Author Topic: Prism Skylark  (Read 11619 times)

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Prism Skylark
« on: March 09, 2018, 11:13:50 PM »
CHARACTER

Name: Prism Skylark

Age: 19, born 1st of Hua, 61 AC

Species and Gender: Female Hummingbird Faunus

Symbol: A 3-point sniper's reticle inside a 3-prong hurricane.

Occupation: 1st Year Beacon Student, Seamstress by commission

Themes: Let it All Out - Personal Theme
The Phoenix - Fallout Boy - Combat Theme

Appearance: Prism Skylark is a young, lean-bodied woman that stands at the towering height of 4’11” and 124lbs. True to her name, Prism’s hair is a deep sky blue in a choppy windswept bob that ends at her chin, complemented by wide grey eyes and pale skin, dusted in freckles. With a straight nose, thin lips, and a sharply-angled face; Prism is often mistaken for older than she actually is. She has wide shoulders for her height and good muscle definition, especially in her arms and shoulders thanks to a lifetime of parkour and flying. 

As a hummingbird faunus of the tropical variety, Prism possesses a pair of iridescent blue-green hummingbird wings that sprout from the center of her back, near the top of her shoulder blades. When extended, she has a wingspan of approximately 14 feet, and is able to beat them at the rate of approximately 10 beats per second. In order to accommodate for such an extreme change in typical human musculature, Prism has a few changes to her anatomy that allows her to take flight. Underneath her pectoralis major, Prism has a tight band of muscle around her chest (essentially a second set of pecs and the corresponding posterior muscles) that correspond with the additional limbs on her back. Their rapid undulation is what allows her to take flight. She additionally has extremely low body fat and a high metabolism.

Day-to-day, Prism wears primarily backless clothing to accommodate for her wings, and has personally tailored her school uniform to fit. Her combat outfit consists of a sleeveless suit jacket in dark blue over a women's dress shirt paired with a white ascot. She wears an ammunition belt for the sake of easy reloading with Hawk's Eye's normal cartridges, alongside individual sniper ammunition, on it, alongside backups in her pockets. The one amenity she allows herself in battle is the high-heeled wedge boots she constantly wears, bringing her height up by a full five inches. The final addition to her combat outfit is a pair of flight goggles that are usually pulled down over her eyes during combat.

History: The world of Remnant has a very good reason to maintain its colorful facade. In a world where darkness is analogous to the destruction of civilized society, ensuring the well-being of humanity is essentially a survival strategy. But the tragedy and trauma of the Grimm cast an eternal shadow for so many people

Prism Skylark was one of those whose former life was lost in the depths of that shadow.

Prism was originally born in a small settlement far south of Vale in a tiny town called Southern Pine Glen. The village was notable only for its train station as the final refueling point for the Intercontinental Sanus Railroad before crossing the border into Vacuan territory. The total population of the village was last accounted at seventy-six.

Among the seventy-six in this tight knit community was Blanc Skylark, a hawk faunus with oversized wings who worked as the local blacksmith. Skylark Steelworks was once the other reason Southern Pine Glen was on the map — Blanc was massively talented for someone who lived in relatively nowhere, and would commonly make and design weapons for hunters. His wife Rose was a hummingbird faunus who worked in conjunction with her husband, with a Masters in Textiles and a market niche designing combat outfits. The two managed to maintain a relatively middle-class lifestyle despite their relative isolation; and eventually started a family in the seemingly sleepy town.

Prism was eventually born as the runt of triplets when Rose and Blanc decided to start a family. Unlike her hawkish siblings — Aiden and Kenna — Prism was a hummingbird like her mother. The three sisters, thick as thieves, had a relatively happy if isolated childhood. All three were homeschooled by Rose, assisting in her sewing and design early in the day. Blanc knew the dangers of having his family live in such a remote location, and taught his daughters to fight against both human and Grimm with any weapon they could get ahold of, placing an emphasis on using their wings for advantage in battle. He constantly pitted the three sisters against each other in friendly competition, betting the night’s dishes on who’d come first in races, obstacle courses, and friendly skirmishes. She rapidly learned how to use her size and speed to her advantage in order to avoid being bowled over by her bigger siblings, and doing dishes for five.

When not at home, the three siblings would explore the thick surrounding pine forests. They’d hone their fathers lessons, scale tall trees, and perilously leap off cliffs to take advantage of their natural gifts. Being the smallest of the three, it wasn’t uncommon for Prism to be left behind by her bigger siblings in the rush of exploration. Thankfully, Prism wasn’t one to pout. She instead learned to slow down, appreciate nature, and occasionally snipe small wildlife with a slingshot thrown together by her father for her 10th birthday. Despite her hummingbird heritage, it was evident that Prism was the child who inherited her father’s eye for detail.

This happy childhood wasn’t something that could last forever, though.

Shortly after Prism and her siblings thirteenth birthday, a stranger showed up on the doorstep to their cottage. Prism was the one who answered the door to a mountain of a woman demanding to speak to Blanc, and obviously not anticipating children. Prism only got the giant’s name — Rowena — before her mother pushed her back into the house, her father got into the front hallway, and the triplets were banished to their room.

Thankfully, the subsequent argument from downstairs made the floorboards vibrate, so it wasn’t hard to learn the truth.

Rowena Skylark was Blanc’s long-estranged twin sister, having tracked down her brother after nearly fifteen years of no contact. Rowena came with a message and a warning: she was first of the forward guard. The rest of the Skylark clan (originating from Menagerie) had finally tracked down their wayward son, and several of the more pertinent and powerful members of the family were on their way to ‘persuade’ him to rejoin the central clan, including their primary patriarch. The Valish Skylarks had maybe twelve hours to prepare.

After their father yelled himself hoarse and their mother’s staccato screeching ran out, Rowena’s ejection from the household was punctuated by the sound of fist meeting bone and a slamming door. The triplets weren’t allowed any further than their room, and the night eventually ended after the delivery of dinner from their mother. Despite their crowding questions, she just quietly answered it was an issue to address once everyone managed a good night’s sleep.

Prism wasn’t willing to accept that.

In the newborn teenager’s first act of defiance, Prism found herself staying up until 1am and squeezing out through the skylight in the room she shared with her siblings. She managed to flutter down to the street without detection, practically sprinted the mile to the main thoroughfare of the town, tracked down Rowena — at the only Inn in town.

High on her first taste of rebellion, she made the mistake of breaking into the (unlocked) window where the huntress was staying. Rowena nearly threw her back out the window, before recognizing her kid she briefly managed to converse with before Rose intervened. Prism had questions, and Rowena was entirely unprepared to deal with an overly emotional tween with an entire night’s worth of questions.

What proceeded was the most awkward conversation either ever had.

Prism learned her aunt was a huntress, and an extremely impactful one at that. The Skylarks were from Menagerie, and they tended to be… controlling. Rowena hadn’t seen her brother in fifteen years, and… she knew he had a girlfriend when he left. She just didn’t know they had kids.

She had nieces. They seemed cool.

Rowena learned Prism and her sisters were thirteen but she was the oldest by four minutes, she liked hunting (small wildlife), she wanted to visit the city someday, and being a huntress seemed cool and so did hunter-adjacent things, but she kind of wanted to get into fashion since the trade magazines her mom got seemed neat and she already had to alter most of her clothes anyways so how hard could it be?

They talked until the dawn rose, and the smoke on the horizon became visible in the direction of the Skylark homestead.

Rowena grabbed Prism, stormed out the front door, and burst into the sky with one mighty flap of a wingspan twice as great as Prism’s.

When they finally arrived, they only found fire, ruins, and the Grimm. 

The vestiges of the Skylark clan moved faster than Rowena anticipated. Fifteen years let the vestiges of horrors fade and Blanc was unprepared for the horrors they could bring. The family bulldozed the house, let the forge consume itself, and the subsequent distress attracted the Grimm — Beowolves rummaging through the ruins of the house, Griffins pecking at scattered viscera, and a massive Nevermore snapping at her father as he barely dodged through the air, attempting to retaliate with a white and blue sniper’s rifle.

She can only remember the rest in a series of images.

She screamed, Rowena swore, and her father turned to face them both. Rowena dropped the hummingbird, and threw herself through the air. The nevermore’s beak came down on her distracted father. Prism dove, snatched up the rifle, and — completely failed to do anything before Rowena split the Nevermore’s skull.

Prism saw her father’s limp body fall from its dissolving beak. Something in her soul irrevocably twisted. The heavens opened up, the sky matched her screams, and the world went white.

The hummingbird faunus regained awareness hours later, carefully pried from the remains of a high pine half a mile by a recovery crew; still clutching the remains of a bloody hunter’s weapon. The recovery crew made mention of the unexpected storm that had rolled in during recovery, and a passing huntress that had helped them clean the remainder of the Grimm shortly before departing.

Prism Skylark was subsequently left a traumatized shell of a faunus left to the mercy of the Vale foster care system. Rowena disappeared without a trace, and despite all of her best efforts the hummingbird never managed to make contact. In order to survive a past that tended to resurrect itself in her nightmares and a dangerous semblance she could barely control, the hummingbird’s entire being eventually oriented itself towards achieving a single goal:

Becoming a huntress, and never being helpless, ever again.

Personality: When first encountering Prism Skylark, your immediate impression of her is frugal professionalism. Her good posture and confident carry give a feel of discipline and authority, and she speaks in a tactical and delegated way, preferring not to waste precious time or resources - she’s too goal-oriented. While this behavior goes over wonderfully with teachers and figures of authority, it has the tendency to isolate her from peers her age.

This veneer doesn’t go away when you get to know her, either.

Prism’s abject professionalism isn’t just about first impressions: it's a lifestyle. An air of discipline necessary to maintain at all times, because she has a goal that’s necessary to achieve. She wants to be a huntress, and she’ll insure she’s a huntress by any means necessary. So she’s practical and aloof — not one to be bogged down by little things like hobbies, attachments, or sleep. She’s intelligent and observant, with a constant eye towards the world around her and a 4.0 backing up a near-eidetic memory. And she’s always thinking one step ahead, because it’s so easy to lose everything in the single second you look away.

In truth, this thin veneer of professionalism is the only thing holding together the remnants of a very traumatized young woman with struggles with terrible nightmares and a subsequent near-phobia of sleep. She’s terrified of losing everything. So she’ll do everything in her power to ensure she’s never helpless again.

Buried underneath the control freak and the trauma are the remnants of someone who’s quite kind, if you’re willing to wait to see the good in her. Prism Skylark can be endlessly patient in matters outside her chosen career path. She adores learning and is always happy to teach in turn, and subsequently loves in-depth conversations about people’s passions. And even if Prism doesn’t allow herself time for ‘restful’ hobbies, she still has a handful that classify as passable thanks to their practical applications — gardening, baking, sewing and yarn work, and on truly indulgent occurrences, origami.

As a result of seeing her father die at such a young age, Prism suffers heavily from PTSD. She typically doesn't sleep more than 2-4 hours a night before being woken up by nightmares, and therefore survives primarily on caffeine or sugar until she literally collapses from exhaustion for an extended period of time. She also shows signs of hyperarousal - constantly being on the lookout for danger, startled by loud noises/surprises, and constantly needing to have her back to the wall alongside near an exit. Flashbacks to the events of her father's death aren't uncommon, and are triggered by a variety of things, including the sight of carnage, fire, and most primarily Nevermores.

Prism additionally has a tendency to inadvertently channel her semblance when emotional. Getting stressed out will channel a slight breeze, while panic attacks will trigger full blown gusts of wind. It especially has a tendency to manifest as the result of her nightmares, and she tries to avoid falling asleep around other people at the risk of starting an indoor hurricane while unconscious.

Aura and Semblance:Prism’s aura is unusually large for someone her age, manifesting in bright white. When intensely channeling it, it will manifest as white "steam" that drifts off her form, caught in whatever breeze she creates. To help compensate for her lack of physical strength, she's learned to channel her aura to help pack a harder punch, manifesting in either aura-enhanced blows or flinging aura-enhanced crescents off her glaive with a large swing.

Prism’s semblance is something she privately calls ‘Hurricane’s Herald’, but she publicly refers to it as ‘Gust’. Gust allows her to control the air currents in her immediate vicinity, generating everything from mild breezes to massive gusts of wind. With her refined control, she’s capable of creating concentrated ‘bubbles’ of air or small whirlwinds. Prism routinely makes use of her semblance to generate updrafts and minor gusts of wind to maneuver in combat and keep herself hovering when she takes to the air.

The extent of Prism’s semblance extends beyond controlling air currents — a fact she prefers to keep under wraps, because her control of anything outside air currents is ultimately piss-poor. With concentrated effort and the right kind of dust, Prism’s capable of controlling the temperature and subsequent moisture content in the air. This currently means she’s capable of summoning clouds of fog and mist to provide concealment, small bursts of rain, and hypothetically larger storms and even hail.

Prism knows her semblance can generate lightning by emulating the right storm-like conditions, based on her semblance’s initial manifestation. It’s currently a capability far beyond her control.

Combat Behavior:Prism’s a cutthroat sniper with a near-perfect aim, her own motto being to never waste a bullet. When in combat, she prefers to find a high place and set up a nest, waiting and scanning the battlefield for the perfect moment to strike. She uses her wings, semblance, and natural small size to assist in her mobility and agility, allowing her to reach unsuspecting perches and often surprise the enemy.  She furthermore never stays in one place, knowing a stationary sniper is a dead one Thanks to extensive practice using her semblance, she's grown to understand her own limits well, and manages to budget her stamina well enough to stay in the air for extended periods of time.

When forced into close combat, Prism can make efficient use of her rifle’s secondary form. The glaive’s staff keeps Prism from making direct contact with her opponents, and relies primarily on her wings and semblance to boost her agility to stay at least two steps ahead of the enemy. Hawkeye is still capable of firing bullets when in glaive form, only through the pole of the polearm itself; and Prism tends to use the recoil as an additional means to propel herself. The various elemental crescents that Prism creates from her glaive's secondary form can furthermore be bolstered by her winds, giving her the ability to create almost "waves" of fire, ice, etc.

The disadvantage of focusing on long-range combat, agility, and her small stature leave Prism with especially noticeable weaknesses. Firstly is a lack of a familiarity with close-combat situations even if she does have a weapon for the situation, leaving her at a natural disadvantage to anybody who specializes. There's also her small stature and a lack of physical strength, which makes it easy to throw her off-balance, especially with harder hits that send her staggering. If attacked head-on relentlessly, Prism doesn't have the option of playing defense: she either needs to put distance between her and her opponent, or easily succumb to the assault. While she does have mid-range capabilities, they're incredibly limited, and mostly dust-reliant or aura-reliant, and therefore aren't dependable. Finally, if facing absolutely ruthless opponents, there are specific triggers that will cause Prism to essentially become useless as she'd downed with flashbacks and a panic attack, assuring victory for her opponent  - after dealing with the resulting windstorm, of course.


WEAPON

Name: Hawk’s Eye

Primary Form: Hawk’s Eye’s primary form is that of a semiautomatic sniper rifle with added scope that’s accurate up to 800 meters, the metal white with blue accents. Hawk’s Eye has a 5-round internal magazine that Prism can quickly change, but it also has the ability to load individual shots in the form of standard sniper ammunition to be chambered via a bolt-action lever. The barrel has a length of 24 inches, with the added body bringing it up to 44 inches. Hawk’s Eye has a internalized scope and bipod that allows it to stick to any surface for added balance, including uneven ones. The total weight of the rifle totals up to 16 lbs, allowing for Prism to carry it in flight. Prism carries two ammo belts at once, both slung around her hips; one devoted entirely to normal ammunition, while the other is has dust-tipped ammunition, usually carrying two cartridges of most types of dust. A separate pouch in the back holds the dust cartridges necessary for her rifle's secondary form.

Secondary Form: When close-quarters combat is necessary for Prism, Hawk’s Eye primary form can transform into that of a glaive by extending the barrel to become a handle up to 6 feet long, with the body of the rifle folding in to form a one-sided blade 20 inches long. The staff of the glaive stiff functions as a long-distance rifle in this form, as the space for the magazine does remain in the glave’s blade. The blade of the glaive can take on different applications of dust in this form, done by loading a dust-filled cartridge into the back side of the blade.

Fire: Lights blade on fire, can create sweeping crescent of flames that expands outwards when swung. Can be used to create 5 crescents or individual strikes.
Ice: Covers blade in ice, creates a freezing crescent when swung filled with small ice particles - useful to blind enemies. If stabbed into the ground, can create an ice-slicked surface expanding in a straight line from the point the blades strikes. Can be used to create 5 crescents or individual strikes.
Lighting: Electrocutes blade of the glaive and enemies on contact. Lightning can leap off the blade in this form, with an effective range of 100 meters, but it's only good for one charge.
Wind: Creates crescent-shaped gust of wind when glave is swung (not depleting aura). Good for 5 crescents or strikes, and can create minor whirlwinds if thrust forwards/upwards.
Earth: Creates a sandstorm when swung, used to blind enemies/provide cover.
Gravity/Kinetic: Increases the force of the glaive when swung, effectively doing 1.5x more damage, but only good for 3 strikes.

Tertiary Form: When not in combat, Hawk’s Eye is able to fold up its internal components to form a shoebox-sized steel box that Prism can carry at her waist on her back.

Dust Functions: Hawk’s Eye’s sniper form has none, accept when loaded with dust-tipped bullets, which then would carry the predicted effect (fire-type dust creating a flaming bullet, ice-typed bullet freezing a body part on impact, etc). In it’s secondary form, a dust cartridge can be loaded into a slot at the base of the blade of the glave, allowing the blade to take on the dust’s intended effects. This manifests in the blade being covered by the corresponding dust effect (fire dust lighting on the blade on fire, ice dust causing it to freeze, etc) and when slashed through the air, send out crescent-shaped waves that correspond with the dust’s intended effect, giving Prism a small range of secondary attacks.

History: Hawk’s Eye was a sniper rifle created by Prism’s father for an unknown client shortly before his death, and was used by Blanc to attempt to defend himself from the Nevermore that attacked his house and family. Prism managed to rescue the rifle but failed to save her father; and it’s now one of the last remaining pieces she has of her family, making her value it dearly. 
« Last Edit: July 29, 2022, 12:18:20 AM by Moth »
Prism Skylark - Beacon First Year, Winged Sharpshooter and Leader of Team CASA (Casanova) #ffffff

Chantou Rou - Beacon First Year, Insect-Eyed Rebel of Team LGGR (Lager) #ff82a4

Albrecht Clodwal - Beacon First Year, White Knight Nice-Guy of Team CNRS (Cinerous) #00a4a4

Azre and Erza Sundown- Shade First Years, Fallen Stars of Team RASB (Raspberry) #fe2d00, #feab00

Jima Purpora - Beacon Third Year, Grimm-Obsessed Scholar of Team PLSM (Plasma) #6e3aa8

Kingnoname1

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Re: Prism Skylark
« Reply #1 on: March 10, 2018, 04:39:53 AM »
You still have a few 'Veil's when I think you mean Vale but aside from that 10/10 would destroy her town again. +1
No criticism is too harsh so hit me with your best shot.

Calen Shrike - ASTC - First Year Beacon.

Saffron de Cortez - SALT - Third Year Atlas.

Amarant Lovis - (formerly of)ACCE - Headmaster of Atlas Academy

Ramalia - RASB - First Year Shade

Moth

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Re: Prism Skylark
« Reply #2 on: March 11, 2018, 09:23:08 PM »
Thank you, should've fixed those "Veil's" now! (And c'mon, don't give her too much more grief XP)
Prism Skylark - Beacon First Year, Winged Sharpshooter and Leader of Team CASA (Casanova) #ffffff

Chantou Rou - Beacon First Year, Insect-Eyed Rebel of Team LGGR (Lager) #ff82a4

Albrecht Clodwal - Beacon First Year, White Knight Nice-Guy of Team CNRS (Cinerous) #00a4a4

Azre and Erza Sundown- Shade First Years, Fallen Stars of Team RASB (Raspberry) #fe2d00, #feab00

Jima Purpora - Beacon Third Year, Grimm-Obsessed Scholar of Team PLSM (Plasma) #6e3aa8

Xarias Fury

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Re: Prism Skylark
« Reply #3 on: March 16, 2018, 06:43:00 AM »
Lookin good

Approved
Students
Wisteria Lockheart - 1st Year student at Beacon. "Don't make me throw a book at you"
Shiroe Pendragon - 1st Year Student at beacon - "This is my monochrome reality" - Team MARS
Lavender du Lac - 1st Year Student at Haven -  "The harder I try the further things drift away."
Ayaka Miyamoto - 1st Year student at Beacon. "Tsubame Gaeshi!" - Team ALIA
Vermilion Desdemona - 3rd Year Student at Beacon - "Only time you'd be above me is when your head rests on my pike"
Talen de L'eglantine - 3rd Year Student at Beacon
Kei Almas - 4th Year Student at Beacon - "Everything is ripe for the taking!"
Aurum LeBlanc - 3rd Year Student at Atlas - "Lay back, take it easy, and watch the comedy unfold"

Professors
Professor William Nox - "To contain the world in a grain of dust

Kingnoname1

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Re: Prism Skylark
« Reply #4 on: May 06, 2018, 02:37:05 AM »
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CHARACTER

Name: Prism Skylark

Age: 17, born 1st of Hua, 62 AC

Species and Gender: Female Hummingbird Faunus

Symbol:  A triangle with a white beam of light shining through beaming out 3 colors: Red, yellow, and blue.

Occupation: 1st Year Beacon Student, Seamstress by commission

Appearance: Prism Skylark is a young, lean-bodied woman that stands at the towering height of 4’11” and 124lbs. True to her name, Prism’s hair is a deep sky blue in a choppy windswept bob that ends at her chin, complimented by wide grey eyes and clear, pale skin. A straight noise and thin lips add to the look, and her face is angular, making her appear older and mature than she actually is. Despite her height, Prism stands tall with good posture - preferring to make up for the lack of height with constant heels with a 3-inch minimum, walking and running in them as well as anybody does in boots or sneakers. She has wide shoulders for her height and good muscle definition, especially in her arms and shoulders thanks to a lifetime of parkour and flying. 

The most peculiar attribute Prism possess is the pair of blue-green hummingbird wings she prefers to keep tucked close to her back. When extended, she has a wingspan of approximately 12 feet, and is able to beat them at the rate of approximately 10 beats per second. In the sunlight, they shimmer with minor iridescence along the tips of the wings.  Alongside her wings, Prism will grow small feathers along certain parts of her body (her neck, wrists and forearms, along her upper arms and waist) that possess the same iridescence as her wings do, but she prefers to pluck these to pass as human.

Day-to-day and in combat, Prism prefers to wear tight-sleeveless clothing with minimal loose fabric that hugs her form, useful when activating her semblance. Topped over a pair of cargo pants with a multitude of pockets to store necessities like amo and various trinkets, she prefers to wear knee-high high heeled boots. To accommodate for her wings, Prism usually needs to physically alter her clothing with large slits in the back to allow for her wings to comfortably slip through. When in public she usually prefers to wear a blue jean jacket without the customary wings slits in the back, allowing her to pass as human with her wings hidden. She has several piercings in her ears and one in the right side of her nose, and most notably wears a large pair of amber goggles with black rims at most times. 

History: Prism Skylark grew up in a nameless village a ways outside the borders of Vale, where she lived with her father Blanc Skylark, her mother Rose and two sisters Aiden and Clarissa. Despite being triplets, Prism was the smallest of the three, inheriting her mother’s hummingbird wings instead of a hawk’s like her two sisters from her father’s side. Her father worked as a custom weaponsmith for hunters who commissioned him, and her mother as a specialty seamstress altering human clothing to work with faunus characteristics - together this earned them enough for a modest lifestyle deep in the woods of this little village.

Prism was homeschooled alongside her sisters by their mother, who taught them until age 12. Their mother taught all three to sew to help assist her with her work; while their father contributed to their education by teaching them self-defense and how to fight. Blanc knew the dangers of having his family live in such a remote location, and taught his daughters fight against both human and Grimm with any weapon they could get ahold of, placing an emphasis on using their wings for advantage in battle. He constantly pitted the three sisters against each other, and to avoid getting bowled over by her largest siblings, Prism learned to take advantage of her size through speed and agility. When not at home, the three siblings would explore the thick surrounding forests, taking advantage of their wings and father’s training scale trees and cliffs, further honing their agility and mobility. Being the smallest of the three, Prism would struggle to keep up with her faster sisters, and was often left in the dust as a result. Instead of pouting about it however, she would spend her time observing the forest around her, learning to move quietly and stealthily so she could continue her observations without scaring away the creatures she watched. Despite her wings, Prism was obviously the daughter who inherited a hawk’s eyes - and this was rewarded by her father after learning of her gift at the dinner table, in the form of custom slingshot. With this, Prism slowly taught herself to aim, and was the first of her siblings to ever bring home any of the creatures they chased.

The problem with being a faunus weaponssmith in a competative field is Blanc often dealt with harsh competition. Despite his remote location and faunus heritage Blanc often netted high-paying customers and famous hunters as commissioners due to the quality of his work; and as a result would receive threats telling him to quit his business or face physical violence from other weaponsmiths, who accused him of stealing their customers. The police were of no help as they viewed them as “empty threats”, so Blanc was left to deal on his own, and as the threats escalated so did the promise of violence. Blanc became stretched thin between worrying about the safety of his family and his stability of his business, and this stress eventually manifested in first emotional, then eventually physical abuse of his wife. With her family life falling apart, Prism began spending more time outside her house in the forest by herself, sometimes spending the night in one-person shelters. This quickly taught Prism a level of independence that her other siblings didn’t have - who preferred to stick it out in their bedroom, ready to side with their mother in the case of their father’s wrath. Despite learning to care for herself as a result, Prism hated herself for always running away when things got tough - always promising herself she’d go back someday, and stand with her sisters. However, this promise never came to be as eventually the constant negative air of the household attracted Grimm. She returned from a night in the woods early one morning to the sight of her house on fire, a Nevermore perched on the roof, blood and multicolored feathers on it’s beak - all the colors of her sisters and mother’s. She’d made it to the treeline, high in the branches above her own backyard just in time to watch her father get plucked out of the air, dropping the odd rifle he’d been trying to defend himself with. She’d dove for it, thinking she might’ve been able to save him, but when she’d looked up again all he did was mouth “run” before being swallowed.  The sight of her father’s death was enough to kick her semblance into gear, creating gale-force winds. However, this harshly backfired as the gusts caught her wings, and resulted in her being thrown far back into the forest - the only reason she survived the confrontation with the Nevermore.

The ruins of the village were happened upon by a passing patrol the next day. They’d only located one survivor, a 12 year-old faunus, huddled high in a tree nearly a mile from the wreckage clutching a fancy-looking rifle and a slingshot.

Prism was enrolled in Vale’s fostercare system, hopping from house to house. While initially grief-stricken and enraged, she found herself seeking purpose. She didn’t know what to do without her family. All she wanted was a chance at revenge, to assure that her family didn’t die without consequence, and made the decision she’d someday kill the Nevermore that killed her family - by becoming a huntress. Luck eventually struck out on her when she moved in with an old seamstress, using the skills her mother taught her to assist odd tasks and start saving up. She threw herself into her academics and extracurricular such as a martial-arts club and track team, faunus rights, and student council, earning high marks and gaining a shining social reputation. She furthermore began to expand her physical skill set at night, relearning the fighting techniques her father taught her combined with the sport she’d taken up, and begin to practice summoning and using her semblance alongside it. Using the rifle she’d carried with her since her father’s death, she furthermore began to teach herself how to shoot, with the aim being to make her as spot-on with a bullet as she was with her slingshot. Being an orphan with nothing but a gun to her name, ammunition was expensive, so she quickly learned to never waste a bullet and make every shot count. Eventually by her 17th birthday she’d saved up enough to apply and pay for Beacon’s Entry Exam, and passed with literal flying colors. Her shining academic reputation and high marks in on the exam further netted her several scholarships, setting her up so she could actually afford to go to the elite school. Coming into Beacon, Prism has three goals: to never miss a shot, to never stop moving to assure her goals, and to someday avenge her family.


Personality: When first encountering Prism Skylark, your immediate impression of her is frugal professionalism. Her good posture and confident carry give feel of discipline and authority, and she speaks in a tactical and delegated way, preferring not to waste precious time or resources - she’s too goal-oriented. While this behavior goes over wonderfully with teachers and figures of authority, it has the tendency to isolate her from peers her age, instead preferring to focus on her studying and combat skills. If you spend enough time around Prism however, and prove to be friendly enough, her actual personality will slowly open up. Prism is surprisingly friendly and charismatic is a joking way, carrying a quick wit that’s always happy to throw out a joke or bad pun. Prism is always happy to help a friend and will go out of her way to do so, and is endlessly patient in the right scenarios when someone is truly struggling due to reasons outside their control, having done the same in the process of teaching herself to shoot and fight. However, if it seems someone is manipulating her for her better nature then she’s not afraid to cut her losses. Thanks to years of struggling to achieve her goals, Prism lives by the principle of do no harm, but take no bullshit: don’t purposefully create strife with others, but have no tolerance when it comes to people disrespecting her. After the loss of her family however, Prism's come to take all life as a precious gift - hating seeing people die, and will do most anything to prevent unnecessary causalities. If you're considered a good friend, she'll be loyal to a fault. Being partly hummingbird, Prism’s inherited several traits from her avian cousins, including a heavy preference for granola and fruit (similar to birdseed and nectar from flowers, in her opinions) and the tendency to endlessly prattle on about nothing, like the buzzing of a hummingbird’s wings.

The downside to Prism’s quick wit is the sharper tongue that accompanies it. When insulted or tricked, she doesn’t hesitate to return it tenfold in the form of verbal annihilation - especially regarding her faunus heritage. While she enjoys socializing with others and considers herself a people’s person, she does have the tendency to get wrapped up in her goals - distracted from enjoying the little moments in life with so much of her goals suspended in a balancing act of perfect grades and better flattery of higher-ups. This extends to the point Prism will accidentally isolate herself as she’s caught up in whatever she’s focused on, simply forgetting to interact with friends and teammates on a basic level. Alongside her accidental isolation, Prism suffers from night terrors and insomnia as a result of seeing her family killed. This leads to her not sleeping for long periods of time and surviving mostly off coffee, sugary snacks, and energy drinks. Even if she does sleep it’s only in 2-3 hour bursts Unfortunately, this also all includes a crippling fear of Nevermores due to watching her father die.

In her own opinion, Prism’s greatest strengths are her patience and perseverance. She knows what she wants and how to get it; and she knows that hard work in the long run will pay off. No matter the setbacks, she’s willing to keep working - as long as she can get up off her feet, she will never back down. She’s furthermore incredibly tactical and frugal, calculating the most optimal way to make the best out of every opportunity or bullet. She knows the struggles of achieving one’s goals and is more than willing to help others, but will cut her losses if she calculates a dead end - preferring nothing to slow her down. However, being so goal-determined sometimes results in accidental isolation and an aura of unfriendliness - she doesn’t mean it personally, she just has so much to focus on. And if even seemingly disrespected, she doesn’t bother to hold her temper, rather cutting off a person’s bullshit at the source than have it waste her time. That’s where her patience and perseverance take a turn for the worst: she’s bitingly frugal, to the point she’ll cut herself off from relationships (even if accidentally) if it means achieving what she wants.

Aura and Semblance:

Prism’s aura is unusually large and bright white, though when looked at from the right angles seems to give off faint echoes of red, yellow, and blue. Her semblance as an ability she’s nicknamed “Gust”, based off of her initial first-ever access of it.

Prism’s semblance allows her to create gusts of wind of varying sizes, which she uses to either to keep the distance between her and her target, or buoy herself up into the air. Smaller gusts used for mobility or quick bursts of flight are her specialty, and she’s learned to ration her aura to allow for as much mobility as possible. If budgeted correctly and using the environment (especially if it’s a windy day) Prism can stay hovering or slowly drifting for upwards of 15 minutes. Bigger and stronger winds require greater effort however, and gale-force winds can consume up to nearly a quarter of her semblance in one gust. Sustaining heavy winds longer than 15 seconds usually depletes her aura completely. When used with dust when Hawk’s Eye is in it’s secondary form, Prism can create storms corresponding to the type of dust used. However due to focusing almost entirely on precision-usage of her semblance (in boosting herself and knocking enemies off-balance), she lacks the necessary practice to be able to summon massive gusts of wind or create windstorms; she's only successfully recreated large gusts like the one that blew her away from the Nevermore under extreme-stress conditions. Basically, entirely on accident.

Combat Behavior: Prism’s a cutthroat sniper with a near-perfect aim, her own motto being to never waste a bullet. When in combat, she prefers to find a high place and set up a nest, waiting and scanning the battlefield for the perfect moment to strike. She uses her wings, semblance, and natural small size to assist in her mobility and agility, allowing her to reach unsuspecting perches and often surprise the enemy.  She furthermore never stays in one place, knowing a stationary sniper is a dead one - using her semblance and parkour-like abilities to constantly keep opponents guessing. Due to using her own semblance so often she’s gotten excellent at budgeting it, allowing her to use it for extended periods of time. When forced into close combat, Prism can make efficient use of her rifle’s secondary form. The glave’s staff keeps Prism from making direct contact with her opponents, and relies primarily on her wings and semblance to boost her agility to stay at least two steps ahead of the enemy, doing her best to often (accurately) predict their moves and avoid them. She furthermore uses the resulting recoil from shooting her rifle to give her added mobility and height (think like how Ruby uses her scythe).

The disadvantage to being a long-range sniper, even with close-combat training, is you get too used to having the time to think. Prism ironically struggles with thinking on the fly, used to having a few moments to assess the situation and come up with the best reaction - resulting in being vulnerable to surprise attacks. This furthermore makes thinking on her feet difficult when forced into a one-on-one, because as long as she’s kept on her toes she won’t be able to formulate an offensive response, too busy spending the valuable moments between strikes figuring out how to defend properly and attempting to predict her enemy's moves. Furthermore, being naturally small in stature gives Prism a disadvantage when it comes to battles of physicality and of defense. She can accurately be described as a glass cannon - powerful from a distance and can be in a fight, but a few good hits and she’s down for the count.

Overall, her strengths include:
- Good observational skills and plan-making
- Able to predict enemies moves
- Smart use of semblance and aura (able to budget efficiently)
- Highly agile and mobile (parkour!), good at surprising enemies
- Has attacks that cover all varieties of ranges (sniper rifle for long-range, dust usage in glave form for mid-range, glave itself for close-range)

Weaknesses include:
- Often at a physical disadvantage due to (lack of) size/strength 
- Glass cannon, poor defenses
- Struggles with thinking on-the-spot when in battle, can easily be caught off-guard
- Small size can make getting hits in difficult
- Weak against mid-range and low-range attacks due to lack of familiarity with them

WEAPON

Name: Hawk’s Eye

Primary Form: Hawk’s Eye’s primary form is that of a semi-automatic sniper rifle with added scope that’s accurate up to 800 meters, the metal white with blue accents. The barrel has a length of 24 inches, with the added body bringing it up to 43 inches. Hawk’s Eye has a detachable scope and a bipod that allows it to stick to any surface for added balance, including uneven ones. The total weight of the rifle totals up to 16 lbs with the added scope and a sling, allowing for Prism to carry it in flight. The Hawk’s Eye has a 5-round internal magazine that Prism can quickly change, and would give the anticipated effect when shooting dust-loaded cartridges.

Secondary Form: When close-quarters combat is necessary for Prism, Hawk’s Eye primary form can transform into that of a glave by extending the barrel to become a handle up to 6 feet long, with the body of the rifle folding in to form a blade 18 inches long. The staff of the glave stiff functions as a long-distance rifle in this form, as the space for the magazine does remain in the glave’s blade. The blade of the glave can take on effects depending on the type of dust loaded into the cartridge in this form:

Fire: Lights blade on fire, can create sweeping crescent of flames that expands outwards when swung
Ice: Covers blade in ice, creates a freezing crescent when swung filled with small ice particles - useful to blind enemies. If stabbed into the ground, can create an ice-slicked surface expanding in a straight line from the point the blades strikes
Lighting: Electrocutes blade of the glave, electrocuting enemies when in contact.
Wind: Creates crescent-shaped gust of wind when glave is swung(not depleting aura)
Earth: Creates a sandstorm when swung, used to blind enemies/provide cover.
Gravity/Kinetic: Can be used to increase the force of the swing of the glave

Tertiary Form: When not in combat, Hawk’s Eye is able to fold up its internal components to form a shoebox-sized steel box that Prism can carry at her waist on her back.

Dust Functions: Hawk’s Eye’s sniper form has none, accept when loaded with dust-tipped bullets, which then would carry the predicted effect (fire-type dust creating a flaming bullet, ice-typed bullet freezing a body part on impact, etc). In it’s secondary form, a dust cartridge can be loaded into a slot at the base of the blade of the glave, allowing the blade to take on the dust’s intended effects. This manifests in the blade being covered by the corresponding dust effect (fire dust lighting on the blade on fire, ice dust causing it to freeze, etc) and when slashed through the air, send out crescent-shaped waves that correspond with the dust’s intended effect, giving Prism a small range of secondary attacks.

History: Hawk’s Eye was a sniper rifle created by Prism’s father for an unknown client shortly before his death, and was used by Blanc to attempt to defend himself from the Nevermore that attacked his house and family. Prism managed to rescue the rifle but failed to save her father; and it’s now one of the last remaining pieces she has of her family, making her value it dearly. 
No criticism is too harsh so hit me with your best shot.

Calen Shrike - ASTC - First Year Beacon.

Saffron de Cortez - SALT - Third Year Atlas.

Amarant Lovis - (formerly of)ACCE - Headmaster of Atlas Academy

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Re: Prism Skylark
« Reply #5 on: May 06, 2018, 09:40:06 PM »
Appearance: Updated combat clothing a bit.

Themes: Exist now

History: Expanded on Prism's time in the fostercare system and the seamstress she lived with, why she couldn't get into Signal and was left to fend on her own until Beacon

Personality: Large update regarding Prism's PTSD and subsequent manifestations of symptoms.

Semblance: Few updates regarding abilities and usage of wind, involving elemental "crescents"

Combat Behavior: Talked about high-risk high-reward approach to fighting

Weapon: Addition regarding dust-tipped ammunition and how long the elemental effects of her glaive last, depending on the type of dust she uses.
« Last Edit: May 06, 2018, 09:45:25 PM by Moth »
Prism Skylark - Beacon First Year, Winged Sharpshooter and Leader of Team CASA (Casanova) #ffffff

Chantou Rou - Beacon First Year, Insect-Eyed Rebel of Team LGGR (Lager) #ff82a4

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Azre and Erza Sundown- Shade First Years, Fallen Stars of Team RASB (Raspberry) #fe2d00, #feab00

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Re: Prism Skylark
« Reply #6 on: May 07, 2018, 03:16:39 AM »
edits approved
No criticism is too harsh so hit me with your best shot.

Calen Shrike - ASTC - First Year Beacon.

Saffron de Cortez - SALT - Third Year Atlas.

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Re: Prism Skylark
« Reply #7 on: June 13, 2018, 12:23:52 AM »
pre edits: ShowHide
CHARACTER

Name: Prism Skylark

Age: 17, born 1st of Hua, 62 AC

Species and Gender: Female Hummingbird Faunus

Symbol:  A triangle with a white beam of light shining through beaming out 3 colors: Red, yellow, and blue.

Occupation: 1st Year Beacon Student, Seamstress by commission

Themes: Let it All Out - Personal Theme
The Phoenix - Fallout Boy - Combat Theme 1
Whatever it Takes - Imagine Dragons - Combat Theme 2

Appearance: Prism Skylark is a young, lean-bodied woman that stands at the towering height of 4’11” and 124lbs. True to her name, Prism’s hair is a deep sky blue in a choppy windswept bob that ends at her chin, complimented by wide grey eyes and clear, pale skin. A straight noise and thin lips add to the look, and her face is angular, making her appear older and mature than she actually is. Despite her height, Prism stands tall with good posture - preferring to make up for the lack of height with constant heels with a 3-inch minimum, walking and running in them as well as anybody does in boots or sneakers. She has wide shoulders for her height and good muscle definition, especially in her arms and shoulders thanks to a lifetime of parkour and flying. 

The most peculiar attribute Prism possess is the pair of blue-green hummingbird wings she prefers to keep tucked close to her back. When extended, she has a wingspan of approximately 12 feet, and is able to beat them at the rate of approximately 10 beats per second. In the sunlight, they shimmer with minor iridescence along the tips of the wings.  Alongside her wings, Prism will grow small feathers along certain parts of her body (her neck, wrists and forearms, along her upper arms and waist) that possess the same iridescence as her wings do, but she prefers to pluck these to pass as human.

Day-to-day, Prism wears primarily backless clothing to accommodate for her wings, and has personally edited her school uniform to allow room for her wing. In combat, she focuses primarily on tight clothing with little to no armor in order to retain her agility. Her normal outfit consists of a sleeveless suit jacket in dark blue with an also-sleeveless dress shirt underneath, tucked into a looser pair of combat pants with a multitude of pockets to carry various trinkets. She wears an ammunition belt for the sake of easy reloading, though she does have spare prepared clips in her pockets. The one amenity she allows herself in battle is the high-heeled wedge boots she constantly wears with a 3 inch minimum. When in public, she tends to wear a large jean jacket over her regular outfit in order to cover up her wings and pass as human when convenient. She has several piercings in her ears and one in the right side of her nose, and most notably wears a pair of flight goggles on a day-to-day basis for when she needs to fly.

History: Prism Skylark grew up in a nameless village a ways outside the borders of Vale, where she lived with her father Blanc Skylark, her mother Rose and two sisters Aiden and Clarissa. Despite being triplets, Prism was the smallest of the three, inheriting her mother’s hummingbird wings instead of a hawk’s like her two sisters from her father’s side. Her father worked as a custom weaponsmith for hunters who commissioned him, and her mother as a specialty seamstress altering human clothing to work with faunus characteristics - together this earned them enough for a modest lifestyle deep in the woods of this little village.

Prism was homeschooled alongside her sisters by their mother, who taught them until age 12. Their mother taught all three to sew to help assist her with her work; while their father contributed to their education by teaching them self-defense and how to fight. Blanc knew the dangers of having his family live in such a remote location, and taught his daughters fight against both human and Grimm with any weapon they could get ahold of, placing an emphasis on using their wings for advantage in battle. He constantly pitted the three sisters against each other, and to avoid getting bowled over by her largest siblings, Prism learned to take advantage of her size through speed and agility. When not at home, the three siblings would explore the thick surrounding forests, taking advantage of their wings and father’s training scale trees and cliffs, further honing their agility and mobility. Being the smallest of the three, Prism would struggle to keep up with her faster sisters, and was often left in the dust as a result. Instead of pouting about it however, she would spend her time observing the forest around her, learning to move quietly and stealthily so she could continue her observations without scaring away the creatures she watched. Despite her wings, Prism was obviously the daughter who inherited a hawk’s eyes - and this was rewarded by her father after learning of her gift at the dinner table, in the form of custom slingshot. With this, Prism slowly taught herself to aim, and was the first of her siblings to ever bring home any of the creatures they chased.

The problem with being a faunus weaponssmith in a competative field is Blanc often dealt with harsh competition. Despite his remote location and faunus heritage Blanc often netted high-paying customers and famous hunters as commissioners due to the quality of his work; and as a result would receive threats telling him to quit his business or face physical violence from other weaponsmiths, who accused him of stealing their customers. The police were of no help as they viewed them as “empty threats”, so Blanc was left to deal on his own, and as the threats escalated so did the promise of violence. Blanc became stretched thin between worrying about the safety of his family and his stability of his business, and this stress eventually manifested in first emotional, then eventually physical abuse of his wife. With her family life falling apart, Prism began spending more time outside her house in the forest by herself, sometimes spending the night in one-person shelters. This quickly taught Prism a level of independence that her other siblings didn’t have - who preferred to stick it out in their bedroom, ready to side with their mother in the case of their father’s wrath. Despite learning to care for herself as a result, Prism hated herself for always running away when things got tough - always promising herself she’d go back someday, and stand with her sisters. However, this promise never came to be as eventually the constant negative air of the household attracted Grimm. She returned from a night in the woods early one morning to the sight of her house on fire, a Nevermore perched on the roof, blood and multicolored feathers on it’s beak - all the colors of her sisters and mother’s. She’d made it to the treeline, high in the branches above her own backyard just in time to watch her father get plucked out of the air, dropping the odd rifle he’d been trying to defend himself with. She’d dove for it, thinking she might’ve been able to save him, but when she’d looked up again all he did was mouth “run” before being swallowed.  The sight of her father’s death was enough to kick her semblance into gear, creating gale-force winds. However, this harshly backfired as the gusts caught her wings, and resulted in her being thrown far back into the forest - the only reason she survived the confrontation with the Nevermore.

The ruins of the village were happened upon by a passing patrol the next day. They’d only located one survivor, a 12 year-old faunus, huddled high in a tree nearly a mile from the wreckage clutching a fancy-looking rifle and a slingshot.

Prism was enrolled in Vale’s fostercare system, hopping from house to house. While initially grief-stricken and enraged, she found herself seeking purpose. She didn’t know what to do without her family. All she wanted was a chance at revenge, to assure that her family didn’t die without consequence, and made the decision she’d someday kill the Nevermore that killed her family - by becoming a huntress. Though she was of age to attend Signal, she found herself unable to - her father's bank account is inaccesible until any of their children came of age. Prism found herself all on her own at the mercy of the state, so it was up to her to make her dream of becoming a huntress come true. Luck eventually struck out on her when she moved in with an old seamstress by the name of Madame Bernard around age 13, using the skills her mother taught her to assist odd tasks and start saving up through commissions for clothing. Madame Bernard was far from motherly and would make Prism assist in her fancy clothing shop, but she was paid a fair wage and was given a place to sleep - so it was more than enough for Prism. Another part-time job further added to her monetary pool. She threw herself into her academics and extracurricular such as a martial-arts club and track team, faunus rights, and student council, earning high marks and gaining a shining social reputation. She furthermore began to expand her physical skill set at night, relearning the fighting techniques her father taught her combined with the sport she’d taken up, and begin to practice summoning and using her semblance alongside it. Using the rifle she’d carried with her since her father’s death, she furthermore began to teach herself how to shoot, with the aim being to make her as spot-on with a bullet as she was with her slingshot. Being an orphan with nothing but a gun to her name, ammunition was expensive, so she quickly learned to never waste a bullet and make every shot count. Eventually by her 17th birthday she’d saved up enough to apply and pay for Beacon’s Entry Exam, and passed with literal flying colors. Her shining academic reputation and high marks in on the exam further netted her several scholarships, setting her up so she could actually afford to go to the elite school with a lack of debt in case anything goes wrong. Coming into Beacon, Prism has three goals: to never miss a shot, to never stop moving to assure her goals, and to someday avenge her family.

Personality: When first encountering Prism Skylark, your immediate impression of her is frugal professionalism. Her good posture and confident carry give feel of discipline and authority, and she speaks in a tactical and delegated way, preferring not to waste precious time or resources - she’s too goal-oriented. While this behavior goes over wonderfully with teachers and figures of authority, it has the tendency to isolate her from peers her age, instead preferring to focus on her studying and combat skills. If you spend enough time around Prism however, and prove to be friendly enough, her actual personality will slowly open up. Prism is surprisingly friendly and charismatic is a joking way, carrying a quick wit that’s always happy to throw out a joke or bad pun. Prism is always happy to help a friend and will go out of her way to do so, and is endlessly patient in the right scenarios when someone is truly struggling due to reasons outside their control, having done the same in the process of teaching herself to shoot and fight. However, if it seems someone is manipulating her for her better nature then she’s not afraid to cut her losses. Interestingly, she's something of an adrenaline junkie and an athlete, fueling it through regular practice of complicated flight routines, and regularly enjoys going running and working out. If ever given the chance, she'd like to learn how to skateboard or longboard. Thanks to years of struggling to achieve her goals, Prism lives by the principle of do no harm, but take no bullshit: don’t purposefully create strife with others, but have no tolerance when it comes to people disrespecting her. After the loss of her family however, Prism's come to take all life as a precious gift - hating seeing people die, and will do most anything to prevent unnecessary causalities. If you're considered a good friend, she'll be loyal to a fault. Being partly hummingbird, Prism’s inherited several traits from her avian cousins, including a heavy preference for granola and fruit (similar to birdseed and nectar from flowers, in her opinions) and the tendency to endlessly prattle on about nothing, like the buzzing of a hummingbird’s wings. She also has a metabolism for nearly someone twice her size, due to being part-hummingbird.

The downside to Prism’s quick wit is the sharper tongue that accompanies it. When insulted or tricked, she doesn’t hesitate to return it tenfold in the form of verbal annihilation - especially regarding her faunus heritage. While she enjoys socializing with others and considers herself a people’s person, she does have the tendency to get wrapped up in her goals - distracted from enjoying the little moments in life with so much of her goals suspended in a balancing act of perfect grades and better flattery of higher-ups. This extends to the point Prism will accidentally isolate herself as she’s caught up in whatever she’s focused on, simply forgetting to interact with friends and teammates on a basic level. Alongside her accidental isolation, Prism suffers from night terrors and insomnia as a result of seeing her family killed. Furthermore, Prism does have something of a temper that she doesn't hesitate to unleash on people who've done her or her friends wrong; and isn't afraid of escalating to physical means if it's necessary despite her size. Being part of the fostercare system for so long with no sustainable income/home has also left it's mark on Prism. She has the tendency to hoard food even if unnecessary in case it becomes unavailable, will take up the smallest amount of space possible to avoid confrontation, and prefers to backup plans for her backup plans.

As a result of seeing her father die at such a young age, Prism suffers heavily from PTSD. She typically doesn't sleep more than 2-4 hours a night before being woken up by nightmares, and therefore survives primarily on caffeine or sugar until she literally collapses from exhaustion for an extended period of time. She has difficulty talking about the events themselves without flashbacks, and mostly refers to her past "Being put into the Vale Fostercare system", refusing to elaborate on her childhood. She also shows signs of hyperarousal - constantly being on the lookout for danger, startled by loud noises/surprises, and constantly needing to have her back to the wall alongside near an exit. Flashbacks to the events of her father's death aren't uncommon, and are triggered by a variety of things, including the sight of carnage, fire, and most primarily Nevermores. If she encounters a Nevermore, she will burn her entire aura and semblance as a panic-response, creating over 115 mph winds for up to 5 seconds, though for how long they last depends on the current state of her aura (with a drain rate of 20% per 1 second). Encountering one will often result in a loss of ability on the battlefield, as she'll be downed by the flashbacks and a panic attack.

Aura and Semblance:

Prism’s aura is unusually large and bright white, though when looked at from the right angles seems to give off faint echoes of red, yellow, and blue. Her semblance as an ability she’s nicknamed “Gust”, based off of her initial first-ever access of it. She's fully capable of enhancing her attacks with her aura to hit harder, whether it's with her fist or her blade - though this doesn't effect Hawk's Eye in it's primary form.

Prism’s semblance allows her to create gusts of wind of varying sizes, which she uses to either to keep the distance between her and her target, or buoy herself up into the air. Smaller gusts used for mobility or quick bursts of flight are her specialty, and she’s learned to ration her aura to allow for as much mobility as possible. She's particlularly skilled at using it to create updrafts and minor gusts of winds for long periods of time, which is what allows her to stay aloft for long periods of time. She's furthermore capable of creating large gusts of wind, though only momentarily. Sustaining heavy winds for extended periods of time is hard, and can make it difficult to stay aloft when carrying anything other than Hawk's Eye and her usual gear - in the case she needs to carry someone, Prism will need to maintain a strong updraft or risk being dragged down. When used with dust when Hawk’s Eye is in it’s secondary form, Prism can dust-themed winds corresponding to the type of dust used. However due to focusing almost entirely on precision-usage of her semblance (in boosting herself and knocking enemies off-balance), she lacks the necessary practice to be able to summon massive gusts of wind or create windstorms; she's only successfully recreated hurricane-grade winds like the one that blew her away from the Nevermore under extreme-stress conditions. Basically, entirely on accident.

Combat Behavior: Prism’s a cutthroat sniper with a near-perfect aim, her own motto being to never waste a bullet. When in combat, she prefers to find a high place and set up a nest, waiting and scanning the battlefield for the perfect moment to strike. She uses her wings, semblance, and natural small size to assist in her mobility and agility, allowing her to reach unsuspecting perches and often surprise the enemy.  She furthermore never stays in one place, knowing a stationary sniper is a dead one - using her semblance and parkour-like abilities to constantly keep opponents guessing. Due to using her own semblance so often she’s gotten excellent at budgeting it, allowing her to use it for extended periods of time. When forced into close combat, Prism can make efficient use of her rifle’s secondary form. The glaive’s staff keeps Prism from making direct contact with her opponents, and relies primarily on her wings and semblance to boost her agility to stay at least two steps ahead of the enemy. Interestingly, she prefers a high-risk high-reward approach to combat - knowing she's at a physical disadvantage the majority of the time, Prism does what's necessary to assure she comes out on top. She furthermore uses the resulting recoil from shooting her rifle to give her added mobility and force. The various elemental crescents that Prism creates from her glaive's secondary form can furthermore be bolstered by her winds, giving her the ability to create almost "waves" of fire, ice, etc.

The disadvantage to being a long-range sniper, even with close-combat training, is you get too used to having the time to think. Prism ironically struggles with thinking on the fly, used to having a few moments to assess the situation and come up with the best reaction - resulting in being vulnerable to surprise attacks. This furthermore makes thinking on her feet difficult when forced into a one-on-one, because as long as she’s kept on her toes she won’t be able to formulate an offensive response, too busy spending the valuable moments between strikes figuring out how to defend properly and attempting to predict her enemy's moves. Furthermore, being naturally small in stature gives Prism a disadvantage when it comes to battles of physicality and of defense. She can accurately be described as a glass cannon - powerful from a distance and can be in a fight, but a few good hits and she’s down for the count. Furthermore, if an opponent manages to trigger a flashback and/or a panic attack in the middle of fight, they've all but won as Prism will be down for the count.

Overall, her strengths include:
- Good observational skills and plan-making
- Able to predict enemies moves
- Smart use of semblance and aura (able to budget efficiently)
- Highly agile and mobile (parkour!), good at surprising enemies
- Has attacks that cover all varieties of ranges (sniper rifle for long-range, dust usage in glave form for mid-range, glave itself for close-range)

Weaknesses include:
- Often at a physical disadvantage due to (lack of) size/strength 
- Glass cannon, poor defenses
- Struggles with thinking on-the-spot when in battle, can easily be caught off-guard
- Small size can make getting hits in difficult
- Weak against mid-range and close-range attacks due to lack of familiarity with them

WEAPON

Name: Hawk’s Eye

Primary Form: Hawk’s Eye’s primary form is that of a semi-automatic sniper rifle with added scope that’s accurate up to 800 meters, the metal white with blue accents. The barrel has a length of 24 inches, with the added body bringing it up to 43 inches. Hawk’s Eye has a detachable scope and a bipod that allows it to stick to any surface for added balance, including uneven ones. The total weight of the rifle totals up to 16 lbs with the added scope and a sling, allowing for Prism to carry it in flight. The Hawk’s Eye has a 5-round internal magazine that Prism can quickly change, and would give the anticipated effect when shooting dust-loaded cartridges. Due to the high cost of ammunition and a strict budget, the majority of Prism's funds are spent on Hawk's Eye's regular ammunition - she only carries two cartridges (10 bullets) each of dust-tipped ammunition at a time, alongside only two cylinders of dust that allows for the elemental usage of her glaive. When her glaive has an elemental effect active, it can either be used to create up to 5 "crescents" or 5 separate attacks before the cylinder must be dispensed.

Secondary Form: When close-quarters combat is necessary for Prism, Hawk’s Eye primary form can transform into that of a glave by extending the barrel to become a handle up to 6 feet long, with the body of the rifle folding in to form a blade 18 inches long. The staff of the glave stiff functions as a long-distance rifle in this form, as the space for the magazine does remain in the glave’s blade. The blade of the glave can take on effects depending on the type of dust loaded into the cartridge in this form:

Fire: Lights blade on fire, can create sweeping crescent of flames that expands outwards when swung
Ice: Covers blade in ice, creates a freezing crescent when swung filled with small ice particles - useful to blind enemies. If stabbed into the ground, can create an ice-slicked surface expanding in a straight line from the point the blades strikes
Lighting: Electrocutes blade of the glave, electrocuting enemies when in contact.
Wind: Creates crescent-shaped gust of wind when glave is swung (not depleting aura)
Earth: Creates a sandstorm when swung, used to blind enemies/provide cover.
Gravity/Kinetic: Can be used to increase the force of the swing of the glave

Tertiary Form: When not in combat, Hawk’s Eye is able to fold up its internal components to form a shoebox-sized steel box that Prism can carry at her waist on her back.

Dust Functions: Hawk’s Eye’s sniper form has none, accept when loaded with dust-tipped bullets, which then would carry the predicted effect (fire-type dust creating a flaming bullet, ice-typed bullet freezing a body part on impact, etc). In it’s secondary form, a dust cartridge can be loaded into a slot at the base of the blade of the glave, allowing the blade to take on the dust’s intended effects. This manifests in the blade being covered by the corresponding dust effect (fire dust lighting on the blade on fire, ice dust causing it to freeze, etc) and when slashed through the air, send out crescent-shaped waves that correspond with the dust’s intended effect, giving Prism a small range of secondary attacks.

History: Hawk’s Eye was a sniper rifle created by Prism’s father for an unknown client shortly before his death, and was used by Blanc to attempt to defend himself from the Nevermore that attacked his house and family. Prism managed to rescue the rifle but failed to save her father; and it’s now one of the last remaining pieces she has of her family, making her value it dearly. 
No criticism is too harsh so hit me with your best shot.

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Re: Prism Skylark
« Reply #8 on: June 26, 2018, 10:44:39 PM »
Okay! Think I'm finally done with all the edits.

Symbol: Different

History: Edited to talk about spending time in her father's workshop, vaguely knows how to handle more guns. Altered backstory to talk about how she attended night classes at Signal.

Personality: Redefined negative traits to better reflect the way I've been playing her, talked about her semblance in response to her emotions

Aura and Semblance: talked about current capabilities with aura, stuck some limits on manifestation abilities (wind cap w/o extreme stress scenarios, can create small dust devils with large amounts of concentration) able to fling crescents off her blade/create aura-enhanced blows

Combat Behavior: Rewrote weaknesses to better reflect the way she's been played, deleted lists

Weapons: reworded stuff to be more clear. Hawk's Eye now has both semiautomatic and bolt-action capabilities

« Last Edit: June 26, 2018, 10:50:49 PM by Moth »
Prism Skylark - Beacon First Year, Winged Sharpshooter and Leader of Team CASA (Casanova) #ffffff

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Re: Prism Skylark
« Reply #9 on: June 27, 2018, 12:15:40 AM »
Lightning arc 100m seems a bit over kill but not enough to stop reapproving.
No criticism is too harsh so hit me with your best shot.

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Re: Prism Skylark
« Reply #10 on: June 29, 2019, 03:01:18 PM »
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CHARACTER

Name: Prism Skylark

Age: 17, born 1st of Hua, 62 AC

Species and Gender: Female Hummingbird Faunus

Symbol: Hummingbird's feather, superimposed over a triangle.

Occupation: 1st Year Beacon Student, Seamstress by commission

Themes: Let it All Out - Personal Theme
The Phoenix - Fallout Boy - Combat Theme

Appearance: Prism Skylark is a young, lean-bodied woman that stands at the towering height of 4’11” and 124lbs. True to her name, Prism’s hair is a deep sky blue in a choppy windswept bob that ends at her chin, complimented by wide grey eyes and clear, pale skin. A straight noise and thin lips add to the look, and her face is angular, making her appear older and mature than she actually is. Despite her height, Prism stands tall with good posture - preferring to make up for the lack of height with constant heels with a 3-inch minimum, walking and running in them as well as anybody does in boots or sneakers. She has wide shoulders for her height and good muscle definition, especially in her arms and shoulders thanks to a lifetime of parkour and flying. 

The most peculiar attribute Prism possess is the pair of blue-green hummingbird wings she prefers to keep tucked close to her back. When extended, she has a wingspan of approximately 12 feet, and is able to beat them at the rate of approximately 10 beats per second. In the sunlight, they shimmer with minor iridescence along the tips of the wings.  Alongside her wings, Prism will grow small feathers along certain parts of her body (her neck, wrists and forearms, along her upper arms and waist) that possess the same iridescence as her wings do, but she prefers to pluck these to pass as human.

Day-to-day, Prism wears primarily backless clothing to accommodate for her wings, and has personally edited her school uniform to allow room for her wings. In combat, she focuses primarily on tight clothing with little to no armor in order to retain her agility. Her normal outfit consists of a sleeveless suit jacket in dark blue over a women's sleeveless dress shirt, usually paired with a white ascot. In the back of both the dress shirt and suit jacket are two large zippers that lead to large holes near the top of the shirt, which Prism unzips and slides her wings through before combat. She wears an ammunition belt for the sake of easy reloading with Hawk's Eye's normal cartridges, alongside individual sniper ammunition, on it, alongside backups in her pockets. The one amenity she allows herself in battle is the high-heeled wedge boots she constantly wears, bringing her height up by 3 or 4 inches. The final addition to her combat outfit is a pair of flight goggles, which she uses to keep the wind out of her eyes when flying.

History: Prism Skylark grew up in a nameless village a ways outside the borders of Vale, where she lived with her father Blanc Skylark, her mother Rose and two sisters Aiden and Clarissa. Despite being triplets, Prism was the smallest of the three, inheriting her mother’s hummingbird wings instead of a hawk’s like her two sisters from her father’s side. Her father worked as a custom weaponsmith for hunters who commissioned him, and her mother as a specialty seamstress altering human clothing to work with faunus characteristics - together this earned them enough for a modest lifestyle deep in the woods of this little village.

Prism was homeschooled alongside her sisters by their mother, who taught them until age 12. Their mother taught all three to sew to help assist her with her work; while their father contributed to their education by teaching them self-defense and how to fight. Blanc knew the dangers of having his family live in such a remote location, and taught his daughters fight against both human and Grimm with any weapon they could get ahold of, placing an emphasis on using their wings for advantage in battle. He constantly pitted the three sisters against each other, and to avoid getting bowled over by her largest siblings, Prism learned to take advantage of her size through speed and agility. When not at home, the three siblings would explore the thick surrounding forests, taking advantage of their wings and father’s training scale trees and cliffs, further honing their agility and mobility. Being the smallest of the three, Prism would struggle to keep up with her faster sisters, and was often left in the dust as a result. Instead of pouting about it however, she would spend her time observing the forest around her, learning to move quietly and stealthily so she could continue her observations without scaring away the creatures she watched. Despite her wings, Prism was obviously the daughter who inherited a hawk’s eyes - and this was rewarded by her father after learning of her gift at the dinner table, in the form of custom slingshot. With this, Prism slowly taught herself to aim, and was the first of her siblings to ever bring home any of the creatures they chased. When she wasn't helping her mother or exploring with her sisters, she'd spend time in her father's workshop alongside him. While she didn't have the eye for engineering her father did, it at least allowed her to familiarize herself with most types of weapons and guns, and give her a vague idea of how to shoot most of them.

The problem with being a faunus weaponssmith in a competative field is Blanc often dealt with harsh competition. Despite his remote location and faunus heritage Blanc often netted high-paying customers and famous hunters as commissioners due to the quality of his work; and as a result would receive threats telling him to quit his business or face physical violence from other weaponsmiths, who accused him of stealing their customers. The police were of no help as they viewed them as “empty threats”, so Blanc was left to deal on his own, and as the threats escalated so did the promise of violence. Blanc became stretched thin between worrying about the safety of his family and his stability of his business, and this stress eventually manifested in first emotional, then eventually physical abuse of his wife. With her family life falling apart, Prism began spending more time outside her house in the forest by herself, sometimes spending the night in one-person shelters. This quickly taught Prism a level of independence that her other siblings didn’t have - who preferred to stick it out in their bedroom, ready to side with their mother in the case of their father’s wrath. Despite learning to care for herself as a result, Prism hated herself for always running away when things got tough - always promising herself she’d go back someday, and stand with her sisters. However, this promise never came to be as eventually the constant negative air of the household attracted Grimm. She returned from a night in the woods early one morning to the sight of her house on fire, a Nevermore perched on the roof, blood and multicolored feathers on it’s beak - all the colors of her sisters and mother’s. She’d made it to the treeline, high in the branches above her own backyard just in time to watch her father get plucked out of the air, dropping the odd rifle he’d been trying to defend himself with. She’d dove for it, thinking she might’ve been able to save him, but when she’d looked up again all he did was mouth “run” before being swallowed.  The sight of her father’s death was enough to kick her semblance into gear, creating gale-force winds. However, this harshly backfired as the gusts caught her wings, and resulted in her being thrown far back into the forest - the only reason she survived the confrontation with the Nevermore.

The ruins of the village were happened upon by a passing patrol the next day. They’d only located one survivor, a 12 year-old faunus, huddled high in a tree nearly a mile from the wreckage clutching a fancy-looking rifle and a slingshot.

Prism was enrolled in Vale’s fostercare system, hopping from house to house. While initially grief-stricken and enraged, she found herself seeking purpose. She didn’t know what to do without her family. All she wanted was a chance at revenge, to assure that her family didn’t die without consequence, and made the decision she’d someday kill the Nevermore that killed her family - by becoming a huntress. Though she was of age to attend Signal, she found herself unable to - her father's bank account is inaccessible until any of their children became adults.

Prism found herself all on her own and at the mercy of the state, so it was up to her to make her dream of becoming a huntress come true. Luck eventually struck out on her when she moved in with an old seamstress by the name of Madame Bernard at age 13. Madame Bernard was far from motherly, but once she discovered Prism's talents with a needle and thread, begin to pay her a part-time wage to assist in her shop. Alongside this work, Prism took commisions for any clothing that faunus needed altered in order to fit their animistic characteristics, alongside a second official part-time job at a local food joint. By saving up, she managed to earn enough money to start attending Signal Academy's night classes in order to learn how to properly wield her weapon and learn how to shoot. Being an orphan with nothing but a gun to her name, ammunition was expensive, so she quickly learned to never waste a bullet and make every shot count. She threw herself into her academic and extracurricular activities in order to achieve a shining reputation, joining clubs such as faunus rights, martial-arts, volleyball, and actively participating in school council. Every opportunity available was taken and extorted in order to get every advantage possible, cementing Prism with a lifelong iron will - the one obvious result of all her years of labor. Eventually by her 17th birthday, she was confident enough to apply for Beacon’s Entry Exam, and passed with literal flying colors. Her shining academic reputation high marks on the academic portion of the test helped her net several scholarships from outside sources, setting her up so she could actually afford to go to the elite school with a lack of debt in case anything goes wrong. Coming into Beacon, Prism dead-set on someday avenging her family, and assuring nobody else has to go through the tragedy she did.

Personality: When first encountering Prism Skylark, your immediate impression of her is frugal professionalism. Her good posture and confident carry give feel of discipline and authority, and she speaks in a tactical and delegated way, preferring not to waste precious time or resources - she’s too goal-oriented. While this behavior goes over wonderfully with teachers and figures of authority, it has the tendency to isolate her from peers her age, instead preferring to focus on her studying and combat skills. If you spend enough time around Prism however, and prove to be friendly enough, her actual personality will slowly open up. Prism is surprisingly friendly and charismatic is a joking way, carrying a quick wit that’s always happy to throw out a joke or bad pun. Prism is always happy to help a friend and will go out of her way to do so, and is endlessly patient in the right scenarios when someone is truly struggling due to reasons outside their control, having done the same in the process of teaching herself to shoot and fight. However, if it seems someone is manipulating her for her better nature then she’s not afraid to cut her losses. Thanks to years of struggling to achieve her goals, Prism lives by the principle of do no harm, but take no bullshit: don’t purposefully create strife with others, but have no tolerance when it comes to people disrespecting her. After the loss of her family however, Prism's come to take all life as a precious gift - hating seeing people die, and will do most anything to prevent unnecessary causalities. If you're considered a good friend, she'll be loyal to a fault. Being partly hummingbird, Prism’s inherited several traits from her avian cousins, including a heavy preference for granola and fruit (similar to birdseed and nectar from flowers, in her opinions) and the tendency to endlessly prattle on about nothing, like the buzzing of a hummingbird’s wings. She also has a metabolism for nearly someone twice her size, due to being part-hummingbird.

The downside to Prism’s quick wit is the sharper tongue that accompanies it. When insulted or tricked, she will attempt retaliate with a no-holds barred string of insults, aimed to pick apart the person who insulted her. Being so seriously goal-oriented in her life has left her with warped priorities, as she’ll often forget to live in the moment. She’s usually instead too caught up in the future, as she’s willing to do almost anything to assure her dream of becoming a huntress - surviving on a dream for years has left her petrified of failure, causing her large amounts of anxiety and stress at any sign of not performing her absolute best. If Prism doesn’t make it to her senior year at Beacon, it’s because she’ll have undoubtedly worked herself to death. Finally, it isn’t inaccurate to say Prism’s temper while often controlled, is especially fierce. Years of being pushed around thanks to being small and scrawny have left her with an iron backbone with opinions like a concrete wall, unable to change unless especially convinced. No matter the size of person or the harm that will come to her, she’ll stand in their way - especially if it means putting herself between it and something or somebody she cares about.

As a result of seeing her father die at such a young age, Prism suffers heavily from PTSD. She typically doesn't sleep more than 2-4 hours a night before being woken up by nightmares, and therefore survives primarily on caffeine or sugar until she literally collapses from exhaustion for an extended period of time. She has difficulty talking about the events themselves without flashbacks, and mostly refers to her past "Being put into the Vale Fostercare system", refusing to elaborate on her childhood. She also shows signs of hyperarousal - constantly being on the lookout for danger, startled by loud noises/surprises, and constantly needing to have her back to the wall alongside near an exit. Flashbacks to the events of her father's death aren't uncommon, and are triggered by a variety of things, including the sight of carnage, fire, and most primarily Nevermores. To avoid the consequences of a panic attack, she'll often go out of her way to avoid anything that will likely trigger her flashbacks - to the point of purposefully excusing herself from classes like Grimm Studies to avoid any mention of Nevermores. Furthermore, her time as an orphan in Vale's fostercare system has left a significant mark on her psyche, with the habits of hoarding her own stash of food and being extremely protective over her belongings.

Since it's first manifestion, Prism's semblance has been especially tied into her emotions. When feeling anything especially intensely, it has the tendency to manifest without her meaning too, whether it's a pleasant breeze when she's excited to powerful gusts that threaten to topple her when especially mad. On occasion, it's even manifested in her sleep when waking up from a nightmare. However, it's at it's most dangerous when she deals with her flashbacks and the subsequent panic attacks she experiences, where it will violently ramp up to a full-on windstorm before draining itself completely, leaving Prism weakened and occasionally barely conscious.

Aura and Semblance: Prism’s aura is unusually large for someone her age, manifesting in bright white. When intensely channeling it, it will manifest as white "steam" that drifts off her form, caught in whatever breeze she creates. To help compensate for her lack of physical strength, she's learned to channel her aura to help pack a harder punch, manifesting in either aura-enhanced blows or flinging aura-enhanced crescents off her glaive with a large swing.

Prism’s semblance, nicknamed "Gust", allows her to create gusts of wind of varying sizes, which she uses to either to keep the distance between her and her target, or buoy herself up into the air. Smaller gusts used for mobility or quick bursts of flight are her specialty, and she’s learned to ration her aura to allow for as much mobility as possible. She's particularly skilled at using it to create updrafts and minor gusts of winds for long periods of time, which is what allows her to stay aloft in battle. She's furthermore capable of creating large gusts of wind, though only for a few seconds at a time. Sustaining heavy winds for longer than that is especially hard, and can make it difficult to stay aloft when carrying anything other than Hawk's Eye and her usual gear - in the case she needs to carry someone, Prism will need to maintain a strong updraft or risk being dragged down. The highest wind speed that Prism can currently voluntarily summon without being under extreme-stress conditions caps at approximately 80 mph. While she can create extremely powerful gusts of wind, she isn't experienced enough to create anything other than extremely large gusts of wind, or small dust devils (no taller than 4 meters, with an approximate diameter of 1 meter) with large amounts of concentration.

Combat Behavior: Prism’s a cutthroat sniper with a near-perfect aim, her own motto being to never waste a bullet. When in combat, she prefers to find a high place and set up a nest, waiting and scanning the battlefield for the perfect moment to strike. She uses her wings, semblance, and natural small size to assist in her mobility and agility, allowing her to reach unsuspecting perches and often surprise the enemy.  She furthermore never stays in one place, knowing a stationary sniper is a dead one - using her semblance and parkour-like abilities to constantly keep opponents guessing. Thanks to extensive practice using her semblance, she's grown to understand her own limits well, and manages to budget her stamina well enough to stay in the air for extended periods of time.

When forced into close combat, Prism can make efficient use of her rifle’s secondary form. The glaive’s staff keeps Prism from making direct contact with her opponents, and relies primarily on her wings and semblance to boost her agility to stay at least two steps ahead of the enemy. She can also uses the recoil from shooting her rifle in glaive form to give her added mobility and force. The various elemental crescents that Prism creates from her glaive's secondary form can furthermore be bolstered by her winds, giving her the ability to create almost "waves" of fire, ice, etc.

The disadvantage of focusing on long-range combat, agility, and her small stature leave Prism with especially noticeable weaknesses. Firstly is a lack of a familiarity with close-combat situations even if she does have a weapon for the situation, leaving her her at a natural disadvantage to anybody who specializes. There's also her small stature and a lack of physical strength, which makes it easy to throw her off-balance, especially with harder hits that send her staggering. If attacked head-on relentlessly, Prism doesn't have the option of playing defense: she either needs to put distance between her and her opponent, or easily succumb to the assault. While she does have mid-range capabilities, they're incredibly limited, and mostly dust-reliant or aura-reliant, and therefore aren't dependable. Finally, if facing absolutely ruthless opponents, there are specific triggers that will cause Prism to essentially become useless as she'd downed with flashbacks and a panic attack, assuring victory for her opponent  - after dealing with the resulting windstorm, of course.

WEAPON

Name: Hawk’s Eye

Primary Form: Hawk’s Eye’s primary form is that of a semiautomatic sniper rifle with added scope that’s accurate up to 800 meters, the metal white with blue accents. Hawk’s Eye has a 5-round internal magazine that Prism can quickly change, but it also has the ability to load individual shots in the form of standard sniper ammunition to be chambered via a bolt-action lever. The barrel has a length of 24 inches, with the added body bringing it up to 44 inches. Hawk’s Eye has a internalized scope and bipod that allows it to stick to any surface for added balance, including uneven ones. The total weight of the rifle totals up to 16 lbs, allowing for Prism to carry it in flight. Prism carries two ammo belts at once, both slung around her hips; one devoted entirely to normal ammunition, while the other is has dust-tipped ammunition, usually carrying two cartridges of most types of dust. A separate pouch in the back holds the dust cartridges necessary for her rifle's secondary form.

Secondary Form: When close-quarters combat is necessary for Prism, Hawk’s Eye primary form can transform into that of a glaive by extending the barrel to become a handle up to 6 feet long, with the body of the rifle folding in to form a one-sided blade 20 inches long. The staff of the glaive stiff functions as a long-distance rifle in this form, as the space for the magazine does remain in the glave’s blade. The blade of the glaive can take on different applications of dust in this form, done by loading a dust-filled cartridge into the back side of the blade.

Fire: Lights blade on fire, can create sweeping crescent of flames that expands outwards when swung. Can be used to create 5 crescents or individual strikes.
Ice: Covers blade in ice, creates a freezing crescent when swung filled with small ice particles - useful to blind enemies. If stabbed into the ground, can create an ice-slicked surface expanding in a straight line from the point the blades strikes. Can be used to create 5 crescents or individual strikes.
Lighting: Electrocutes blade of the glaive and enemies on contact. Lightning can leap off the blade in this form, with an effective range of 100 meters, but it's only good for one charge.
Wind: Creates crescent-shaped gust of wind when glave is swung (not depleting aura). Good for 5 crescents or strikes, and can create minor whirlwinds if thrust forwards/upwards.
Earth: Creates a sandstorm when swung, used to blind enemies/provide cover.
Gravity/Kinetic: Increases the force of the glaive when swung, effectively doing 1.5x more damage, but only good for 3 strikes.

Tertiary Form: When not in combat, Hawk’s Eye is able to fold up its internal components to form a shoebox-sized steel box that Prism can carry at her waist on her back.

Dust Functions: Hawk’s Eye’s sniper form has none, accept when loaded with dust-tipped bullets, which then would carry the predicted effect (fire-type dust creating a flaming bullet, ice-typed bullet freezing a body part on impact, etc). In it’s secondary form, a dust cartridge can be loaded into a slot at the base of the blade of the glave, allowing the blade to take on the dust’s intended effects. This manifests in the blade being covered by the corresponding dust effect (fire dust lighting on the blade on fire, ice dust causing it to freeze, etc) and when slashed through the air, send out crescent-shaped waves that correspond with the dust’s intended effect, giving Prism a small range of secondary attacks.

History: Hawk’s Eye was a sniper rifle created by Prism’s father for an unknown client shortly before his death, and was used by Blanc to attempt to defend himself from the Nevermore that attacked his house and family. Prism managed to rescue the rifle but failed to save her father; and it’s now one of the last remaining pieces she has of her family, making her value it dearly.
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40th Vytal Tournament Champion: Zabar Aga ~ Member of Team DAWN
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Vale: ShowHide
Huntress: Malina Nahualli-Roth ~ Leader of Team MCCA
Speaking: #993A64 Thinking: #8B0C44
Beacon Professor: Titania Printemps ~ Assistant Headmistress of Beacon Academy
Speaking: #4AA02C Thinking: #E55B3C
Drop-out: Durian Ghede ~ Former leader of team DFDL
Speaking: #E1BD27 Thinking: #AF8B00

Moth

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Re: Prism Skylark
« Reply #11 on: July 29, 2022, 02:09:14 AM »
Changes:
- Minor changes to appearance
- Rewrote backstory to be less angsty and more emotionally resonant
- Expanded on personality
- Rewrote semblance and expanded powerset -- wider set of elemental capabilities
Prism Skylark - Beacon First Year, Winged Sharpshooter and Leader of Team CASA (Casanova) #ffffff

Chantou Rou - Beacon First Year, Insect-Eyed Rebel of Team LGGR (Lager) #ff82a4

Albrecht Clodwal - Beacon First Year, White Knight Nice-Guy of Team CNRS (Cinerous) #00a4a4

Azre and Erza Sundown- Shade First Years, Fallen Stars of Team RASB (Raspberry) #fe2d00, #feab00

Jima Purpora - Beacon Third Year, Grimm-Obsessed Scholar of Team PLSM (Plasma) #6e3aa8

Metroidhunter

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Re: Prism Skylark
« Reply #12 on: July 29, 2022, 07:40:47 AM »
Changes approved. (Weather semblance gang)
Ferra Mars - The Iron Trooper
Iris Astria - The All-Seeing Eye
Cloe Zeu - The Cyber Speedster