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Topics - Viventium Umbra

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MiA Characters / Alabaster Corceran
« on: July 04, 2017, 03:25:47 PM »
CHARACTER

Name: Alabaster Corceran*

Age: 21

Species and Gender: Human Male

Symbol: A vertical, bloodied mace in front of a red shield.   

Occupation: Beacon Academy 3rd year

Appearance: Alabaster is a relatively large individual, and most of it is muscle. He stands higher than most at 6’6” and weighs 240lbs. He and his family share a pale Atlesian complexion, and his eyes are a dark brown color. Alabaster’s hair is black and often shaved into a buzz cut thanks to his military background. He likes to wear jeans of various colors including gray, blue, and black. His choice of shirt varies considerably depending on what mood he’s in. Some days Alabaster will wear a graphic t-shirt with some inflammatory message, and others he will wear a sleeveless work-out shirt. In extreme weather conditions, Alabaster has a blue jacket with a fire dust glamour and a white t-shirt with an ice dust glamour.

History: Alabaster was born and raised in Atlas, where he was treated like a prince from a very young age. His family was extremely wealthy, and his parents knew little of parenting. They seldom reprimanded him for bad behavior, and his father would constantly remind him that “We are winners, Alabaster. I was a winner, and my father before me was a winner, and that is why we’re on the top. We won out against the others.” From a very young age, this created in Alabaster an ingrained sense of superiority over others, and an ego to rival even his father’s.
 
   Alabaster’s free reign didn’t come without responsibilities, however. He was expected to do well in school, and then go on to serve in the Atlas military before taking over his father’s business. In essence, he had to live up to the title of “winner”. Alabaster excelled at this, and passed his classes with flying colors. His social life was deplorable from an outsider’s perspective, but he viewed himself as associating with other “winners”. He was a bully and picked on the other students with his band of “friends”, but any time the school moved to discipline him, his parents would throw their money and influence around until the school gave up on it.

       On the combat side of things, Alabaster succeeded in much the same way as he did in academics. That is to say, he blew even the most skilled of his peers out of the water. His viciousness on the battlefield, combined with quick-thinking and brute force, lent aid to his seeming inability to lose. Even when he lost in the organized sparring matches it was only by small margins, and the student who beat him would often show up the next day covered in bruises. Students feared him, and he liked it that way. He felt that their subservience was only natural considering he was such a superior individual.
     
       As the years passed, Alabaster moved on to his final years at the Atlas combat academy. He was slowly growing bolder in his methods of tormenting other students, and it was becoming harder and harder for his parents to get him out of trouble. During his third year, Alabaster crossed a line he shouldn’t have. One kid in particular was resisting Alabaster’s bullying. This student was determined to fight back against this oppressive force in his school. He even went so far as to insult Alabaster in front of his friends, which sparked in the bully an anger of a magnitude he had never felt before. Alabaster wanted to teach this kid a lesson in respecting one’s superiors, so he wanted to humiliate him in front of the whole school.
     
      When it came time for sparring class one fateful morning, Alabaster challenged the student in question to a duel. This student had never been the most competent fighter, and Alabaster was sure that he could beat him. The fight was short and brutal, ending with the rival student beaten down and kneeling at Alabaster’s feet. The teacfher ended the match, but Alabaster didn’t stop. Before he could be restrained, Alabaster had broken the student’s aura and a multitude of bones. Emergency medical response teams transported the student to the nearest hospital while Alabaster sat in the headmaster’s office with a scowl on his face.
   
      Alabaster’s parents were powerful, but the Atlas combat academy was more so. The Corcerans pleaded and bribed as much as they could, but the verdict was simple and very firm: Alabaster Corceran would be expelled from the school and would not be asked back the next year. Thus Alabaster’s goals of becoming an Atlesian Specialist were crushed, along with his aspirations of inheriting his family’s business. He was facing, for once, a situation in which he could not win, and it nearly drove him crazy with rage. Alabaster was sent to Vale, forced to finish his last two years of schooling in exile while his parents focused on grooming their nephew (Alabaster’s cousin) for the job of heir to their wealth.
 
Personality: Alabaster is, above all other things, extremely prideful. He thinks that he is better than everyone else, and essentially treats all the other “losers” like trash. That’s not to say he can’t make friends, though, as he is capable of recognizing the abilities of others and accepting those he deems worthy into an inner circle of allies. Since his exile to Vale, Alabaster is extremely bitter about his living situation. He resents Beacon, its professors, and his fellow students to an extreme degree, and this has made him more violent than usual. He is itching to get into a fight with anyone and everyone, and has been prone to baiting other students into fights as of late. Alabaster does have an issue with overestimating his own ability, but he knows he isn’t invincible and will retreat in the face of a clearly superior foe. In terms of academics, Alabaster does struggle with the Humanities (English, History, etc.) more than with his other classes, but he is incessantly driven to validate his arrogance with legitimate accomplishments and manages to get good grades in spite of this weakness. He hates when people go easy on him, and will insist that his opponents give him their all. Failure is relatively rare for Alabaster, but it spurs him into a frenzy of self-improvement because he is incredibly insecure and fears becoming a “loser”.

Aura and Semblance: Alabaster’s aura is a dark purple hue and he has named his semblance “Third Eye”. The name seems unassuming at first, as does the first signs that it is being used. If one isn’t familiar with the semblance, it can be quite a shock when he uses it. Visually, it starts with Alabaster breathing in deeply as a glowing purple eye-shaped sigil appears on his forehead. He can pause for however long he likes after this setup, but when he does let loose, the eye sigil shoots out a beam of purple energy to wherever Alabaster is looking. One of the drawbacks of the semblance is that, while holding this charged beam, Alabaster can't move anything except for his eyes. He freezes in place, so to speak, when preparing to fire. He can only use his semblance about 8 times in combat without losing the ability to fight. At 16 uses of the semblance within the same few hours, Alabaster will black out.

Combat Behavior: Alabaster could be considered a lightning bruiser. He's quick on his feet and dishes out damage with similar speed. He’s quite durable, though that’s mostly due to his shield and his general proficiency with it. If Alabaster is ever deprived of his shield, he is far less skilled at deflecting strikes with just his mace. However mindless Alabaster’s attacks might seem, they are actually a calculated fighting style meant to imitate the ferocity of mindless berserkers. Range is Alabaster’s greatest weakness because his only accurate ranged weapon is his semblance (which he cannot use while moving), and his other ranged weapon (his grenade launcher) lacks the accuracy to stay effective at longer ranges like standard firearms. It doesn't help that Alabaster isn't a very good shot due to focusing his training on close-quarters combat, not to mention the fact that he struggles to afford ammunition for it without his parent’s support. Alabaster can work pretty well with teammates, but he expects of them the same perfection that he expects of himself and will get very angry when they fail him in a critical moment. Alabaster is a decent tactician, but he always thinks he can do better than those he commands and will abandon his post to “show them how it’s done”.
WEAPON

Name: The Tenderizer

Primary Form: A mace, plain and simple. The handle measures about two and a half feet.

Secondary Form: The spiked ball of the mace extends on a length of chain coiled in the handle of the mace. The length of the chain is four feet at its longest, but the amount of chain extended is controlled by Alabaster. This turns the mace into a flail.

Tertiary Form: N/A

Dust Functions: Inserting clips of dust bullets into the handle gives the mace/flail abilities based on the type of dust used. Each effect only lasts for a number of hits equal to the number of bullets in the clip. The clips used in the weapon carry 15 bullets each.

Fire dust – causes small, firey explosions on impact big enough to scorch everything in a 1 foot radius sphere around the mace

Ice dust – flash-freezes a small area (about 1ft radius sphere) around the mace/flail on impact

Lightning dust – electrifies the mace/flail

Water dust – drenches the target on impact (rarely used)

Force dust – causes mace/flail strikes to send out blast waves powerful enough to knock most people back (the particularly lightweight may be knocked off their feet)

Gravity dust – mace/flail strikes make the opponent heavier/more sluggish (can impede speed or flight based characters/grimm)

History: Alabaster’s first weapon, the Tenderizer, was acquired and named when Alabaster was still young, and this does explain its somewhat childish name. It was a Christmas gift from his parents when he was going into combat school for the first time.

WEAPON

Name: Angurvadal

Primary Form: Angurvadal’s primary form is a shield, somewhere between a full shield and a buckler, that is usually strapped to Alabaster’s left forearm. (It looks like a slightly smaller version of this) The shield is incredibly useful for deflecting and blocking attacks from both long range and up close, plus the spikes at the end allow it to be used as a weapon when Alabaster is not on the defensive.

Secondary Form: The center of the shield splits lengthwise to reveal a large barrel belonging to a built-in grenade launcher. This grenade launcher only fires a single shot at a time, and the different shots have different effects based on what dust is being used. The grenade launcher must be reloaded after every shot.

Tertiary Form: In its third form, Angurvadal’s shield folds inwards so that its length and width decrease. The grenade launcher folds into a half circle, and a small, metal hook protrudes from the back of the weapon. This is almost exclusively for storage as Alabaster can use the hook to carry it either at his hip or on his back.

Dust Functions:
Fire dust – standard large, fiery explosion on impact
Ice dust – huge explosion of ice that covers a decent area in thick ice
Gravity dust – explosion temporarily alters gravity for those in the blast radius so that down is towards Alabaster
Force dust- there is no real explosion, but a shockwave blasts out from the impact point with enough force to knock most people off their feet

History: Alabaster was overjoyed when he received The Tenderizer from his parents, but he couldn’t help himself and ended up making a weapon of his own when the time came for the other students to make theirs. Alabaster used to be able to afford ammunition for his weapon, but due to the recent events, he does not have the money to use the weapon whenever he wants.

*On a humorous side note, the last name Corceran is the subject of much debate in Alabaster’s family. Some believe that it’s pronounced Kor-ker-an, while others think it should be said Kor-ser-an. Alabaster prefers the former, and hates it when people use the other pronunciation in reference to him.

2
Plot Zone / Mistral Stuff [8/~8]
« on: April 20, 2017, 12:41:36 AM »
I don't really have much of a plan for this one, but I just noticed that nothing happens in Mistral ever. I was thinking I might be able to organize some sort of Mistral thread for the summer, though its exact nature is still up in the air. Maybe something involving Beacon students getting together to vacation in Mistral would be cool, but I'm open to suggestions. Max size will probably be around 8 people, but I haven't really decided that either.

3
Approved Characters / Zitham Degas
« on: October 24, 2016, 10:32:04 PM »
CHARACTER

Name: Originally Damian Alarum, Currently Zitham Degas
Aliases: the soulless marauder, hunter of the hunters 

Age: 32, born Tulikuuma 23, 48 AC

Species and Gender: Male Komodo Dragon Faunus

Symbol:
Symbol: ShowHide


Occupation: Professional Bounty Hunter/Huntsman and Huntress Slayer

Appearance:
Spoiler: ShowHide
Zitham, standing at 6’1” and weighing 175 pounds, is a walking mass of scar tissue. There isn’t a single part of his skin that escaped the grease fire of his childhood, and he often displays this openly. His signature style of clothing is wrapping his hands and groin area with bandages while also wearing a destroyed black cloak and a grinning white and orange mask on his shoulders/head and face respectively. Underneath the mask, Zitham's face is clean-shaven and he is bald. Zitham’s complexion varies from almost black to gray to brown, depending on the patch of skin to which one is referring. Zitham’s faunus traits show through in the claws adorning his fingers and dull yellow vertical slit eyes. His faunus heritage also grants him an incredible sense of smell beyond most other faunus’ (as opposed to the multiple sense enhancements some other faunus possess). Behind the mask, Zitham’s face is the same scarred mess as the rest of his body, and he rarely removes the mask, not because he’s ashamed, but because the mask is simply more intimidating. Zitham rarely goes out in public during the day, but when he does, he hides under a large and heavy second cloak that conceals his identity quite well.

History: Damian Alarum was born to a family of quite unsuccessful cooks in Mistral. After the faunus civil war, they had settled in Mistral in hopes of starting a business, but discrimination prevented their business from thriving. From a very young age Damian was taught to cook and brought into the family business, a relatively small restaurant in the main city of Mistral, and they hoped that he would grow into a world where faunus were treated as equals. Their family was happy and their lives quite uneventful for many years, and until he was ten, Damian had no concept of the great evils in the world. There was, however, one problem Damian could not see: his parents were members of an underground crime ring (not unlike the White Fang further down the road, but sneakier and much, much smaller), and their business was used to benefit the group through food and monetary donations. One fateful day in the cold winter of 58 AC, a pair of hunters raided the restaurant in an attempt to bring Mr. and Ms. Alarum in for their participation in the aforementioned crime ring. Damian, however, did not know that his parents were on the wrong side of the law. He saw the huntsmen enter, he saw them threaten his parents, he saw his parents try to fight back, and then he saw a pan of flaming grease topple over onto the floor from the stove. Something in the chaos had tipped it over, and the resulting grease fire covered every inch of Damian’s skin as it consumed the restaurant. He dove through the back door and into the snow to save himself, but his parents weren’t as lucky, and Damian watched, immobilized by pain, as they burned alive. The hunters escaped with their lives, but not before Damian got a good look at their faces. That image burned into his memory like a molten brand that never faded. It wasn’t long before someone saw Damian and called an ambulance, but his parents were gone and damage had already been done.

Damian woke up in a hospital bed and found a stranger in a trench coat sitting in a chair across from him. This stranger was an old friend of Damian’s parents and a member of the crime ring, and he offered to care for Damian until he could care for himself. The boy, having nowhere to go, agreed to the arrangement, though he first requested a set of clothing that would cover every inch of his newly mutilated visage. This clothing style of heavy covering of his entire body and face stuck with Damian for the next 12 years of his life. The adoption was hardly standard, however, as a group of criminals removed the boy from the hospital as if it were a prison break and delivered him into the hands of his surrogate father. Damian never managed to connect with his father all that well, but he was, in a way, collectively adopted by the crime ring his parents had been a part of. He learned from every member about different criminal activities from illegally printing money to picking locks, and he absorbed the information like a sponge. There was a certain vengeful fervor with which the young boy learned, and as soon as the option was available, he forged entry documents to Sanctum with help from some of the members of the crime ring.

Damian’s eight years at the combat schools Sanctum and Haven were quite tumultuous, and he barely made it through the schooling without being thrown out. He consistently scored badly on any academic subjects he took, but the arena was a completely different story. He was the dream student of any sparring instructor that taught him, and he was always the top of his class in combat ability. The nature of his weapon and semblance, along with his ferocious fighting style, however, made Damian an opponent that few even wanted to fight. Often he would go out searching for strong grimm since his own classmates feared him too much to face him in combat. It was in these years that Damian not only became an exceptionally competent fighter, but it was also a period of mental degradation as he let old grudges fester and grow. Damian held the hunters responsible for the deaths of his parents, and he still remembered their faces. He imagined every enemy was a hunter, and he knew that every student at his school was trying to become one. It was all he could do to keep from killing them outright in the sparring matches. Damian’s own convictions were that hunters were not the guardians of peace, but violent oppressors, and the time he spent listening to stories in the underground didn’t help.

After finally completing his training at Haven, at the age of 21 in 69 AC, Damian made a triumphant return to the underground, but once again tragedy had struck. This time, he found that the crime ring had been broken when two of the key members were taken into custody and a third died resisting arrest. Once again the hunters had taken away those close to Damian, but this time he was prepared to repay them. He summoned the images of the hunters from 11 years before and began his search with them. First stalking mission boards and then tracking down records of graduates from Haven, it took him an entire year. Damian found the two hunters at their residence: a small cottage nestled in the shadow of a nearby mountain on the outskirts of Mistral. The team that had killed Damian’s parents, it seemed, were husband and wife. This only fueled his anger more, and he set out immediately for their location.

Damian, 22 years old, 70 AC, late Hitahita, arrived at the cottage with burning vengeance in his eyes and smashed his way into what could only be an infant’s room. There were the two monsters that had taken everything from him, bending over a crib but looking at him with such shock and terror that he felt a surge of giddy elation. The huntsman quickly stepped in front of his wife, and Damian responded by slashing at his chest. The huntsman blocked the attack with his aura, and the huntress grabbed their baby from the crib. He asked them many questions as he continued his assault: Did they remember what they had done? Did they remember him? Did they know what burning to death felt like? They only pleaded for their lives, claiming that it was all an incredibly unfortunate accident. Damian didn’t care, he knew they were liars. The huntsman whispered something and the huntress fled the cottage, grabbing her weapon on the way out. Damian then dueled with the huntsman in a destructive battle throughout and around the cottage, but in the face of a constant onslaught, he was unable to even locate his weapon, much less get to it. The fight ended with the huntsman bent over a stump used for wood chopping, his aura broken. Damian yanked the man’s head back and raised his free hand, covered in red, glowing death. He brought the hand down and slammed an effective mask of burning substance on the man’s face. The huntsman thrashed around and clawing at his face until the substance entered his mouth and exploded on contact with his saliva, splattering the stump red as Damian watched on with hatred. Damian’s next target had fled to the mountain nearby, and so up he went, trailing Greek Fire the whole way.

Damian cornered the huntress on a ledge about 2/3 of the way up the mountain. She fought hard, but in vain. She had to cradle her baby in one arm, and could only use her weapon, a huge and unwieldy greataxe, in one hand. The ledge was small, and Damian pushed her to the edge before she began pleading again. He almost listened. Almost. Then he sent her tumbling over the edge of the cliff to her death with the child in tow. Damian then looked down on all he had done: the broken woman at the bottom of the cliff clinging to her child even in death, the burning mountainside, the destroyed cottage and the barely visible stain of red on the stump outside of it. Then he looked further, all the way to Mistral, and saw grimm. Grimm everywhere. The creatures were pouring through a breach in the walls. Damian saw all this, and he choked out a sickly cackle.

Revenge proved as unsatisfying as it could possibly have been, and there was a distinct void in Damian that he couldn’t find anything to fill. That was when he remembered the thrill of excitement and the rush of energy when they looked at him with fear. This, and the thrill of the hunt, was what Damian clung to in order to fill the void left in his soul, and in doing so, he stopped being Damian. He tore off his heavy clothing as the laughing stopped sounding sickly and took on a robust, gleeful tone. Zitham looked once more upon what he had accomplished and embraced it all. He then descended from the ledge, hiding nothing either physically or emotionally. On the way down, he stopped at the corpse of the huntress. He cut off her head and carried it back with him to the ruins of the cottage, where he carefully removed the flesh and carved out his own mask from the bone. Raiding some broken supply drawers, Zitham found bandages which he wrapped around his crotch and wrists. Zitham was about to leave when he saw a partially burned black cloak laying on the ground next to a broken coat rack, and he decided to take a second trophy to celebrate his new self. And so this new horror, Zitham Degas, returned to the main city of Mistral in place of Damian. His first two hunter kills, a mask from the woman, and a cloak from the man, proved to be the only kills Zitham took trophies from.

Zitham’s murder of the huntsman, huntress, and their child was never found out. By the time Mistral had stabilized and the grimm had been driven off, the same creatures had managed to erase the bodies and cottage. They were assumed to have died in the “Longest Winter”, as it was being called, and life went on. Zitham was able to get by during the slow recovery through thievery and dealings in the black market. He didn’t rest though, because he wasn’t quite finished with revenge. He had blended back into the underground and started his own business as a bounty hunter with no moral code whatsoever, but in his time off, he searched for the identities of the hunters that had destroyed his adopted family. This proved substantially harder, but Zitham’s business paid well and he had patience. As Zitham grew stronger and more experienced, the hunters that had destroyed his childhood only got older and weaker and more relaxed. During this time, Zitham also grew to admire the new, more violent White Fang, and worked for them on a few occasions. After five years of searching, he finally found a lead and tracked down the exact three hunters who had broken up the crime circle.

He killed them one by one in relatively quick succession, catching them off-guard in their residences or on missions when they would be the most vulnerable. But this didn’t go unnoticed like the previous slaughter, and there were many groups of hunters and police trying to find the identity of the killer within a week. The problem with tracking Zitham down, was that there was no evidence left behind to study. He would torch everything once he was done, most often with molotov cocktails and fire dust. Anything that could have fingerprints was torched, and the only remains of the hunters left behind were charred skeletons. One of the less honorable black market dealers tipped off a hunter of Zitham’s whereabouts, and a team of three of them attempted to attack him at what would have been a meeting with a client. The deal had actually fell through, so Zitham unintentionally dodged a bullet, but he did catch word of what had happened. He tracked down the snitch and a few days later his skin was up for sale on the black market. From then on, no one who knew about Zitham had the courage to try and turn him in. By making himself a more frightening option than the law enforcement, he created a social shield for himself that dissuaded any would-be snitches from sharing his information. Thanks to his poorly documented past and two name switches to date, Mistral has been unable to track down Zitham. While both the White Fang within the walls and the Grimm without pose greater threats to public safety than a single exceptionally skilled bounty hunter, Zitham's actions have shoved his reputation into common knowledge and he must wear heavy clothing to cover his visage whenever he is out in public places, much to his own displeasure (though he's usually safe to dress how he wants in the company of other criminals). Many newcomers to the underground, understandably, don’t believe that an individual such as Zitham exists. In this way, he has become somewhat of a legend among the members of criminal networks in Mistral, and while some revere him, most simply fear that the stories are true.

In the time since that slaughter, Zitham has only taken a few requests to kill hunters (only one of whom he faced in a fair fight), and all of them have come from mob bosses in the underground, who are the few who are both rich enough to pay for such a service and are willing to pay for such a service. In fact, Zitham can charge huge amounts for murdering hunters because he's one of only a few people of his own skill level in his line of work. Otherwise, Zitham's more run-of-the-mill jobs include working for the White Fang, but vary based on whoever's paying.

Personality: Zitham is a violent individual, to say the least. His entire lifestyle revolves around killing other people, and he revels in this. He’s quite the sadistic individual and enjoys hunting down and killing targets; for him, the money’s just a bonus. Zitham is completely unashamed when it comes to his burns and he displays them openly. His very presence is incredibly volatile, and when he enters a space filled with those who know about him, the atmosphere changes to one of collective fear. He relishes this power of fear that he holds over others, and will do whatever he can to intensify it. Zitham has street smarts to rival the oldest criminals in the business, and he knows the entire underground of Mistral inside and out. That said, he lacks the foresight to plan long-term. He’s also very bad at intellectual things such as math, history, and science. Zitham, despite abandoning revenge as his sole purpose in life, has retained an extreme propensity to hold grudges. Thus, as a general rule of thumb, anyone who crosses Zitham will invariably become one of his targets at some point or another. On a relatively humorous note, Zitham actually has an irrational fear of kitchens and will not enter one if his life depended on it.

“At the end of the day, as long as there are two people left on the planet, someone is gonna want someone dead.”
-Zitham Degas’ unofficial business slogan.

Aura and Semblance: Zitham’s aura is a light crimson, and quite beefy thanks to thousands of combat encounters. His semblance is one of the most grotesque forms of an-eye-for-an-eye philosophy, and its name is Greek Fire. It allows him to create a crimson energy that has properties of both a viscous liquid and fire which doesn't stick to Zitham and which he is very resistant to. That said, he still must get the substance off of him soon after it is created, or risk injury at the hands of his own semblance. This energy can be thrown or otherwise controlled in any way Zitham chooses, so long as it remains in contact with his skin or extremely near it (like within his aura shield). It can also be blasted outwards at foes with a maximum range of 100 feet. Though Zitham most often uses his hands for creation of the Greek Fire, he can actually produce it from any skin or aura-covered area on his body. Upon contact, the energy sticks to almost any surface and burns as if it were fire at 1,500 degrees Fahrenheit, though the substance itself will only last for about a minute. This substance cannot be put out with water or other conventional extinguishing methods, and it actually reacts quite violently on contact with water (in much the same way sodium metal reacts with water), but ice dust can flash-freeze the substance into an inert state that doesn't burn. It can also be contained by removing the clothing it was attached to and isolating that to inflammable surfaces until the substance disappears, or smothering it with nonflammable objects. The energy does not spread like fire, but it can make flammable materials combust into traditional fire on contact. Using a handful’s worth as a standard, one handful causes Zitham very little strain, but amounts exceeding his own volume (about 300 handfuls) are nearly impossible for Zitham to produce without rest. He doesn't really begin to feel tired during its use until he reaches about 150 handfuls, at which point the strain is very noticeable, and from then on it continually increases until the 300 handful mark when he usually blacks out.

Combat Behavior: Zitham’s fighting style is incredibly fast, violent, and relentless. He is always trying to find openings in combat to strike at his opponent’s weakest moments, and he has considerable strength to make these strikes devastating. Zitham doesn’t care in the slightest about fairness, and he will use any dirty tactic available to him. His semblance also makes combat with him incredibly dangerous because Zitham can spread the Greek Fire everywhere and turn a normal field of combat into a giant hazard for the enemy. Zitham’s combat almost exclusively focuses on breaking aura shields, so he’s extremely good at killing people, but far less effective against grimm and other things without auras. Zitham is incredibly fit (he has to be in order to continue his work) and as such possesses extreme strength and agility, though his flat-out run speed is nothing impressive. He works best against individuals, but he has enough experience to hold his own against multiple opponents, and he has the endurance to last through long periods of combat. Zitham’s biggest weaknesses would be his lack of substantial range and an inability to work with other people. He also lacks the ability to plan in any intricate way, and has a tendency of getting caught up in the emotion of a situation, clouding his judgement and making him reckless.

WEAPON

Name: none

Primary Form: Zitham’s weapon is a pair of armored power gauntlets extending all the way up the forearms. The gauntlets move with Zitham’s hand and wrist movements, adding lots of grip strength in the hands (Enough to bend small amounts of metal or create a vice-like grip on limbs and other appendages.), but more importantly they allow the secondary form to function without breaking Zitham’s fingers. These gauntlets are each equipped with a set of five curved blades that fit into slots on the forearm section. Each blade is 1 foot long and extremely sharp. They look something like claws in that they are curved and double-edged.

Secondary Form: The same blades shift forwards on the gauntlets and lock into place on the second to last digit on each finger. Of course, each blade can be shifted to and from its storage state individually for convenience’s sake. These blades act like extreme extensions to Zitham’s natural claws, and with the help of the power gauntlets can be wielded with a good amount of precision.

Tertiary Form: In either primary or secondary form, two submachine gun mechanisms can fold out from the gauntlet and lock into place on either side of the blade storage in the forearm section. They look somewhat like these. These submachine guns fire incredibly fast with a rpm of 600, but the clip size of only 60 means that each gun must be reloaded often. Reloading is done by placing clips (with varying degrees of intensity depending on the urgency) horizontally within a rectangular slot in the side of the gun. Whenever a clip runs out of ammo, it is ejected from the weapon automatically to streamline reloading. The maximum effective range of these guns is 75 m.

Dust Functions: Zitham often carries clips fire dust bullets to add a little more punch to his bullets when such a thing is needed. These dust rounds create small, fiery explosions on impact and, thanks to the high fire rate of the submachine guns, serve not only to damage, but to disorient and confuse.

History: Before Damian was a student at Sanctum, he was learning to fight with his natural claws so that he could hold his own in a fight, and when it came time to make his weapon, Damian decided to improve upon what he already knew. The power gauntlets were necessary to make the claw blades work, and the submachine guns were added further down the road when Zitham realized that he needed some form of range aside from his semblance.

4
The Vale Region / Torturous Aftermath [Open]
« on: October 11, 2016, 03:37:16 PM »
Azrail sat in his hospital bed, propped up with pillows. An IV drip was connected to his left arm, constantly administering painkillers. He was still in agony though. With seven broken bones, fifty-two major lacerations, and and two snapped tendons, there was only so much that could be done. Had it not been for Stella's medical drones, he would have died. Azrail thought of t17, the accursed fiend that had put him here, but he took some comfort in the knowledge that they'd been able to get a tracker on it. A small monitor on Azrail's bedside table showed multiple blinking dots moving across a map of Vale. He had watched 7 raids fail to eliminate the monster from his bed before tossing the thing aside. Now he sat in his room, motionless to quell the pain, and waited for the world to make its move.

5
Remnant News Network / Inheritance
« on: October 06, 2016, 11:41:22 PM »
Got the green light from Dr. Gustave.

A tragedy befalls our kingdom today at the passing of Harvord and Elara Wraith. The two entrepreneurs that served to inspire a generation of faunus were found deceased in their home last night. The official cause of death has since been attributed to carbon monoxide poisoning, though the source of the carbon monoxide is still being investigated. Some have blamed anti-faunus extremist groups for the deaths, while others claim that the White Fang was involved, but most are simply sad that we have lost such exemplary individuals.

Wraith Industries, the airship production company founded by the late Harvord and Elara Wraith, as per their will, has been left to their son Enz Wraith along with all of their worldly possessions. When asked to comment on the situation, Enz declined on grounds that he was too grief-stricken to speak about it. He did, however, mention that he would be using his parents’ retirement funds to do what they had always wanted and expand the company’s market into robotics. In fact, construction has already begun for the new Wraith Industries factory specializing in the production of robots.


You know, it’s a bit strange that everything was passed to Enz. If you remember, his sister Eliza Wraith should also receive…. _____________________________ [Stream Disconnected]

6
RPG Discussion / Artificial Auras?
« on: September 26, 2016, 08:07:35 PM »
So in terms of site cannon, is is possible to make robots with artificial auras?

7
The Vale Region / Chasing Shadows [Open]
« on: September 21, 2016, 12:04:44 AM »
Azrail raced across the rooftops of Vale in the orange light of sunset. The streets had been far too crowded thanks to the Vytal Festival, so he was taking his own brand of shortcut. Two hours ago he had felt its scream, whatever it was, and it had come from Vale. Azrail had been searching the entire city since then, but everything seemed normal. Far too normal. The lightning reaper stopped on the crumbling roof of a defunct warehouse and sat down with his legs crossed and eyes closed. He could almost feel the light shift from a tired orange to an angry red. Blood had been spilled, he could feel it in the air. Suddenly the sound of sirens snapped Azrail out of his concentration. They were police sirens, and he could see lights as well. The cloaked figure rose, casting a long shadow over the ruined building he stood atop before dashing off towards the sound.

It was hard to keep up with police cruisers at top speed, but Azrail was using his weapon to great effect as he swung through the city. He finally caught up after a few minutes, but to his dismay, it had happened again. There was caution tape plastered over every conceivable surface and police officers swarming the entrance to a dark alley. Azrail stopped a few buildings away from the area in question and dropped prone on the roof of a rotting apartment complex. He knew if he got any closer, they would see him and force him to leave. "Come on, what are you hiding?" Azrail muttered as he waited.

8
The Vale Region / Subsurface Sightseeing [Closed]
« on: September 13, 2016, 09:08:09 PM »
Enz stepped out of his airship onto a huge, beachfront area of damp sand. This intertidal zone was only a few hours from being submerged in water, but he didn't plan to be outside when that happened. Enz pulled up a set of coordinates on his left eye and walked a good thirty paces northwest before kneeling down and brushing an inch or so of sand to the side, revealing a portion of what seemed to be a metal panel. Good, it seems I am in the right place, Enz thought as he stood up again and looked around for any sign of another transport.

9
AMA Section / AMA (Ask Me Anything)/Meet the author
« on: September 13, 2016, 01:19:01 AM »
In line with the new "thing" that Uncouth T-Rex started, I'm making a thread where you can get past the characters I make and get to know me. That said, I'm still very protective of my privacy, so I won't be sharing any personal information.

You find yourself falling through the folds of reality as the world shifts and changes into a blur, and then blackness. You land flat on your back and stand up to find that you are touching carpet, though you cannot see it. You stand up to find that you can't see anything but a thin layer of mist over what is presumably the floor. Everything is shrouded in impenetrable shadow, but directly ahead you find the darkness lifting back. It reveals a desk, or rather, the general shape of a desk (still shrouded in shadows like everything else), and a figure sitting behind the desk. He is wearing a black cloak, and presumably black clothes beneath that, with a hood that completely shrouds the facial area from sight.

"Welcome to my domain. I am Viventium Umbra, the living shadow. I act as my creator's avatar for interactions with others throughout the internet. For all intensive purposes, he and I are the same person, so I am not the same as the other characters we created for this forum," the figure says. "You may call me Viv for short."

I am here because a friend discovered this forum and introduced me to it. We had both been fans of RWBY, and had our own ideas for weapons, semblances, and characters that the creators could, but likely wouldn't, include in the series. I mostly use this forum as a literary playground; a place to create fleshed-out people who are inevitably based on my own traits and mind (Enz, for example, is a fictional embodiment of my logic, and Azrail is my introversion). In a sense, these characters are extensions of me, but at the same time they each have a distinct past and personality that makes them unique. I actually do a considerable amount of writing outside of this forum if I have the time, and what I've got so far is available to view here if anyone's interested.

So there, you've got some basic information about me, but that's hardly all. Go ahead, ask away, I'll answer to the best of my ability.

10
AMA Section / AMCA (Ask My Characters Anything)
« on: September 12, 2016, 11:45:54 AM »
Yeah, feel free to ask any of them anything. Not much else to say, I guess.

11
Approved Characters / Project t17: restrained
« on: September 11, 2016, 11:05:23 PM »
CHARACTER

Name: Formerly Nathan Bralium; presumed dead.

Aliases: Project t17, Trial #17, The Chupacabra

Age: 23 born: 17 Arashi 57 AC

Species and Gender: Male wolverine faunus

Symbol: N/A

Occupation: failed experiment/plot device

Appearance: T17 is 5’10” and 170lbs. It has long, unkempt, black hair and orange/red eyes. It has a light but muscular build and often carries itself in a slouch which makes it look like it is only 5’1”. T17 has pale skin and its front set of teeth (excluding his canines which are just slightly sharper than normal as a result of his faunus heritage) have been filed into points. It typically wears dirty, ripped, shirts and pants which could barely be considered clothing, and down the side of its left arm from shoulder to wrist are branding marks for t1, t2, t3, and so on until they stop at t17.

History: Nathan Bralium, came from a relatively poor family in Atlas, but he was lucky enough that his faunus heritage wasn’t blatantly visible. To fund his family (most of whom were out of work due to persecution), he joined Atlas academy as a soldier at the age of 16. He had always been weak, and he was never the brightest student, but he possessed an inhuman amount of determination. He was kicked into the dirt by other students and teachers alike, mostly by those who found out about his faunus heritage, but he kept trying his hardest. As his grades slipped and his performance in combat proved still worse, though, he was on the brink of being thrown out altogether. Then, in a fit of rage over his pitiful state, he unlocked his semblance. The semblance was a huge asset to Nathan, and after demonstrating an aptitude with its use, he began excelling in his work for the first time in his schooling. Nathan went on to say that once he could fight on par with the rest of the students, it gave him the confidence to truly improve in both his fitness and academic fields. He passed successfully after the eight years of training were completed and became an Atlesian Specialist. Nathan became very successful in his time as an Atlesian Specialist in the Atlas military and he became one of the few faunus ever to gain prestige within the military.

By the time he was 22, Nathan had been entrusted with a squad of soldiers. For his first mission of the year he was sent as the leader of a mission to go deal with a White Fang stronghold that was growing in strength just outside of the city. Unfortunately for Nathan, the White Fang were expecting the attack and ambushed his squad, killing all of his men and taking him prisoner. Nathan spent three months in a solitary confinement cell while the White Fang group tried to figure out what to do with him, and Nathan almost went insane during this stretch of time without human or faunus contact. A new White Fang science division located in a bunker just northeast of Vale reached out to the group outside of Atlas looking for test subjects, so Nathan was transferred in his makeshift cell to the bunker via stolen air transport. He became their lab rat, and was subjected to scientific and psychological experiments against his will. This led to further deterioration of Nathan’s mental state. He soon became animalistic and rambled aimlessly instead of making intelligible speech.

Meanwhile, the Atlas military had quickly assembled a second squad and wiped out the original White Fang stronghold. This second group discovered the bodies of Nathan’s squad and pronounced them KIA while Nathan was finally declared missing, and they began searching. While Nathan underwent torturous testing in the bunker outside of Vale, the search for him in Atlas and the surrounding areas slowly died. Nathan’s family lost hope, and, due to the circumstances of his disappearance, was proclaimed dead on his 23rd birthday.

Around the same time he was proclaimed dead, Nathan underwent his final involuntary test. Up until that point, the “scientists” of questionable merit and methods had been enraged by Nathan’s continuous refusal to join them, and had resorted to using him as a sick catharsis for their anger at faunus discrimination under the pretense of scientific research. Originally Nathan's semblance had been closer to becoming an actual chainsaw (something like this), but as the torture continued and his soul's health worsened, the semblance began to resemble what it would become. This time they had caught wind of top secret testing going on in the Atlas labs. They heard that it was possible to transfer aura from one thing to another, and their first thought was to try and replicate it themselves. With no knowledge of the machine, process, or ramifications, they began making shots in the dark. Sixteen times Nathan was subjected to these failed tests, but the seventeenth was different. The test had finally managed to affect Nathan’s aura directly, but instead of transporting his aura, it damaged it. This was the final straw, and Nathan snapped. He activated his semblance at an intensity he had never reached while sane, in a different form than it had ever been while he was sane, and managed to rip through his restraints within seconds. He slaughtered the scientists, then the guards, then the staff; killing every living thing in the bunker before escaping into the wilderness. Nathan had finally and truly died, leaving behind the beast known only as t17.

T17 descended on Vale in the form of a string of grisly murders. Each victim was found dismembered, ripped apart, and missing various internal organs.  The investigators had originally thought it was some new type of burrowing grimm, but as the murders continued with suspicious regularity, they began to suspect a human or faunus culprit. Before long, a hunter was sent to find this mystery killer, and he was able to track t17 down. He encountered the monster for the fist time in a backstreets alleyway in the dead of night, and he found it while it was digging into the carcass of a stray cat. The two engaged in a fierce battle, but t17 surprised the hunter with the sheer ferocity of its attacks before slipping away through a tunnel it had previously made. The hunter was wise enough not to pursue this thing into its own domain, and reported his finding to the Vale law enforcement who have since failed to capture t17, even with the help of other hunters. The Vale law enforcement, with the help of various hunters and huntresses, keeping t17’s existence under wraps so as to avoid mass hysteria, and they have managed to keep it secret from even the most prying media organizations. Only the most knowledgeable informants even know of t17’s existence, and no one in the world has pieced together where it came from and who it used to be.

Personality: T17 is a broken shell of what used to be a sane faunus. It has no ability to distinguish between human and animal, and has reverted into a primal state of survival instinct and savagery. T17 feeds itself by killing things and eating from the corpses raw, or by stealing food (the latter is becoming more common as law enforcement try to prevent it from feeding on people). When it isn’t hunting for food, t17 often finds a dark place to hide out until bodily needs necessitate leaving. T17 has lost all ability to understand or speak languages, and it often snarls and makes barking noises when threatened, but they don’t seem to have any hidden meaning or message. T17 is also extremely aggressive and will attack at even the slightest provocation from anyone or anything. It has even gone so far as to cut down trees that were swaying in a strong wind. Only a handful of people have encountered t17 and lived, but all who have feel great pity for the wretched creature.

Aura and Semblance:  T17’s aura is a reddish black color and is head-and-shoulders above most in terms of protective ability due to its extensive use. His semblance is called Skin of the Earth: Rending Variant, and is t17’s only offensive weapon. When activated, the semblance causes t17’s skin (or just the sections that he wants) to become covered in an obsidian-like shiny black substance created from his aura. This "outer skin" then shifts upwards in jagged triangles which then start moving across t17’s body at high speeds, essentially turning his body into a living chainsaw. Not only that, but t17 can chose which general pattern the blades follow, which allows him to use them as a means of burrowing, be it through the ground or flesh. While it does not provide protection against bullets and heavier blades, one-handed blades and knives can be parried fairly easily with the semblance’s mass of edges. Due to extensive use, t17’s aura supply is well above average and as such the drain on his semblance is 3% per minute.

Combat Behavior: Strangely enough, t17 still fights like a skilled warrior in its insanity. The one thing it seems to have retained from its past life is Nathan Bralium’s custom martial art for use with his semblance (well, half of it, to be more accurate). This martial art focuses on always keeping the opponent on the defensive, and it involves delivering a relentless series of blows to break down enemy defenses. Of course it had a defensive side too, but this defensive style required strategic placement of tunnels which t17 cannot do. Only the offensive part of Nathan’s martial art has carried on in muscle memory, and so t17 only reacts to being attacked by attacking back with greater intensity. That said, it has some understanding of its own abilities, so it will still use its burrowing capabilities to attack in unexpected ways. While strong and dexterous, t17 has no concept of strategy and will simply flee if a fight is going badly for it.

12
RPG Discussion / My Weird Pseudo-Plot
« on: September 11, 2016, 10:35:33 PM »
Yeah, I've been kind of weaving a plot between my characters for a while now, so I'll be linking the different threads in which that happens here. I don't know if people are even interested in this, but I'm doing it partially because someone might be interested, and partially because I want to keep track of it all.

I started this here with my first multi-thread significant event. I don't jump in until pages 4 and 5 but feel free to read the rest if you want.

The next time anything really important happens for any of my characters would be here. This time it was Enz (as it usually has been and will be) advancing his own plans that was significant. He's just testing weapons for most of it, but this is where I started the buildup for a plot I ran later on. Enz pops in on page 3 and stays until the end.

Enz continues the buildup for the plot thread here. He shows up on page 3, and is kind of a dick until he leaves.

The actual plot signups for Enz's little weapons test is here. I guess it fits in this subject.

The plot takes place here. Not much important happens, but Enz and Brond really meet for the first time. This is more minor than I thought it would be, but it's not the be all end all, just the first event that I built up to.

Azrail's little freak out from the first entry is continued here. Obviously he's been investigating between then and now, and at the time I write this, these efforts are starting to come to fruition. Azrail shows up on page 2 and leaves on page 3, but it marks the first mention of t17.

Enz is continuing to piss people off here, and this is where Enz is going to lay down the groundwork for a plan that he and I both have for him. He's also starting to get interested in the t17 business that Azrail's got himself wrapped up in. He shows up on page 2 and leaves on page 3.

The next time Enz shows up is in "Conducting Business" which will link in with other things that I'm going to add to my characters as I update them. The thread got interrupted by the board switch, but we finished it here.

Project t17 finally hit the forum, and its history is going to tie in with some of the stuff I have planned. Not to mention I've been hinting at its existence for a while now.

Enz is continuing with setting up his project in this thread. Chronologically this'll be before the Vytal Festival.

This happens right after Subsurface Sightseeing.

Azrail has another freak-out here. It's not super important, and he only appears on page 3, but I think it's worth mentioning here. This continues on in "Chasing Shadows".

Enz starts doing some preliminary tests for this project here. He appears on page 1 and leaves by page 2.

Azrail's having a pretty bad time here.

Not spoiling anything for the Azrail stuff in the thread above, but these two simultaneous threads are continuations of it: To search for the unknown (team 1), and Search for the unknown (team 2)

I'm permanently retiring Enz as a character, so consider this an archive of sorts for what he did. None of it's cannon any more.

Seeing as some things are happening at the same time IRL, I would like to clarify that things within this plot proceed chronologically from top to bottom.

13
Approved Characters / Enz Wraith
« on: September 11, 2016, 05:25:05 PM »
CHARACTER

Name: Enz Wraith

Age: 20, born 6 Hitahita, 61 AC (how ironic)

Species and Gender: Male Black Mamba (snake) Faunus

Symbol: a single yellow slit eye just above a box resembling a search bar

Occupation: 4th year student at Beacon

Appearance: Enz is 6’6”, 250lbs, has pale skin, and has a semi-bulky build. He is missing his left eye which has been replaced with a red, artificial eye and a curved metallic panel to cover up the damage and restore functionality. I was going for something like this, but on the left side. His right eye is a strange half-electronic yellow slit that is simply a repaired version of his original eye. He has black hair that is always unkempt and messy, and while it would be long enough to reach his eyes normally, it usually sticks up and out of his face. Due to his faunus heritage, his mouth has two fangs in place of upper canines. Enz often wraps his face in bandages so that only his eyes are visible, and the only purpose that anyone has seen for them is that he sometimes uses them as emergency note-taking surfaces. He normally wears a blackish purple sleeveless vest and cargo shorts of the same color with his portable lab equipment belt around his waist, but when the temperature necessitates it, he will wear a black jacket over his vest and a pair of purplish-black sweatpants in place of his shorts. Enz is missing everything past the elbow of his left forearm and instead has one part of his weapon there. He also wears a set of greaves, the M.A.C.G., on his shins.

History: Enz was born, the first child to an exceptionally wealthy family, and one of the few faunis ones at that, in Vale. His parents, by the names of Harvord and Elara Wraith, had gained their wealth through business ventures that led to the multi-billion Lien airship construction corporation known as Wraith Industries. He was always doted upon and received anything and everything he wanted. When he was 4 years old, Enz’s sister, Eliza, was born. He and his sister grew very close, and in their boredom began pursuing knowledge of any kind. Any books they could get their hands on were fair game, and Enz soon developed into a brilliant amateur scientist, preforming many experiments that normal courses wouldn't have covered until his second or third year of secondary schooling (I'm assuming that regular non-combat schooling works on a similar system to combat schooling and that the parallel to combat schooling in this case would be his second or third year in beacon) with the help of his sister and his parents’ money at the age of 11. Enz was enrolled for regular, non-combat schooling, but a few months before his schooling was due to start, Enz’s life changed. Enz had wanted to gather some samples for an experiment in the forest just outside the city, so he left, and was so immersed in his work to forget to leave a note. He believed that if he were to stay close enough to the borders of the city, that the grimm would be too scared to attack him for fear of the police and hunters/huntresses in the city. Such was his ignorance on a single subject factored into the change that occurred when his ill-informed plan went to shit. His parents reported him missing and with some monetary persuasion all of the nearby huntsmen and huntresses were mobilized to find the child. By that time, however, Enz had gotten to the forest and was in the middle of taking samples when he was attacked by an unusually large ursa. With no combat training, Enz tried to block the grimm’s attacks with his arms, and lost everything past the elbow of his left arm in the process. The next blow from the ursa damaged Enz’s right eye, completely ripped out his left eye, and sent him into a coma seconds before a huntress arrived who then carried Enz back to the city.

   Enz’s parents went to every professional they could find, but they were a bit vain and cared more about how he looked than how he would see, so they had the surgeons mechanically repair the good eye and cover up the damage to the left side of the face. His throat had been clipped by the ursa's claws, so it had to be repaired with a simple mechanical augmentation that allowed speech and breathing, but gave his voice a robotic tone. Enz’s right eye was augmented with artificial depth perception, and he woke up to his parents offering a choice of prosthetics. Enz’s mind had changed, though, and he pushed aside the offers, returning home as soon as possible. Enz’s first course of action was to change his enrollment from normal schooling to combat schooling. He continued to refuse prosthetic offers because they were all aesthetic and as such had no logical purpose. His sister noticed the change in her brother as he had stopped showing concern for her well-being, or showing any emotions at all, for that matter. In Enz’s mind, the current goal was to continue his acquisition of knowledge through his experiments. Doing so would require two things, a combat education with a weapon to facilitate further expeditions for ingredients, and his parents’ money to fund his work. Enz’s plan went into effect as he played the part of the perfect son. He acted in exactly the ways his parents would want him to and pushed the perfect buttons to become the favorite child of the family who could do no wrong in the eyes of his parents. His sister tried to warn them, but their were blinded to the machinations of the puppeteer their son had become, eagerly funding his endeavors without questioning their purpose.

   When it came time for Enz to make his weapon at signal academy, he crafted his own prosthetic in the form of Via, which was just a gun at the time. Throughout his years he continued his experiments in various fields. Logic necessitated the constant improvement of his weapon, so finding ways to make it more effective became a priority on par with experimentation. Also, soon after he had left the house, Enz found a suitable surgical organization and used the funds from his parents for the implantation of an artificial left eye and computer to replace the aesthetic cover-up that had been done earlier. An expense easily explained away as the purchase of expensive lab materials. In the same operation he had the depth perception in his right eye disabled because he had no further use for it. Enz went through 5 scrolls in his first two years at signal, destroying them through overuse as he accessed the CCTS more than the devices were purposed for, so he had the functions of a scroll added to his prosthetic eye/computer for reliability and ease of access. When he finally unlocked his semblance, there was no overtly observable change in the way Enz fought or acted, and he was able to further increase his knowledge. Enz has never revealed his semblance to anyone, and though some have guessed at the truth, officially he is recorded to have never unlocked his. Enz started wrapping his face with bandages when he noticed that his visage intimidated and deterred potential allies, but it hasn't seemed to fix the problem and he continues to do it anyway.

   Enz applied for Beacon upon graduating from Signal, and passed the entrance exam without trouble. He went through two years at beacon without garnering many friends, but he did get on the good side of most members of the science department, thus earning himself a faculty pass to the lab resources so long as the preformed experiments were logged and kept track of. He also read through most of the books available in the library, astounding the librarians with his insatiable hunger for knowledge. He only interacted with his team for missions and mandatory meetings, though, replacing the time any other student would have spent with them to obtain more knowledge. During his 3rd year at Beacon Enz accomplished many things to further his cause. The first of these things was the testing of numerous chemical weapons, a few of which have made it into his main arsenal. One notable reject was an acid grenade so volatile that Enz determined its use illogical under any circumstances. The second was when Enz had a run-in with the knowledgeable informant Leycil Redlee. Through a certain altercation, Enz was able to acquire the entire contents of her laptop, giving him a virtual database of illegally collected detailed information on most everyone in Vale. He has this database linked from his main computer in his lab to his prosthetic eye via the CCTS. He has also begun working on a project behind-the-scenes, the exact details of which he has not told anyone. In early Zinnober of Enz's 4th year at Beacon, his parents, Elara and Harvord Wraith, passed away in their sleep due to carbon monoxide poisoning. Enz's involvement in the matter is only suspected by a select few, and there has been no evidence to support any accusations. Elara and Harvord left everything they had owned, including their company, to Enz, but in a surprising act of neglect that nonetheless got very little media, the Wraith parents completely ignored their daughter, Eliza Wraith, in every legal document leading up to their deaths including their will. While Eliza fights to be heard in the world as possibly the only person who knows how dangerous Enz is, her brother is using some of the funds obtained to start construction of a robotics factory as an expansion of Wraith Industries; an act that is linked intrinsically to his latest project, though no one yet suspects it. To be continued....

Personality: Everything Enz does is determined by logic. He sees emotion as a weakness and though he still has emotions he is exceptionally skilled at suppressing them. Enz makes decisions based on what is most logical to complete the task or reach the goal he is currently pursuing, and he is above nothing, be it killing or torture. He generally refrains from those two, however, because such actions have a high probability of resulting in the loss of allies. He has no empathy or mercy and is ruthless on the battlefield, but often when he does not kill because it is the logical decision, it is seen as mercy. Enz finds small things that defy logic annoying but he will not allow bigger matters to be done in a highly illogical way if he can help it (for example if a prisoner had no use, knew too much, and would be too difficult to drag around, Enz would not let a teammate’s morality get in the way of the most logical decision which would be to kill the prisoner). Due to his prosthetic eye, Enz is extremely knowledgeable in a lot of different areas, and what he doesn’t know he can easily obtain. This often weirds out the people who meet him because he is able to identify them by checking their face with Remnant's list of registered denizens via the CCTS, usually gaining access to everything that was ever officially recorded regarding them after a few minutes of searching (information regarding unregistered persons and information that isn't publicly available cannot be accessed in this way). With his newly acquired information database, however, Enz can identify more people faster and know more about them. Enz is often confounded by decisions based purely on emotion, though, and he can deem certain courses of action logical, even if they horrify or disgust those around him. He rarely makes friends because of the way he acts, and he has an extremely hard time working with others because he doesn't trust the unpredictability of an emotionally active psyche.

Aura and Semblance: Enz's aura color is a dark purple, and his unnamed semblance allows him to enter a state of supernatural awareness. While activated, Enz's awareness of his surroundings increases in a number of ways. Firstly, Enz gains the ability to see in a full 360 degree circle around himself. Through extensive use of the semblance and the experience that this provides, he has developed near-perfect recognition of where he is in relation to what he perceives (so he doesn't get turned around or confused by the 360 degree vision). His ability to mentally process events around him increases tremendously, and he gains much better reaction time and attack/block timing. This goes along with an increased capacity to multitask and keep track of multiple targets. This semblance costs 5% per minute to use, but can only be used in seven minute intervals before going through a thirty second cooldown. 

Combat Behavior: Enz fights in a very defensive manner. He uses his shield to prolong combat, often baiting out reckless attacks or valuable aura usage from more eager combatants. He stays on the defensive as much as possible to both tire out the enemy and learn their fighting style (if he hasn’t already obtained it from the CCTS). Once the opportunity presents itself though, Enz will not hesitate to strike with his weaponized prosthetic in the enemy’s moment of weakness. If Enz knows he will fight a certain person in the near future, it is not uncommon for him to augment his loadout with chemical concoctions and/or devices to counter his opponent's strengths and exploit their weaknesses. He does not let morality or emotion stop him from making the best choice. Enz is considerably stronger than an average person, and he uses this strength to out-power weak defenses and grappling attempts. His biggest disadvantage on the battlefield is his lack of speed. While he can move his limbs just fine, his choice of weapons and ammunition make him quite clunky and clumsy when trying to move his entire body at any reasonable speed, making him particularly vulnerable to combatants that can get around behind him. Enz has tried to offset this weakness with his newest weaponry additions, but without a sufficient amount of dust he returns to a grounded and strafing-vulnerable state. He is also quite ineffective at dealing with large groups of enemies, grimm or otherwise.

WEAPON

Name: Vouluntas and Via (the will and the way)

Primary Form: Vouluntas, the will, looks like a metal panel that is built into the left side of his head that covers his eye socket. The metal panel has a red optical sensor built over where Enz’s eye should be, and it contains a computer that is linked to Enz’s brain through a neural connection. I was going for something like this, but on the left side. Through the optical sensor, the computer enables high speed calculations of seen things (i.e. he could measure the distance between himself and an enemy, the volumes and dimensions of objects or samples, the mass of objects or samples given composition and volume, or he could tell if someone was lying, within reason). He can also access the CCTS with this device as if it were a scroll, and can do anything a scroll can do through it. The access Enz has is still limited, and he can't yet crack encrypted transmissions such as those used by governments and military organizations. While the virtual presence created by the use of the device has no address and cannot be called, Enz can use it to make outgoing calls. These calls are sent out without any callback address or identification name and the on-screen picture that others see is simply white noise snow (like this), and the transmitted sound can be anything that Enz can clearly remember (this includes simply speaking out loud and translating the words through the device). Using this CCTS access function requires Enz to carefully balance his attention and multitask, so he rarely uses it in combat. This piece of the weapon doubles as the way he controls the various functions of the rest of the weapon and is designed to work under any environmental condition including extreme cold/heat, and underwater. Every other piece of the weapon is designed with the same resilience to the elements so that no single situation could deprive him of an eye, weapon, and arm.

The second piece of the weapon is an unnamed medium sized pack that works as a large ammunition storage for Via. The pack is designed to be streamlined (kind of like this but a little more rounded) because Enz insists that the fractions of a second it shaves off of his turn speed (due to air friction) could one day mean life or death. To insert rounds, the pack's top panel opens up to reveal a specialized funnel for channeling bullets into a standardized storage system that maximizes storage efficiency. This means that rounds can be "poured" into the backpack and still fall into place at exactly 2,500 rounds. This piece is kept on Enz’s back and has four, mechanical metal straps which keep it securely in place. These straps are not flexible, but rather extend from and retract to the pack as one of the functions of the weapon controlled by Vouluntas. Two of these straps go over Enz's shoulders and two of them loop around and up just above the waist. They all meet in an 'X' at Enz's sternum. When he is putting the pack on, the straps meet in an 'X' above his sternum so that the pack is relatively loose, and then tighten until they and the pack fit snugly. The pack is linked to Via with a heavy armored belt that attaches to the spot between the lower panel of the forearm and the elbow. This pack holds a maximum of 2,500 rounds which it feeds into Via through the belt.

Via, the way, is a multipurpose replacement for Enz’s missing arm that is connected to Vouluntas through Enz's nervous system. It has three curved panels which simulate the shape of a forearm when they fit together, but these panels can lift up and back to reveal a mechanism that switches out the different attachments of the arm in various ways (the rifle barrels fold into themselves lengthwise when not in use, the blade folds in half and sits in the inside of the curve of the lower panel, and the hand folds into the inside of one of the panels. The mechanism can fold up and hide up to two of the three attachments, but they are never all in storage at once.
-One is a mid to long ranged rifle with three barrels and a maximum range of 500 meters that looks like this (transformation gif). The weapon is semiautomatic and fires with such force that it has to switch barrels after each shot to avoid barrel overheating. It fires 15mm lead-coated rounds, and whenever possible, Enz will use a chemical reaction to make the lead coating on the bullets water-soluble. This means that even after the bullet gets lodged in the target, the lead coating will melt off into the target's bloodstream to cause intense pain. This weapon can be used in tandem with the blade attachment. While this attachment is in use, the panels that hide/protect the switching mechanism have to stay in their opened position so as to enable the barrel switching.
-Another is a 2.5ft blade that looks like this but it is all silver. The blade, when sheathed, can either be completely sheathed, or sticking out of the back of the arm at the elbow. It can be used in tandem with the rifle as a bayonet of sorts that hangs just below the rotating barrels. It can also be used in the same way for the mechanical hand or used on its own, sticking out of the spot where the wrist would be.
-The third is a fully articulated mechanical hand that looks like this, but armored and a left hand. The hand is armored well enough to block sword blows, and sturdy enough to absorb the impact. Enz has, in fact, used this in the past to grab the blade of an opponent when they least expected it.

Secondary Form: The pack’s ammo belt can be detached from Via and removed from Enz, but the other components are grafted into Enz and can’t be removed. Via’s rifle attachment can use a clip in the same spot the belt would attach, but the rounds still have to be the same type.

Dust Functions: N/A

History: Enz chose Via as a prosthetic when he was given the choice and has improved it countless times since then. A process that sometimes involved Enz having an idea and then using his parents’ money to hire someone that would realize it.

WEAPON

Name: Svalinn (named after the shield of Norse mythology that shields the earth from the sun and protects it from burning)

Primary Form: Svalinn’s primary form is an elongated steel grey hexagon that straps securely onto Enz’s right forearm and reaches almost from his elbow to his wrist.

Secondary Form: When activated, Svalinn expands into a huge, elongated hexagonal shield, about 5ft long (along the line of elbow to wrist), and 3ft wide. The shield is heat resistant, bulletproof, nonconductive, and made to absorb impacts by spreading the force out along its entire surface. The transformation from primary form to secondary form and back is very quick so that Enz can minimize the time he spends encumbered by the shield’s dimensions. It looks like this in terms of its shape and has the same steel grey coloring as its retracted form. In a similar manner to Vouluntas and Via, the shield is designed to work under any sort of environmental conditions from subzero temperatures to intense heat and even underwater.

History: Svalinn was added to Enz’s arsenal when he noticed that the continued modifications to his prosthetic arm were slowing him down. He decided that if he wasn’t going to dodge attacks, he would need an effective way to block them.

WEAPON

Name: M.A.C.G. (Maneuverability Augmentation Combat Greaves)

Primary Form: In its storage state, the M.A.C.G. are no more than armor plating that cover Enz’s shins and calves with two cylinders positioned vertically along the back of the leg. They are made of the same material as Svalinn though, and as such have the same considerable defensive properties.

Secondary Form: In its secondary form the greaves expand into full boots that completely cover Enz’s feet and extend all the way up to the knee. (They look kind of like the boot styles depicted here.) These boots also have the same protective qualities of Svalinn. Additionally, the cylinders on the backs of the legs connect into the heels of the boots through short tubes.

Dust Functions: On each boot, one cylinder holds 5 propulsion dust crystals and the other holds 5 fire dust crystals. Once in Secondary Form, a propulsion dust crystal is moved into a designated chamber at the heel of the boot, and then activated. A series of small vents in the boot direct its propulsion into a cushion of force that allows Enz to hover about an inch above the ground. Enz can then lean to move around at an average person’s jogging speed or turn on a dime. Each propulsion crystal last 1 minute before running out. The fire dust crystals can be used in tandem with the propulsion dust to light the ground on fire wherever Enz hovers (same 1 minute per crystal), to blast him upwards about 10 feet in the air (each fire crystal can only do this twice before running out), or to deliver a devastating, explosive kick to an enemy (each fire crystal can do this twice before running out). Note that Enz can transform the boots without using any crystals simply to gain the defensive advantages.

History: Enz made the M.A.C.G. and added them to his arsenal in order to compensate for his slow turn speed and also to prevent his legs from becoming an easy target when his shield doesn’t reach down far enough.

WEAPON

Name: Chemical Bombs

Primary Form: Enz augments his loadout by keeping a store of chemical grenades with various effects for different situations. He keeps these in his utility belt.

Variants:

-   Smoke: This variant works a lot like a smoke grenade, but with some notable changes. The canister, when thrown, releases a pitch-black aerosol that creates a 20ft radius roughly spherical cloud. The aerosol is laced with a strong tranquilizer which will make anyone who breathes in the smoke drowsy after the first breath and will knock them out in only four or five breaths (if one has their wits about them, they can usually hold their breath in order to stop this). In addition, the cloud is a self-contained radio silence zone where any kind of electromagnetic radiation is absorbed by the aerosol before it can get anywhere (it effectively cuts off anyone inside the cloud from the outside world). The grenade triggers after 10 seconds from being thrown, the cloud settles out in about 10 minutes, and Enz usually carries two or three on his person at any one time.
 
-   Sticky: This variant looks a lot like a small, handheld landmine. The device, when thrown, sticks fast to the first thing it touches. Once attached to something, it transforms so that a dome-like shield covers the explosive, and detonates with the power of a grenade. The shield completely eliminates the possibility for collateral damage, and focuses all of the blast power inwards to do the maximum amount of damage to the intended target. Enz can remotely pause or deactivate the 10 second countdown timer with his left eye to use a successfully attached sticky bomb to keep another individual under duress. The biggest weakness of this device is that it is completely useless if it misses.

History: These grenades were developed and tested systematically over the course of Enz’s 3rd year, and have since become a mainstay of his arsenal.

EQUIPMENT

Primary Form: Enz wears a tool belt of sorts which he fills with equipment for a portable lab. This includes a set of 5 test tubes, 8 sample collection containers of various sizes, and a Bunsen burner with a small portable gas tank.

Voice Claim link (Hunhow) Non-18+ link

14
Approved Characters / Drevin Srebra
« on: September 11, 2016, 04:43:38 PM »
CHARACTER

Name: Drevin Srebra, "The Gargoyle"

Age: 17

Species and Gender: Male Bat Faunis

Symbol: Drevin’s two swords crossed.
picture courtesy of Riven: ShowHide


Occupation: 1st year student at Beacon

Appearance: Drevin is 5’7” and 132lbs. He has short, black, spiky hair and piercing, dark green eyes. Drevin is a bit thinner than most people and he has a very light build that betrays its muscular nature. Drevin has largish pointed ears and his left arm has a jagged scar on it going from the wrist to the elbow. his combat attire is a full body black suit much like a bulletproof vest with dark green straps holding it in place (This armor provides minimal protection from bullets and a lot of protection against impacts. i.e. war hammers or running into things at high speeds). Casually he wears blue jeans, a green t-shirt, and a pair of black sneakers, but on colder days he will add a black scarf and a dark green jacket.

History: Drevin was born to a middle-class family with his father being a military engineer and is mother being an accountant. It was a relatively average life, albeit one in which his twin sister, Mikki had always been a more advanced student than him. Drevin was fine with it though, he had always fit into the background of his sister’s successes quite naturally. Like yin and yang they were different, yet inseparable, and when Mikki decided to go to Signal for combat education, Drevin followed suit. At 13 years old, however, Drevin's life changed in a big way.

Drevin’s sister had gone with their father on the test flight of a new airship while Drevin was busy training at Signal's arena. Drevin got home that evening to find his house empty, and was quite puzzled. He called his dad first, and it immediately went to voicemail. He also tried calling his mother, but when the ringing came from the kitchen, he figured she must have forgot it on the way out. The third call he made was to his sister, who was supposed to be back from the test flight, but again there was no answer. Drevin was confused, but he assumed they would be back eventually; it wasn't the first time they'd forgotten to tell him about some planned outing. He kept waiting, until the front door finally opened at around midnight, but he wasn't greeted by the family he knew and loved. Only one person came through the door, his mother. She sobbed and stumbled through the door, clearly extremely distraught. She then saw Drevin and pulled him into a weak hug before stumbling upstairs and collapsing on her bed, exhausted. Drevin thought it was a bad time to get an explanation, but he was extremely worried for his sister and father, who were still absent. The next day they drove to the hospital and he was ushered into a room where his sister lay in a bed with bandages over her eyes, (or eye sockets, rather) and a missing right arm. Drevin was told that the test flight had been a huge failure, leading to the death of his father and his sister's condition, which also included a coma from which she might not wake up. Drevin barely heard the people around him though. He felt like a part of him had been ripped out, and the pain was so great that he walled himself up in his own mind.
 
Drevin spent the next 2½ years in a sort of introverted and distant state as he ignored everyone in his life and turned his attention solely to his studies. He drowned the pain in a torrent of math, science, history, and training in the arena, always doing something so that he wouldn't have to face the fact that half of his being was missing and might never return. Drevin started to blend into the background of his school, and inadvertently developed this trait into a conscious habit. He also focused a good bit of his training on noiseless movement and by the end of his time in school he couldn’t hear himself walking. While his sister stayed in her coma, Drevin caught up to her in academics and skills, but it seemed unfair and pointless, so he hated himself for it. Once Mikki finally woke up, Drevin spent almost all of his free time helping her back into the swing of things. Her rehabilitation was his rehabilitation, and they slowly recovered together. When Mikki decided to go to Beacon, Drevin was tasked by his remaining parent with helping his sister by completing his training at the same school, but he would have done it anyway. He successfully passed the entrance exam and joined Beacon at 17 years of age.

Personality: Drevin is quiet, very quiet. He almost fears attention, so he talks seldom. So seldom, in fact, that some think he's incapable of speech. On the other hand, he's an excellent listener and can take in information like a sponge. He even picks up more information that he should because people don't expect him to pay attention when they talk. This means that he's very in-the-know and aware of current issues and events. He earned his reputation as "The Gargoyle" because he has a habit of perching in a high place, observing the world below him, and descending to stop bullying and the like. He often makes friends with the people he protects, which often means the underdogs and the unpopular at Beacon. Drevin will defend Mikki and his friends with reckless abandon, however, and won't hesitate to throw himself in harm's way for one of them.   

Aura and Semblance: Drevin’s semblance is called personal acceleration. This semblance allows him to overclock his movement and processing speeds to perform actions faster. Once the semblance is activated, Drevin's eyes dilate and the world, from his perspective, seems to slow down, but to an observer, Drevin's speed increases dramatically.During the effect Drevin doubles his movement and thinking speeds (He's able to make two attacks for every one he would normally make and he's able to move twice the distance he would normally move in the same time. His ability to dodge or parry attacks is also increased.) for an aura cost of 20% a minute. If Drevin does use it for more than a minute at a time, he has a high probability of developing muscle fatigue, and, in more extreme cases (such as using it for the full 5 minutes straight), he can tear muscle tissue from overuse.

Combat Behavior: Drevin’s combat style is based on speed and speed alone. With his weapon and his semblance, he can reach terrifying levels of speed and maneuverability. He is also aedept with his blades so he can reliably engage in blade duels. Drevin also fights well with his sister as she is one of the few people who can keep track of him.
Drevin is very fast/agile even without his semblance. He is extremely quiet to such a degree that the only person that’s known to be able to hear him is his sister, and on the flipside, he has very good hearing himself.
Drevin is pretty fragile in terms of combat and a good, hard strike can be the difference between victory and defeat. His own speed is a danger to himself as he can often reach speeds that could potentially injure him if he made a wrong move, and he’s also not very strong beyond having the muscular ability to move his own body quickly. When he moves to defend his friends or sister, he puts himself in harm’s way blindly, socially and physically.

WEAPON

Name:The Edge of Night” (left hand blade), “The Hope of Morning” (right hand blade), and “The Bearer of the End” (backpack/sheath)

Primary Form: Its primary form is two parts. A small, black, metal pack with two vertical open slots in it, and a pair of single-edged 2ft 6in short swords with a small afterburner built onto the flat side of each just above the handle. The afterburners can be fired in short bursts to increase the swing speed or the blades can be held in the backhand position and a short blast from both can boost Drevin forwards.

Secondary Form: Its secondary form is when Drevin sheaths the two swords in the pack. The blades lock into place sideways so the afterburners stick out of each side of the pack and face downwards. In this form Drevin can fire both of the afterburners to boost him up to 30ft vertically or 50ft horizontally. This pack also carries 12 replacement propulsion dust crystals which it uses to reload the blades automatically whenever they run out.

Tertiary Form: N/A

Dust Functions: The afterburners in the blades are powered by propulsion dust crystals and one crystal can produce 20 short bursts.

History: Drevin built this weapon to complement his own speed and increase his maneuverability on the battlefield.

15
Approved Characters / Brond Osilgrin
« on: September 11, 2016, 04:31:22 PM »
CHARACTER

Name: Brond Osilgrin

Age: 22, born Salue 13, 57 AC

Species and Gender: Male Kodiak Brown Bear Faunis

Symbol: Brond’s robust silhouette surrounded by fire 

Occupation: Hunter

Appearance: Brond is 7'0" and weighs 400lbs which is almost all muscle. He has broad shoulders and huge limbs which dwarf those of most people. Brond has longish, brown hair which hides a pair of bear ears, and his eyes are a dull red.  His face is a bit hairier than a normal person’s due to his faunis heritage, but it is always shaven down to a stubble. He has a square jaw and thick neck, and he normally wears a large, white t-shirt with black cargo shorts. In combat he will add two gauntlets (these extend to his knuckles and have studs on each knuckle), two greaves, and a chest plate, all of which have a layer of Kevlar underneath a steel exterior. He almost always carries his huge blade in a sheath on his back.

History: Brond was born as the 3rd of 4 children, all boys. From the get-go his family was a boisterous and loud collection of people in a relatively small house in Mistral. His parents were not wealthy, but they made enough to keep food on the table and they taught their children well in the way of morals. For a while Brond fit right in, but as he got older he began to tower over the rest of his family. Brond hadn’t decided `what to do with his life, but he had won just about every youth wrestling and boxing tournament that would accept his weight class. His parents were a bit disappointed that he wasn’t out in the world making a living with his obvious physical strength despite him only being 14 at the time, and at one of their dinners they mentioned their opinions in undertones. The only phrase Brond heard clearly was “contribute to society”, and that’s when it hit him. He immediately pooled the money he had gained from the tournaments and signed up for the Sanctum combat school. After all, his parents had always taught him to help others in whatever he did, and what better way to help people than by using his strength to kill grimm.

Brond’s time at Sanctum started off on a bit of a low note with Brond being completely dumbfounded by the academic work he was being assigned. This predicament didn’t last too long though as he soon made friends with some students in the library who offered to help him with the work. He also created his weapon, a large buster sword that opened to reveal a dual function mortar and flamethrower. Brond’s first year went well, but during the second year an arrogant transfer student began to form a gang within the school. The students in the pseudo-gang would harass and bully the other students, but managed to stay under the teachers’ radar. Brond was a bit oblivious to these goings-on because the bullies weren’t brave enough to mess with him, but they got careless and picked on some of Brond’s friends. This lasted a single day, after which Brond caught the bullies red-handed. It was one of the first times Brond had felt truly angry, and one unlocked semblance, four burned hallways, and three hospitalized students later, Brond was feeling a lot better. Of course, Sanctum was going to expell him, but with a proper explanation from Brond and the student observers, he was able to continue his education at Sanctum under the agreement that if anything similar happened again, he would have to work off the debt for repairs with physical labor. This led into a period where many of the students feared him and shunned him, and his cheerful demeanor was suffering. As the school's administrative board noticed the change in the attitudes of both Brond and the students, they requested that he be transferred to Beacon in Vale for his own sake. His friends were sad to see him go, but they were happy to know that he would be able to start over. He has successfully stayed in contact with them since then through letters (often simplistic and simply worded, but definitely not lacking in heart) and technology (whatever Remnant’s equivalents of texting, calling, and Skype are).

One of the first things Brond did when he reached Signal was visit the forge and remove the flamethrower component from his weapon since he figured that with his new semblance he wouldn’t need it. Brond continued his training at Signal, but his reputation was a bit more negative there and since he wasn’t as comfortable in the new environment he didn’t end up making many friends. This did result in Brond’s grades being considerably lower than his first two years, and he barely passed in his final year. Once Brond had finished his training at Signal, he decided to move on to Beacon since it would be too much trouble to go back to Mistral and he had heard good things about the school during his years of training. Brond came close to failing the written portion of the entrance exam, but his exceptional, if not destructive, performance on the sparring portion earned him a spot in the school.

The mandatory team system at Beacon proved very helpful as Brond was forced into close proximity with three other students with whom he soon became fast friends. Around halfway through his second year, while on a mission, Brond was disarmed in combat while his semblance was active. He had underestimated the rate at which his semblance’s power had increased and the temperature completely destroyed the mortar function in his buster blade and caused an explosion that almost ended him. After that unfortunate accident, and as soon as Brond was released from the infirmary, he reforged his weapon as a simple blade with the most effective heat-resistant metals he could find.

From then on, Brond focused his training on his semblance since it was his biggest offensive and defensive combat asset. Throughout the years, Brond’s team has kept his grades above failing, and during his 3rd year he reforged his weapon a third time to make it bigger and heavier. Over the summer break between his 3rd and 4th years, Brond visited his family and friends in Mistral. Brond's 4th year of schooling was quite uneventful, save for an encounter with an individual known as Enz Wraith. Long story short, Brond doesn't like Enz very much. At the end of his fourth year, Brond graduated from Beacon and became a hunter. He mostly works on assignments outside of the four kingdoms since he tends to destroy everything around him when he fights.

Personality: Brond is, above all, very cheerful, and few things can really dampen his mood. Of course this has its exceptions and Brond can be solemn when the situation calls for it. He will avoid unnecessary violence, but he has a zero-tolerance policy for bullies (usually expressed by a hearty laugh and a fist in the offender’s face) and definitely enjoys a good battle. Brond is not very good with book-smarts (math, science, history, etc.), but he enjoys reading a good story whenever a librarian will allow him near their shelves. Brond is a reliable friend and a shoulder to lean on when times are tough, and he values his friends above anything else. If, however, something affects Brond enough to break his happy demeanor (this is a very extreme circumstance, the death of a friend for example), the armies of all the kingdoms of Remnant would be hard pressed to stop him from finding the person responsible and destroying them. Brond usually doesn’t accumulate many friends because his size can be more than a bit intimidating, but those that are around him a lot soon come to know and likely befriend the cheerful giant under the flames. Brond is, despite all these qualities, not all that intelligent, and he has a smaller vocabulary than most. Also, Brond can often irritate more sophisticated people because his manners are lacking and he rarely changes his way of addressing people, be it a superior or a friend, from a very casual demeanor.

Aura and Semblance: Brond’s aura is a dull red, like his eyes. His semblance is called Ignite. When activated, his semblance causes Brond and anything he is holding/wearing to become immune to heat-based effects and then light on fire. The fire can burn at three different tiers of power. Tier 1 has a 1% aura per minute cost with an 8 minute time limit and a 30 second cool down and burns at around 400 degrees Fahrenheit with a reddish/yellow color. Tier 2 has a 5% aura per minute cost and a 2 minute time limit with a 2.5 minute cool down and burns at around 1400 degrees Fahrenheit with a yellow/blue flame. Tier 3 has a 7% aura per minute cost and a 1 minute time limit with a 6 minute cool down and burns at around 2200 degrees Fahrenheit with a blue/white flame. Also, whenever the semblance is activated or Brond moves from one tier of power to another, a wave of force pushes everything (that can be moved within reason, so if your character really wanted to, he/she can stick a blade or something into the ground and resist the blast) outside of the damage radius for the heat emitted. In addition to this, when Brond swings his sword while his semblance is active, it will fling out a line of flames 20 feet from the tip of the blade in the direction of the swing at the same temperature of his semblance with the flames decreasing in heat the further they get from the tip of the blade. Brond's newest technique with the semblance allows him to become a living flamethrower. For 2% aura per second, Brond can fire a beam of flames that has a maximum range of about 180 feet and a heat that matches the tier of burn near to the point of origin and weakening as it moves further out. Brond can fire this beam of flames from either his hands or his mouth. 

Combat Behavior: Brond’s fighting style is better likened to a natural disaster than the skills his fellow students possess. He is far from being a tactician, preferring to run in and hit stuff rather than form a strategy tailored to a specific opponent, but despite this it has worked quite well for him in the past. Brond typically attacks with large, sweeping slashes from The Immolation Cleaver, and true to its name, the blade is rarely unaccompanied by Brond’s semblance. He normally wields The Immolation Cleaver in one hand, preferring to keep the other free for punching, grabbing, and using his flamethrower. For dealing with a group of enemies or to deliver a particularly devastating series of blows, Brond can spin around while holding his blade at arm’s length with both hands, turning himself into a burning tornado of death.
Brond is extremely strong, and it is evidenced by his one-handed wielding of a weapon that most could hardly carry. His semblance is also difficult to deal with for melee fighters because the heat of even Tier 2 keeps most melee fighters on the ropes while Tier 3 is a devastating offensive advantage in melee combat. Brond is also very resilient and few attacks carry enough power to truly hurt him. The combined weight of his blade and his strength make Brond’s attacks almost impossible to parry for normal-sized weapons, and he has broken quite a few blades because their owners didn’t understand this.
Brond’s biggest weakness, however, is long range weapons, because he has no way to block save his blade (which cannot normally be moved into place fast enough) or his armor. Another problem is Brond’s complete lack of speed and dexterity, which is clear when he reaches his maximum speed and is still moving at what most would call a slow jog. Brond is also lacking in the range department as his only ranged weapon has a maximum range of 180 feet and drains his aura very quickly. Also, due to the nature of Brond’s semblance, he is quite destructive and can endanger his allies or the property of others with his combat style.

WEAPON

Name: The Immolation Cleaver

Primary Form: The primary, and only, form of The Immolation Cleaver is a 8 foot long buster blade (6.5 feet of blade and 1.5 feet of handle) made from a tungsten alloy that reduces weight and reinforces the tungsten while keeping the melting point of the blade well above Brond’s maximum 2000 degree burn. Despite its reduced weight, though, the blade still weighs a hefty 113lbs.

Secondary Form:N/A

Tertiary Form: N/A

Dust Functions: N/A

History: Brond’s sword is a unique weapon in the world of Remnant because it used to have more functions. The gradual increase of power that Brond’s semblance went through over the years continually forced him to remove parts and mechanisms that would be damaged by the heat. Though it is a bit unwieldy to keep on his person at all times, Brond chooses to do so because, in his own words, "I'll always be ready to kill grimm... and it won't fit in my locker".

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