CHARACTERName: Jocelyn Thyil Antiqua (Josie)
Age: 17, 6th of Huā
Species and Gender: Human Female
Occupation: First Year Beacon Academy Student, Apprentice Medic
Appearance: Standing 5'6", Jocelyn takes after her mother instead of her father, having inherited her purple irises, light, blonde, long hair that either cascades halfway down her back, or is tied in a single ponytail, and her caring smile. While relatively fit for a person who hasn't undertaken pre-academy training, Jocelyn doesn't put much emphasis on keeping in shape, quite lax for a girl in high school, only enough so she doesn't run out of breath easily. She is quite beautiful but prefers to be modest about it, with the odd blush now and then when complemented.
Although her Aura and eyes are purple, her color scheme leans more toward an Atlas-esque pattern, courtesy of her mother's roots: white and dark blue, with the odd touch of purple from her symbol here and there, in conjunction with her equipment. A short-sleeved white blouse with dark blue, circuit-like lines running down the length of the sides and intercrossing at the chest, a white skirt tinted with light blue lace trim edging the sides, a full first-aid kit and a magnetic belt bordered with light purple holding both ammunition and Dust for equipment round out her mission wear. A metal brooch with her symbol pins a heliotrope purple scarf to the left shoulder of her blouse, which has a tendency to unravel from around her neck by accident.
In combat, Jocelyn carries a sniper rifle and a jump pack: when the latter is active, she "sprouts" wings, giving her the appearance of an angel. Mind you, most people who see her that way are normally delirious, severely injured or both. Still, she doesn't really mind the comparison--it's not everyday someone gets called an angel. It's all part of the job.
History: Jocelyn's child history is identical to Setsuna's, being related. Hence the familiarity.
For a select unlucky few, having an older brother may have been a nuisance; the older bullying the young and so forth. Jocelyn Antiqua was lucky to not have a brother like that. In fact, quite the opposite.
Living a peaceful life in the island of Patch, Jocelyn spent her childhood growing up with her parents, Marina and Emile Antiqua, and her older brother Setsuna, with as close as an ordinary family life as could be attained in a war-ruined land called Remnant. With Emile and Marina both former Hunters, they kept the family safe from any stray Grimm that might have wandered by, and so neither Jocelyn nor her brother were forced to experience the horrifying reality that was war. Something, unfortunately, both their parents had had enough of a taste for. In a "silver lining" situation, however, that was how they had met: on a battlefield, with Emile severely injured and Marina being his saving grace. They fell in love and the rest is history. While it was obvious over time that Setsuna took after his father with their outgoing, boisterous and energetic personalities, Jocelyn inherited her traits from her mother: soft-spoken, self-conscious--a perfect balance for the other duo: each rounding out the other's personalities. They were the perfect family of four--whole, unbroken, together.
As with any story with a happy start, it had to end someday.
Jocelyn still keeps the story close to her heart. It was just another day in her childhood; they'd gone down together to the woods where they always played with their friends, more often mock fights than anything else. It was no different that day, with cheerful laughter ringing through the air. Children tussling and rolling on the ground, mocking and joking. Setsuna leapt right in, while Jocelyn stayed by herself by a tree stump, playing with her hair and admiring the scenery. It was a beautiful day--clear blue sky, with nary any clouds--she was engrossed enough with what she was doing that she failed to move out of the way of a battling duo, who pushed her off the stump. It was sudden enough that she stumbled and twisted her ankle upon landing. This did not go unnoticed by Setsuna, who started running her way to see if she was alright. But instead of apologising, the pair kept on fighting, ignoring the injured Jocelyn on the floor. An argument broke out between Setsuna and the boy, each of them getting angrier and angrier. There seemed to nothing that could stop a actual tussle breaking out.
The introduction of a Beowolf does wonders to break up a fight, it turned out. The ferocious howl emanating from the Grimm, attracted by all the negative emotions swirling like a tornado, sent all the children scattering, and Jocelyn turned to do the same. In the panic, she'd completely forgotten about her ankle, and only managed to land herself on the floor once again. It was inevitable that someone would be injured in the conflict. She just didn't expect it to be from a Beowolf, nor did she expect the injured person to be Setsuna. The boy crumpled and fell, blood staining the front of his shirt where three weeping gashes had flowered, in front of Jocelyn who had at that point fainted from pure fear. The Beowolf itself seemed confused, looking at its crimson-painted claws in some interest, before raising its claw for the killing blow. That would be the last thing it ever did, as a giant blade decapitated the Beowolf, before the owner hurriedly gathered up the two unconscious children and rushed for home.
Jocelyn would later wake up to a incandescent purple glow: her father had unlocked her Aura to speed up her healing process, and do the same to Setsuna. That night would forever embed itself into Jocelyn's mind: the Beowolf, Setsuna's valiant sacrifice, her Aura--all of those things she had only ever heard in stories. She had never expected that such events would ever come to pass. But in her jumbled thoughts, one thing was crystal clear--as clear as the tears running down her cheeks. Her brother had saved her life.
This series of events brought fresh meaning to Jocelyn's life. She realised she hated seeing anyone hurt, whether mentally or physically. She never wanted to see anyone in the same position as her, helpless to fight back against the creatures of Grimm. So when Setsuna brought up the idea of attending Beacon, a similar idea sprung to life in Jocelyn's mind. Except, when she confronted her parents about it (Setsuna had left to train at Signal at this point in time), her mother refused. As expected, Jocelyn was distraught by the news. Then Marina brought up an alternative: she would train Jocelyn herself. Having been through the equivalent of Signal in Atlas, she knew that they offered little in the way of healing and support. Marina, on the other hand, was both a qualified Huntress and an excellent medic, having saved many a person with her abilities. So while Setsuna was training at Signal, Jocelyn learned how to fight and how to be a medic at the age of 14; the age that after 4 years would allow her to enter Beacon Academy and see her brother again.
A former Atlas huntress, Marina was trained in the form of sniping enemies from afar, and she taught Jocelyn just that, with her own former rifle issued by the Atlas forces. She also brought her medic training to bear, using her Semblance as an example. However, with all the training, it was soon evident to the two Hunters' eyes that Jocelyn could not attain the level of combat prowess that Setsuna did with his father. Both Marina and Jocelyn accepted this reality, and instead doubled their efforts on medical training. It was during this period that Jocelyn discovered her semblance by accident; completely by random her shots started glowing when fired. After extensive practice and experimentation Jocelyn later managed to control her Semblance to her current point.
Yet, for a prestigious school like Beacon, Jocelyn's lack of skill with a weapon meant this still was not enough. Her lack of combat prowess needed to be backed up by something, or she would never get into Beacon. Thankfully, Marina once again came to the rescue and asked for help from one of her old teammates back in Atlas. Eventually, with some scraping by, they managed to afford the money required to buy the jump-pack custom-designed by Marina's old teammate. Only then did she barely meet the mark required. But still, Jocelyn was confident her skills as a medic would be in high demand. After passing on her well-used rifle to Jocelyn, she attempted the Enrolment Exam, doing well in the academic but only barely passing the rest thanks to her jump-pack.
Now, Jocelyn aims to continue her mother's role as both a Huntress and a medic, to uphold her duties as both, and ultimately, to repay that long-overdue debt to her brother.
Personality: Jocelyn's personality can be best described as a variation of her brother's. While both are caring to a fault, polite and kind, Jocelyn leans toward the more quiet side of the spectrum. Patient but soft-spoken, Jocelyn prefers learning over combat, and will commonly be seen away from any spar where people inevitably get hurt. Still, that does not mean she doesn't learn about combat itself; she is a eager learner. In addition, she is not without a sense of humor; so long as the jokes don't get too offensive she will join in on the banter. However, if the conversation gets cheeky, Jocelyn does also get flustered quite easily, resulting in one cute blushing girl.
As selfless as anyone could ever be, Jocelyn is also emotional--she hates seeing people get hurt, especially if that comes in the form of words--to her, she simply doesn't understand why people go out of their way to be cruel to others, especially Faunus, to whom this happens on a regular basis. With no hesitation, Jocelyn will put herself in harm's way if it means preventing others from being harmed. This has an unfortunate side effect, however--due to her memories of almost losing her brother because of her carelessness, if she somehow causes others harm in any shape or form, she will experience a high amount of guilt and regret at doing so, temporarily incapacitating her ability to function as a human being properly without support.
As a medic, Jocelyn works well even under pressure, does not lose her cool under fire, and does not hesitate to obey orders. She will, however, break off if she sees an opportunity to save/heal others under attack, but generally she is predictable and easy to get along with. Note that she is an apprentice medic who can save Aura-depleted lives, but cannot perform high skill-level tasks like amputation or surgery.
Jocelyn is particularly protective of her brother Setsuna and will always step up to defend him if any situation occurs--which is ironic considering she is both the younger of the two and her brother's ethos to life. She can be surprisingly courageous and brave, much more so than normal if her brother is with her. Past that point, she does feel sometimes that he may be a bit too protective at times, but has come to embrace it as who he is and has accepted it as a result.
Aura: Aura Color--
Heliotrope Purple/#DF73FFJocelyn's aura is constantly taxed by her semblance, making it rare for her to be at full Aura. However, it's still as strong as any other person, but she is not capable of unlocking further abilities as of yet.
Semblance: Floral Healing--Jocelyn sacrifices a portion of her aura, which is directed into an object she is holding, turning it glowing purple. Upon impact with another living human/faunus, the object turns into purple aura and heals the person it made contact with. Jocelyn uses this semblance in conjunction with her sniper rifle, as she can heal her allies from a distance by simply shooting them in the back. The receiving person will feel varying sensations upon contact, from a slight reinvigorating sensation at low percentages to a completely renewed state at high percents.
Whoever Jocelyn shoots will receive the aura healing, no matter if it was the intended recipient or not. In addition, if the object hits a non-human/faunus being, like a tree or a Grimm, the object will just dissipate. Jocelyn cannot heal a person already healed by this semblance for 10 seconds afterwards. An important note is that Jocelyn cannot heal a person who does not have Aura unlocked, or has completely run out of aura. The object can remain charged with Jocelyn's semblance after one use. There are additional restrictions to her semblance, namely being a size limit (Nothing larger than her fist), and the object cannot be attached to anything.
What truly makes her semblance so powerful and double-edged is that Jocelyn can transfer up to 95% of her existing aura in one shot, with no time in-between uses. Distributing over 15% in one go will physically tax her body with the feeling of pain, with the side effect increasing in strength the more aura is transferred. Notably, Jocelyn can keep sharing her Aura until she herself is at 0%. The recipient will receive as much aura as sacrificed.
After experimentation and training with the help of Professor Budonoki, Jocelyn can now use her semblance in conjunction with elemental Dust crystals for additional secondary effects. This is done with the help of Dust ammunition. Alternatively, she can direct her Aura directly through a Dust crystal for similar effects, but the crystal has to be in contact with both her and the recipient. The side effects range from recovery and healing to assisted offensive capabilities, furthering Jocelyn's support prowess.
Fire Dust: The recipient feels a comforting warm sensation. Warms the person's internal body temperature to optimal levels if recipient's temperature was lower than usual. Helps patients recover from cold-based symptoms like frostbite. When in effect, the patient's aura gains a light red tint.
Ice Dust: The recipient feels a soothing refreshing sensation. Cools the person's internal body to optimal levels if recipient's temperature was higher than usual. Helps patients recover from heat-based symptoms like fevers and heatstroke. When in effect, the patient's aura gains a light blue tint.
Electric Dust: Imbues the recipient with an electric current that cannot be felt by, and does not damage, the person. This also transfers to any conductors the person may be holding. Upon contact with anything, discharges the current and deals small electrical damage to the target. Alternatively acts as a buffer to prevent others from touching the person.
Earth Dust: "Grounds" the recipient, removing any and all electrical charges from the person. Any damage done to the person is instantly stopped.
Wind Dust: Grants the recipient a small boost in movement speed, gradually fades over a minute.
Combat Behavior: What with being an advocate of peace and her semblance, it's no surprise Jocelyn prefers to stay as far from any close-up tussle as possible, using her sniper rifle to shoot from long-distances and her jump pack to either gain the high ground or retreat. However, she specialises in support, specifically being a medic, and her Semblance helps her do just that. She will opt to heal her teammates over taking a clear shot at any enemy target, and will prefer to evacuate allies instead of eliminating threats, leaving that job to others.
Being compared to other snipers puts Jocelyn to shame; she is no crack shot and prefers to go for easier shots that guarantee hits instead of high-risk, high-reward snipes. Her rifle is shorter range than more recent, higher-tech variants, so she does not go for snipe-outs. Instead, from cover, she uses her semblance to heal any ally in combat, which does not require any precise aiming; all it requires is to hit the ally. She can choose to use her smokescreen and thermal scope in conjunction, provided she knows which is an ally and which is an enemy beforehand.
As a combat medic, while a incredibly helpful asset to a team, it leaves her vulnerable when going solo. She has no other combat option if engaged up close, so she is always forced to retreat if engaged in solo combat, using her jump pack and smokescreen to cloak her movements. Her lack of experience, single weapon mode and slow rate of fire results in a minuscule damage output compared to other Hunters. This is especially prominent when compared to other snipers in her year.
If on a battlefield with wounded, Jocelyn will aim to evacuate the heaviest injured first, or heal them if they still have Aura left. She will jump into the line of fire willingly to rescue other wounded, but will refrain from doing so if she is low on Aura herself. If the person has Aura left, she will use her Semblance; else-wise she uses her first-aid kit to patch up the wounded as best she can with her limited kit.
Jocelyn operates best when in a group; having others do the killing also works out in her best interests. When fighting as a team, Jocelyn stays far back from the group, normally as far as her sniper rifle range allows, and provides long-range cover fire, or distributes healing to people who need it most. If discovered, she drops a smoke cloud and jumps away to a new location, or closer to her teammates. However, in PvP, her Semblance becomes a double-edged blade--she can accidentally heal the opposing team. In single combat, it's a curbstomp--Jocelyn has no training with any other weapon barring a pistol, and has no melee training to speak of either. Get in close and victory is guaranteed.
WEAPONName: Hyacinth
Primary Form: Hyacinth is quite a simple weapon for a huntress, being a old Intervention sniper rifle with very little modifications and a white/dark blue paint scheme, originating from old Atlas armaments. Used during older wars, the gun packs a recoil-absorber stock, bolt-action reload, a 7-bullet magazine, a bipod, sling and a new thermal scope, added on by Jocelyn. The thermal scope is linked to her Scroll, showing the current Aura values of any other Hunter nearby, including herself. Apart from the visible wear and tear on the surface, it's a unremarkable old gun which has seen better days. Being a old model, its not the most suited for modern combat. Thankfully Jocelyn doesn't use it mainly for sniping.
Storage Form: Hyacinth's rifle barrel retracts so that the length of the rifle is akin to a assault rifle instead, and the bipod folds up under the main body of the rifle. The rifle is slung over Jocelyn's shoulder and rests at her right hip.
History: An old sniper rifle named and passed down from mother to daughter, Hyacinth was used during Marina's time at Atlas Academy and even a war before being transferred to Jocelyn's hands and acquiring a new thermal scope. Jocelyn prides it on
"having saved more lives than taken".
BACKPACKName: Steam Flower
Stand-by Form: Steam Flower, unlike Hyacinth, is a high-tech jump pack designed by an Atlas company that enables Jocelyn to gain high ground, cover long distances with one boost, or evacuate any wounded with a dash of speed. Steam Flower takes the shape of a leather harness with an oval-shaped device and a blue glass core in the middle for Dust, with two folded-up wings on each side. and two nozzles on the bottom for expelling the Dust. For propulsion, Steam Flower takes crystals of Kinetic Dust, and each full crystal propels Jocelyn up to a maximum of 10 meters. Note that it does not sustain flight, and cannot hover either: it is several small bursts or one long burst.
Active Form: Steam Flower's wings extend out 4 feet on either sides of the jump pack, revealing a hexagonal semi-transparent mesh--which only serves as visual effect. In this form, if Fire and Ice Dust is inserted, the wings release non-hot steam in a concentrated cylinder around Jocelyn for 15 seconds, giving her a temporary smoke screen. She can shut the steam off and leave it behind as a distraction. The steam acts like normal steam, rising into the air after 10 seconds. With support from wind updrafts, Jocelyn can glide for some distances if the wings are extended, though she cannot fly.
History: Using the money saved from the tuition fee and any other bits and bobs, as well as calling in a favor from one of Marina's old teammates, Jocelyn managed to purchase this high-tech jump-pack to aid her in general combat as well as mobility. Compared to the old sniper rifle, the jump-pack looks like it's from an alternate dimension.
MISC.GEARFirst-Aid Kit: When on missions, Jocelyn prioritises taking her first-aid kit over her sniper rifle if given no other choice. Apart from the common items including basic tools, rolls of gauze, compresses, stitching thread/needles and disinfectant, there's also less common, more intense treatment kit like compression bandages (elastic wrap, pressure dressing, cotton pad), tourniquets, IVs, hemostats and a miniature defibrillator which uses Electric Dust. To round all the equipment off, there's a special section of more kit, but all Dust-infused. These range from Ice Dust-infused burn salve to Fire Dust-infused bandages acting as Deep Heat-replicas. Most of Jocelyn's kit is focused into healing on the move, quick patch-ups, and Dust-infused applications, stuff that takes care of what she cannot heal via her semblance. She has training in using all of the above equipment, but some of the less common stuff she has to buy from outside sources, including all the Dust-infused equipment. Each piece of Dust kit requires a short burst of Aura from any source to trigger the Dust before it takes effect.