CHARACTER
Name: Tina Allan
Age: 17
Species and Gender: Human Female
Symbol: A platinum-colored bold crosshair
Occupation: First Year Beacon student
Appearance: Tina is around 5 ft 1 inch in height with a slim, but not entirely slender body. She has long, brown hair, normally tied up in a ponytail with a pin with her symbol on it, and she has platinum eyes, inherited from her mother. She has pale, slightly tanned skin and tends to wear a delonix-colored bracelet around her right wrist. Apart from the school uniform, which Tina doesn't wear all that often, she has a cross between girly and tomboyish, mostly tomboyish, clothing which she likes to wear. Her favourite outfit is a silver sleeveless T-shirt with a modified, lower neckline and a tank top which she wears over said T-shirt, left unbuttoned, or a simple, cute blouse. She also wears smooth blue jeans, which is swapped for a black and silver "combat skirt" when she fights. She dislikes high heels, preferring sneakers and even sandals before wearing heels. She wears two criss-crossing leather belts, to which she has 2 holsters attached. There are also several ammo loops on the belt. She sometimes wears single-rimmed glasses.
History: Tina grew up in the cities of Vale, surrounded by peaceful citizens and raised by a loving pair of parents, one being a solo Huntsman (her father) and the other being a well-off clothes storeowner(her mother). Growing up, Tina had little trouble befall her and lived a normal girl's life, with one exception: She showed little interest in what normal girls did (which was group up and gossip) and instead spent her time reading and playing FPS games. This was because of her father's influence, much to her mother's dismay. Still, she went with Tina's wishes as much as she could, only insisting that she keep up her studies. Due to her obsession with video games and reading, Tina never learned how to properly socialise, and instead preferred to chat with people online. She also developed a natural instinct for the trigger, and from her video games, improved her reflexes. With this addiction to video games also came a desire to actually be good at shooting things, and after much begging from Tina, her father relented and brought her to a shooting range, where she started learning the proper way to handle firearms, and after some time, became proficient with small sidearms like pistols and revolvers. However, her frail frame never grasped the way to use anything heavier, not even a SMG.
One day, her father received a mission to protect a small village just outside the main cities, and so after bidding Tina and her mother goodbye, he set off. To this day, Tina has never seen him again. At first, Tina was distraught after her father didn't return in the time she expected, fully expecting her father to be dead, killed by Grimm. However, during a period in which Tina was mourning her "lost" father, she received a unnamed package in the mail. Inside were blueprints for something Tina didn't recognise, plus a short note from someone that Tina instantly recognised as her father's handwriting.
"My beloved Tina:
I know you must be worried about me. But do not fear, I just need to deal with several things. One day, I will see you again. In the meanwhile, here's something to keep you occupied. I know you'll like it.
Love, Dad"
Tina brought the package to her mother, who nearly fainted at the news that her husband was still alive. After a bit of rejoicing, Tina brought the blueprints round to the local blacksmith, who got her the parts she needed to create what Tina named Sunrise and Nightfall, her dual revolvers, and enrolled at Signal Academy. Now, after passing Signal with above average exam results with the intention of joining Beacon, becoming a Huntress, and finding her long-lost father, Tina is ready to forge her own path, by gunfire if necessary.
Personality: Tina is a shy yet cheerful girl, with her father instilling several of his hobbies into Tina before he left. Despite her lack of interest in very girly clothing, she wears minimal makeup and makes an effort to touch it up whenever possible. She is an avid reader of science-fiction, and equally loves video games, resulting in her interest in sci-fi. However, this also caused socialising to be a problem for Tina, and thus she is shy around strangers, and prefers to be left alone at social events. However, she is more than willing to talk to people about topics she likes, and she is open and likeable to people she is friends with. She likes to make references to video games and books, often confusing people that don't know what she is talking about. Due to her constant playing of FPS shooters, she has a natural tendency for the trigger, and as a result has improved reflexes from playing so much. As well as that, she has trained in a shooting range since she was young, and as such has actual experience to back this up.
Aura and Semblance: Tina's aura is platinum colored, and she has an average amount of aura. She is especially talented in using her aura to detect nearby Aura users, but is less good at using her aura for other purposes. This may be because of her Semblance, which is Seismic Sense. When using her Semblance, Tina sends a shockwave of Aura through her right leg, through her foot and into the ground, where it travels through the ground, resonating against any moving object and bringing the exact location back to Tina. This shockwave can go up to 20 meters in any direction, passing through walls and solid objects, and CAN detect Grimm, since it is detecting moving objects and not Aura. However, Seismic Sense cannot detect anything in the air, no matter how close they are to the ground. Tina can further focus her mind and extend this range to 30 meters. However, this requires her to close her eyes and stand still. She also cannot use Seismic Sense if her right leg is suspended in the air. Tina can use Seismic Sense once every 15 seconds without significant stress.
Combat Behavior: Tina takes the role of a gunslinger, preferring to engage foes at medium range, and able to provide covering fire for any allies when fighting Grimm. Tina is much less skilled in close-range combat than she is in long-range, and thus prefers to retreat rather than fight if being engaged by a swordsman. Due to her semblance, she prefers to stay on the ground, where she is able to sense foes around her, and force them out into the open, where she can shoot them down. She is not particularly strong, and easily overwhelmed if disarmed, but she is more than capable of holding a defensive position on her own, even if outnumbered, due to her accurate aim. If forced into close-range combat, Tina mostly stores away Sunrise, her sword, and fights with Nightfall, her rapier. Despite having weapons that transform to dual swords, she has spent almost all of her time training her aim, and has little experience at sword-fighting. She only knows the basics of dual-sword combat, and thus does not use both swords often.
WEAPON
Names: Sunrise and Nightfall
Primary Form: Sunrise and Nightfall are two revolvers that Tina created by herself, with help from her father's blueprints, and the local smith. In their revolver form, Sunrise and Nightfall are almost exactly the same, apart from the color scheme and a few dimensions: Sunrise is whitish-gold and Nightfall is purple-black. The body is comprised of a 6-shot revolving chamber, with a angled handle and trigger underneath. The handle further extends into a oval pommel, which goes under and ends at Tina's wrist. A hammer mechanism is on top of the chamber, and a gilded, thin barrel extends outwards, around 15 cm long. On the top and bottom of the barrel are a pair of metal eagles, wings extended backward and head forward. Both Sunrise and Nightfall hold up to 12 shots before requiring a reload, and they are loaded with Dust rounds, equivalent to .357 Magnum rounds. Both revolvers have an effective range of around 40 meters, and two shots are capable of crippling a Beowolf Grimm.
(Design concept:
http://img15.deviantart.net/6ecb/i/2015/113/d/c/argent_peacemaker_spiral_knights_by_bloomy_chan-d8qrvt0.jpg)
Secondary Form: Sunrise and Nightfall may have the same revolver design, but vastly different modes. In Sunrise's sword form, the handle shifts backward on a sliding mechanism and rotates to the back of the revolving chamber, while the pommel also straightens up and forms a classic sword handle, with the chamber as the base of the blade. The two eagles slide down the barrel and line up with the chamber, while the eagle wings lift up and form the edgeguard of the blade. Along the gilded barrel, edges of tempered steel emerge from hidden gaps, and protrude to around 4 cm, creating a gladius sword. However, there is no tip to the gladius, which makes it ineffective at doing any poke damage. The firing mechanism does not work, either. It does do "swish swish stab" well, though.
Secondary Weapon/Form: Nightfall's revolver form is the exact same as Sunrise's, but it's sword form is again, different. Nightfall's barrel is longer than Sunrise's, but not as thick. As with Sunrise, Nightfall starts it's transformation by swivelling it's handle and pommel to the back of the chamber. However, after sliding the eagles down the barrel to the chamber, the eagles split into 2, forming 4 half-eagles around the chamber, like the prongs on Myrtenaster. The eagle wings do not lift up. From the barrel, a long, sharp rod of tempered steel extends, forming a rapier around 2/3rds the length of Myrtenaster. Tina knew that she wasn't strong enough to wield a proper rapier for an extended period of time, so she opted to shorten the blade in exchange for a longer time in which she could wield the weapon.
Dust Functions: In their sword form, Sunrise and Nightfall don't use dust. However, in revolver form, Sunrise and Nightfall can use Dust infused rounds to further their capabilities:
Fire Dust:Both revolvers fire flaming bullets, which do extra damage.
Ice Dust:Both revolvers fire icy bullets, which create small ice shards on contact, that further shatter into fragments, acting as miniature frag bullets.
Electric Dust:Both revolvers fire electric-charged bullets, which do tiny amounts of paralysis which stack up gradually. One shot is like hitting your funny bone lightly.
Gravity/Kinetic Dust:Both revolvers fire bullets that are affected less by wind resistance and gravitational pull, making them faster, and have slightly higher pierce.
History: The origin of these revolvers came from one of Tina's father's blueprints that he left behind, with a mysterious OOO emblem on them. Tina then, with much trial and error, managed to recreate the design.
(If anyone gets the reference, credit to them)