CHARACTERName: Samantha Quartz
Age: Eighteen
Species and Gender: Female Fox Faunus
Symbol: Occupation: First year Beacon student and part-time assistant at nearby Dust store.
Appearance:Sam is around average height, standing at 5'4. She has pale blonde hair, reaching down just below her collar and hanging over her right eye. She is a little thinner than average, and most of her weight is athletic muscle. Her skin is a pale white shade, and surprisingly smooth considering her occupation. Her right eye is cybernetic, glowing blue, while her left is grey - a smudge of faint amber at the centre. Around her right eye is a thin ring made of metal with a small line of wires and metal curving around the side of her head. Due to the off-putting appearance of the eye, Sam covers it up most of the time. She has two blonde fox ears on her head, but she flattens them against her hair to hide them in public. Similarly, she has a fairly bushy fox tail that she tucks into her trousers; a little bit harder to do than the ears, but it helps her get around in public easier. Behind everything, she can be attractive; she's got a slightly rough feminine look and is fairly well endowed, but she tends to cover up and wear baggy clothing to the point her gender can be hard to discern from first glance. She wears two chain bracelets around her wrists, with several spots that hide small claws on her knuckles and on the side of her thumb. Her right arm is heavily scarred along its side, with several artifical parts overlayed. A majority of remaining exposed skin, especially when wearing just a t-shirt, is usually covered up with wraps of bandages. Finally, Sam has four 'ports' on her back, metallic circles that appear to be the only complete implant. Commonly seen from those involved in Shard Incorporated, a high-ranking developmental science company, it allows for interface with a limited number of components; however, none look quite like the one that Sam has, which appears to be a prototype. These normally have four chains connected to them; not having the attached objects on her makes her feel like she's missing a limb.
Combat uniform:
Sam’s combat uniform is a pair of combat trousers, a simple shirt and a hoodie; the trousers and hoodie both have light reinforcement beneath the surface, with small metal plates on key areas. The hoodie has a number of little chains on it for people to get their weapons hooked on, and at the back has four ports for her main chains to exit through. She typically wears a mask while having this on.
Casual and sleep wears:
When with others, Sam often wears lightweight fully sleeved shirts and jeans along with trainers. She doesn’t tend to show much skin at all, but neither does she get particularly cold in winter, replacing her normal hoodie with a jacket at most. When by herself, she likes to wear t-shirts. Sam does have a few skirts and a dress (singular; she hates the things), but it’s very rare to see her wear either.
Her sleepwear is similar, being a simple grey set of a long shirt and trousers, along with slippers of similar colour, although when by herself she tends to wear an oversized shirt and shorts. More comfortable.
History:Sam was born in a fairly peaceful retirement town on the outskirts of Vale as the firstborn daughter of a famous pairing of hunters - the ‘Quartz Duo’ - and was, admittedly, pampered a fair bit by her parents. Many people had high expectations for her, and she quickly proved herself capable, getting excellent grades from her private tutors on various topics in academical areas. After her younger siblings were born, a twin boy and girl, her pampering decreased a little as would be expected with two other children in the house, but this gave her an opportunity to pursue some of her own interests - giving her a few hobbies and letting her gain some independence from her parents.
As a child who looks up heavily to their parents would do, she quickly started following in their footsteps, managing to persuade them to let her start training to be a Huntress. This didn't take much, considering her heritage – while a bit spoilt, she certainly wasn’t coddled when it came to hunting. Her father personally started training her with help from her parent's old teammate and Sam's godfather. Sam's hobby of tinkering was borne at this stage, and she started to prove herself capable with weapon construction and a natural at strategy, though her actual physique struggled to keep up at a young age and had trouble unlocking her aura; nothing she did got it to awaken, and for an admittedly spoilt child was a major source of frustration - something that no one could give her but she wanted. All the combat training did lead her to become a bit of a tomboy even at her young age. However, with continued encouragement from her parents, she instead took up usage of Dust to make up for this fault, learning to create semblance catalyst focis and practising the theory of using Dust patterns for ranged attacks. As time went by, she formed the base of her combat style with her starting weapon; a simple pair of swords that clipped together into a longer one. With her continual development and practise both watched by her parents and tutors, and of her own volition, she was on track to being admitted into one of the better hunting academies. She was popular, if a little overbearing sometimes at her school – challenging people to spars and performing well in class.
This changed a few months after her eleventh birthday. With fame comes infamy, and her parents had some enemies of their own - one of which was apparently not above using children as hostages. The house they lived in was fairly large (and more importantly, expensive) and as such had a few hired guards while her parents were out - but they weren't prepared for an actual targeted attack from a criminal organisation. They barged into the house and quickly took out the guards, quickly finding Sam and her siblings and took them away to a nearby warehouse converted into a holding cell and a research area for the organisation. While her siblings were simply left as hostages, the scientists there wished for a test subject, and Sam - being the oldest - had the most chance of surviving the procedure. As such, they decided to test a prototype on her, using it to gain valuable information about a large-scale implantation for future projects.
Sam doesn't like to talk about what occurs during this time, with her own memories of the event fragmented at best, but it ended up with the extensive scarring and an incomplete implant being placed in her body. When her parents finally arrived, they were petrified upon seeing their children captured and as hostages, unable to make any solid actions. They tried to persuade the members to stop what they were doing with their words, as any actions could set them off, and to try to stall for time for law enforcement to arrive. However, as the leader of the group got impatient, he set about making an example; hitting Sam's sister on the head and threatening for more unless they agreed to her demands. Not seeing her sister get back up, something inside of the faunus snapped, her aura and semblance finally unlocking as she used the implant given to her against the same people who had provided it. With the group distracted by the death of the leader and several other members, her parents finally moved into action, dispatching the rest of the group and allowing law enforcement to fully contain the situation.
With such a monumental change in pace of her life, Sam did the only thing she felt she could; she focused solely on the goal she had given herself. Trying to separate herself from the event as much as she could, she only ever properly talked to her brother during this period; her sister was in a coma, and despite knowing that they couldn't do anything she still held resentment towards her parents for their inaction. At some points, her parents did attempt to try and get her proper medical removal of the implants due to a recommendation from Sam's therapist, but she refused - despite the trauma that had come with obtaining them, they were also the things that eventually saved Samantha and her siblings from the group, and she was determined to use them for herself as one last spit on the face of the gang. As such, she received only the medical attention necessary for the implantations. She threw herself into her studies and training, despite being frequently hounded by political figures looking to garner sympathy, the media wanting a 'more personal' insight into the event and into various legal obligations with imprisoning the survivors of the event. People she had come to know as friends no longer knew her properly, coddling her and throwing her pitying looks that she couldn't even escape on the streets; the event was significant enough to have been publicised heavily on the news, being such a precise attack on an area considered to be safe.
In an attempt to try and get some peace of mind for just a short while in-between her work and to get away from her family, she moved in with the same godfather who had taught her originally. She finished crafting her first weapon, Prismatic Performance, wanting something unique to her outside of the implants that she'd built. During this time, her semblance had been developing into a far more prominent state; with her hypersensitivity combined with this, as well as the constant noise and action her life had been pushed into, she felt all the stress and tiredness start to catch up to her. She just threw herself into her tinkering, and to a lesser extent her combat style.
She passed the entrance exam of Beacon a year early, but her mental state was deemed too unstable at the time to join, and he had to go through a year of rehabilitation. The exhaustion of it all, all the anger she had built up at herself, her family and the general public, it all pushed down on her at that point. She'd gotten what she wanted, and now she didn't really know what else she was meant to do. In the end, she burnt out a little, just lazing about a majority of the time in a semi-dissociated state until the following year, picking up coding during this time. With a significant lack of social skills matched only by her now-laziness and a newfound love of large quantities of coffee, she was assigned to team VCVS.
The early days of her membership in VCVS were about average – she got along fine outside of training fine with her teammates, admittedly partially because she wasn’t around much (hiding out somewhere or tinkering at the forge) but maintained a somewhat friendly relationship with them. In terms of training and classwork, however, she was a source of frustration for some of her team, especially their leader Juno; she didn’t apply herself to anything, sleeping half the time and waiting right until a coursework was due to suddenly do the bare minimum in one night, despite occasionally showing promise in areas when irritated or pushed to do something. Usually the two came together. She grew a little more sombre after Caja had to leave their team, occasionally paying a bit of attention, but hasn’t really been top of her game, focusing more on her hobbies – leading to the recent crafting of Ashen Howl. The recent, more dramatic events have slowly lead to her upping her game in terms of training and tinkering - fighting the White Fang and the Vytal Tournament as examples - and files gained over the course of the group’s interactions with the criminal underworld have started leading her to a possible origin of her implant – and a rare determination to find out more. She was injured during the Vytal Tournament by Camelia, damaging her implant to a point it wasn't perfectly repairable.
Personality: Sam tends to and aims to project a laid-back and somewhat lazy persona. She is a fairly relaxed person, taking things as they come and doing things as late as she can get away with. The fox faunus is more of a listener than a speaker, and coupled with this means she’s good at listening to people’s problems – though she does tend to ramble when she finally does get going herself. She’s a fairly apathetic person, in part due to her past experiences, and has troubles with her own emotions at times. She can occasionally get sparks of her former self back when she’s interested in a particular topic or objective, though; even if she doesn’t always realise it herself. Similarly, while it takes specific topics or outcomes to actually anger her, she can often find it hard to let go once it does happen – while she’ll often use an ‘outraged’ hot anger for when someone irritates her, she burns slow when she’s actually angry, rather than just annoyed.
Samantha gets by being lazy through the merit of being very intelligent. While not great at remembering lists of data or hundreds of facts, she can put things together at fast speeds and pick up new concepts quickly. This leads her to being great at bullshit for her classes, and being excellent at strategy – when she actually puts her mind to it, that is. A combination of her lack of enthusiasm and not great self worth leads her to not putting her ideas into action a majority of the time, however.
Her hobbies are fairly varied; she enjoys smithing and tinkering, changing things around with her weapons and coming up with gadgets or devices for combat or her own amusement. She likes coding, coupled with her tinkering for more advanced gadgets and maintenance of her implant. Finally, she enjoys music; she plays the guitar and sings, though this hobby she mostly keeps to herself as a more private thing. Sam also likes to ‘take breaks’ from the world around her, isolating herself for a time – whether this is simply playing games in her room, or using her chains to get somewhere up high where she won’t be bothered, despite Juno’s comments that she shouldn’t be jamming a hook through the window to use as a way to hoist herself up onto the roof with her chains. It’s a silly habit, really, but one she’s kept since she was younger and finds hard to let go.
Aura and Semblance: Sam's aura is very large. However, she has difficulty actually controlling it with anything resembling finesse, though she is slowly improving on that front – she tends to take the brute force approach still, though. It has a blue-grey colour and a 'pulsing' musical appearance.
Sam's semblance is called Resonant Echoes. It allows her to manipulate sound waves in several ways; hearing, modifying and storing them. The hearing portion has a light passive effect, simply boosting her hearing lightly - but by focusing on it she can form a rudimentary echolocation of her surroundings. She finds it somewhat difficult to keep her sight up while using it; having two sources of input are very confusing for her. She can sense weak pulses from around twenty-five metres, though not their origin, origin points at fifteen and clear shapes from five metres away.
The other part of her semblance allows her to 'store' vibrations into an object. Doing this slowly causes said object to start vibrating itself, eventually forming a semi-solid wave around it with its properties based on the object's shape - a sword's one would be a sharp covering, while on a spherical object would be more cushioning and like very thick air. This can be continuously held, or released to release the stored energy in a wave or blast, though getting enough energy for each function takes exponentially more time, sped slightly by the amount of vibrations being used to 'fuel' up the charge. The charge can be continuously increased over time, with the main limit being the object degrading from the vibrations (even with them being lesser than the actual force stored in the object) and her physical stamina and possible damage to her aura when containing a highly charged store. This charges faster if she's focusing on it, i.e. not moving, just concentrating on it. Using this, however, does come with a drawback; while active, it creates a vacuum of sound around the charging item – muffling sound so that while her echolocation cannot sense around it, it near-silences sounds around it. She can hold a charge once it's at a desired amount to allow her to regain the hearing.
Using dust with her semblance adds a secondary effect based on the dust onto the sound waves depending on how long she's charged it; fire dust going from simply a wave of heat to flames flickering along with the wave, lightning dust causing a static to almost EMP effect and etcetera.
Combat Behavior: Sam's a good all-around fighter; she has options, if conditional, for all different ranges, though with long range being weaker than mid and close. She's best as a reactive or ambush fighter, skirmishing and testing an opponent's skills before taking advantage of a weakness or trying to take them out in one forceful assault. Ideally, in team combat, she'd be distracting an opponent while seeing how each of their opponents fights, then relay information and possible plans around her own. She can, however, go for a forceful attack; her semblance and weapons favour an all-out burst of activity, but after this initial rush or an opponent working a way around some of her abilities she has to take a step back and start reacting instead. She
is capable of helping to control the pace of a fight by constantly keeping up a low level of pressure, using her chains and dust to force an opponent to keep on their toes. She is not as good with a defensive fight style, however; she usually just backs off or quickly runs, more of a skirmisher than a wall to block an opponent, and as such sometimes struggles to defend teammates as her larger crowd-control attacks take time to recover each shot. She's working on how she can integrate into a team combat scenario fluidly, rather than doing her own thing and feeding information back to them.
Sam's fighting style is fairly rhythmically based. She uses music to allow her to focus less on the pacing of her attacks, just firing off to a beat instead; this gives her more leeway in calculating what her next move should be and how she should go about it, at the cost of slight predictability. Her counterattacks tend to be a sudden burst of activity before going back down to a normal level, with a small quiet before the attack each time as she prepares herself. Each of these bursts tends to involve activity each time, up until it reaches an endpoint where she's run out of resources or stamina and she's left stuck at this weaker base level, which can lead to opponents who can outlast her gaining an advantage. Furthermore, any opponent who can overpower her and break this rhythm completely can leave her flat-footed, giving them time to attack her while her defenses are down. Finally, there's the obvious point of them recognising either the timings of her attacks or the switch from probing defenses to sudden activity, but she's learnt a little about quickly changing up the exact timings on these to use it to her advantage, rather than a weakness; a sudden change from an expected pattern lets her occasionally get in some cheap shots. And she's not above using any kind of cheap shot.
WEAPONSName: Prismatic Performance
Primary Form: Staccato and Encore: A pair of linked shortswords, attached with a chain inbetween them. This chain can extend to allow for one sword to be thrown and drawn back, or even use both swords on the end of the chains. One is made of a black metal and the other a white one, cosmetically made to look like crystal.
Secondary Form: Crescendo: Formed by pressing the two swords together and activating the frameshift, a chainsword is formed; the crystal-edged material circling the primary blade. The weapon needs to have its momentum taken advantage of for repeated blows due to the control being limited by the sawblade, but in turn the loud noise generated allows for quicker build-up of her semblance. The shape itself means, along with the main sonic wave held around it, repeated small blades can cut.
Dust Functions: None of the weapons have any innate dust functions, though using dust on her semblance's effects can affect the sonic waves the blades generate.
History: When Samantha first started crafting the pair of shortswords, she'd based them vaguely off each of her parent's own weapons in terms of colour and design. The chains, and subsequent chainsword function, were added after she got her implants - meant to differentiate her from her parents, but also to try and show she could take what they had and make it better than they ever had. Prismatic Performance is her weapon of choice, and her fighting style is based around it.
Name: Ashen Howl (Prototype)
Primary Form: A custom semi-automatic anti-material rifle. The gun has a bipod designed to attach onto the surface it's placed on tightly to provide a steady plain on uneven surfaces, and a variable scope. She can muffle the weapon's firing sound to some extent using her semblance, or use it to charge each round before firing.
Secondary Form: A storage form, where the gun bends in half then folds various components inwards to form a mismatched box shape.
Dust Functions: Ashen Howl can load dust rounds of a high calibre for a fair effect, and her semblance's effect causes these to have a weaker effect in a larger radius around the central impact.
History: Ashen Howl is a recent construction, and still not finalised in design. The weapon was made in her first year at Beacon; she realised that she could use a longer range option that worked with her destructive combat style, and that her team could use an expansion in their longer range stopping power. She's not quite a crack shot, but she's improving at its use, especially after the Vytal tournament.
Name: Unnamed
Primary Form: A group of four ports on Sam's back; the implants can connect to an object and control it with fair flexibility as long as the item itself has a range of movement, such as wires or the commonly used chains. The ports function through connection to a microcomputer planted in her spinal chord, interpreting her intentions into movements in combination with artificial nerves linked to her central nervous system. The objects used can be moved with about as much force as a normal limb, when taking into account the weight of the material couples with the lesser direct motion, though they tend to need a little bit of a windup for an impact instead of just being used to trip someone up. Anything that attaches to the implant requires a matching port to connect to it; new attachments can be created, but it takes time for both construction and learning to use them, along with the discomfort of essentially replacing a limb with an entirely different one. There's a weight limit to the attachable objects, with heavy chains being Sam's limit as of yet. The implant has been slightly on the fritz since her fight in the Vytal Tournament and the injury she received.
Dust Functions: While it's a bit difficult to apply dust to something
inside her body, she can attach things to the chains if he wants to have some sort of effect or just coat the chains themselves, though it's not something she can do on the fly. However, she can use dust-coated tips on the chains, or use the chains themselves as a focal point for the casting usage of dust, though she's still practising this as it tends to result more in her blowing up than anything usable.