Author Topic: Prof. Ferus Talandar  (Read 2487 times)

MonsterManic

  • Full Member

  • Offline
  • ***

  • 889
  • Karma:
    +76/-1
  • Personal Text
    Dead inside
    • View Profile
Prof. Ferus Talandar
« on: December 22, 2017, 01:18:10 AM »
CHARACTER

Name: Professor Ferus Talandar

Nicknames: The Huntsman Who Learns (In certain circles)

Age: 43

Species and Gender: Male Human

Occupation: Teacher at Beacon Academy (Specialties: Grimm Hunting, Grimm Combat Lessons), former Huntsman, Beacon Academy graduate

Appearance-Casual: Clad in a long, slate-grey, double-breasted tailcoat that encompasses Ferus's 6'5 height and natural black hair, his predominantly dark-shaded wardrobe of grey, black and off-whites does little to bring out the shine in Ferus's similarly coloured eyes. They do, however, display his heavily toned physique and his wide shoulder width predominantly. While not a detail he likes to bring up, those who like to observe--or are just keen-eyed--will notice the intricate woven patterns and precise stitching that denote the makings of a bespoke tailor. Completing his outfit are a pair of worn jump boots--ideal for the inevitable aerial descent denoting each mission's start in his opinion.

Appearance-Teaching: Reluctantly forgoing his beloved tailcoat, Ferus dons a more simple black suit with twin cufflinks in the form of his symbol, something he has yet to have to repair due to the rarity of his indoor lessons. A white, checkered shirt inside and a light blue tie is also worn, although Ferus keeps the "neck trap" slack all the time. While his attire is smart, it is significantly more disheveled than his casual, leading many to believe that his teaching outfit is instead his combat outfit and vice versa. However, the lack of wear and tear proves otherwise.

Appearance-Battle: At first glance, Ferus's various pieces of armor come off more like ceremonial pieces, designed for purposes other than battle. The mixture of vibrant gold shades integrate with carved spirals and patterns on each smoothly curved armor piece, consisting of a breastplate cut off over his abdomen with high arches over the shoulders and a single glass rhombus on each side, twin vambraces and greaves, each piece with an inlaid transparent oval. A single left armored gauntlet follows the same pattern. The overall weight of each piece combined do little to hinder Ferus's movement, and each transparent section is designed to house specific Dust crystals. The breastplate and both vambraces house Gravity Dust for easy attaching and detaching of weaponry, while slits in the greaves allow the Kinetic Dust stored in the armor to be released in small bursts, giving Ferus the ability to sidestep with the additional momentum. All the above is in addition to Ferus's casual outfit.
picture: ShowHide



History: While the saying "Turning over a new leaf" is used to describe someone who resolves to change a certain habit, anyone who had the fortune of knowing both the young Ferus and old Ferus would say that Ferus defines the saying. As a peaceful, inconspicuous young child born in one of the few independent villages away from the mighty Vale, Ferus was already chosen as another to take up the mantle of a Hunter, in the service of their village. And while his father, a prominent Hunter in his prime, was as good a teacher as he was a father, the young Ferus soon grew disenchanted by the constant, rigorous training that he was forced to undertake, day by day. Whenever possible, the boy would find ways to hide from his father and escape from the "confines" of his training, joining up with his friends near the forest, just within sight of the village. While the ever-existing threat of the creatures of Grimm lurked within the darkness, the combined force of the Huntsmen in the village was enough to drive them back, time and time again. Or so they thought...

One damp afternoon, on the winter solstice, the 15-year old boy ventured away from his house to meet up with his group of friends, where he was informed they would set off some illegal fireworks, already hidden in the woods. To do this, they needed to delve deeper into the forest, something his father had repeatedly drilled into Ferus not to do. Knowing this but not wanting to look like a coward, Ferus agreed...then while his friends ran off in a group, he silently headed off in another direction, intending on looping back around to the village to avoid his group. But mid-travel, Ferus felt something had changed. The temperature, normally cold as one would expect from it being close to the winter solstice, was oddly warm. And when it started snowing, what came down to Ferus's bewilderment wasn't snow, but soft grey ash. With a rapidly growing sense of dread, he doubled his pace, praying what he thought hadn't happened.

The worst had happened. The view of the village, frustratingly obstructed by the multitude of trees that seemed endless, opened up to reveal the palisade, as well as the rest of the village, burning like a blazing bonfire. Flames, leaping from the roof of one house to another, cast shadows on an endless moving swarm of objects. The Grimm had arrived--and they had one thought on their mind: KILL. KILL EVERYTHING. All the Hunters had been celebrating in the town hall, and were caught completely off guard. Even rallying under the shining banner of their village did nothing to stem the endless stream of Grimm washing over each patch of resistance, every Hunter, like tidal waves striking a beach with the momentum of a wrecking ball. Any who turned to flee were trampled underfoot like an ant, gored through the stomach of a charging Boarbatusk, picked off the floor by the cloud of Nevermores, hovering like vultures after a kill. All this done as easily as one draws breath. And Ferus bore witness to it all. He couldn't turn away. He was helpless to stop the massacre unfolding before their eyes. It was an execution, and he had a front seat.

Help came too late for the hapless village. The rat-tat-tat fire of Bullheads from Vale only served the purpose of scattering what remained of the rapidly dispersing Grimm. And when they landed, they might as well have taken straight off again. There was no-one to rescue, no intact bodies to bury. Houses were razed to the ground, worldly possessions burned to a crisp. And as Ferus wandered what remained of the village, he felt sadness. Grief. Fury. But the tears didn't flow. News started trickling in, of the lucky few that made it out thanks to the Huntsmen's valiant effort and sacrifice. Ferus's group of friends were missing, a sign that the boy was wise to listen to an elder's instructions. And after scavenging whatever he could find from his ruined home, Ferus boarded a Bullhead bound for Vale with a clear goal in mind: KILL. KILL EVERY SINGLE GRIMM.

With no family left and nowhere to call home, Ferus enlisted in Signal Academy, paying with every single coin he had left to his name. Teachers and other staff, hearing of his predicament and touched by his story, pooled together enough money for him to afford the most barebone essentials of life, as well as the materials to forge a weapon with. In honor of his father, who taught him everything, the boy chose to continue his training with the lance, his father's weapon of choice. With the constant knowledge that this was all he had left in life, the boy threw himself into his studies with a level of dedication and determination that shocked teachers. Ruthlessness in sparring matches, scarily attentive in lessons, nothing less than perfection would be acceptable. The performance he was achieving in Signal was rarely heard of, especially from one who had lost his entire family. That fact still remained with Ferus, but simply forcibly quashed in his mind by constant thoughts of revenge. It was the sole thing that kept him going and pushed him to achieve.

When he first started at Beacon Academy two years later, the teenager was nearly unrecognisable from his previous self. Now a person who shunned any social contact and was determined to the point of fanaticism, it wasn't hard to imagine he wouldn't fit well with any team. Nevertheless, the staff at Beacon weren't about to turn away a student of his caliber and dedication, and tried to give him a team that was willing to help each other--the perfect definition of teamwork. Despite this, Ferus had long since thrown up a mental wall between him and outsiders, hardening his shell and continuing to repress his emotions through his work and fighting. Every moment spent in thought of improvement, never a second wasted on useless things such as bonding with his team. But after a series of almost fateful events--one that may or may not have been orchestrated by a few members of staff--that included Ferus being over his head on his own and having his teammates save him from death, the teenager started, finally, letting his emotions get the better of him. Reluctantly, he admitted that while he kept up his strong and determined demeanour, behind that his soul was crying out in agony and grief over the deaths of his loved ones. Inside, Ferus was broken, his heart shattered as he tried and failed to deal with the mental loss.

By the time they finished their first year, however, Ferus had turned over a new leaf. With the help of his fellow teammates who had consoled him and led him through the dark tunnel into the light, he once again regained his previous personality and properly joined the ranks of his team. With them, he found that he had been missing out on all the benefits of having friends to share happiness and sorrow with, and a shoulder to cry on when old demons awoke. The three years of Beacon went by in a flash, the new age beckoning the team onwards to further glory. But for all that had happened, Ferus had not lost sight of his original goal. While his methods had indeed changed, he had yet to start. So sadly bidding farewell to his team, for they each had a different goal in mind, Ferus struck out to make a name for himself as a Huntsman for hire. As with Beacon, the years flew like an arrow, with the Huntsman visiting various parts of Vale, Mistral, Vacuo and even Atlas, wherever his duty beckoned. With each trip, Ferus met more and more people of the same profession, almost all more skilled and older than him. And from them, he made it his mission to learn, to glean jewels of wisdom from each Hunter he passed. And with each successful hunt, news started spreading in certain circles of "The Huntsman Who Learns"--of the man who seemed in an endless pursuit of knowledge against the forces of the Grimm.

Having successfully (and inadvertently) made a name for himself, Ferus found himself with no lack of both Lien and fellow, younger Huntsmen in need of guidance, similar to how he sought out Hunters who had mastered their own unique craft. Remembering how his "teachers" had treated his request and did the best they could, he attempted to do something similar. It was there he discovered he had a flair for teaching--the reservoirs of knowledge accumulated over the years springing to the mind with natural ease. More than once, Hunters who came to him for advice felt his talent was better spent in a academy, and when he brought the subject up with his old team, who he remained in close contact with, the decision was unanimous. For Ferus, it was yet another step toward his goal, only it wouldn't be him taking up weapons against the Grimm; that job was left to the next generation of Huntsmen and Huntresses. His path now led him to Beacon Academy, the place where he began anew. Now, his return marked the start of a new chapter in his life, the turning of yet another leaf.
tl;dr for those who cant be arsed: ShowHide

Ferus is born. Village is destroyed by Grimm. Ferus seeks revenge and becomes cold-hearted toward everyone. Teammates change his mind. He opens up to them. Graduates and goes solo, travelling all over Remnant. Learns from elder Hunters, earning the alias "The Huntsman Who Learns". Tries his hand at teaching, and has a natural flair for it. Applies for a staff role at Beacon Academy.

Personality: Teachers are the kind of person one turns to when they are stuck on something, require assistance, or simply need an adult to talk to. While Professor Ferus Talandar isn't the person that first comes to mind when such assistance is required, hunters-in-training that undertake his lessons are left with no doubt that the Hunter-turned-teacher is one that is highly dedicated to his job. Ferus spares no effort when it means the student in question improves on his skills as a Hunter--the reason Ferus became a teacher in the first place--and attempts to make his indoor lessons as interesting as possible. Granted, not every student that steps in his classroom will be as willing as he to listen to lessons was back in his Beacon days, and Ferus fully understands, instead using his own experience as a student to face any teaching problems.

While Ferus is a capable teacher when using words and diagrams, the outdoors is where his skill, both as a teacher and a Huntsman, truly shines; after all, the outdoors is where the practical side of being a Hunter comes into play. Ferus highly prefers outdoor lessons with hands-on Grimm combat over the duller lessons indoors, but he fully acknowledges that he is no match for the mental prowess of some of his fellow teachers, and is willing to learn, even now, from his elders, still being a keen student to this day, hence his alias of "The Huntsman Who Learns". Active students that frequent the sparring halls and gyms will oft see the teacher running through years of techniques in his free time, a sight to behold when his true potential is almost always held back. While no longer in his prime, Ferus's determination to keep going is an adequate replacement for his drive.

Even though Ferus is a Huntsman to the very core, determined to stand forever in combat against the creatures of Grimm, his reason behind it is what empowers him to keep going. All that hatred of the Grimm, stoppered within him, Ferus turns into his strength, instead of letting it consume him. What he hates seeing are students in the same situation as him--which is why he tries to get them over it and move on as painlessly as possible. In addition, his way of living and his life lesson have given him one unique ideal: abstaining from non-Grimm fighting. While Ferus does not condone PvP nor has any negative opinions on it, he himself simply does not participate--at least, willingly. When lives are on the line, either his own or others, human or Faunus, and no-one qualified is on the scene, he will step up to intervene. Recent events with the White Fang have given Ferus cause to reconsider his ideals, but so long as the Fang do not intervene with his actions he sees no reason for recourse--in the near future.

Aura and Semblance: Aura Color--Slate Grey/#708090

Throughout his two years of Signal, four years within Beacon, and his career of being a fully-fledged Huntsman, the name of the game for Ferus has always been strength. Not power in the sense that it would corrupt minds, but rather physical strength that could always be relied on to get you out of a pinch. As such, Ferus has honed and extensively trained his Aura over the course of many years of fighting and training to greatly enhance his physical strength, far beyond what normal strength training could possibly achieve. This didn't mean Ferus ignored all other aspects of what his Aura could achieve; during his years as a junior Huntsman his battles brought him together with other Hunters far more skilled at different Aura techniques. As a result of learning from his superiors, Ferus has grasped the art of Aura Shielding, Aura-infused hand strikes, and Aura Detection, though none reach the level of mastery as his strength from his Aura. And with the unique circumstances required for his Semblance, there's no denying Ferus needs every single advantage his Aura can provide.

Semblance: He Who Stands Alone-- Gaining a sevenfold boost of strength, toughness and stamina to every single muscle, organ and bone in his body, Ferus's physical strength, stamina and speed is exponentially increased up to 7x its original limits. However, this comes at a high risk; in order for the strength boost to take place, there must be no living human or Faunus within 10 meters of Ferus at any given point of time. Failing the requirements results in Ferus's semblance automatically shutting down regardless of how small the intrusion was, leaving Ferus without the power-up of his Semblance.

While He Who Stands Alone is active, a highly visible, translucent circular area of light grey flares up around Ferus, indicating the area in which no-one is to enter. This is a passive effect and does not impair vision, as well as being able to pass through everything. In addition, Ferus's eyes leave behind a trail of grey light, further exposing his location to any Grimm.

With the massive disadvantage of his Semblance holding Ferus down, he has trained to make the positives outweigh the negatives. He Who Stands Alone has been greatly enhanced from his young Beacon days: the effects are instantaneous and can last for up to 5 minutes with no drawback. However, beyond 5 minutes of operating time starts exerting stress on Ferus's heart; overuse can lead to severe heart attacks, and in the worst case scenario, death. Knowing this, Ferus refrains from relying on his semblance, choosing mostly not to use it unless the situation warrants it.

Combat Behavior: Ferus views his job as a Huntsman in a different sense: he believes that while children can have their fun fighting each other, the true duty of a proper Hunter is in battle only against the creatures of Grimm. Thanks to that and his endless pursuit of knowledge in order to combat Grimm, Ferus is extremely capable at dispatching almost every type of Grimm. He is very knowledgable about each species of Grimm, be it common or rare, having done extensive research into each existing species known to mankind, as well as years of personal experience locked in battle. While the fighting style he has embraced, as well as his weapon of choice, leave him incredibly vulnerable to attacks from Hunters of his level, he actively avoids combat with humans or Faunus.

While Ferus's combat style varies slightly against each type of Grimm, his main approach is to hit them as hard as possible, over and over, before they can strike back, with every attack calculated to inflict the maximum amount of damage possible, every exploitable opportunity used to its highest potential. This however sometimes backfires as a seemingly harmless opportunity turns into a trap. The long reach of his weapon, as well as its three ranged options, help deal with both armoured and non-armoured Grimm, single or pack alike. Ferus forgoes elegance, mobility and stealth for a brutally efficient and remarkably fast way of fighting against any grounded foe, while against airborne Grimm like the Nevermore, he employs his grappling spike to bring them to earth, where they are just another Grimm to the slaughter.

Usage of Ferus's Aura is heavy in combat; he relies on the sheer power of the strength boost his Aura provides to swing his weapon around for durations of time other Hunters would not be able to achieve, while unarmed he still poses a distinct threat with his Aura Shielding and Aura strikes. His Semblance is both a blessing and a curse; being unable to use it in a group drags him down when fighting Grimm too dangerous to handle alone, but being able to single-handedly hold the line when protecting unarmed civilians is one of his greatest feats and one that he is immensely grateful for.

Equally as important as his weapon usage is his reliance on Dust: from subtle utilities in his armor to a straight-up dust-thrower, Ferus expends Dust at a surprising rate considering his role as a non-mage bruiser. Herein lies one of his biggest weaknesses; when prolonged battles leave his Dust reserves running dry and he cannot call in his locker for any reason, Ferus has lost a mobility option (greave thrusters), all three ranged options (shells, dust-throwers, cannon) and the ability to holster anything, including his shield. Another weakness of note is his mobility; while his greaves provide a short burst of movement in one direction, any fast Grimm (or flying, for that matter) that constantly darts in and out not only serves as an annoying target, but a potentially lethal one provided enough swarm Ferus in one go.

WEAPON

Name: Grimm Repertoire

Primary Form: Grimm Repertoire is what Ferus calls a "Gunlance": a hand-held cannon, using a lance handle, with an oversized bayonet attached to the barrel, as well as a oversized 6-shot revolving chamber near the guard. In truth, the entire weapon's frame, as well as all ammunition used, makes it extremely heavy; only with Ferus's extensive strength training, both Aura and body, allow him to use this weapon with his degree of skill. Standing taller than Ferus at full height, the hydraulics that power the gunlance allow it to be folded in half via a hinge, revealing three chambers that make up the weapon's firing tubes. This is also the way how the spike cannon is reloaded.

Grimm Repertoire also boasts three firing options, each with its own specific type of ammunition. Ferus uses this in conjunction with his heavy smashing blows, alternating between melee and point-blank shots. It must be noted that all three options only work at close range, which Ferus learned the hard way when trying to shoot a Nevermore out of the sky.

Firing Chamber 1-Single Shell: Grimm Repertoire discharges one of it's six shells from within its revolving chamber. These shells equal a cannon shot in power, used mostly as a follow-up when Ferus has just smashed his lance down and the barrel is staring a Grimm right in the face. Designed to punch a hole through most Grimm, the shot has negligible range beyond point-blank, and is used mainly against lightly armoured targets.

Firing Chamber 2-Dustthrower: From within Grimm Repertoire's second chamber, Dust is discharged in a cone around 15 meters out, corresponding with the type of Dust crystal currently loaded. Ferus uses the Dustthrower when he needs crowd control against multiple light, unarmored targets. Each Dust crystal lasts up to a minute before being spent and ejected to the side.

Firing Chamber 3-Wyrmstake Cannon: The last of Grimm Repertoire's firing options, this forcibly inserts a sharpened metal spike into a Grimm so hard it takes one entire Kinetic Dust crystal to fire. When the armour on a Grimm is so hard a smash from the gunlance doesn't cut it, Ferus discharges the Wyrmstake Cannon, specifically designed to pierce the armour, bone, skin and chitin of even the toughest Grimm, bar a Goliath. Unlike the previous two, the metal stake, aptly named a Wyrmstake, has to be manually rammed back into Grimm Repertoire's firing barrel when reloading. In addition, the recoil is absolutely monstrous and due to the weight of each stake, Ferus only carries a limited number on him, often calling in his personal rocket locker to replenish his stores.
picture: ShowHide



Dust Functions:

A point of note is that Grimm Repertoire's Dustthrower, as well as other Dust types used as triggers (Kinetic Dust), only accepts Dust crystals--the weapon was not designed in conjunction with powered Dust, which was too volatile to use safely.
Spoiler: ShowHide

Fire Dust -- Sprays a stream of flame, like any flamethrower, in a cone. The flame is most potent in the middle, being a blue roaring flame instead of the orange flame near the sides.

Ice Dust -- Fires chunks of jagged ice balls in a random cone at high speeds and a high rate of fire. The ice balls are the size of a fist.

Electric Dust -- Discharges arcs of lightning like a tesla, which prioritise arcing toward metallic objects. Otherwise, discharges in the same cone.

Earth Dust -- When aimed at the ground, erects a curved, cresent wall of rock, stone and mud which acts as temporary cover. The structural integrity of the wall is not strong and will crumble in one strong hit.

Air Dust -- Ejects highly pressurised air in a cone which can knock a person over if hit directly.

Kinetic Dust -- Inserting a Kinetic Dust crystal after any of the above dust types have been loaded results in a massive increase in any projectile velocity and effective range, but horrible recoil and accuracy. Particular types to note are Electric, which do not get affected, and Earth, which makes it a rockslide instead of erecting a wall.

Gravity Dust -- The near opposite of Kinetic, inserting a Gravity crystal after any loaded Dust crystal makes the resulting output far more concentrated and accurate, albeit at a slower fire rate. Electric ignores the effect and Earth creates a solid pillar instead of a wall. The construct is much more durable.

Storage Form: Grimm Repetoire folds in half from its hinged joint and is slung on Ferus's back, "attached" to his breastplate via the subtle use of Gravity Dust.

History: Grimm Repetoire is the result of many, many years of Ferus's fighting and experience. During Ferus's young Beacon years his weapon of choice was a simple lance with built-in gun barrels; as he grew and started undergoing personality changes, his weapon underwent heavy upgrades to become more of a crushing weapon and less of a hit-and-run; as the jobs he took on in his Huntsman career demanded a different weapon, he adapted, upgrading to a lance more suited to ranged combat. Ferus however returns to Beacon Academy with what he considers his magnum opus, the culmination of all those years of experience, weapon changes, and combat.

WEAPON

Name: Voyance

Shield Form: In conjunction with Grimm Repertoire, Ferus carries a grey curved heater shield specially designed to redirect the momentum of any attacks it blocks. The shield has a sharp spike positioned in the middle of the shield, as well as a metal cross-section protruding from the base of the spike. Ferus uses two conflagrations when holding the shield: "attached" to his left forearm bracer via Gravity Dust or "held" in front of his fist. While the forearm is used more for defense, the other setting allows Ferus to access the shield's other modes more reliably. The left corner of the heater shield bears Ferus's symbol, the shape of which is formed with studded nails.

Gauntlet Form: When "held" in front of Ferus's fist, the shield splits in four and folds around Ferus's forearm, encasing his arm in a box of steel and leaving the metal spike in front. Ferus uses this as a brass knuckle-alternative when Grimm get in too close to use Grimm Repertoire.

Grapple Form: When held in shield form, the spike can be fired via Kinetic Dust to act as a grappling spike, capable of bringing small airborne Grimm to the ground. While the winch built in to the shield isn't strong enough to tow Ferus's body weight, the cable is strong enough to hold a Giant Nevermore's pull. 100 meters of cable is built in to the shield, and in the case the mechanism jams or fails, the entire winch can be detached.

History: While a young Ferus would have turned his nose up at the mention of a defensive approach, the now older, more wisely and experienced Huntsman has learnt that there is more to battle than just offence. Starting from his Huntsman graduate days, Ferus has carried this heater shield into battle alongside his gunlance and it has served him well.

EQUIPMENT/UTILITIES

Rocket Locker: Near as essential to Ferus as his weapon itself, the professor's personal rocket locker is something oft seen when on one of his Grimm hunts, especially if going alone. However, since assuming the role of a teacher, the locker has seen some slight changes to the contents of its interior. Occupying the majority of the locker's spacious interior are rows upon rows of Dust crystals of all sorts--exceptionally useful considering every single piece of Ferus's equipment uses some sort of Dust in one way or another. Secured to the wall are spare Wyrmstakes and shells for Grimm Repertoire, and somewhere in the corner will be lying a spare winch for Voyance in case Ferus tries to fish for something out of his league. However, with the addition of the title "Professor" to his name, the teacher has added more essentials to the locker, namely basic first-aid kits (which he has had training with), a flare gun in case something goes awry, and whatever he deems necessary for the mission at hand.

Maelstrom Dust: Borne of Ferus's sweat and tears from days upon days of experimentation as well as help from his old team's resident Dust expert, Maelstrom Dust is comprised of many, many different kinds of powdered and highly volatile Dust, refined, enhanced and polished for use in Grimm Repertoire's shells with extreme care and precision. The result is a highly powerful mixture that could almost be considered acidic in its nature--shells fired with Maelstrom Dust leave the Dust in contact with a Grimm's body, where the mixture starts destroying flesh using a combination of all the elements so carefully aligned with each other, eating away from the point of impact until there is nothing left to destroy, or the Dust burns itself out. While extremely lethal to Grimm, it is also easily capable of doing the same to humans--which is why Ferus has yet to incorporate the Dust into his weapon beyond field tests.
« Last Edit: January 02, 2018, 09:46:17 AM by MonsterManic »
Beacon: ShowHide

Setsuna Antiqua - First Year Leader, Team ASTC - Chivalrous Shield

Tina Allan - First Year Member, Team ATLA - Twin Sharpshooter

Tieren Augus - First Year Student - Emotional Berserker

Kei Tsz Fung - Fourth Year Member, Team SARK - Silent Duelist

Lunae Terenas - Second Year Student - Unlimited Explosion Works

Graham Dylandy - First Year Member, Team LLGD - Technological Samurai

Jocelyn Antiqua - First Year Member, Team CASA - Combat Medic

Yu Nanhai - First Year Student - Lone Survivor

Haven: ShowHide

Rachel Jonquil - First Year Student - Spirit Summoner

Others: ShowHide

Prof. Ferus Talandar - Grimm Specialist Teacher at Beacon - One Man Army

Emile Antiqua - Former Professional Huntsman - Gentle Giant

Kingnoname1

  • Full Member

  • Offline
  • ***

  • 1032
  • Karma:
    +75/-1
  • Personal Text
    Here to chat, always.
    • View Profile
Re: Prof. Ferus Talandar
« Reply #1 on: December 30, 2017, 02:48:05 AM »
I remember you asking for comment about the history on discord a few days ago so I thought I'd have a look over. The only thing I could say is that it's pretty base line, basic arcs work well if there is more to build off personally but it's not a deal breaker.

Other critiques, I'd focus his specialty on either Grimm or Aura considering they are pretty distinct fields. I'd also build on his refusal to fight people. That seems rather odd for a combat instructor as well as we have seen a good deal of human/faunus factions reek havoc on their own. Would he really ignore them?
No criticism is too harsh so hit me with your best shot.

Calen Shrike - ASTC - First Year Beacon.

Saffron de Cortez - SALT - Third Year Atlas.

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

Ramalia - RASB - First Year Shade

MonsterManic

  • Full Member

  • Offline
  • ***

  • 889
  • Karma:
    +76/-1
  • Personal Text
    Dead inside
    • View Profile
Re: Prof. Ferus Talandar
« Reply #2 on: December 30, 2017, 09:28:13 AM »
Baseline yet simple amiright.

Yeah it's not my best work. Added section on ideals, removed aura speciality. I'll try and refine the history since it's not up to my standards.
Beacon: ShowHide

Setsuna Antiqua - First Year Leader, Team ASTC - Chivalrous Shield

Tina Allan - First Year Member, Team ATLA - Twin Sharpshooter

Tieren Augus - First Year Student - Emotional Berserker

Kei Tsz Fung - Fourth Year Member, Team SARK - Silent Duelist

Lunae Terenas - Second Year Student - Unlimited Explosion Works

Graham Dylandy - First Year Member, Team LLGD - Technological Samurai

Jocelyn Antiqua - First Year Member, Team CASA - Combat Medic

Yu Nanhai - First Year Student - Lone Survivor

Haven: ShowHide

Rachel Jonquil - First Year Student - Spirit Summoner

Others: ShowHide

Prof. Ferus Talandar - Grimm Specialist Teacher at Beacon - One Man Army

Emile Antiqua - Former Professional Huntsman - Gentle Giant