Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Koop

Pages: 1 [2]
16
Approved Characters / Kaali Charen
« on: February 08, 2017, 01:41:11 AM »
CHARACTER

Name: Kaali Charen

Age: 17, Born on the 8th Klever, 62 AC

Gender and Species: Female Human

Symbol: None

Occupation: First Year Student, Beacon Academy

Appearance: Kaali is, much to her dismay, barely over five feet short. Combining her height with her pleasant smile and toned but underdeveloped body, she has been referred to as a child on occasion, eliciting a fair bit of well-deserved rage from her. Length-wise, her violet hair extends about halfway down her back, though it is nearly always messily kept back into a ponytail with a simple teal colored ribbon tied into a bow. Loose hairs and a general lack of upkeep leaves hair hanging free on the sides and framing her matching violet eyes. A smile is often on her face as she glances about.

As for apparel, Kaali's standard outfit consists of a sleeveless, teal colored tunic extending halfway down her thighs with a cut on one side to allow for flexibility. Gold trimming surrounds the neckline and the bottom and black shorts are worn underneath to solve any potential wardrobe malfunctions. Leather boots reach almost up to her knees and fingerless leather gloves covering her forearms match the color of her shirt. Finally, a long, white jacket featuring teal trimming keeps her arms warm with its sleeves and sports her symbol on the back in teal.

When armed, a brown leather shoulder strap secures her blade to her waist. Image.

History: Kaali had an challenging start to her life. Complications during her birth ended in the death of her mother, Claire. Her father was not particularly interested in raising a child in the first place, and with the death of his wife, he practically forced Kaali onto Kirkka Scarlet, Kaali’s maternal half-sister. At first, Kirkka was happy to help raise Kaali, but after a while, it became apparent to her that the father wanted nothing to do with the child. He seemed to care little for her, and often left Kaali with Kirkka for days or weeks at a time, citing how busy he was with his job. When Kaali was four, Kirkka took steps to become the legal guardian of Kaali, relieving the father of his unwanted duties. A few short years later he moved out of Vale and has not been heard from since.

Kirkka was an adult, being 20 years older than Kaali, but her skills in handling children were lacking, to say the least. She had spent most of her life focused on her studies and training, and so raising her half-sister was particularly challenging for her. Kaali had become quite rebellious during her early years, but Kirkka believed her attitude could be directed toward a worthy goal and enlisted Kaali at Signal Academy. Kaali was eager to learn proper combat. Getting into scraps with others was not uncommon for her, and she had learned that her tiny stature put her at a disadvantage in strength. Her attitude during her first two years at Signal got her into plenty of trouble, which then fell onto Kirkka as she struggled to help Kaali out of situations.

During summer break in her second year, Kaali learned that her best friend that she met at Signal, Cassidy, died while visiting her parents outside of Vale. An unexpected Grimm attack ravaged the supposedly heavily fortified village they lived in. Though the village survived, there were casualties. Kaali fell into a depression with the news and stayed in the background for many months. Cassidy was the only one at Signal that Kaali considered an actual friend, and with her gone And Kirkka living at Beacon Academy, she was relatively alone. Kirkka ended up taking a break from her job to stay at Signal while she tried to help Kaali through the unexpected trauma, and Kaali got over her depression, growing very close to her half-sister at the same time. Kirkka was pleased by this, but later on realized that Kaali's reliance on her made it difficult for her to get close to others. Still, Kaali had gained a much more focused mind from the event. A mind focused on the extermination of Grimm.

When Kaali returned to school with renewed vigor, this new focus got Kaali’s grades and skills on track and, with a tiny bit of nudging from Kirkka, she was accepted into Beacon Academy. Now a first-year student, she spends a significant amount of time with Kirkka and continues to struggle with making new friends.


Personality: Kaali has learned from Kirkka to be friendly as much as she can toward most everyone and does not struggle from shyness. That said, she has difficulty making close friends as she is still sometimes reminded of her friend at Signal Academy. Preferring to avoid that kind of situation, she subconsciously attempts to avoid people she feels she is getting too close to. Kirkka is often her fallback for those kinds of situations, something that Kirkka doesn't agree with but mostly understands. Serious conversations are pretty boring, so Kaali has developed a healthy level of snark and sarcasm to deal with that kind of crap. When she has to be, she tends to speak directly and truthfully about things which can be off-putting and harsh.

On the battlefield, a Kaali's attitude changes slightly. Kaali hates grimm, but she is aware that she can't do everything alone. Kaali has shown numerable leadership traits and will often take the lead in battle, both in command decisions and desire to be on the front lines. Her flashy semblance draws attention to her easily, something that lends mostly benefits to this budding leader.

Before coming to Beacon Academy, Kaali refused to practice against other students or any people, because she did not want to risk injuring them. This was not overconfidence in her abilities, however, as she was more concerned that if she injured them, they would not be able to help her in the future. Beacon Academy requires sparring to pass a multitude of classes, so she has dissolved this self-imposed rule. She still struggles with it and holds back sometimes, and more often than not loses fights.


Aura and Semblance: Kaali's semblance is named Stormblood, named after its appearance and the way it functions. When active, jade lightning dances along her skin and equipment. This effect is purely visual, as the lightning is harmless to both other people and technology.  This effect, along with the other drawbacks of her semblance is caused by a genetic defect that makes her Semblance partially incompatible with her Aura.

Stormblood is, simply, an enhancing semblance. It enhances Kaali's strength, defense, mobility, and speed. Kaali's melee strikes can also be empowered to create waves of energy from each sword swing that extend about five feet past the edge of the blade, giving her enhanced reach. These bonuses make Kaali a powerhouse fighter. She can sustain this level of her semblance throughout the entire duration of most fights without too much trouble, but overuse causes her body to heat up due to the amount of energy running through it. This can cause side effects and even lead to heat stroke in very extended durations, but Kaali has never seen a need for such a lengthy duration.

If Kaali runs Stormblood at full power, she is easily the strongest, fastest, and the toughest person at Beacon Academy. However, forcing that much power through her veins is dangerous for her. Due to the genetic defect, her Aura does not protect her fully from the effects of her own semblance, and when Stormblood is at full power, it burns the blood cells in her body, in addition to leading to rapid heat stroke. The combination of these things can easily cause Kaali to require medical treatment or, if untreated, death. As such, Kaali almost never runs her semblance past about half power, only utilizing additional power when in dire circumstances. Every second that Stormblood is run at full power runs the risk of killing her. It definitely needs the label, "Do not attempt."

Combat Behavior: With Kaali's semblance being effectively a stat boost and little more, she has focused heavily on honing her skill as a swordswoman. When in battle, she sticks to fighting single targets a time. When outnumbered, she partially mimics her half-sister's style of disengaging and attempting to disperse the enemy with Dust from her weapon. She fights with her blade in both hands, and thanks to her semblance can make quick and powerful strikes, making her a formidable offensive warrior. The boosted range from her semblance also allows her to reach mid range targets while still retaining the power of the strike.

In practice bouts and spars, Kaali regularly fights defensive, a habit from her earlier years. She holds back against others a lot, out of irrational fear of harming them. She knows their Aura will protect them and the match will end before she can truly injure anyone, but she cannot shake that feeling yet. As a result, she struggles to win matches against other students and often agitates her opponents, as it is plain as day that she is holding back.

With a semblance that enhances both her offense and defense, Kaali is particularly challenging to handle head on. Sneak attacks are effective against her, as are keeping out of range of her enhanced sword strikes. Finally, due to her single minded focus on one target at a time, even just two assailants at once can be daunting for her to handle. She is aware of this weakness, however, and seeks to overcome it as Grimm are rarely alone.


WEAPON

Name: Better Half

Primary Form: Better Half is a singled edged sword that rests comfortably in its scabbard on her waist. While sheathed, the blade is only about one and a half feet long, but upon drawing it extends to its full length of just under two feet. This design is due to Kaali's short stature. A lengthy weapon at her waist got in the way often, so she had it designed to be more compact. The scabbard is decorated with faint jade illumination, and at the top has what could be called a control panel that features several buttons and a slider.

Dust Functions: When the sword is drawn from its scabbard, Kaali can utilize the scabbard controls to charge the blade with one of several types of Dust. Once drawn, the effect can last up to a minute. The blade must be returned to its scabbard to be recharged, and sheathing the blade strips the current effect from it, discarding the unused Dust.  Rapidly changing Dust effects can be costly and time-consuming.

  • Kinetic: The most commonly used type, this Dust simply enhances the force behind the blade, creating stronger attacks and making it easier to parry enemy attacks.
  • Air: With this Dust, the blade becomes easier to swing, allowing her to make high speed but low strength attacks. Additionally, the blade can fire of slicing waves that extend much further than her semblance causes. Only a few of these long range attacks can be made before the Air Dust is depleted.
  • Ice: Ice Dust causes ice to rapidly form around the impact point of the blade. A blast of frost can also be shot from the sword which is capable of completely freezing a medium sized creature or object, such as a beowolf. This blast consumes the entire charge effect.
  • Fire: Uncommonly used, the blade is surrounded by flames that burn targets. Very fun, and very dangerous, but only limited effect due to the difficulty of controlling fire. Piercing an enemy with a flaming blade will burn them from within, however doing so requires leaving the blade in the enemy for some time.

History: Kaali worked hard on the design of her sword, even though it is not overly complex. It was originally just a sword to her, but over the years it has become one of her closest companions in her eventual quest to slay all the Grimm. She recently named it Better Half, a reference that fighting is more than half of her being.

17
Approved Characters / Kirkka Scarlet
« on: February 08, 2017, 01:18:48 AM »
CHARACTER


Name: Kirkka Scarlet

Age: 37. Born Niege 6th, 42 AC

Gender and Species: Female Human

Symbol: Flameward. Her symbol was designed and named based on her favoritism toward fire in her early days of combat school.

Occupation: Groundskeeper and Advisor at Beacon Academy.

Appearance: Kirkka stands at an even six feet(183 cm) and weighs in around 161(73kgs)pounds. She looks like she keeps herself fit, but is hardly a bodybuilder. A very faint tan is sometimes present on her face and arms due to being outside often for her job, but otherwise, there are no visible markings on her. She has well-kempt auburn and black streaked hair, nearly always tied into a ponytail that reaches just past her shoulder blades. Her oval shaped face sports grey eyes sitting above her average sized nose, glancing about as she observes her surroundings closely but discreetly with an innocent smile. She looks to be about her age, perhaps a few years older.

A cloth piece is wrapped around her chest to allow maximum flexibility while also supporting her. Its edges have small lacy flair. Over that, dual layer shoulder pads attached to a hood cover her shoulders, extending beyond them just slightly. She often keeps the hood down, especially when not on missions. Unless it’s raining.

Fingerless gloves extend all the way up her arms, reaching her biceps before ending with more decorative flair. Wind-like metalwork covers the back of her hand and her forearms. She can sometimes be seen wearing small caps on her fingers, similar to thimbles. These protect fingers from dust-related accidents while working with it.

Her lower half is covered by a mid-thigh length skirt, and over that, a waist cape that reaches just to her ankles. The cape is made of cloth, but a layer of leather cover the two sides. The uncovered backside is decorated with a few straps and buckles, but they seem to be decorative only. On the sides of the skirt where it meets with the cape, six large square rivets hold the two pieces together as one. Sturdy boots are covered by cloth leggings that end just before the skirt starts. The entire outfit is primarily dark red with a light matte grey. Album.

Kirkka’s primary weapon, Ira, rests securely strapped horizontally to her lower back in its three segments. The power of MAGNETS allows her to draw them individually or at once. Each segment connects to the next as they are drawn. Just below this holster, attached to her belt, is a small series of pouches, which contain extra Dust canisters for her weapon, and other minor trinkets. Her symbol is seen on a pouch on her left side. Everything about her attire is designed with mobility in mind, and Kirkka is able to move very freely.


History: Kirkka Scarlet is the daughter of Claire and Reginald Scarlet, born on the 6th of Niege, 42 AC. The family lived in a small village on the outskirts of the Kingdom of Vale, but that only lasted until Kirkka was two, when they were forced to evacuate due to repeated Grimm attacks. The village suffered heavy casualties in an attack only a day before when a passing Huntsmen warned the village of another impending attack that was even larger than the last. The village evacuated together and managed to return to Vale, suffering only minor casualties on the trip back. Kirkka’s family all made it back to Vale where they moved in with Claire’s friends until they could get their own home.

Kirkka’s father was a huntsman who retired once she was born. As such, Kirkka had plenty of time to learn about his world and became very interested in Dust specifically. She spent much of her time learning all she could about the material and followed in her father’s footsteps by enrolling at Signal Academy when the time came.

While her time at Signal was spent learning both general knowledge, and how to fight, her time at home was spent further studying Dust, and its uses throughout the world. Ira, her staff, has been with her since she built the first iteration of it at Signal. As expected by everyone, it was designed in order to maximize the use and utility of Dust. Her abilities and focus led to her often playing a support role in battles, using Dust to enhance her allies, debilitate her enemies and control the battlefield. In her final year at Signal, her parents got divorced. Her father moved away when he learned of Claire’s affair with a neighbor of theirs. Kirkka did not speak with her mother for a long time after hearing the news.

Upon graduating from Signal, Kirkka made plans to study Dust at a specialized school. Her father, who was living in Atlas at the time, convinced her to attend Beacon instead, citing that she can learn so much more there. She agreed and was later accepted to the prestigious Academy.

It wasn’t until Kirkka’s third year at Beacon that her mother had married another man. She learned this man was their neighbor for years, and they had been having an affair. This only drove Kirkka and her mother further apart. A few short months later, Kirkka's mother Claire gave birth to Kaali Charen, Kirkka’s half-sister. Unfortunately, there were complications during birth, and Claire did not survive the ordeal. Kirkka despised herself for not reconciling with her mother.

Having graduated at the top of her class in Dust mechanics and top five in Aura Mechanics, Kirkka decided to spend another year at a specialist school becoming a master of Dust manipulation and control. She refined her knowledge of dust, dust based weaponry, and specialist tools such as Semblance Catalysts. After graduating from that trade school, she worked for yet another year in the field, traveling and fighting with a variety of groups or huntsmen or the military as a consult. Her mastery of Dust led to several well-paying jobs.

At the age of 24, Kirkka became the legal guardian of her half-sister Kaali Charen. Kaali was four years old by now, and Kirkka struggled to raise her despite her aversion to children.

One year afterward, the Huntress was summoned to Beacon Academy by the new headmaster of Beacon Academy. They insisted that she take up a job at Beacon Academy, but would not divulge a strong reason as to why, though it became clear to her quickly. Her semblance was peculiar and quite unique. While its combat capabilities were extremely narrow, it held a wide range of uses for someone as secretive as the headmaster of Beacon. She eventually accepted the job of Advisor, and further became the Groundskeeper due to her desire to keep things tidy around the campus, and further as she developed the small garden the school had.

It has been twelve years since then, and Kirkka continues to maintain the garden while advising both students and instructors, especially the headmaster, in various concepts. She’s helped many students with their weapons and regularly assists the small Dust shop on the campus with Semblance Catalyst Foci.


Personality: As someone who interacts with others often, Kirkka is typically quite friendly when approached, but tends not to start conversations with others as she prefers to remain with her own thoughts and observe quietly. When engaged, she prefers to discuss her hobbies or expertise: Dust, weapons, Aura, and semblances.

Kirkka has had quite some time to get over it, but she still recalls the pain of her mother's death. They were on very bad terms when it happened, and Kirkka struggles to forgive herself for allowing the situation to evolve into what it was. She becomes awkwardly quiet when the topic of family comes into the conversation, with the exception of discussing her half-sister, Kaali.

At Beacon, she mostly stays out of people’s way unless asked, in which she is happy to assist however she can with any tasks. She also has an irrational hatred of those who damage benches. Some say it's because of a past relationship she had with a mysterious person named Bench. She denies everything about it.


Aura and Semblance: Kirkka is a master in the use of both Aura and Dust. Manipulating her own power comes second nature to her, and as such she is able to perform a wide variety of functions, from detecting nearby Aura sources or approaching Grimm, strengthening her melee strikes, and sending out short-range blasts of pure force, capable of knocking back and damaging targets.

Kirkka’s semblance is Psychometry, which allows her to read the history of any non-living object she is touching. Typically, she concentrates when she does this, allowing her to quickly read a great deal of the object’s history over a short period. However, if she knows the time and date a specific memory happened, a graze of her hand is all that’s needed to extract that particular memory.

Kirkka has received very advanced training in the use and mechanics of Dust. She is an expert at manipulating dust to create desired effects. She is also skilled both at mixing and creating nearly any type of dust, a skill she uses for her own weapon in addition to assisting students and the local Dust shop. She is also capable of constructing and recharging Semblance Catalyst Foci.

In addition to the Dust she carries, Kirkka usually carries supplies with her to produce a limited amount of Semblance Catalysts and can recharge other’s Foci in the field.


Combat Behavior: From creating elemental barriers to utilizing elementally enhanced melee strikes, Kirkka’s fighting style is as the elements she can create. She focuses heavily on controlling the battlefield and her opponents through the use of dust from her staff.

When challenged in melee, Kirkka specializes in keeping on the defensive and creating distance between her and her opponents, a feat that comes much more easily to her thanks to her weapon’s long reach. A staff is very well suited to keeping opponents out of range of using their own melee weapons. However, she is no stranger to attacking and makes quick, elemental counter attacks with either or both ends of her staff. The combination of dust and melee defense makes her a formidable opponent, and it can be very difficult to beat her as she seems to have an answer to everything.

Her greatest weakness, however, is a lack of space. Staves are not small weapons, and swinging it around can become difficult when in a small area or fighting close to allies. Additionally, many of her dust empowered attacks consume a large space, so using them in tight quarters is rarely an option. While she does have the ability to deflect attacks with her dust empowered staff, it is not an endless defense by any means, and she is generally susceptible to sustained ranged attacks.


WEAPON

Name: Ira

Primary Form: Ira is a six-foot-long staff made up of three equal length segments. The end of each section is enlarged, using a magnetic locking system to keep the segments together easily. Around these systems is a complicated storage system, capable of storing six different cartridges of Dust on each end of the staff, totaling thirty-six. When the segments are joined together, the ports to release Dust are blocked. As such, only the two ends of her staff can be fired at once, but due to the design of the weapon combined with Kirkka’s practice and use of Aura, the order of the segments can be very rapidly changed. Kirkka has been known to use the segments separately as well, one in each hand.


Storage Form: Kirkka wears a holster most of the time that straps securely to her back. Each segment compresses by half a foot when being stored at an angle in the holster. When drawing the weapon, pulling on a segment from the left will pull only one segment, but when removing them from the right they will chain together and form the whole staff, fully extending to max length at the same time. This allows her to draw one long staff or two short staves as the situation requires.

Utility Form: Kirkka has a wide array of attachments for her staff, mostly to fulfil her duties at Beacon Academy. The attachments work on any end of her staff, so if she doesn’t need the full reach, she can use two at once. They’re like dental tools! Turn em around and they’re something else that’s pointy. An inclusive but not exhaustive list of the attachments she has access to are, Broom, Rake, Shovel, Mattock, Hedge Trimmer, Grabby Arm, Chomper, Sprayer, Squeegee, Hook, Chainsaw, Weed Whacker, Bug Net, Pitch Fork, and Umbrella.

Dust Functions: Ira is capable of holding up to thirty-six capsules of dust, each containing a unique mixture of dust, and therefore a different effect when released. Releasing dust is triggered by the many small controls on the weapon. Due to the weapon’s complicated functionality, it can be hard for someone to pick up the staff and utilize its functions without instruction from Kirkka.

As an expert in Dust and dust empowered weapons, Kirkka can create her own capsules for her weapon by mixing dust in just the right way to customize its exact effects. Some of the more common effects are listed below, organized into categories. She activates each capsule in a category in a similar manner.


Melee Strikes: When Kirkka strikes a target with the end of her staff, she can trigger one of these effects.
  • Fire Blast: Heat and flames erupt from the staff, engulfing the target in flames and burning them for high damage.
  • Air Blast: A large burst of wind expands outward, knocking the target back a considerable distance.
  • Ice Blast: Freezing dust covers the target, freezing them in a block of ice.
  • Shatter: Striking a target that is already frozen sends kinetic shockwaves through the target, shattering the ice and dealing very high damage to the target. If they survive, they gain the benefit of being freed from the icy prison.

Ground Effects: Kirkka can press the end of her staff to the ground and activate these effects. Some of them can be changed by altering the angle of the staff.
  • Burning Ground: A wave of fire dust emanates outward from the impact point, creating a large fire ring around her. The dust is carried a short distance away from her, creating a safe area within the ring. Useful to stop extra opponents from arriving while she fights her current one.
  • Ice Wall: When the staff is vertical, a wall of ice rapidly grows outward to her left and to her right, leaving her in the center of the wall. When angled, the ice expands in the direction her staff is facing. These two options allow her flexibility in positioning the wall relative to her own location.
  • Earthen Barrier: This functions the same as the ice wall, but is made of earth and stone instead of ice. The earthen wall is thicker but not as tall at the ice wall.
Area Effects: Kirkka raises Ira into the air and releases a capsule of dust that is spread over the area around her.
  • Explode: Immense flames radiate from Kirkka’s staff when she raises it up and activates the capsule.The flames deal critical damage to those immediately next to her, and Kirkka’s aura struggles to resist the full damage of this effect which makes it dangerous on herself as well.
  • Earthen Spikes: Spikes erupt from the ground in an area all around Kirkka, impaling those that are near her.
  • Cyclone: Winds swirl rapidly around Kirkka’s immediate area, forcing those near her to be pushed back from her.
  • Fog Cloud: Raising Ira into the air, a dense fog rapidly forms and rolls over the area. The fog is incredibly hard to see through.

Directed Energy: Ira is thrust forward, pointed at its desired target to unleash a ranged energy attack.
  • Tetra Elements: When thrust forward, Ira unleashes an energy missile that flies at a high speed towards its target. The capsule is loaded with fire, ice, earth and wind dust combined together to create a very highly damaging spell. When struck with the effect, the target will randomly be lit on fire, covered in ice, knocked back and off their feet, or have their legs trapped by earth, rendering them unable to move. (It can be up to the target to choose their flavor, or a 4 sided dice can decide.)
  • Laser Ray: A continuous beam of lightning infused flame that can melt through most things it comes into contact with. This ability lasts several seconds and, due to the immense firepower this ability possesses, consumes two capsules at once to generate its effect. Kirkka can direct the attack by aiming her staff.
Miscellaneous: These capsules simply don’t fit into other categories.
  • Launch: With Ira pointing toward, Kirkka can launch herself into the air by releasing a concentrated burst of air below her. The strength of this effect can be controlled and can lift her very high into the air at maximum power.
  • Magic Broom: Most often, Kirkka will follow her Launch capsule with this one. Ira releases a constant stream of wind to propel Kirkka in a target direction. This allows her to glide or hover in the air for a little while. Gravity dust is part of the mixture, allowing her easier control and higher speeds. While using Magic Broom, Kirkka slowly loses altitude so she cannot truly fly with it.
  • Disperse: When Kirkka activates this capsule, Ira is charged with wind dust. It becomes very light and can be spun at a very rapid pace. This is used to deflect ranged attacks against her. The power of the dust makes the deflection possible and extremely effective, even against elemental attacks such as fire.


History: Kirkka constructed Ira while she was still at Signal Academy. Originally, it could only support six types of dust but as her interest in weaponry and Dust grew she upgraded it to hold twelve types. It wasn't until a few years after she left Beacon that she rebuilt it from scratch into its current design, capable of holding thirty-six types of dust. She built the broom and other extensions for it shortly after accepting a position at Beacon Academy. While it has been fully rebuilt a few times, Kirkka still considers it her one and only weapon.

Pages: 1 [2]