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Topics - GingerAvalanche

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1
Introductions, birthdays, and departures. / Finally gonna make one of these
« on: September 13, 2018, 03:48:30 PM »
Hey there, I’m GingerAvalanche, because I’m a ginger and things have a tendency to fall on me.

You may know me from such characters as Lilla Bleidd and Dominique Pentaghast, nicknamed Alice, but you probably don’t because Lilla only appeared in 2 threads and Alice in 0.

I was around about a year ago and then disappeared 7 months ago, and now I’m back from outer space. I’m also havig trouble finding a link to the discord, so if I could get one of those so y’all can make fun of me for being unable to find a link, I’d appreciate it.

2
Teams / Beacon First Year [4/4]
« on: September 12, 2018, 12:48:21 AM »
Lilla and Akel will be replacing two members of MARS, which makes the new team...

Team RBLS - Rebels (Color: Red A00000)
Leader: Reginald Royale
Member: Akeldama Blood-Heart
Member: Lilla Bleidd
Member: Shiroe Pendragon

EDIT: This is what happens when you let the noob do the thing. It gets put in the wrong place. (There's an inappropriate joke in there somewhere)

3
Approved Characters / Dominique 'Alice' Pentaghast
« on: December 23, 2017, 05:42:42 PM »
CHARACTER

Name: Dominique Aliciara Pentaghast (color: #36410D)
Nickname: Alice

Age: 21, born 7 Huā 59AC

Species and Gender: Human Female

Themes:
Main: Nothing More - I'll Be OK
Battle: Shinedown - Her Name is Alice

Symbol:


Occupation: Huntress-in-training, Haven Academy, Year 3

Appearance: Alice stands at a slightly-above-average 5'6" (1.68m) and weighs an equally-slightly-above-average 133lbs (60kg), with skin on the tanner side of the Mistralite spectrum due to the amount of time she spends outside tending to her plants. Fiery red hair cascades down her back to her waist, in stark contrast to the rest of her appearance. Her high-pitched voice lilts and flows like music whenever she's cheerful, but becomes quiet and often cracks on those rare moments when she's sad. She's embarrassed of her voice cracking, and hearing it will often cause her to force herself back into a good mood to avoid it happening again. She takes her time walking from place to place, taking in her surroundings, always lost in thought.

Her wardrobe was crafted with a single purpose: to feel the warm sun and cool breeze on her skin as often as possible, while still remaining decent. She often wears skirts that go to her shins (the hems of which are almost universally stained with dirt), short shirts with bare midriffs and no sleeves, and she will often wear a wide-brimmed straw hat when tending to her garden.

Her battle outfit was designed to allow her the greatest freedom of movement, while still restricting her "assets" from overbalancing her during acrobatic moves. She wears a tight top with a loose hood that covers her upper torso and upper arms completely but leaves her waist and elbows/forearms free to bend as necessary, and tight shorts that end just above the knee. Both pieces of clothing are dark green, almost black, a vague attempt to camouflage within her natural environment. She also wears her hair in a loose bun, so that the hood is able to conceal it easily.



History: Alice grew up in a loving household in Mistral, daughter to a weapon shop owner/ex-Huntsman father from Vacuo and stay at home mother from Vale. Her parents had met one day during an escort mission her father had undertaken, to escort a traveling trader from Vacuo to Vale through all the villages along the way. On the outskirts of Vale, he had heard Alice's mother shouting as she fled from a Grimm, and had rescued her.

As a child, Alice loved her father's shop, and spent so often tending the small planters in front of it. With how well the plants thrived, the shop often received more visitors who were simply content to meet the amiable shop owner and his cute young daughter. Thus it was no surprise when her Semblance manifested itself, in her pre-teen years.

Or, at least, it was no surprise to most... however, it was certainly a surprise to young Alice. Having grown up on tales of her father's fire Semblance and the great battles he had won, her Semblance was a bit... disappointing. She has never argued that she dislikes her Semblance, but, to her, it is a reminder that as much as she has been given, and as much as she has worked for, there are some things she will never - can never - achieve.

Sanctum Academy: ShowHide
She attended Sanctum Academy from age 14, and her teachers universally praised her work ethic, and she quickly carved out a perch at the top of her sparring class. She never told anyone that her obsessive training was in an effort to strengthen her Aura enough, and control her Semblance enough, to be able to use it in battle. She has only attained limited success. She also attracted many admirers during her time at Signal, one of whom also caught her eye: Sentius Tarascon. For three years, Alice and Sentius (or "Dom" and "Sin" as they called each other) were inseparable. She was the perfect girl, he was the perfect guy, it was a perfect match.

Having almost given up on becoming a Huntress due to her self-proclaimed "useless-in-battle" semblance, Sin narrowly convinced Alice to follow him to Haven, where they became part of Team DUST. DUST were the best of friends, and, though not the strongest, they were probably the most popular all throughout their first year... until their first field mission. Alice and Sin were both convinced that the best way to train as a team was to push themselves as hard as possible, and take the hardest mission. After much cajoling, they finally managed to convince a professor to vouch for them and allow them to go on a mission whose difficulty rating put it in the higher tiers of what was allowed for second years.

The mission involved tracking and defeating a large Nevermore that had been intermittently blocking trade between Vale and Vacuo for weeks - not enough to warrant a full investigation, but enough that it made its way to the Beacon mission board. The mission should have been simple, if difficult, for a Huntsman and 4 in training. However, the Nevermore turned out to be enormous, much more so that reports had indicated. Not only that, a pack of Beowulves had moved into the area as well, and ambushed the trainees during the fight with the Nevermore.

One of the team was felled by their claws while they were distracted by the gigantic Grimm.

While the Huntsman fended off the Nevermore, the remaining trainees took the pack to task, defeating them one by one. When only three remained, two attacking Sin and one attacking the remaining team member, Alice rushed to Sin's aid. As they slew one of the two easily, Alice heard the cry of their last team member and knew she had chosen wrong.

Leaving Sin to defeat his remaining Beowulf himself, she dashed to attack the other before it could finish off her teammate - but she didn't dare power her rush with too much Aura, as the Nevermore still had to be dealt with. She arrived and pierced the Grimm's heart from behind... but as it faded away, she knew she had chosen wrong again: the Beowulf had already struck the final blow.

Behind her, Sin had finished off the last of the pack, and had moved to engage the Nevermore with the Huntsman. Shaking her grief away, she tightened her grip on Chain of Command and moved to support Sin, but his Aura, depleted from the fight against the Beowulves, could not save him from the Nevermore's beak.

In her despair, the last of her team, she let out a shriek and fell to her knees... and in her rage, reached out with her Semblance and forced a lash of vines to grip the Nevermore's wings and feet, holding it long enough for the Huntsman to kill it.

In the time since then, Alice has gained a new team, and - mostly - put the incident behind her. She still has trouble relying on others, instead taking all of the responsibility upon herself. Two years later, her saga continues: she is never one to let her circumstances dictate her limits, determined to take in as much of the world as possible, and push herself as far as possible - even if it means emotionally pushing herself away from others.

Personality: Alice is always bubbly, always happy. For her, there is no situation that can't be solved by hard work and a good attitude. That outlook has always gotten her excellent marks in her classes and has put her near the top of her class for combat. She doesn't like to fail, and is pre-eminently aware of the fact that the only person she can control is herself, so any time she loses, for example in a training bout, she simply accepts the defeat and trains twice as hard until she can return to win. She also refuses to trust others with responsibilities she deems important, instead taking all of the work upon herself.

She often cares very little for any specific viewpoint or opinion, sometimes changing her own on a whim and never bothering to force them on others. Her general "plan" for social interaction, if you can call it a plan, is simply acting as water, flowing where she will and maneuvering around anything that she doesn't necessarily agree with. Between her generally cheerful, outgoing nature, her almost complete lack of conflict with others, her physical attractiveness, and her Semblance, she is quite popular, though is often considered flighty and airheaded.

Due to her lack of regard for most things, she has never felt like she's connected with others very well. She understands that it's something she does to herself, but her strong conviction that simply not caring about most things that others feel strongly about is the best way to live means that she likely won't change anytime soon. Further, there are some who greatly resent the presence of someone who is able to glide through life so apparently easily, and she has occasionally been on the receiving end of nasty rumors and smear attempts. Not truly caring about her reputation with others, knowing that her own opinion of herself is all that really matters, she has always ignored the rumors, and the situations tend to solve themselves.

Aura and Semblance:
Aura: Alice's Aura takes its color from her first, often unused, name. It is a deep, foresty green, the color of plants in shade. Due to the harsh training regimen she puts herself through, she has gained an excellent control over the more standard uses of her Aura, such as Strength, Shield, and Regeneration. Her control over her Semblance in combat is still lacking, however, and though impressive, almost any combat use of it will drain her aura completely.
Semblance: Maiden of Spring
Taking its name from a fairy tale about four maidens capable of magic, Alice's Semblance is, in fact, far less impressive. Using her Semblance, Alice is able to transfer energy to flora by way of touch. As Aura is a primarily human/Faunus property, the amount of energy required is generally negligible. In light of this, Alice often uses it without caution or care, causing flowers and other small, pretty plants to grow wherever she walks (though not when walking on stone, concrete, metal, or other similar lifeless materials). The larger the plant, the more Aura and time it requires: if Alice were to grow a large 20' tree, for example, it would require a modest chunk of her Aura (20%) and roughly 1 minute.
In times of dire need, Alice may call upon her Semblance to grow or control nearby plant matter instantaneously, for example to entangle enemies in bushes or vines, or to produce a tree as a barrier. This is essentially the same as using the Semblance in a more leisurely manner, except the reduced time and increased control vastly increases the Aura cost, often draining her Aura in a single use.

Combat Behavior: With Chain of Command and a Semblance that can only be used in the most dire of circumstances, Alice has very little defensive capability. Instead, she often presses the attack, not allowing opponents even a moment's rest, utilizing both the primary and secondary forms of her weapon to hem one or multiple enemies in and give her allies breathing room. Chain of Command's quick form change time allows Alice to switch between forms often, even mid-attack, which can keep even the most prepared opponent on their toes. In group combat situations, the secondary form excels, often allowing Alice to attack multiple foes at once without necessitating precise situational awareness - just swing in a direction you know an opponent is, and the blade will keep them on their back foot.

WEAPON

Name: Chain of Command

Primary Form: A simple broad-bladed glaive, sectioned off every foot along the handle. The staff is 7' long with a 1.5' blade at the end, for a total height of 8.5'.

Secondary Form: The handle sections collapse upon each other to the end opposite the blade, revealing a chain that attaches the handle to the blade, allowing it to be swung as a sort of flail. When stored in the handle, the chain is compacted, but when freed it may extend to a further length, which allows the flail-blade to have a total reach of 12 feet.

Dust Functions: The very end of the handle has a cover which can be removed, and a Dust cartridge can be inserted. The chain links carry the Dust up to the blade, which provides different effects based upon the type of Dust in the cartridge. The chain links glow a color depending on the Dust type, but this is a cosmetic effect: the chain does not benefit from any additional effects. Each Dust cartridge lasts for 4 impacts before it is drained, though a button on the handle can force the remaining Dust all into the next strike, multiplying the effect by the amount of Dust remaining and draining the cartridge completely.
Fire: Coats the blade in fire, causing fire damage and possibly setting the target aflame.
Ice: Coats the blade in ice, causing strikes to generate blocks of ice at the targeted point. Ice block size is proportional to the force with which the blade strikes. If the target point is the environment, the maximum size of ice block is 5' in height (though this requires great force). If the target point is an opponent, the point is encased in a block of ice that extends 2 inches from the impact point. Ice blocks have weight, and may freeze two objects together if they are touching when the ice forms.
Lightning: Zaps target with electricity. Small bodies of water can pass the electricity to things within it, but in larger bodies the electricity will dissipate harmlessly.
Steam: Large cloud (5' radius) of steam at impact point. Blocks vision.
Water: Large pool (5' radius) of water at impact point. Can conduct electricity, is moderately slippery.
Gravity: Targets struck are held fast to the ground for up to 3 seconds, depending on the force of the blow. If the environment is struck, the affect instead implies at half duration to all combatants within 3' of the impact point.
Earth: Heavy impact with localized shockwaves within 10'. May knock down opponents who are not balanced.
Air: Creates a high-force wind along the trajectory of the attack. Forces the opponent to brace or be blown away.

History: Chain of Command belonged to Alice's father long before she was born. Until Alice went away to Signal Academy, it hung above the Pentaghast fireplace, on a plaque that read "Chain of Command - the chain I beat you with until you realize I'm in command," which was a favorite joke of her father's.

4
WiP Characters / Dominique Pentaghast
« on: December 08, 2017, 07:33:20 PM »
CHARACTER

Name: Dominique Aliciara Pentaghast (color: #36410D)
Nickname: Alice

Age: 21, born 7 Huā 59AC

Species and Gender: Human Female

Themes:
Main: Nothing More - I'll Be OK
Battle: Shinedown - Her Name is Alice

Symbol:


Occupation: Huntress-in-training, Beacon Academy, Year 3

Appearance: Alice stands at a slightly-above-average 5'6" (1.68m) and weighs an equally-slightly-above-average 133lbs (60kg), with slightly more tan skin than the average Valer due to the amount of time she spends outside tending to her plants. Fiery red hair cascades down her back to her waist, in stark contrast to the rest of her appearance. Her high-pitched voice lilts and flows like music whenever she's cheerful, but becomes quiet and often cracks on those rare moments when she's sad. She's embarrassed of her voice cracking, and hearing it will often cause her to force herself back into a good mood to avoid it happening again. She takes her time walking from place to place, taking in her surroundings, always lost in thought.

Her wardrobe was crafted with a single purpose: to feel the warm sun and cool breeze on her skin as often as possible, while still remaining decent. She often wears skirts that go to her shins (the hems of which are almost universally stained with dirt), short shirts with bare midriffs and no sleeves, and she will often wear a wide-brimmed straw hat when tending to her garden.

Her battle outfit was designed to allow her the greatest freedom of movement, while still restricting her "assets" from overbalancing her during acrobatic moves. She wears a tight top with a loose hood that covers her upper torso and upper arms completely but leaves her waist and elbows/forearms free to bend as necessary, and tight shorts that end just above the knee. Both pieces of clothing are dark green, almost black, a vague attempt to camouflage within her natural environment. She also wears her hair in a loose bun, so that the hood is able to conceal it easily.



History: Alice grew up in a loving household in Vale, daughter to a weapon shop owner/ex-Huntsman father from Vacuo and stay at home mother from Vale. Her parents had met one day during an escort mission her father had undertaken, to escort a traveling trader from Vacuo to Vale through all the villages along the way. On the outskirts of Vale, he had heard Alice's mother shouting as she fled from a Grimm, and had rescued her.

As a child, Alice loved her father's shop, and spent so often tending the small planters in front of it. With how well the plants thrived, the shop often received more visitors who were simply content to meet the amiable shop owner and his cute young daughter. Thus it was no surprise when her Semblance manifested itself, in her pre-teen years.

Or, at least, it was no surprise to most... however, it was certainly a surprise to young Alice. Having grown up on tales of her father's fire Semblance and the great battles he had won, her Semblance was a bit... disappointing. She has never argued that she dislikes her Semblance, but, to her, it is a reminder that as much as she has been given, and as much as she has worked for, there are some things she will never - can never - achieve.

Signal Academy: ShowHide
She attended Signal Academy from age 14, and her teachers universally praised her work ethic, and she quickly carved out a perch at the top of her sparring class. She never told anyone that her obsessive training was in an effort to strengthen her Aura enough, and control her Semblance enough, to be able to use it in battle. She has only attained limited success. She also attracted many admirers during her time at Signal, one of whom also caught her eye: Sentius Tarascon. For three years, Alice and Sentius (or "Dom" and "Sin" as they called each other) were inseparable. She was the perfect girl, he was the perfect guy, it was a perfect match.

Having almost given up on becoming a Huntress due to her self-proclaimed "useless-in-battle" semblance, Sin narrowly convinced Alice to follow him to Beacon, where they became part of Team DUST. DUST were the best of friends, and, though not the strongest, they were probably the most popular all throughout their first year... until their first field mission. Alice and Sin were both convinced that the best way to train as a team was to push themselves as hard as possible, and take the hardest mission. After much cajoling, they finally managed to convince a professor to vouch for them and allow them to go on a mission whose difficulty rating put it in the higher tiers of what was allowed for second years.

The mission involved tracking and defeating a large Nevermore that had been intermittently blocking trade between Vale and Vacuo for weeks - not enough to warrant a full investigation, but enough that it made its way to the Beacon mission board. The mission should have been simple, if difficult, for a Huntsman and 4 in training. However, the Nevermore turned out to be enormous, much more so that reports had indicated. Not only that, a pack of Beowulves had moved into the area as well, and ambushed the trainees during the fight with the Nevermore.

One of the team was felled by their claws while they were distracted by the gigantic Grimm.

While the Huntsman fended off the Nevermore, the remaining trainees took the pack to task, defeating them one by one. When only three remained, two attacking Sin and one attacking the remaining team member, Alice rushed to Sin's aid. As they slew one of the two easily, Alice heard the cry of their last team member and knew she had chosen wrong.

Leaving Sin to defeat his remaining Beowulf himself, she dashed to attack the other before it could finish off her teammate - but she didn't dare power her rush with too much Aura, as the Nevermore still had to be dealt with. She arrived and pierced the Grimm's heart from behind... but as it faded away, she knew she had chosen wrong again: the Beowulf had already struck the final blow.

Behind her, Sin had finished off the last of the pack, and had moved to engage the Nevermore with the Huntsman. Shaking her grief away, she tightened her grip on Chain of Command and moved to support Sin, but his Aura, depleted from the fight against the Beowulves, could not save him from the Nevermore's beak.

In her despair, the last of her team, she let out a shriek and fell to her knees... and in her rage, reached out with her Semblance and forced a lash of vines to grip the Nevermore's wings and feet, holding it long enough for the Huntsman to kill it.

In the time since then, Alice has gained a new team, and - mostly - put the incident behind her. She still has trouble relying on others, instead taking all of the responsibility upon herself. Two years later, her saga continues: she is never one to let her circumstances dictate her limits, determined to take in as much of the world as possible, and push herself as far as possible - even if it means emotionally pushing herself away from others.

Personality: Alice is always bubbly, always happy. For her, there is no situation that can't be solved by hard work and a good attitude. That outlook has always gotten her excellent marks in her classes and has put her near the top of her class for combat. She doesn't like to fail, and is pre-eminently aware of the fact that the only person she can control is herself, so any time she loses, for example in a training bout, she simply accepts the defeat and trains twice as hard until she can return to win. She also refuses to trust others with responsibilities she deems important, instead taking all of the work upon herself.

She often cares very little for any specific viewpoint or opinion, sometimes changing her own on a whim and never bothering to force them on others. Her general "plan" for social interaction, if you can call it a plan, is simply acting as water, flowing where she will and maneuvering around anything that she doesn't necessarily agree with. Between her generally cheerful, outgoing nature, her almost complete lack of conflict with others, her physical attractiveness, and her Semblance, she is quite popular, though is often considered flighty and airheaded.

Due to her lack of regard for most things, she has never felt like she's connected with others very well. She understands that it's something she does to herself, but her strong conviction that simply not caring about most things that others feel strongly about is the best way to live means that she likely won't change anytime soon. Further, there are some who greatly resent the presence of someone who is able to glide through life so apparently easily, and she has occasionally been on the receiving end of nasty rumors and smear attempts. Not truly caring about her reputation with others, knowing that her own opinion of herself is all that really matters, she has always ignored the rumors, and the situations tend to solve themselves.

Aura and Semblance:
Aura: Alice's Aura takes its color from her first, often unused, name. It is a deep, foresty green, the color of plants in shade. Due to the harsh training regimen she puts herself through, she has gained an excellent control over the more standard uses of her Aura, such as Strength, Shield, and Regeneration. Her control over her Semblance in combat is still lacking, however, and though impressive, almost any combat use of it will drain her aura completely.
Semblance: Maiden of Spring
Taking its name from a fairy tale about four maidens capable of magic, Alice's Semblance is, in fact, far less impressive. Using her Semblance, Alice is able to transfer energy to flora by way of touch. As Aura is a primarily human/Faunus property, the amount of energy required is generally negligible. In light of this, Alice often uses it without caution or care, causing flowers and other small, pretty plants to grow wherever she walks (though not when walking on stone, concrete, metal, or other similar lifeless materials). The larger the plant, the more Aura and time it requires: if Alice were to grow a large 20' tree, for example, it would require a modest chunk of her Aura (20%) and roughly 1 minute.
In times of dire need, Alice may call upon her Semblance to grow or control nearby plant matter instantaneously, for example to entangle enemies in bushes or vines, or to produce a tree as a barrier. This is essentially the same as using the Semblance in a more leisurely manner, except the reduced time and increased control vastly increases the Aura cost, often draining her Aura in a single use.

Combat Behavior: With Chain of Command and a Semblance that can only be used in the most dire of circumstances, Alice has very little defensive capability. Instead, she often presses the attack, not allowing opponents even a moment's rest, utilizing both the primary and secondary forms of her weapon to hem one or multiple enemies in and give her allies breathing room. Chain of Command's quick form change time allows Alice to switch between forms often, even mid-attack, which can keep even the most prepared opponent on their toes. In group combat situations, the secondary form excels, often allowing Alice to attack multiple foes at once without necessitating precise situational awareness - just swing in a direction you know an opponent is, and the blade will keep them on their back foot.

WEAPON

Name: Chain of Command

Primary Form: A simple broad-bladed glaive, sectioned off every foot along the handle. The staff is 7' long with a 1.5' blade at the end, for a total height of 8.5'.

Secondary Form: The handle sections collapse upon each other to the end opposite the blade, revealing a chain that attaches the handle to the blade, allowing it to be swung as a sort of flail. When stored in the handle, the chain is compacted, but when freed it may extend to a further length, which allows the flail-blade to have a total reach of 12 feet.

Dust Functions: The very end of the handle has a cover which can be removed, and a Dust cartridge can be inserted. The chain links carry the Dust up to the blade, which provides different effects based upon the type of Dust in the cartridge. The chain links glow a color depending on the Dust type, but this is a cosmetic effect: the chain does not benefit from any additional effects. Each Dust cartridge lasts for 4 impacts before it is drained, though a button on the handle can force the remaining Dust all into the next strike, multiplying the effect by the amount of Dust remaining and draining the cartridge completely.
Fire: Coats the blade in fire, causing fire damage and possibly setting the target aflame.
Ice: Coats the blade in ice, causing strikes to generate blocks of ice at the targeted point. Ice block size is proportional to the force with which the blade strikes. If the target point is the environment, the maximum size of ice block is 5' in height (though this requires great force). If the target point is an opponent, the point is encased in a block of ice that extends 2 inches from the impact point. Ice blocks have weight, and may freeze two objects together if they are touching when the ice forms.
Lightning: Zaps target with electricity. Small bodies of water can pass the electricity to things within it, but in larger bodies the electricity will dissipate harmlessly.
Steam: Large cloud (5' radius) of steam at impact point. Blocks vision.
Water: Large pool (5' radius) of water at impact point. Can conduct electricity, is moderately slippery.
Gravity: Targets struck are held fast to the ground for up to 3 seconds, depending on the force of the blow. If the environment is struck, the affect instead implies at half duration to all combatants within 3' of the impact point.
Earth: Heavy impact with localized shockwaves within 10'. May knock down opponents who are not balanced.
Air: Creates a high-force wind along the trajectory of the attack. Forces the opponent to brace or be blown away.

History: Chain of Command belonged to Alice's father long before she was born. Until Alice went away to Signal Academy, it hung above the Pentaghast fireplace, on a plaque that read "Chain of Command - the chain I beat you with until you realize I'm in command," which was a favorite joke of her father's.

5
Approved Characters / Lilla Bleidd
« on: December 04, 2017, 02:23:26 PM »
CHARACTER

Name: Lilla Bleidd (pronounced lihl'LAH BLAI'de, color: #7E2EB1) Nicknames: Lil, Lil Wolfie

Age: 18, born 19 Machlud 62AC

Species and Gender: Human Female

Themes:
Main: Trivium - The Heart From Your Hate
Battle: Kamelot - Veil of Elysium

Symbol:


Occupation: Huntress-in-training, Beacon Academy, Year 1

Appearance: Tall for her age, Lilla stands at 5'9" (~1.75m) but is remarkably skinny, some would say dangerously so - 100lb/45kg. She often feels very awkward in her own body, and is less coordinated than most. Has blonde hair, cut short, except for one lock that falls on the right side of her face down to her shoulder, which is (poorly) dyed red. Her eyes are green, though her Semblance may occasionally turn them grey (not silver), and she almost constantly wears a scowl, prompting many to believe that she is always angry. Her skin is a pale white, whiter than most inhabitants of Vale due to her tendency to stay indoors much of the time. Casual clothes consist of a white T-shirt with Pumpkin Pete the rabbit on it, black pants, and a black sweater jacket with abstract purple patterns covering it. She felt out of place wearing her Signal uniform, and would only wear it whenever absolutely necessary, often carrying her casual clothes in her bag and changing in a bathroom.

Once upon a time she tried wearing armor during battle, but given her height (i.e. the amount of space the armor had to protect and, therefore, its weight) and her lack of muscle, the armor ended up tiring her out too much. Much to her professors' chagrin, she decided not to train her Aura's Strength ability and instead just goes into battle wearing whatever she feels like wearing.



History: Lilla grew up in the heart of Vale, but never really felt part of it. Her mother grew up on the outskirts of Mistral, but eventually moved to Vale, where she met Lilla's father and settled down. Lilla has only ever known one house, one home, since she was born. Her parents were always exceedingly careful to protect her from anything they deemed dangerous, even going so far as to cross the street if a Faunus was walking on their side of the road, for example.

As a child, her favorite memories were of family trips by airship to Mistral, and then the treks to Kuchinashi village, where her cousins, aunts, and uncles lived. Her grandparents had died in a Grimm raid long before she was born, and her mother had moved away to Vale for protection and to escape the memories of that day, while the rest of the family had stayed. On one of those trips, a Grimm attacked her family, and the Huntsman her parents always hired to guard them was able to dispatch it easily despite her parents taking her and fleeing in fear. From the moment she saw that battle, Lilla knew she wanted to become a Huntress, to be as cool and collected in the face of danger as that Huntsman was. In essence, she wanted to be everything that she believed her parents weren't.

She attended Signal Academy at age 14, though she was originally quite the disappointment, both to herself and her teachers. Being tall all her life, she made a large, fairly awkward target, while she had very little in the way of combat skills on her own. That is, until she unlocked her Semblance. To hear her tell it, her Semblance is everything she is not: graceful, strong, skilled, and (possibly most importantly) able to take a hit. At Signal, she met 3 other young Huntsmen-hopefuls: Jaime Haukur, Alys Kaarme, and Casia Refur. They had heard stories of the more advanced Academies and their practice of grouping students into teams, and fashioned themselves Team JACL. However, over the course of her time at Signal, the others all moved away, one per year. She never made any other friends there, opting to spend most of her remaining time optimizing and making modifications to Quinary Pulse, her sword/gauntlet/rifle. Since her friends moved away, her eyes occasionally flash the same grey color of her Semblance's eyes when she is under mental strain. She doesn't know the reason or purpose. Her professors often attempted to train her out of her fighting style and into a more traditional one, but, stubborn as Lilla was, their attempts were unsuccessful. Still, she graduated Signal ahead of the curve, an effective fighter, even if not anywhere near the best.

She enters Beacon with a fresh start, more than a little apprehensive of what she'll find there.

Personality: Lilla is a curious mix of defeatist and optimist, her general attitude being best described by, "I have no idea what I'm doing and I'm going to screw this up. But if I don't try then that's a screw-up too, so what the hey?" She's never been good at forming connections with most people, and as such, takes a long time to open up to others. Once she gets talking, though, it can be hard to shut her up. But even if she does get talking, it can still take her a long time to really consider someone a friend, though there are, of course, rare exceptions to this rule.

Lilla believes that all things, including people, are equal to begin with, that the only thing that separates one person from another is how they act, and not who they are. As such, she tends to get along with most people she meets, so long as they aren't downright mean, even if she doesn't form any lasting connection with them. However, if they *are* downright mean, she will often go out of her way to be mean right back to them, simply out of spite. This often leads to some awkward situations with Faunus, as she antagonizes the ones who complain about being victimized, and also with other humans, as she antagonizes them for antagonizing others. She's always careful to keep her criticism helpful (at least as she sees it) but her biting wit earns her no friends.

Specific interpersonal interactions rely greatly upon the energy of those around her: energetic people will annoy her, unless they're her friends, in which case she can easily become energetic as well. The more reserved someone is, the more comfortable she will feel, but the less she will interact. In battle, however, her normal personality is completely replaced: without time to worry about what others think of her, she cares only about winning - or, at the very least, survival of her and her team. She basically becomes a robot, doing her best to process the entire battle at once, understand it, out-think it, and control it. After the battle, however, anything that may have happened during it - such as the loss of a teammate, or even a flawless victory - will be reacted to as normal.

Having watched a lot of movies as a child, Lilla is often very dramatic, saying things one would expect from someone twice her age, and the general response to this has always been dismissive. (For example, "We all wage war with the past, and it leaves its scars," which others often respond to with, "You're a kid, you don't know what you're talking about.")

Lilla is quite studious when something interests her - case in point, her Semblance. When she actually applies herself to a task at hand, her general attitude always carries her through to the end of it, no matter how many times her attention is deflected. Unfortunately, if something doesn't pique her interest, she never actually starts on it. Her entire fighting style is a consequence of this tendency: she's never seen the importance of training her own body, when it's her Semblance that does all of the fighting.

Aura and Semblance:
Aura: Lilla's aura is a deep purple, closer to blue than to red, and was unlocked through standard training lessons at Signal. She has learned very little of the most common uses of her Aura (Strength and Regeneration among them), but due to near-fanatical practice with her Semblance, has a good deal of it. (Battle note: Lilla has 120% standard Aura amount, but takes double Aura damage from attacks against her, and any common uses of Aura require double the energy expenditure)
Semblance: Lilla's semblance was also unlocked through standard training lessons at Signal. Her semblance creates a person, made entirely of Lilla's Aura. It appears to be an older version of Lilla, or perhaps who Lilla aspires to become. It is very slightly taller than Lilla is, with significantly more muscle. It moves with a surety that Lilla herself does not possess, and is capable of acrobatic feats that Lilla only wishes she could perform. It has shadows under its eyes, and its eyes are grey (not silver). In all other ways, it appears to be a clone of Lilla.
The Semblance, being made of Aura, does not get hurt the way a normal fighter would, which is a very advantageous defense against attacks: when most people's Aura shields block damage, their shield must exert force back upon the attack equal to the amount of force the attack has, thus expending an amount of the user's Aura energy proportional to the force exerted. Lilla's Semblance instead just takes the attack and then Lilla uses Aura to undo the damage, which requires much less energy. The fighting style does give it the rather large weak point of Lilla herself: while Lilla is not necessarily physically hampered by manifesting the Semblance, its skill in battle, coupled with her own physical awkwardness, does mean that she rarely trains her own skills and is, thus, vulnerable. She is also able to see through her Semblance's eyes, and so can effectively control the Semblance without needing to be looking directly at it. This also allows her to use the Semblance to scout, but, since the Semblance can never be transparent, the threat of being seen remains. Lilla can choose to create her Semblance at any point within 5', so long as she can see it - i.e. she does not necessarily need to be able to physically move to that point - and if she creates it from within herself while she has Quinary Pulse equipped, the Semblance can (and almost always will) take it from her as it materializes. The Semblance can move freely within 50' of Lilla, and once it reaches that distance it stops as if held by a tether. It is considered a solid object in relation to other solid objects - it cannot pass through them, and it must exert force in order to move or damage them. Manifestation of the Semblance is the only time it is allowed to pass through Lilla. At all other times, it treats Lilla herself the same as any other object, and is able to lift/carry/push/throw her, so long as she has the Aura to power the action.
Manifesting the Semblance requires an expenditure of Aura energy, as does attacking with it, replenishing it after it is damaged, or performing strenuous tasks with it. The Semblance does not require an expenditure of Aura to do mundane tasks such as standing, walking, manipulation of objects (such as flipping switches, turning knobs, picking up a book, etc). When Lilla's Aura is spent, the Semblance dissipates, regardless of what it was doing at the time. Any physical objects it may have possessed will drop from where the Semblance disappeared.
Battle note: Any damage dealt to the Semblance requires half as much Aura expenditure to repair it, compared with the amount required for a normal Aura user to block the attack with an Aura shield.

Combat Behavior: Lilla spends most of her battles simply staying out of the way, preferring to let her Semblance do all of the fighting with Quinary Pulse. She is not very acrobatic, but her long legs allow her to run at a slightly-above average speed, keeping her out of the way of most situations. Her Semblance takes an aggressive stance, and, if necessary, will even resort to brawling if circumstances require it. Since her overall impact in battles is "destroy as quickly as possible while remaining out of reach," she tends not to fit in with team battles all that well. Her situational awareness is often lacking, due to her need to control both her Semblance and herself at the same time, and trying to see what both pairs of eyes do at the same time can be disorienting in more chaotic battles. As such, the more combatants there are in a fight, the worse she performs, for the most part.

WEAPON

Name: Quinary Pulse


Primary Form: Paired sword/sheath and gauntlet. The sword is classified as a shortsword, roughly 24" in length, double-edged. The top is best described as "flat," though one half of the blade extends further than the other and has a hinge at the center of the blade's flat part. The edges and crossguard are silver, while the flat of the blade and the handle are black. The gauntlet is likewise silver, with a black glove beneath it, and the sheath has the same color scheme. Lilla, or more accurately her Semblance, wields the sword in her right hand, wears the gauntlet on her left hand, and hangs the sheath at her left hip.


Sword Secondary Form: The short, back side of the blade rotates along the hinge 180 degrees, and, when in line with the longer, front side, slides down to lock into place, turning the blade into a single-edged, 44" long sword.

Gauntlet Secondary Form: The gauntlet and sheath can be connected, the combination acting as a long-barrel rifle, which can fire either standard rounds or Dust rounds. The trigger mechanism is on the sheath, the hammer mechanism on the gauntlet, so they cannot be used to fire unless connected. The gauntlet's magazine can hold 4 rounds, and is mounted on the underside of the forearm, allowing the gauntlet to be used to block attacks without the magazine being in harm's way. The sheath has a secondary tube that runs the length of it, and when the gauntlet is clicked into place with it, the tube opens and serves as the rifle's barrel.

Dust Functions: The gauntlet-sheath rifle may fire Dust rounds, which can have elemental effects. The gauntlet itself does not benefit from any Dust rounds loaded.
Fire: Small explosion (1' radius) at the impact point. Medium damage, medium force directed away from impact point.
Ice: Ice materialization at impact point, covers ground. Is slippery. No stalagmites or other ice structures. Low damage, medium crowd control.
Lightning: Zaps target with electricity. Small bodies of water can pass the electricity to things within it, but in larger bodies the electricity will dissipate harmlessly. Medium damage, single-target crowd control.
Steam: Large cloud (5' radius) of steam at impact point. Blocks vision. No damage, high crowd control.
Water: Large pool (5' radius) of water at impact point. Can conduct electricity, is moderately slippery. No damage, medium-high crowd control.
Gravity: Large area (5' radius) of intense gravity at impact point. Anything in the area is forcefully pulled toward the impact point. Duration is short-lived, generally expiring as soon as objects have reached the impact point. No damage from the bullet, possible low damage from gravity effect, high crowd control.
Earth: Heavy impact, often raising ~5' spires of rock around the impact point in a ~2' radius. High damage, low crowd control.
Air: Blows target away from the shooter with incredible force. No damage from projectile, possible low damage from wind effect, high single-target crowd control.
Note: Any area-effect round may apply its effects in a more comical area, depending on the angle of impact. Rounds do not ricochet, the initial impact point is where they apply their effects. If an impact surface is too small to contain the effect, the effect is lessened in proportion to the size of the impact surface.

History: Lilla made Quinary Pulse at Signal Academy, originally as just the short-sword. When Alys moved away, Lilla took inspiration from her lithe, surprising fighting style and added the hinge and blade extension to the sword. When Casia moved away, her stoicism inspired Lilla to add the gauntlet, as a form of shield/protection. When Jaime moved away, his long-range style was the inspiration for the gauntlet-sheath rifle combination.

6
WiP Characters / Lilla Bleidd (Ready for Approval)
« on: December 03, 2017, 09:09:51 PM »
CHARACTER

Name: Lilla Bleidd (pronounced lihl'LAH BLAI'de, color: #7E2EB1) Nicknames: Lil, Lil Wolfie

Age: 18, born 19 Machlud 62AC

Species and Gender: Human Female

Themes:
Main: Trivium - The Heart From Your Hate
Battle: Kamelot - Veil of Elysium

Symbol:


Occupation: Huntress-in-training, Beacon Academy, Year 1

Appearance: Tall for her age, Lilla stands at 5'9" (~1.75m) but is remarkably skinny, some would say dangerously so - 100lb/45kg. She often feels very awkward in her own body, and is less coordinated than most. Has blonde hair, cut short, except for one lock that falls on the right side of her face down to her shoulder, which is (poorly) dyed red. Her eyes are green, though her Semblance may occasionally turn them grey (not silver), and she almost constantly wears a scowl, prompting many to believe that she is always angry. Her skin is a pale white, whiter than most inhabitants of Vale due to her tendency to stay indoors much of the time. Casual clothes consist of a white T-shirt with Pumpkin Pete the rabbit on it, black pants, and a black sweater jacket with abstract purple patterns covering it. She felt out of place wearing her Signal uniform, and would only wear it whenever absolutely necessary, often carrying her casual clothes in her bag and changing in a bathroom.

Once upon a time she tried wearing armor during battle, but given her height (i.e. the amount of space the armor had to protect and, therefore, its weight) and her lack of muscle, the armor ended up tiring her out too much. Much to her professors' chagrin, she decided not to train her Aura's Strength ability and instead just goes into battle wearing whatever she feels like wearing.



History: Lilla grew up in the heart of Vale, but never really felt part of it. Her mother grew up on the outskirts of Mistral, but eventually moved to Vale, where she met Lilla's father and settled down. Lilla has only ever known one house, one home, since she was born. Her parents were always exceedingly careful to protect her from anything they deemed dangerous, even going so far as to cross the street if a Faunus was walking on their side of the road, for example.

As a child, her favorite memories were of family trips by airship to Mistral, and then the treks to Kuchinashi village, where her cousins, aunts, and uncles lived. Her grandparents had died in a Grimm raid long before she was born, and her mother had moved away to Vale for protection and to escape the memories of that day, while the rest of the family had stayed. On one of those trips, a Grimm attacked her family, and the Huntsman her parents always hired to guard them was able to dispatch it easily despite her parents taking her and fleeing in fear. From the moment she saw that battle, Lilla knew she wanted to become a Huntress, to be as cool and collected in the face of danger as that Huntsman was. In essence, she wanted to be everything that she believed her parents weren't.

She attended Signal Academy at age 14, though she was originally quite the disappointment, both to herself and her teachers. Being tall all her life, she made a large, fairly awkward target, while she had very little in the way of combat skills on her own. That is, until she unlocked her Semblance. To hear her tell it, her Semblance is everything she is not: graceful, strong, skilled, and (possibly most importantly) able to take a hit. At Signal, she met 3 other young Huntsmen-hopefuls: Jaime Haukur, Alys Kaarme, and Casia Refur. They had heard stories of the more advanced Academies and their practice of grouping students into teams, and fashioned themselves Team JACL. However, over the course of her time at Signal, the others all moved away, one per year. She never made any other friends there, opting to spend most of her remaining time optimizing and making modifications to Quinary Pulse, her sword/gauntlet/rifle. Since her friends moved away, her eyes occasionally flash the same grey color of her Semblance's eyes when she is under mental strain. She doesn't know the reason or purpose. Her professors often attempted to train her out of her fighting style and into a more traditional one, but, stubborn as Lilla was, their attempts were unsuccessful. Still, she graduated Signal ahead of the curve, an effective fighter, even if not anywhere near the best.

She enters Beacon with a fresh start, more than a little apprehensive of what she'll find there.

Personality: Lilla is a curious mix of defeatist and optimist, her general attitude being best described by, "I have no idea what I'm doing and I'm going to screw this up. But if I don't try then that's a screw-up too, so what the hey?" She's never been good at forming connections with most people, and as such, takes a long time to open up to others. Once she gets talking, though, it can be hard to shut her up. But even if she does get talking, it can still take her a long time to really consider someone a friend, though there are, of course, rare exceptions to this rule.

Lilla believes that all things, including people, are equal to begin with, that the only thing that separates one person from another is how they act, and not who they are. As such, she tends to get along with most people she meets, so long as they aren't downright mean, even if she doesn't form any lasting connection with them. However, if they *are* downright mean, she will often go out of her way to be mean right back to them, simply out of spite. This often leads to some awkward situations with Faunus, as she antagonizes the ones who complain about being victimized, and also with other humans, as she antagonizes them for antagonizing others. She's always careful to keep her criticism helpful (at least as she sees it) but her biting wit earns her no friends.

Having watched a lot of movies as a child, Lilla is often very dramatic, saying things one would expect from someone twice her age, and the general response to this has always been dismissive. (For example, "We all wage war with the past, and it leaves its scars," which others often respond to with, "You're a kid, you don't know what you're talking about.")

Lilla is quite studious when something interests her - case in point, her Semblance. When she actually applies herself to a task at hand, her general attitude always carries her through to the end of it, no matter how many times her attention is deflected. Unfortunately, if something doesn't pique her interest, she never actually starts on it. Her entire fighting style is a consequence of this tendency: she's never seen the importance of training her own body, when it's her Semblance that does all of the fighting.

Aura and Semblance:
Aura: Lilla's aura is a deep purple, closer to blue than to red, and was unlocked through standard training lessons at Signal. She has learned very little of the most common uses of her Aura (Strength and Regeneration among them), but due to near-fanatical practice with her Semblance, has a good deal of it.
Semblance: Lilla's semblance was also unlocked through standard training lessons at Signal. Her semblance creates a person, made entirely of Lilla's Aura. It appears to be an older version of Lilla, or perhaps who Lilla aspires to become. It is very slightly taller than Lilla is, with significantly more muscle. It moves with a surety that Lilla herself does not possess, and is capable of acrobatic feats that Lilla only wishes she could perform. It has shadows under its eyes, and its eyes are grey (not silver). In all other ways, it appears to be a clone of Lilla.
The Semblance, being made of Aura, does not get hurt the way a normal fighter would, which is a very advantageous defense against attacks: when most people's Aura shields block damage, their shield must exert force back upon the attack equal to the amount of force the attack has, thus expending an amount of the user's Aura energy proportional to the force exerted. Lilla's Semblance instead just takes the attack and then Lilla uses Aura to undo the damage, which requires much less energy. The fighting style does give it the rather large weak point of Lilla herself: while Lilla is not necessarily physically hampered by manifesting the Semblance, its skill in battle, coupled with her own physical awkwardness, does mean that she rarely trains her own skills and is, thus, vulnerable. She is also able to see through her Semblance's eyes, and so can effectively control the Semblance without needing to be looking directly at it. This also allows her to use the Semblance to scout, but, since the Semblance can never be transparent, the threat of being seen remains. Lilla can choose to create her Semblance at any point within 5', so long as she can see it - i.e. she does not necessarily need to be able to physically move to that point - and if she creates it from within herself while she has Quinary Pulse equipped, the Semblance can (and almost always will) take it from her as it materializes. The Semblance can move freely within 50' of Lilla, and once it reaches that distance it stops as if held by a tether. It is considered a solid object in relation to other solid objects - it cannot pass through them, and it must exert force in order to move or damage them. Manifestation of the Semblance is the only time it is allowed to pass through Lilla. At all other times, it treats Lilla herself the same as any other object, and is able to lift/carry/push/throw her, so long as she has the Aura to power the action.
Manifesting the Semblance requires an expenditure of Aura energy, as does attacking with it, replenishing it after it is damaged, or performing strenuous tasks with it. The Semblance does not require an expenditure of Aura to do mundane tasks such as standing, walking, manipulation of objects (such as flipping switches, turning knobs, picking up a book, etc). When Lilla's Aura is spent, the Semblance dissipates, regardless of what it was doing at the time. Any physical objects it may have possessed will drop from where the Semblance disappeared.

Combat Behavior: Lilla spends most of her battles simply staying out of the way, preferring to let her Semblance do all of the fighting with Quinary Pulse. She is not very acrobatic, but her long legs allow her to run at a slightly-above average speed, keeping her out of the way of most situations. Her Semblance takes an aggressive stance, and, if necessary, will even resort to brawling if circumstances require it. Since her overall impact in battles is "destroy as quickly as possible while remaining out of reach," she tends not to fit in with team battles all that well. Her situational awareness is often lacking, due to her need to control both her Semblance and herself at the same time, and trying to see what both pairs of eyes do at the same time can be disorienting in more chaotic battles. As such, the more combatants there are in a fight, the worse she performs, for the most part.

WEAPON

Name: Quinary Pulse


Primary Form: Paired sword/sheath and gauntlet. The sword is classified as a shortsword, roughly 24" in length, double-edged. The top is best described as "flat," though one half of the blade extends further than the other and has a hinge at the center of the blade's flat part. The edges and crossguard are silver, while the flat of the blade and the handle are black. The gauntlet is likewise silver, with a black glove beneath it, and the sheath has the same color scheme. Lilla, or more accurately her Semblance, wields the sword in her right hand, wears the gauntlet on her left hand, and hangs the sheath at her left hip.


Sword Secondary Form: The short, back side of the blade rotates along the hinge 180 degrees, and, when in line with the longer, front side, slides down to lock into place, turning the blade into a single-edged, 44" long sword.

Gauntlet Secondary Form: The gauntlet and sheath can be connected, the combination acting as a long-barrel rifle, which can fire either standard bullets or Dust rounds. The trigger mechanism is on the sheath, the hammer mechanism on the gauntlet, so they cannot be used to fire unless connected. The gauntlet's magazine can hold 4 bullets, and is mounted on the underside of the forearm, allowing the gauntlet to be used to block attacks without the magazine being in harm's way. The sheath has a secondary tube that runs the length of it, and when the gauntlet is clicked into place with it, the tube opens and serves as the rifle's barrel.

Dust Functions: The gauntlet-sheath rifle may fire Dust bullets, which can have elemental effects.

History: Lilla made Quinary Pulse at Signal Academy, originally as just the short-sword. When Alys moved away, Lilla took inspiration from her lithe, surprising fighting style and added the hinge and blade extension to the sword. When Casia moved away, her stoicism inspired Lilla to add the gauntlet, as a form of shield/protection. When Jaime moved away, his long-range style was the inspiration for the gauntlet-sheath rifle combination.

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