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WiP Characters / Doctor Talia Elaine Darlton
« on: December 01, 2018, 03:11:18 PM »
CHARACTER
Name:Doctor Talia Elaine Darlton-------Handedness:Left
Age42 | 6 SaraalComplexion:Deep Tan
Species and Gender:Human FemaleHair Color:Blonde
Symbol: A Silver Scalpel with a droplet at the tip.
Eye Color:Platinum-Blue
Occupation:Disgraced ResearcherAura Color:Dark Gray

Nicknames/Aliases: N/A

Appearance: Talia is a dazzling human female standing at just under six feet tall. Long blonde hair flows down her shoulders and back in rivulets and contrasts sharply with the deep brown of her skin. Her almost-metallic blue eyes give off a cold chill to those who catch them. She has a narrow build with thin limbs and narrow waist brought on by constant deskwork and obsession over her health. Her face is alluring but the unfeeling smile that graces it from time to time breaks the illusion of beauty.

History: Talia was born in Haven to a small family of farmhands. It was there that she was first exposed to medicine. As a girl she was often tasked with aiding her parents in caring for the livestock and even assisting in medicating, surgery, and births. With little money her family was forced to fend for themselves but Talia’s innate hunger for knowledge blossomed into full fledged starvation. During one trip into the city she slipped into a book-store and absconded with several books only to get caught in the process. Her parents were fined and quickly escorted their daughter out of the city before any more trouble came. Back home, her parents made the decision not to allow her in Haven City until after she was older. Horrified, Talia fled her home and stole aboard a small wagon heading into the city.

Back in Haven, Talia sought out the bookstore, committed to getting what she wanted. Unfortunately, being only ten years old and having nothing but the clothes on her back the owner easily chased her away. Frustrated she wandered the city until she stumbled upon the library, having never been to such a place before she was overwhelmed by what she found. Though she was troubled by why her parents did not show her this place, she realized that coming home now may prevent her from even the free knowledge. She committed herself to practically living in the Library, sleeping outside at night and stealing what food she could. She avoided her searching parents in every way imaginable, going as far as to cut her hair and pass as a boy for a month. It was by the time she turned eleven that she was discovered by a huntsman who had been dispatched to track down the ‘wild girl’ of Haven Library. The confrontation was brief and Talia found herself at the huntsman’s mercy. Desperation and fear of knowledge-starvation triggered her semblance and she drank deeply. Using what she learned she threatened the huntsman until he released her in shock. Once again, Talia fled.

Terrified but fascinated by her gift, she began ‘stealing knowledge’ wherever she could. She quickly discovered the limitations of her ability and developed a system to retain as much as she could. All the while she continued to flee the occasional pursuit of the huntsman she came to know as Lindt. Their game of cat and mouse lasted for an entire year before he finally cornered her as she was breaking into Sanctum Academy in search of knowledge about their weapon forges. It was there that she was given a surprising option. Lindt had reported back many a time about her activities and though he still did not understand her semblance, the school was willing to take her in on the condition that she put an end to criminal activity. Seeing no other option, she agreed. Though her hunger remained.

A student at Sanctum, Talia threw herself into her studies, obsessed with acquiring whatever knowledge she could. Even so it became clear to her that the schools in Haven were only so advanced and that there were other places out there where she could learn more. With the slow pace of everyday school life she was forced to study on her own and seek out new sources of information. Book after book, text after text, word after word, she consumed everything in what she realized was a spiraling decent into a hole she could not escape from. She tried to distract herself from the fear she was losing her mind by giving more attention to combat study and the creating of weapons. Though she was behind compared to her peers physically she found that her mind more than made up for it. Eventually she survived Sanctum academy and made it to graduation. It was on the very day of her graduation that she was approached by a representative of Atlas that wanted to offer her a full scholarship at Atlas Academy. Unwilling to pass up the opportunity she accepted and was brought to the titan of science and research that was Atlas.

Atlas became her playground, she walked with giants and studied concepts and ideas she never even had conceived of before. She joined a team, VYLT, and with them she proved herself to be a vital ally. Her role often focused on maintaining the teams gear, coming up with strategies for the leader to execute, and keeping the team healthy. Eventually her studies began to focus more and more on the body and after a time she approached a professor on taking up a path in the medical field. The professor was thrilled but worried that Talia was going too fast and needed to slow down and enjoy her life more. Talia informed him that the only way for her to get any enjoyment out of life was to learn more. His bitter response was “but we only can know so much”. Despite it all, Talia finished her time at Atlas Academy and left team VYLT to pursue a doctorate.

It was during her time at this new level of education that things began to go wrong. Jealousy dominated the world of higher education and petty rivalries turned to life destroying encounters. Talia, who cared little for the politics of education, was blindsided by the sudden accusation that she was experimenting on live subjects. Evidence was brought before a jury and without even a chance to defend herself she was stripped of her position and accolades, what was worse, she was sent to prison. It was there that she faced true starvation, hunger, pain, fear, and the endless gnawing need to acquire new knowledge. In her isolation she thought about everything that had gone wrong, about the people who had failed and betrayed her, about the rage that burned in her heart, and about the agonizing hunger. She finally broke after two years of what could only be described as mind numbing pain. A changed woman, she planned her escape, which first required a little personal time with one of the guards.

Talia lured one of the guards to her, drinking deep and murdering him in a back room. With fresh knowledge sating her now numbed hunger she took his weapon and hastily modified it to suit her needs. From there she carved a path of destruction through the prison, leading to a huntswoman being summoned and sent to put her down. Victoria Glass, once the V in VYLT, confronted Talia at the exit of Atlas’ prison. There Talia laid bare for the first time the true nature of her semblance, manipulating, torturing, and mentally assaulting Victoria with her words. Her savage verbal assault shook the poor woman to her core amidst the violent exchange of battle. In the end, it was only when Victoria had felt a fragment of the humiliation and agony that Talia had experience did Talia finally give her the mercy of death.

What followed was a dark time in Atlas’ history. Talia sought out every single member of the research division who had sided against her. Every one that had been at that trial, judge, jury, scientists, doctors, hunters and huntresses, it did not matter. She built contraptions of pain, weapons of death, brewed poisons, crafted bombs, and went about systematically executing each and every one of them. Only after drinking deep of their knowledge. During the carnage of those horrible months, Lorel Pierce, the L of VYLT and his new team pursued her throughout Atlas. Bounties were placed and her face was on every wall. Talia eventually was forced to face down her teammate in combat during her attempt on the Atlas Headmaster’s life. Though she mortally wounded Lorel, she was forced to flee when the Atlas Military was dispatched.

Angry, but realizing that she cannot pursue her violent ends any longer, she fled into the wilderness. There she plotted her next move. She dived into the underworld where she began work as a doctor, treating criminal patients from all walks of life. She picked up a fascination with faunus and would often keep them a little too long before releasing them. During her time in the underworld she eventually caught wind of Yillia Sparx’ whereabouts. Her rage resurfaced again and she struck out to hunt down her last teammate. She found Yillia in a tavern outside of Haven and in a moment of quiet cruelty, killed the girl in her sleep. It was with the death of her last teammate from Atlas that she realized she was not quite free yet. She set her eyes on a small farm outside of Haven and burned it to the ground, none left alive.

With the last few people who truly knew anything about her past dead and gone, Talia returned to the criminal underworld. She built herself a laboratory beneath Haven and dedicated her life to her craft. To this very day she services the criminal underworld as an incredible doctor, capable of providing prosthetics, body modifications, and general treatment for nearly anything. Even some hunters and huntresses seek her out, though all know better than to reveal where they were treated. She is still wanted by both Atlas and Haven for her crimes but none dare poke the sleeping tiger… lest she rear her head again.

Personality: The inquisitive and open minded girl that had stole away to Haven in search of books is dead and gone. Talia is whimsically cruel in her methods and prefers to take her time feeling out anyone she meets. Using her semblance in conversation is obviously not an option so she is forced to use other means to acquire information about people before speaking with them. She is absolutely obsessed with knowledge and learning new things and will hurt or even kill for it.

Though she is so callous, she takes her duties as a doctor very seriously and as long as a person is considered her patient she will allow absolutely no harm to come to them and will do everything in her power to get them to their best. She is impatient with those who do not follow her directions and will often use various threats to remind someone to take their medicine. Otherwise she keeps to herself, avoiding forming connections with others and refuses to overtly assist others in the underworld with schemes beyond providing her services out of her lab.

Aura and Semblance:
    Talia possesses a dark grey colored aura. Talia has unlocked all of the basic powers granted to Aura users as well as having training in shield and detection from her time studying with her comrades in VYLT.
    Craven Curiosity: Talia’s semblance is the ability to acquire knowledge from a living subject through touch. She cannot read minds. She cannot acquire surface thoughts. Her ability is also quite impractical in combat, as it cannot bypass Aura and takes nearly a minute of continued contact to activate. During her contact she may draw information such as book knowledge or personal history from a person.

    She may only hold onto one person's knowledge at a time unless she physically writes the information down, in doing so she ‘commits it to memory’ and can choose what information she keeps and what she loses. The knowledge lasts for only a day or until she uses the ability again.

    Finally, using Craven Curiosity has the side effect of a constant hunger that aches her body the longer she goes without using it. For every day she goes without having someone else’s knowledge in her, she suffers exponentially more graduating from a sharp pain to bone grinding agony within a month. Reading and learning normally can offset the pain but it does not nullify it.

Combat Behavior: Talia is a vicious mid-range fighter that relies on quick, rapid, and savage blows. Her movements involve quick strikes from numerous angles to push an opponent into a planned position. With her weapons in hand she can be a fierce target even in melee combat and is not to be underestimated. Talia focuses on speed and precision strikes rather than taking an opponent down in a single blow, letting them bleed out instead. She utilizes her aura techniques and the threads of Arachne to inhibit her opponents movements, bind them, cut them, and even disfigure them if given the opportunity. She can be described as darting about and hurling her scalpels at her opponent when in short range while at mid-range utilizing her needle gun to chip away at defensive auras.

Talia is not without her weaknesses. Her weapons are small and do little damage on one hit, fighters that are resilient to pain or have strong auras have an easier time facing off against her. Her semblance is not combat oriented at all, so she cannot fall back on any special powers while in combat. Someone sufficiently strong or skilled enough to cut or snap the wires that make up her weapon also could disable one of her main methods of attack.


WEAPON

Name: Arachnae
Primary Form: Arachnae appears as an elaborate device mounted on Talia’s body. The most visible part of the weapon is the core device attached to her lower back via her belt, this is where dust is stored and processed. The dust settings for her weapons are changed at the core device.

Arachnae’s Web: On Talia’s right hip is a satchel that is linked to the core device and contains about twenty scalpels, all razor sharp and connected at the ends to individual coils of razor wire. The wire can be extended for each scalpel about twenty feet and can be retracted on command. The wire and scalpels are all set to receive a dust charge on command from the core device.

Arachnae’s Bite: On Talia’s left wrist is a submachine gun filled with precision needles that have been designed to accept a small dust charge. On contact the needles stick to the target before erupting with their charge if they have been set to do so. The needles can also be fired when Talia strikes an enemy via punch.

Dust Functions:

Arachnae’s web can send a dust charge based on the color used through the wires and into the scalpels. For example, a yellow charge can cause electricity to flow through the wires electrifying both them and the scalpels that may be embedded in someone’s body.

Arachnae’s Bite causes a burst or small explosion of dust energy to be released from the needle. The explosion is miniscule but the heat or energy dispersed is enough to cause considerable damage if placed right.

History:
Arachnae was designed by Talia in her lab under Haven and is one of many designs she has provided the highest bidder over the years.

2
RPG Discussion / Re: Limitations of Weapons and Dust
« on: November 30, 2018, 07:07:28 PM »
That's what I thought, but I wanted to make sure. I had an idea for a weapon|semblance combo but the more I thought about it the more I worried it was probably broken and just an excuse to do something that has been canonically written out of the rwbyverse. I appreciate you guys, thank you!

3
RPG Discussion / Limitations of Weapons and Dust
« on: November 29, 2018, 07:32:17 PM »
Did some digging around in the template and a thought crossed my mind. Theoretically, what are the limitations of a weapons interaction with dust? Could a sufficiently advanced weapon be developed by say Atlas to "simulate" Weiss' Glyphs? Perhaps projecting them? Or is it more a limit of the dust influencing the weapon (or ammunition) itself? I understand that Weiss' glyphs are a semblance in the case of my initial example but if anything some sort of repeatable 'function of dust' would likely be something that a military organization would want to capture and emulate. My assumption is that projecting dust like effects beyond a weapon requires a semblance that interacts with dust, I just wanted to confirm that.

4
Approved Characters / Re: Patrick Iris
« on: November 29, 2018, 07:13:56 PM »
Thank you!

Okay good point, I went ahead and added two more weaknesses, that should be sufficient. I included one as a measure of his tolerance to (average) grimm exposure.

Yeah I wanted to avoid the word "flail" as the savage imagry that a flail implies did not sit well with the overall theme of the character. I went ahead and put that in for reference. I was going for something not unlike a kusari-gama or the morningstar whip of the castlevania series. Word economy is nice but giving pure visual in the description of the weapon was my goal.

5
Approved Characters / Patrick Iris
« on: November 28, 2018, 04:37:32 AM »
CHARACTER
Name:Patrick Iris-------Handedness:Right
Age17 | 12 AmareComplexion:Faint Tan
Species and Gender:Human MaleHair Color:Black
Symbol:"Good King Grimm"
A Stylized smiling grimm face
wearing a tilted crown. Purple.
Eye Color:Crimson
Occupation:Combat Academy Student - BeaconAura Color:Tyrian Purple - #66023c

Nicknames/Aliases: Mister Feelgood (By his Classmates at Signal)

Appearance: Patrick is a thin male human of just around average height (5’8’’). He has a slight tan from regular exposure to the sun and keeps his skin clean and unblemished. His hair is jet black and he usually wears it styled and swooped out of his eyes. Until he enrolled at signal he kept it short but has recently been letting it grow out and it has dropped to his collar in length. His eyes are a deep, bloody red and his face has an almost sharp look to it which is a striking contrast to his personality. He usually wears jackets, t-shirts, and denim jeans when he can get away with it and has a strong dislike for fancier clothing. Both of his ears are pierced and he indulges a bit on a collection of earrings he keeps for every occasion.

History: Patrick Iris was born in Atlas, away from the trials and tribulations of those in the lower class. His family raised him with warmth and took care to impress upon him a love of people and life. His father, a Botanist, worked for the research corps and devoted more than his fair share of energy to aiding huntsman and huntresses everywhere. At the age of six years old Patrick manifested his semblance much to the shock of his family, the unusual nature of the ability was not lost on his father who-in good faith to the organization that he worked for-gave an excited report about what he had managed to learn. Instead of leaving the boy to grow, Alex Tymult, Patrick's father's superior, took an unhealthy interest in the boy. It was not long before the heavy hand of upper-class politics, financial pressure, and subtle threats of violence crushed Dr. Iris.

Patrick was taken away and for three years lived as a permanent attendant to Dr. Tymult. The cruel man spent his time taking advantage of the soothing effects of Patrick's semblance to his advantage and abused Patrick when it did not seem as if the semblance was working (his own negativity overwhelming the boys own power). It was only by chance that a huntsman from Vale discovered the nature of Patrick's living conditions. Reports were made, sanctions were drawn up, and before he knew what was happening Alex Tymult was arrested and given a life sentence for his crimes. Patrick could not bring himself to return home, feeling as if his family had betrayed him to Alex, and instead asked the Huntsman to take him to Vale. It took several years for Patrick to recover fully from his ordeal but by the time he was old enough to attend Signal Academy he felt he was ready. Over the course of his stay at Signal he lived as a special ward of the school on the condition that he would continue his education through Beacon. There, Patrick developed his weapon, Imperius, named as a reminder of the life he had before and the type of man he would never be.

A few years later he graduated Signal, and his real story began...

Personality: Despite what can only be described as 'resting bitch face', Patrick Iris is actually a startlingly friendly individual. Whether this is a manifestation of his semblance or his actual personality has been up for debate by teachers and friends alike. He often goes out of his way to entertain and interact with others and often spends time in the therapy wards of his school, just exposing people to his Semblance in order to give them that little boost they might need. He is not entirely altruistic though, much of his behavior is something of a subconscious defense mechanism as his own condition depends largely on the disposition of those around him. Because he cannot turn off his semblance he is forced to keep his distance from intensely negative people and does his best not to be in very crowded places. He can be vain and spends perhaps a little too much time on his physical appearance and hygiene. He also reacts strongly to even the hint of someone else taking advantage of his semblance and has been known to lash out before retreating from the sudden burst of negativity. Otherwise, he is a notably happy-go-lucky guy who likes video games, light reading, cartoons, jewelry, and the occasional friendly wrestling match.

Aura and Semblance:
    Patrick possesses a violet-red (Tyrian Purple) colored aura, and he is blessed with a lot of it. Though not particularly well trained one way or another, his innate reserves of aura set him apart from the average individual. He has unlocked shielding and regeneration. He also has been trained in Sense.
    Positivity: Patrick’s Semblance is what he comically refers to as the “Power of Positivity” and as such he is intimately connected to positive emotions on both a passive and active level. This ability is heavily influenced by his mental state and the mental states of those around him.
      Positive Influence: Patrick projects a permanent field of positivity around himself that has a variety of effects on those around him. On humans it causes a very slight predisposition towards positive thinking. They are more likely to feel good about their situation or at least feel more inclined to a cheerful or courageous attitude. This cannot influence a person mentally nor can it be the sole contributor to him changing a person’s mind or cheering them up, but instead it adds extra strength to his words. For Grimm it has the effect of distorting their senses very slightly, making it difficult (but not impossible) for a Grimm to sense those around him. Direct line of sight renders this trait useless and negative emotions stronger than his own will overcome the projection. This ability has no effect on an individual that is hostile to him.
      Positive Edge When exposed to strong positive emotions; courage, determination, love, joy, etc, he experiences a boost to his physical strength, speed, and stamina. The more people around him experiencing these emotions, the more potent the effect of Positive Edge. Unfortunately this is a double-edged attribute of his semblance. When exposed to extreme negativity he can exhaust himself two to even three times faster than normal-this drawback also extends, obviously, to his physical state and when exposed to extreme hopelessness he can be nearly rendered unconsious.


Combat Behavior:  Patrick focuses almost exclusively on keeping his foes at a distance while remaining in the midst of his teammates. His perpetual semblance makes him vital to encouraging morale and preventing additional grimm from being drawn into a fray. Thanks to Imperius he is able to lash out at a distance until it becomes necessary to get in close. When the time comes to switch from relying on the head of his weapon to close range combat he focuses on using techniques to bind and rapidly subdue his foes, crushing them in the chain of his weapon and following up with martial arts and rounds from the handgun function of Imperius. His natural intolerance for negativity has lead to a rather ruthless disposition towards grimm and focuses on overwhelming his opponents quickly and early in the fight as to prevent a prolonged encounter. This often puts him at odds with other trainees who prefer to wear down a large grimm rather than going for an early kill.

When facing humans and faunus his mentality is shifted but his strategy remains the same for the most part, though he puts a priority on doing as little crippling harm as possible over a decisive knockout strike. Anything to avoid more negativity in the world.

As it may be implied, Patrick avoids extended encounters as the negativity of his own allies and that of his enemy can easily wear him down. If he is in a one-on-one fight and his opponent is suffering from crippling hopelessness after a particular exchange, it might actually turn things in said opponents favor if Patrick is not careful. Also, though the threshold of his abilities relies a great deal on his mental state, a strong rough estimate of the number of Grimm Patrick is able to be exposed to in a solo encounter before losing consiousness from exposure is about 8-10. It should also be noted that his combat style is mid-range and he relies heavily on only entering melee range when he is attacking and not vice versa as his self-defense techniques and martial arts are deficient compared to other trainees.

WEAPON

Name: Imperius

Primary Form: Imperius is a short-handled mace-and-chain (Flail/Morningstar/Whip) style weapon possessing a long, whip-like chain. The whip's head is reminiscent of a cage of some kind with bladed bars. The handle possesses a crossguard with a short ranged pistol built in as a backup defense.

Secondary Form: Upon initating the transformation, Imperius' closed head opens to form a claw-like structure. By engaging and disengaging the transformation the cage can open and close, allowing the claw to grasp and pierce. On top of this, every third link in Imperius' chain extends a small blade.

Dust Functions: By inserting dust cartridges into the handle of the weapon, Imperius' chain can take on numerous effects based on the chosen type of dust. Either setting it ablaze, freezing those caught by the chain, charging it with electricity, or even slowing them down and pinning them with gravity.

History: Imperius was developed by Patrick at Signal Academy during his stay. The whip design and name are a constant reminder of the kind of person he refuses to become.

Fun Facts:
  • Patrick’s name is a reference to the Apatura Iris a species of Violet colored butterfly also known as the “Purple Emperor” which ties with his thematic color of Byzantine/Tyrian Purple as well as his unusual Semblance.
  • Patrick's symbol is a reference to Good King Wenceslas and a nod to the effects of his Semblance.
  • Patrick's Semblance is named after the catch phrase of the WWE Wrestling Tag-Team 'The New Day' which is comprised of nerdy and goofy individuals, much like Patrick himself.

6
WiP Characters / Patrick Iris (WIP)
« on: November 25, 2018, 03:39:15 AM »
CHARACTER
Name:Patrick Iris-------Handedness:Right
Age17 | 12 AmareComplexion:Faint Tan
Species and Gender:Human MaleHair Color:Black
Symbol:"Good King Grimm"
A Stylized smiling grimm face
wearing a tilted crown. Purple.
Eye Color:Crimson
Occupation:Combat Academy Student - BeaconAura Color:Tyrian Purple - #66023c

Nicknames/Aliases: Mister Feelgood (By his Classmates at Signal)

Appearance: Patrick is a thin male human of just around average height (5’8’’). He has a slight tan from regular exposure to the sun and keeps his skin clean and unblemished. His hair is jet black and he usually wears it styled and swooped out of his eyes. Until he enrolled at signal he kept it short but has recently been letting it grow out and it has dropped to his collar in length. His eyes are a deep, bloody red and his face has an almost sharp look to it which is a striking contrast to his personality. He usually wears jackets, t-shirts, and denim jeans when he can get away with it and has a strong dislike for fancier clothing. Both of his ears are pierced and he indulges a bit on a collection of earrings he keeps for every occasion.

History: Patrick Iris was born in Atlas, away from the trials and tribulations of those in the lower class. His family raised him with warmth and took care to impress upon him a love of people and life. His father, a Botanist, worked for the research corps and devoted more than his fair share of energy to aiding huntsman and huntresses everywhere. At the age of six years old Patrick manifested his semblance much to the shock of his family, the unusual nature of the ability was not lost on his father who-in good faith to the organization that he worked for-gave an excited report about what he had managed to learn. Instead of leaving the boy to grow, Alex Tymult, Patrick's father's superior, took an unhealthy interest in the boy. It was not long before the heavy hand of upper-class politics, financial pressure, and subtle threats of violence crushed Dr. Iris.

Patrick was taken away and for three years lived as a permanent attendant to Dr. Tymult. The cruel man spent his time taking advantage of the soothing effects of Patrick's semblance to his advantage and abused Patrick when it did not seem as if the semblance was working (his own negativity overwhelming the boys own power). It was only by chance that a huntsman from Vale discovered the nature of Patrick's living conditions. Reports were made, sanctions were drawn up, and before he knew what was happening Alex Tymult was arrested and given a life sentence for his crimes. Patrick could not bring himself to return home, feeling as if his family had betrayed him to Alex, and instead asked the Huntsman to take him to Vale. It took several years for Patrick to recover fully from his ordeal but by the time he was old enough to attend Signal Academy he felt he was ready. Over the course of his stay at Signal he lived as a special ward of the school on the condition that he would continue his education through Beacon. There, Patrick developed his weapon, Imperius, named as a reminder of the life he had before and the type of man he would never be.

A few years later he graduated Signal, and his real story began...

Personality: Despite what can only be described as 'resting bitch face', Patrick Iris is actually a startlingly friendly individual. Whether this is a manifestation of his semblance or his actual personality has been up for debate by teachers and friends alike. He often goes out of his way to entertain and interact with others and often spends time in the therapy wards of his school, just exposing people to his Semblance in order to give them that little boost they might need. He is not entirely altruistic though, much of his behavior is something of a subconscious defense mechanism as his own condition depends largely on the disposition of those around him. Because he cannot turn off his semblance he is forced to keep his distance from intensely negative people and does his best not to be in very crowded places. He can be vain and spends perhaps a little too much time on his physical appearance and hygiene. He also reacts strongly to even the hint of someone else taking advantage of his semblance and has been known to lash out before retreating from the sudden burst of negativity. Otherwise, he is a notably happy-go-lucky guy who likes video games, light reading, cartoons, jewelry, and the occasional friendly wrestling match.

Aura and Semblance:
    Patrick possesses a violet-red (Tyrian Purple) colored aura, and he is blessed with a lot of it. Though not particularly well trained one way or another, his innate reserves of aura set him apart from the average individual. He has unlocked shielding and regeneration. He also has been trained in Sense.
    Positivity: Patrick’s Semblance is what he comically refers to as the “Power of Positivity” and as such he is intimately connected to positive emotions on both a passive and active level. This ability is heavily influenced by his mental state and the mental states of those around him.
      Positive Influence: Patrick projects a permanent field of positivity around himself that has a variety of effects on those around him. On humans it causes a very slight predisposition towards positive thinking. They are more likely to feel good about their situation or at least feel more inclined to a cheerful or courageous attitude. This cannot influence a person mentally nor can it be the sole contributor to him changing a person’s mind or cheering them up, but instead it adds extra strength to his words. For Grimm it has the effect of distorting their senses very slightly, making it difficult (but not impossible) for a Grimm to sense those around him. Direct line of sight renders this trait useless and negative emotions stronger than his own will overcome the projection. This ability has no effect on an individual that is hostile to him.
      Positive Edge When exposed to strong positive emotions; courage, determination, love, joy, etc, he experiences a boost to his physical strength, speed, and stamina. The more people around him experiencing these emotions, the more potent the effect of Positive Edge. Unfortunately this is a double-edged attribute of his semblance. When exposed to extreme negativity he can exhaust himself two to even three times faster than normal-this drawback also extends, obviously, to his physical state and when exposed to extreme hopelessness he can be nearly rendered unconsious.


Combat Behavior:  Patrick focuses almost exclusively on keeping his foes at a distance while remaining in the midst of his teammates. His perpetual semblance makes him vital to encouraging morale and preventing additional grimm from being drawn into a fray. Thanks to Imperius he is able to lash out at a distance until it becomes necessary to get in close. When the time comes to switch from relying on the head of his weapon to close range combat he focuses on using techniques to bind and rapidly subdue his foes, crushing them in the chain of his weapon and following up with martial arts and rounds from the handgun function of Imperius. His natural intolerance for negativity has lead to a rather ruthless disposition towards grimm and focuses on overwhelming his opponents quickly and early in the fight as to prevent a prolonged encounter. This often puts him at odds with other trainees who prefer to wear down a large grimm rather than going for an early kill.

When facing humans and faunus his mentality is shifted but his strategy remains the same for the most part, though he puts a priority on doing as little crippling harm as possible over a decisive knockout strike. Anything to avoid more negativity in the world.

As it may be implied, Patrick avoids extended encounters as the negativity of his own allies and that of his enemy can easily wear him down. If he is in a one-on-one fight and his opponent is suffering from crippling hopelessness after a particular exchange, it might actually turn things in said opponents favor if Patrick is not careful.
WEAPON

Name: Imperius

Primary Form: Imperius is a short-handled mace-and-chain style weapon possessing a long, whip-like chain. The whip's head is reminiscent of a cage of some kind with bladed bars. The handle possesses a crossguard with a short ranged pistol built in as a backup defense.

Secondary Form: Upon initating the transformation, Imperius' closed head opens to form a claw-like structure. By engaging and disengaging the transformation the cage can open and close, allowing the claw to grasp and pierce. On top of this, every third link in Imperius' chain extends a small blade.

Dust Functions: By inserting dust cartridges into the handle of the weapon, Imperius' chain can take on numerous effects based on the chosen type of dust. Either setting it ablaze, freezing those caught by the chain, charging it with electricity, or even slowing them down and pinning them with gravity.

History: Imperius was developed by Patrick at Signal Academy during his stay. The whip design and name are a constant reminder of the kind of person he refuses to become.

Fun Facts:
  • Patrick’s name is a reference to the Apatura Iris a species of Violet colored butterfly also known as the “Purple Emperor” which ties with his thematic color of Byzantine/Tyrian Purple as well as his unusual Semblance.
  • Patrick's symbol is a reference to Good King Wenceslas and a nod to the effects of his Semblance.
  • Patrick's Semblance is named after the catch phrase of the WWE Wrestling Tag-Team 'The New Day' which is comprised of nerdy and goofy individuals, much like Patrick himself.

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Introductions, birthdays, and departures. / Well Howdy There!
« on: November 25, 2018, 03:18:48 AM »
Hi there! Name's Hobro, I'm a bit of an Internet Vagabond, nice to meet you. Been a fan of RWBY since eh... Volume 2?
I tragically missed the initial release because of head-in-the-butt-itis. I was cured, praise the gods, but you know how it is...

Anywho! It's wonderful to meet you all and I hope you all take a liking to my OC, Patrick.

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