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Messages - FunkyMonkey

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166
AMA Section / FunkyMonkey's AMAA
« on: September 19, 2016, 05:25:35 PM »
Ask almost anything about my characters, and Bergenstahl

167
Approved Characters / Re: Brooke Pallas
« on: September 18, 2016, 11:55:23 PM »
Approved.





168
Approved Characters / Re: Yngvarr Erikson
« on: September 18, 2016, 05:10:41 PM »
Approved

169
Approved Characters / Re: Seth Corbel
« on: September 18, 2016, 05:09:30 PM »
Approved

170
Approved Characters / Re: Caja a Aval
« on: September 18, 2016, 04:01:20 AM »
Approved.  And wai our characters cousins no more?

171
Approved Characters / Re: Feltch Hatterly
« on: September 18, 2016, 12:23:58 AM »
Since you're looking to make a teacher, please message Dr. Gustave

172
Approved Characters / Lyra Savoy
« on: September 17, 2016, 12:38:13 PM »
CHARACTER

Name:  Lyra Savoy

Age:  19, born 31 Frost, 59 AC

Species and Gender: Human Female

Symbol:  A rising crescent moon bordered across a horizon by the setting sun

Occupation:  Second Year Atlas Student

Appearance: 
      Approximately 5’6” and 125 lbs., Lyra possesses long, straight snow white hair that drapes behind her and covers up to her back.  Her body is well developed, and attractively feminine, yet while beautiful, she does not quite radiate the aura of breathtaking beautiful that others would expect.  Instead, Lyra gives off the impression of a young and vulnerable innocence that is rather disarming and invokes in some an instinct to nurture and protect.  Her round, violet-colored eyes seem distant, while her narrow, straight nose and tightly-kept lips seem to never betray the slightest bit of emotion.  When set together in her pale, oval-shaped face, Lyra’s facial features make her appear almost doll-like.  Occasionally, a person who looks deep into Lyra’s eyes may see within them the burning radiance of limitless willpower and the ambition to dominate, but more often than not, such radiance is hidden behind her perpetually placid expression and disguised by her aura of unspoiled innocence.
      Outside of class, Lyra typically wears a white blouse with a black and purple bodice over it.  Over this, she wears a standing-collared, long-sleeved jacket that is primarily white with purple segments and accents and flares gently around the ends of the sleeves.  Her outfit includes violent knee-length skirt that is hemmed with white lace as well as knee-high stockings and narrow, slightly-heeled low-cut boots.

History:
      Lyra was born into the Savoy family, a rich and old Atlesian family, as the youngest child.  However, since a very young age, she had proven to be a rather sickly child.  Lyra easily fell ill, and the family doctor recommended that she be kept from participating in strenuous activities, as she was susceptible to overexertion from even simple activities.  To this end, she was kept within the family mansion, far removed from the dangers of the outside world that cause her harm, no matter how improbable or insignificant.  Everything she would ever need, from education to medical care, would be provided to her within the walls of the Savoys’ home, and so, for most of her life, the mansion encompassed the entirety of Lyra’s world.
      In the Savoy home, Lyra lived a life of idyllic purposelessness.  Though her imprisonment was without a doubt well-intentioned, she grew increasingly restless and disconnected from the outside world that she knew existed beyond the walls of her home.  Every time she read a book, surfed the Web, or listened to the stories from her family’s servants, it brought Lyra great sadness to know that she would never be able to experience any of these things firsthand.  She would forever be nothing but a spectator in  this life.
      By the time she was ten, Lyra’s aura was unlocked, and with it, she found an an activity that would provide a much more interesting alternative to reading or surfing the Web.  With nothing better to do, apart from being homeschooled, the lonely girl explored her aura and semblance abilities.  While her experience with her semblance was limited, as was the amount of inherent and ambient aura available to support it, Lyra was engrossed by how was she able to manipulate the streams of aura, making them spin and dance according to her will.  With her aura and semblance, she felt free and in control, a feeling that her health situation was rarely amenable to, and she kept pushing the limits of her abilities, if for no reason that purely to see just how much freedom and control she really had.
      As Lyra grew older, her health started to improve, and she was allowed outside her family’s home with increasing frequency, though she was never allowed to stray too far away from the building, even on the estate’s grounds.  By this age, Lyra was entirely resentful about being unable to leave the confines of her home, and buried herself even further in her semblance, which she controlled with increasing experience and expertise.  Indeed, Lyra came to be sort of a trouble child within the family, not because she went out and caused trouble, but because she refused to pursue the musical career her parents intended for her after discovering her frail physicality, despite her immense talent with several musical instruments, least of not the lyre, of which the significance of it to her name was not lost.  Nevertheless, Lyra was restless and eager to see her abilities with her semblance develop to new heights, particularly at a combat school or a hunter’s academy, like Atlas, though she knew her parents would never consent to letting her attend such institutions.
      Eventually, Lyra went travelling with her family in order to showcase her musical talent in hopes that she could gain admittance into a renowned music conservatory.  It was not something that she wanted, but it was something in which she had little say in the matter.  During that trip, Lyra and her family were attacked by radical faunus separatists, who had hoped to use the attack on the Savoys, a well-known old human family, as a demonstration of their capabilities and resolve.  The Savoys had bodyguards, but the nature of the ambush left them in disarray and easily defeated by the separatists.  When the separatists defeated all of the bodyguards and stood unchallenged before the Savoys, they left Lyra and her family alone, hoping to take them hostage and use them as leverage in future negotiations.  Unfortunately for them, this would be a grave mistake.  Lyra, being frightened by the separatist attack, instinctively activated her semblance, turning it against people for the very first time.  The unbridled emotion felt by Lyra empowered her control over her semblance, allowing her to overwhelm the separatists who were not aware that she possessed such power, or that she even knew how to use her semblance.
      After the separatist attack, the Savoys had hoped to return to the status quo, but Lyra, feeling truly liberated and empowered for the first time, far beyond the freedom she felt when first using her semblance, refused to continue pursuing a dignified career in music, instead insisting on going to a combat school, and then to a hunter’s academy, in order to train her abilities.  Though her parents tried to overrule Lyra, her force of will left them little recourse but to acquiesce, seeing as potentially how dangerous her semblance was if Lyra was left unchecked and undisciplined.  So began her education at Atlas's combat school.
      At Atlas’s combat school, Lyra’s inherent physical fragility developed over years of shelter and imprisonment within the family estate made the combat training particularly difficult.  In fact, she barely squeaked past the physical requirements of the school and those of the Atlas academy entrance exam.  However, the countless hours Lyra spent developing her semblance helped her compensate, allowing her to continue following her dreams and enter Atlas.

   
Personality:
      Lyra, thanks to her sickly and sheltered early childhood, is a rather demure and quiet person.  She is quiet, reserved, and shy, and in many ways, her personality still reflects that young and vulnerable girl she one was.  Lyra, for the most part, keeps to herself - the result of her lack of friends when growing up.  Furthermore, she tends to be quite meek and quite often defers to others for direction, probably due to a lack of confidence that arose from her physical frailness when compared to others in school.  When combined with the upper class mannerisms that she grew up with, these personality traits make Lyra appear, while refined and lady-like, remarkably fragile and delicate in sensitivities.
      However, behind her dainty exterior, Lyra possesses a remarkably strong force of will, courtesy of years of having nothing to entertain herself with as well as the unique psychological demands of her semblance in which she must force her constructs to move and bend according to her will.  When she commits herself towards a goal, she is absolutely unyielding.  Nothing can divert her from her objective, and the way in which she brushes aside all other considerations grant her, at times, all the callous imperiousness of a demiurge.
      As a result of her lonely childhood, Lyra greatly values friends.  Unfortunately, because she has had little experience with others that she could call peers (most of her companions were servants), she finds it difficult to make friends.  Her lack out outgoingness make sure that being introduced to new environments is a difficult undertaking.  However, Lyra feels great attachment to those few friends she does have and would go to great lengths to protect them even despite her fragility.
      Lyra, academically, performs decently well at Atlas.  Though her primary purpose at Atlas is to train and further refine her aura and semblance abilities, she is naturally studious enough to pass other classes, courtesy of having been confined to her home with little more than her books, semblance, and the internet to keep her busy.  Notably, though, Lyra has a disdain for history.  She views it as nothing but the same spectator sport that she was forced to live with for years on end, and much prefer being able to "see" history through field trips and the like than read about it in another book. 
       Despite her domineering “true” personality, Lyra is surprisingly open-minded, considering her extremely sheltered upbringing.  This may be because for Lyra, the only thing important is for her to improve her abilities, and by extension, the only thing important for others is that they improve themselves.  Anything aiding her progress is good, and anything hindering her progress is bad, with everything in between simply being of no consequence.  With such a worldview, Lyra displays none of the prejudice against Faunus that may be expected from old Atlesian upper class families, as to her, faunus are simply people and have done nothing to inhibit her own development.

Aura and Semblance:
      Lyra’s aura and semblance abilities are her strongest suit.  Her semblance is the ability to control excess or ‘loose’ aura, in the perspective of aura as a form of energy.  When one’s aura affects the environment there is work being done to manipulate it, fueled by aura energy.  However, the translation of aura energy into other forms of energy that can interact with physical matter is inherently inefficient, meaning the full input of aura does not equate to the energy output in the desired form.  Thus, excess aura accumulates.  It is this excess that Lyra is able to harness and manifest into various constructs.  The more aura reactions occur in an area over time, the more excess accumulates, and the more Lyra is able to manipulate.  Conversely, in reaction-starved environments, Lyra has little to work with and cannot maintain her constructs, with even creation being difficult.  Without Lyra's willing the constructs to maintain coherence, the constructs rapidly degrade, returning to their natural free state and disrupting nearby aura flows due to the release from control.
      In terms of practical usage, Lyra, being able to feel the ambient free aura before it fades as a result of separation from the soul source, shapes the aura into constructs.  These constructs typically appear as spheres, polyhedrons, or planar shields that Lyra moves around, rotating them or morphing them along their axes.  They are corporeal, providing them with the capacity to do physical damage.  The nature of the constructs as coalescences of free aura that need to constantly absorb more aura in order to maintain their forms as a result of the natural tendency of free aura to degrade when removed from their source results in a sort of disruptive dissonance in the vicinity of the constructs as a result of the constructs attempting to leech aura from nearby sources.  Described as a moderate, but unable-to-be-ignored buzzing sound similar to the white noise from a television or radio set, the leeching effect is slow but continuous.
      Should Lyra desire, she can abruptly release her hold over the constructs, the resulting reaction creating a minor explosion as the natural dissipation of the captured aura, previously kept in check by Lyra's semblance, occurs in an accelerated state.  The accelerated dissipation reactions reacts with free aura in the area, creating a feedback effect that detonates such aura and leaves what can be described as an "aura burn" - an injury that feels initially like a web of electric shocks and leaves a painful burning sensation in exposed tissue, despite leaving no physical evidence of injury.
      Despite all the freedom that Lyra’s semblance may grant her, she is still limited by her own aura reserves, impressive as it might be.  Manipulating the aura constructs, does, in fact, require Lyra to expend her own aura in order to keep them under her control, lest they rapidly degrade.  Simply creating a construct does not require much aura from Lyra, nor does moving a construct around.  However, using these constructs in a way that conflicts with other forms of energy, such as using the constructs as shields or as weapons to pierce through aura, dust, or energy shields, requires significant more aura.
      Lyra can augment her semblance with dust, and she has experience using fire, ice, lightning, and kinetic dust to impart their respective qualities onto the aura constructs as she desires.  Fire makes the constructs hot in temperature and produce a burning effect, as well as a slight area effect as the flames flicker about the construct.  Ice dust causes the constructs to have a chilling effect, cooling the temperature around them dramatically, and overall producing a more solid feel to the construct.  Lightning dust electrifies the constructs, allowing them to electrocute enemies they come in contact, as well as allowing them to conduct electricity.  Kinetic dust allows the constructs to physically impact other objects with much greater force than one would guess from their apparent size and movement speed.  Lyra primarily uses kinetic dust.

Combat Behavior:
      In combat, Lyra relies heavily on her aura and semblance.  This is both a reason for and a result of her very underwhelming, at least by Atlas standards, abilities in physical combat.  Because of her poor close combat abilities, Lyra tends to hang back in a fight instead of engaging and instead tries to stick behind her more able teammates for protection, doing little so as to minimize the attention drawn to her.  From here, she waits for aura to be expended in suitable quantities by the combatants.  Once she has harnessed enough aura for her own use, she engages in the fight, bringing her semblance to bear. 
      With her semblance, Lyra has a very domineering fighting style.  She uses the full force of her constructs, usually involving multiple constructs at once, to keep enemies confined to a defensive posture as she attempts to mercilessly batter them into submission.  Quite creative in the construction and use of her constructs, Lyra is able to apply her semblance in many ways, including relentless bombardment by aura spheres, severe laceration by the edges of rapidly spinning constructs, and impalement by spear-shaped constructs.  Lyra does often keep at least one aura construct nearby her at all times in a fight so as to be able to quickly creates shields and other defensive applications as the need arises.
      As previously mentioned, Lyra is a physically vulnerable combatant, especially when she is not using her semblance.  She lacks adequate close range and long range capabilities without her semblance, and the extent of her speed and agility is limited to dodging and avoiding attacks.  This means that enemies that close in on targets quickly to catch them off guard and enemies that know to target Lyra before she can harness enough ambient aura for her semblance are enormous threats to her.

WEAPON

Name:  Elegance

Primary Form:
      Elegance is a folding fan that is bladed among the outermost edge and features sharpened, reinforced spines that can make severe lacerations.  With a radius of about ten to twelve inches, it hides its lethal nature and is not readily discernible as being a deadly weapon.  Elegance, though durable, cannot be used to block blows, and can only withstand glancing or redirected hits.

WEAPON

Name:  Obsession

Primary Form:
      Obsession is a set of small knives that are usually hidden in Lyra’s clothing.  The knives are able to be used as throwing knives  Like Elegance, the Obsession blades are durable, but their small size and design make them infeasible for blocking anything more than a glancing blow.

Dust Functions:
      The Obsession blades are inscribed with lightning dust etchings.  These etchings, when activated, both creates a localized electric polarization and ionizes the air in the nearby area.  As a result, when activated outdoors or in areas of high static or free/exposed electrical activity, lightning or large static electric discharges will occur, striking the Obsession blades and carrying the massive current into whatever the blades are embedded in.
       In order to be able to maximize the ionization effect of the etchings, Lyra carries small containers of lightning dust on her person, allowing her to create powerful lightning arcs without having to rely on external sources to electrify the easily-electrified vicinity around her blades.

History:
       Elegance and Obsession are weapons crafted by Lyra at Atlas's combat school.  With her primary emphasis being on her semblance, she aimed to create weapons that would make her appear harmless while still be deceivingly lethal.





173
Approved Characters / Re: Thurn Gassenwald
« on: September 17, 2016, 12:35:06 PM »
I seem to recall this character being a port from before.  Could you post the link from the archives to expedite?

174
Approved Characters / Re: Venus Magnus
« on: September 17, 2016, 12:33:47 PM »
+1

175
Approved Characters / Re: Samuel Quartz
« on: September 15, 2016, 10:37:54 PM »
I seem to remember this is a ported character.  Can you go into the archive and link the old profile?

176
Approved Characters / Re: Persimmon Burhan
« on: September 15, 2016, 10:37:07 PM »
+1

177
Approved Characters / Re: Galileo Mephis
« on: September 15, 2016, 10:23:59 PM »
+1

178
Approved Characters / Alexandra Reinhardt
« on: September 11, 2016, 02:20:20 PM »
CHARACTER

Name: Alexandra “Alex” Reinhardt

Age: 18, born 16 Zinnober, 60 AC

Species and Gender: Human Female

Symbol: an upturned crescent moon bisected by three arrows travelling up

Occupation: First Year Beacon Student

Appearance: 
      Standing at 5’9” and approximately 132 lbs., Alexandra is shapely and well-endowed, but her otherwise slender, lithe and toned figure is reminiscent of the body of a dancer.  Alluringly attractive, Alexandra has an oval-shaped face in which lie her pale green, almond-shaped eyes that radiate liveliness and attentiveness, occasionally with a twinkle of mischief.  Her high cheekbones and thin, straight nose together help exude a sort of patrician nobility and highly-refined upbringing that would otherwise be intimidating were it not her breathtaking but genuinely friendly and inviting smile that can disarm even the most hard-hearted of people.  She possesses long, straight, blonde hair that reaches to the middle of her back and flows behind her, adding a hint majesty to her already elegant gait.  Altogether, her irresistibly beautiful physical appearance has often inspired lust in men, a fact that she knows well how to turn to her advantage.
      During missions, Alexandra wears a single-piece combat bodysuit that sheaths her entire body in a durable polymer fabric made of impossibly-fine fibers and is reinforced with metal and composite plates, though only at the most vital areas in order to allow her the physical freedom and unencumbrance she needs to perform her athletic and agile maneuvers.  Small lights periodically course up and down her bodysuit following nodes that react to her aura usage.  The bodysuit is predominantly a dark, almost midnight blue color while also bearing light grey sections along the inside of her thighs and arms and the side of her torso, wrapping around towards her shapely lower back and posterior.  The bodysuit’s armor plates are a dark steel color.  On her feet, she wears narrow, slightly heeled combat boots accompanied by armored greaves.   Alexandra also usually wears multi-spectrum goggles, though she doesn't pull them down over her eyes and activate them unless needed.
     Outside of carrying out missions and attending class, Alexandra’s clothing style varies as her wardrobe contains a number of outfits in a variety of colors.  She most often wears, as is her favorite style, simple, yet finely-made sundresses and flats that suit her lady-like yet friendly demeanor.  In ultra-casual settings, she may wear sweatpants and tight t-shirts or tank tops that hug close and show off her shapely figure.  In short, Alexandra has a variety of preferred styles, but she is never one to be restricted to the point of obsessive exclusivity as far as outfitting goes.

History:
      Alexandra Reinhardt comes from an older, established family in Vale from which many veterans of the kingdom’s various wars hail.  Many family members, direct and extended, have died by the blade in defense of Vale, and it in a way, service to the kingdom has been a sort of family tradition.  However, with the end of the wide-scale Greyed War, the Reinhardt family moved beyond merely providing soldiers.  It began to contribute agents to Vale’s cause.  They would prove to be especially valuable during the Faunus War as a number of Faunus leaders and revolutionaries would be quietly but mercilessly eliminated at the hands of assassins tracing back to the Reinhardt family.  Whatever moral issues came with their activities were quickly swept aside and dismissed, as for the family, protecting the human government and ensuring the survival of the state was the most important concern.  Thankfully, few realize the full extent of the Reinhardt family's participation in that conflict, while their publicly-known actions during the war further cemented the family's reputation as part of Vale's old honorable warrior aristocracy.
      With the entry of Vale into the contemporary era, the need for warrior families has faded far into the realm of distant memory.  Settling down and branching out into occupations that better fit the changing times, family members extended their reach into areas such as law, financing, and industrial transportation, leveraging the family’s reputation as stalwart servants of Vale to help them get a head start.  Still, Vale needed hunters, as always, to protect against the tide of Grimm darkness, just as it still needed agents to protect from threats within and without.  To answer this need, the Reinhardts, no matter how seemingly integrated into the modern world and away from the notions of stalwart heroisms of old, would always be ready to serve.
      The middle child in a family of five children, Alexandra was raised with the expectation of honoring family tradition and becoming a Valish agent, or at least, a hunter.  Unlike her older siblings, who, despite being impressed upon with similar expectations, decided to pursue other occupations in pursuit of their passions, Alexandra never doubted her eventual life path and instead embraced it.  Growing up, she lived two lives.  The first, was her public life, which was founded upon the social functions and interactions that were expected of a child of such a noteworthy family.  In this life, she was refined, elegant, and sophisticated - a picture-perfect poster child for all that was noble and good in the kingdom’s polite society.  In her other life, she was Alex, the immensely talented girl who, with the forgoing of the family tradition by her elder siblings, was to be the inheritor of the family’s true legacy.  To that end, she trained tirelessly, intensely tutored in many manners of combat and profoundly educated in small, private classes with the children of other traditioned, veteran families about the harsh truths of the precarious position of mankind in a world beset by darkness and turmoil.  It was this life that was her true life and to that end, she drilled herself relentlessly until she passed the Beacon Enrollment Examination and was accepted into Beacon as a way of formally dedicating herself to her family’s tradition, with the path of the hunter being a stepping stone on the way of her travelling the path of the assassin.
      Alexandra’s outlook on her future would be severely complicated, however, when shortly before she entered Beacon, she attended Vale’s cotillion ball, along with the children of other notable families.  That night, she had a great time, living under the mask of her false life and experiencing all the luxuries of life in Vale that were made possible only by the labor and sacrifice of the kingdom’s warriors, hunters, and agents, such as those from her family.  During the after party that followed the cotillion ball, Alexandra snuck out into the mountains overlooking the city, accompanied by a boy barely older than she with whom she had grown rather close during their academy education.  The boy was an Atlesian, hailing from a distinguished warrior family, and had come to Vale as an esteemed guest under the patronage of a local family.  Like her, he intended to return home and follow family tradition, though for the boy, it meant joining the Atlesian military and serving on the battlefield.  There, as they sat together and watched the light of Remnant’s shattered moon bathe the rooftops, the boy, in a heart-felt confession, spoke for the first time about his nervousness and hesitation to follow in his family’s footsteps and join the military.  He conceded that it was an immense privilege to serve, being that Atlas’s military prestige was on the rise.  But, he confided in her that more than the possibility of death, it was his fear of bringing suffering to his family that he feared the most.  He had seen too many friends and family members killed in service to Atlas, and while he noted that falling in combat brought a sense of honor and fulfilled duty, it was little consolation to those who were left behind.  Having seen his older sister so often secretly crying over the loss of her fallen husband, he could not bear to bring anyone else the same pain.  Taking Alexandra’s hand in his and kissing it, he shared with her his conclusion that there had to be more to life than simply killing many others in the name of some distant ideal the he feel less and less connected to with each passing day before it was his turn to be killed. 
      Alexandra would later spend much time thinking and rethinking about what her companion had said to her that night.  His situation was indeed very much like hers, which made his thoughts and concerns all the more relevant to her.  She had never before questioned her ostensible purpose in life.  Was the destiny that he had described really all that lie at the end of her future?  This question would always linger in the back of her mind as she prepared to enter Beacon Academy.

Personality:
      Alexandra is an overall cheerful and friendly girl.  Her mannerisms, including her gait and the way she sits with one leg tightly crossed over the other and both slanting slightly, bear evidence of her upper-class, lady-like upbringing.  These traits also exude an air of general self-confidence that are further reinforced by the steady assuredness with which she speaks.  However, rarely are people off-put by this sort of personality aura, for Alexandra is exceedingly friendly and outgoing.  Fun to be around, she is, for the most part, light-hearted and enjoys trading friendly insults and using good-hearted sarcasm with her friends.  Despite a strong competitive streak, she genuinely enjoys being with friends, supporting them, and seeing them succeed.  When Alex speaks in close conversation with others, she does so in a way that induces those she is speaking with to feel as if they are the absolute most important things in the world to her, making them feel peculiarly special and good about themselves, which contributes to Alex’s attractive personal charisma and immense popularity.
      Having been released from the more rarified and stifling atmosphere in which she grew up, though its effects plainly still linger with her, Alexandra can be a bit of a tease.  She sometimes leads people on, especially male friends, with subtle gestures that can readily be interpreted as hinting at something more than simple friendship or just as easily be read as evidence of nothing but a close friendship.  In fact, she does this with such skill that it is difficult to know if Alexandra does this unknowingly or purposefully.  Whether consciously or subconsciously, she would never intend to emotionally hurt a friend with her teasing habits, but it is safe to say that she derives a thrill from egging people on and then gently denying them.  Regardless of her teasing habits, Alexandra does maintain a considerable degree of femininity and knows how to leverage it well to obtain what she wants
      Overall, many of Alexandra’s social traits show that she has a bit of an uncommon innocence in her.  For all of her playfulness. she seems to be untouched by the more unadulterated and unfiltered of human emotions, leaving her with a certain wholesomeness that suggests a much simpler upbringing than the one she has had.
      Unfortunately, a more complete picture of Alexandra’s behavior will show that quite the opposite is true and that her upbringing, colored by her drive to carry on the family legacy, has had quite an impact on her personality.  In combat and during missions, it is almost as if she is a completely different person.  Alexandra may occasionally slip in a moment or two of playfulness, but while on the job, she is defined by an insatiable drive towards efficiency and the utmost professionalism.  All that matters is the objective, and all other concerns are subordinated as merely accessories to the objective.  This may derive from the hours upon hours of relentless, intense training she experienced in preparation for her entry into the world of unconventional problem solving.  She maintains the ability to so thoroughly separate the personal from the professional, and with this separation, morals and ethics can become buried as Alexandra grows increasingly stone-hearted, merciless, sometimes even cruel, all in the name of completing her mission.  In these situations, she does not complain, nor does she question the work required of her, but those closest to her know that sometimes days after missions, Alexandra may fall into a deep melancholy and reject the company of others as she sits alone to contemplate over and over again what her Atlesian friend once asked her about life: “is this it?”

Aura and Semblance:
      Alexandra’s semblance is the creation of glyphs.  These glyphs may be freestanding or may be attached to an object.  The vast majority of the time, Alexandra’s glyphs have the effect of either pushing or pulling objects away from or toward its center.  Each glyph requires a paltry amount of Alexandra's aura, perhaps as little as one percent of her total reserves.  She may control and alter the strength of the glyphs as she pleases, but the general rule is that the stronger the force, the greater the aura drain.  Furthermore, Alexandra may also control the speed at which the glyphs are created, with varies primarily depending on the amount of aura she expends to “rush” the creation of the glyph from about two to instantaneously.  This usually requires about three times the amount of aura compared to the amount required if it were created normally.  Exerting a great deal of aura (usually in the range around approximately twenty percent of her aura) will allow her to create glyphs that can tear an individual limb from limb, if said individual was caught in the pull of multiple glyphs.  In another example, a multitude of glyphs of standard strength created within a rather short of span and appearing near-instantaneously will similarly require her to expend a great deal of aura. 
      Alexandra’s primary use of such glyphs is to hold her, sometimes upside down and midair, opening up to her a whole new range of attack angles.  In a similar application, she uses such glyphs to provide a semi-adhesive surface across which she may move with freedom and without having to worry about falling to the ground.  Alternatively, Alexandra may fire physical ammunition at her glyphs, allowing them to ricochet and bounce between glyphs to create a bullet-trap effect.  Additionally, Alexandra may launch herself or others from these standard glyphs, greatly aiding in her mobility and ability to cross the field of battle.
      Finally, Alexandra has available to her a type of glyph separate from her much more standard push and pull glyphs.  These glyphs, marked by a different pattern on their faces from her push and pull glyphs, come in pairs that are linked in nature.  One glyph, when attacked with a high-velocity projectile, will disintegrate said projectile and cause a corresponding projectile of aura to be launched from the paired glyph.  This process necessitates Alexandra to exert a considerable amount of aura, about twenty-five percent for a several-second barrage, so it is an ability she only uses sparingly.  In this particular application of her semblance, Alexandra can use aura foci to impart elemental effects to the aura projectile.  Fire, ice, lightning, and kinetic dust are the most common elements of foci she uses imparting the corresponding effect to the aura bullet.  For Alexandra, foci is stored on the nodes on her armored bodysuit.

      Alexandra possess an impressive aura reserve, though overwhelmingly, use of this aura reserve goes toward her semblance and sustaining her body through the highly acrobatic and athletic feats that she regularly incorporates into her fighting style.  This leaves her with little aura to be used for other purposes.

Combat Behavior:
      Alexandra is first and foremost a rifle user.  As a result, her natural instinct is to engage vulnerable, high-priority targets first, preferably through single, long-ranged, high-precision shots combined with her cunning and considerable stalking and ambush skills.  This speaks to her drive for efficiency, as it minimizes her own energy expenditure while creating the least collateral damage and giving the least time for targets to respond. 
      In the more duel and teamfight-centric setting of Beacon, this tactic is very rarely advisable.  As opportunity presents itself, she will always attempt to target the weak and the vulnerable first, but as need demands - and it so often does - Alexandra will instead change tactics and fight by seizing and maintaining absolute control over the possible avenue of attacks.  She is trained to be constantly and simultaneously aware of the many possible avenues of attack, using this awareness to avoid incoming attacks.  At the same time, the awareness helps her to facilitate her own attacks, which are based on the strategy of saturating targets, possibly through the user of her semblance, with as many accurate and highly leveraged shots as possible from as many disparate angles as possible in order to create whole multitudes of concurrent lethal vectors that overwhelm opponents.
      As is befitting a ranged rifle user, Alexandra tries to maintain a respectable distance between herself and threats and generally avoids close combat.  If she is forcibly engaged in close combat, she will use her semblance and her exceptional athletic and gymnastic agility to reposition herself and re-establish the distance between herself and said threat.  Alexandra relies heavily on her augmented agility and astounding flexibility to evade strikes.
      However, this reliance reveals Alexandra’s weakness.  The maneuvers that Alexandra makes her hallmarks place such a strain on her body that without aura, she would quickly tire out.  Indeed, some may contend that the maneuvers she attempts are beyond the limits of an unaided individual in the first place.  Whatever the case, Alexandra’s remarkable agility is utterly unsustainable in the long run and taxes her aura reserves extremely heavily.  This leaves Alexandra very vulnerable against those rare foes who can keep up with her maneuvers and keep her engaged at close ranges.  Furthermore, because Alexandra devotes almost all of her aura towards her semblance and her agility, she is rather fragile, particularly when she gets tired, and has to rely on her body’s own natural strength endurance to keep her on her feet, which considering the nature of Beacon's students, is inadequate, to say the least.

WEAPON

Name:  Vector

Primary Form:
      Vector is a scoped, modified designated marksman rifle.  It is in a bullpup layout to minimize barrel length and increase maneuverability without sacrificing effective range and muzzle velocity.  As befitting assassins and Alex's own combat mindset, Vector was designed to be very utilitarian.  Much of the rifle's platform is stripped down and somewhat skeletal in appearance, a result of maximizing accuracy and precision while minimizing weight that would otherwise hinder Alex's high-mobility fighting style.  Because of the absolute focus on performance without compromise, Vector was not built to transform into any other forms, and Alex would not have it any other way.  Tungsten armor-piercing ammunition is primarily used with Vector, though it is capable of accepting other bullets in Alexandra’s inventory, such as white phosphorus munitions and ice dust rounds.  There is an option for a flash and sound suppressor attachment.

Dust Functions:
      Beneath Vector’s barrel and in front of its lower receiver and trigger assembly is a revolving dust launcher that stores vials of dust for use in various situations.  These vials are not semblance foci, and instead offer one-time purely elemental attacks as an alternative to the physical ammunition fired from vector.  Though Alexandra’s exact dust loadout varies with the mission, she tends to utilize the classic elemental trio: fire, lightning, and ice, the most.

History:
      Vector was hand-crafted by Alexandra during her private training.  The rifle was made expressly to provide a weapon system that would synergize with her fighting style and natural proclivities, and so, it holds no sentimental value to her, apart from the fact that it was tailor made for her.  Vector is very much merely a tool to get the job done.

WEAPON

Name:  Gemini

Primary Form:
      Gemini is the name for a pair of twin, electrified kali sticks.  They are intended as last resort weapons for close combat, and to that end, are rarely used by Alexandra outside of the specialized function it fills beyond its combat role.

Secondary Form:
      The Gemini sticks can be joined at the base and then telescoped so as to form an electrified fighting staff

Tertiary Form:
      Each of the sticks can transform to have a sharpened tip, effectively turning them into stakes with which enemies may be stabbed and impaled.  Similarly, the sharpened tip function is available when Gemini is joined together into its staff form, turning it into a spear.

Dust Functions:
      With high-quality lightning dust and small gas canisters stored in the base of each rod, Gemini is able to become a pair of plasma torches with which Alexandra, given time, can cut through metal.  This handily allows her to create her own unorthodox entrances with which she can fulfill her missions.

History:
      Like Vector, Gemini was crafted by Alexandra during her private training.  Conceived of as a weapon meant to fulfil the gaps in her combat technique left by Vector, Gemini is, and will always be, a secondary weapon, though a useful one at that.


Other weapons:
      Alexandra carries with her a hidden combat knife at almost all times.  She has also been known to use explosive dust charges to round out her fighting style, as well as obscuring and disorienting grenades (such as smoke and flashbangs) to use as situation demands.  It important to note that Alexandra’s smoke grenades come in both flammable and nonflammable variety, providing her with the option for a makeshift incendiary grenade.    




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