with each strike, immersing his opponent in flames. When used with the Aura Grenades, it acts more like an Incendiary Grenade, spewing flames and igniting and flammable surface nearby.

Ice: With the use of this Dust, his Aura Blade takes on a frozen chill, capable of transferring the ice on every strike, temporarily encasing the enemy in ice and slowing them considerably. The same can be used for Aura Grenades, generating a large Frost Zone, freezing over the local area and anyone unfortunate to be caught within.

Air: When used with Aura Blades, the blade becomes invisible to the naked eye, and can be swung at much greater speeds that before. In addition to this, gusts of wind are released with each slash of his blade. Aside from a sudden gust of wind, there is no real effect to Air Dust with the Aura Grenade.

Earth: There is little use for a stone sword, however, when used with his Aura Grenades, it acts much like a real grenade would, throwing out flecks of shrapnel.

Lightning: A rather interesting use when used with both Blade and Ball. With the Blade, the use of Lightning Dust causes static transfer, shocking the opponent through direct contact, or through other conductive material, such as the metal of their weapon. When used with an Aura Grenade, the result is similar, but to a much greater, if not more brief effect. It would cause a localised thunderstorm, shooting out arcs of lightning for several seconds before dissipating.

Gravity: Gravity Dust. Pretty useless with a Blade, but extremely effective with his Grenade. Upon throwing (or firing) a Gravity Grenade, the Crystal inside would activate, slowing drawing in anything nearby that isn't nailed down. After impact, or at Imber's will, this effect would increase tenfold, not capable of pulling in anything of significant size, but more than capable of toppling weak trees, lifting rocks and anyone under 100Lbs.

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