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1
MiA Characters / Aqua Phoenix
« on: December 17, 2017, 10:21:39 AM »
CHARACTER

Name: Aqua Phoenix

Age: 18

Species and Gender: Human Male

Occupation: Hunter-in-Training, Beacon Academy

Appearance: Aqua, a young hunter, something that is obvious to all who glance at him. Everything about him all but screams 'Hunter' from the way he walks, to the muscles on his arms, legs and chest, to his constant awareness, his cyan eyes tracking and flicking to and from any sudden movement. He, like his partner, wears rather obscenely coloured clothing, generally donning blue jeans and a cyan button-up T-shirt, which goes rather well with his florescent blue hair.

History: As a child of two hunters, Aqua grew up around Hunter families, though the thought of becoming a hunter himself was rather outlandish to the young boy. It wasn't until he heard his childhood friend, and crush's declaration that she would be the strongest huntress in the world that he ever began to consider it was possible for him to become a Hunter. After witnessing her gruelling training, and how she endured it without complaint, his mind was made. He asked his parents to train him, alongside his friend, so that they could protect each other. His parents happily obliged, and several years later, he found himself as her partner in more ways than one.

Personality: Aqua is a rather withdrawn character, preferring to keep to himself and his small circle of friends. Of course, he has no issue with interacting with others, just that is isn't something he would go out of his way to do. For this reason, most of his interactions are forced, with his partner all but pushing him at others, something which he bears good-naturedly, smiling and generally getting along with all but the most repulsive of people.

Aura and Semblance: Aqua's Aura manifests as a pale purple glow, and when his Semblance is in use, his body seems to shimmer with it. His Semblance itself is rather simple, though it has three parts to it. Activation, Marking and Trapping. The First stage is initiated simply by deploying his shield and slamming it into the ground, creating a centre to his zone. The second is striking an opponent with his shield, leaving a 'mark' on them. Finally, at his command, Aura chains will shoot out from the centre point, locking onto, and wrapping around the marked target, allowing them to go as far as they have from the centre, but no further.

Combat Behaviour: In combat, Aqua prefers to get up close and personal, engaging the enemy, or multiple, and keep their attention on him, relying on a strong defence while his team picks them off. He uses his weapon, The Bulwark, to bash at his foes, using the edges and front of the the massive shield to catch his foes off guard while they're still reeling from any ineffectual blows. He is especially suited to this role, thanks to his rage disease, congenital analgesia, a strong insensitivity to pain. Though this can be both a blessing and a curse.

WEAPON

Name: The Bulwark

Primary Form: In it's primary form, The Bulwark is a heavy tower shield, one capable of covering his entire body, and another person behind him. Simple, yet effective. The solid plate metal is three inches thick and curved in such a way to better allow him to deflect strikes that would otherwise break him should he block them directly. The base of his shield eventually curves off into a sharp point, enabling him to slam it into the ground, or another Person/Grimm with ease.

Secondary Form: The secondary form of The Bulwark is a much smaller version, one that can shrink down to a more reasonable, compact size. In this form, it still takes up about half the size of his torso, but he can more easily carry it on his back.

Dust Functions: It's a shield. It doesn't use Dust.

History: The Bulwark came into creation as his partner and himself were discussing strategies for battle. Aqua never really excelled at any fighting styles, no matter what weapons he used. A sword never felt right, an axe was too cumbersome, a mace left too much possibility for overextending, so instead, he decided to take up a more protective role, opting to instead build something that could keep himself, and his loved ones safe from harm, while still being effective enough to keep an opponents attention on him, with some assistance from his Semblance, of course.

2
WiP Characters / Dentist
« on: December 13, 2017, 07:58:58 PM »
CHARACTER

Name: DENTIST DENTIST!

Age: 17

Species and Gender: Human Male

Occupation: First year Huntsman in Training at Beacon.

Appearance: DENTIST

History: DENTIST PULL HURTY TOOTH FROM GRIMM MAKE GRIMM GO BOOM HUNT GRIMM CUS FUN

Personality: SEE HURTY TOOTH PULL HURTY TOOTH

Aura and Semblance: [NAME]'s Aura takes on a crimson glow, one that almost constantly coats his weapons when in use. His Semblance is simple, in theory. It's use, however, is much more complex.

[NAME]'s Semblance allows him to manipulate any object he is touching, to an extent. He can use it to move wheels without spinning them, turn on a toaster without pushing any buttons, or as he normally does, control his Bloody Carnage to a much more accurate degree. One could liken it to a zero-range telekinesis, which were it not for his choice of weaponry, would be all but useless. Unless he decided to use a gun without a trigger, that is.

This Semblance, however, only works on inanimate objects, and he must have a basic understanding of how to operate it, and it's function to control it properly. For example, he could activate a microwave by holding a hand on top of it and considering the buttons he would have to press to start it, or he could open a bottle or can of beer just by considering the motions required to do so. He could not, however, take control of a Bullhead without it ending up in a fiery crater 10 feet from where it took off.

Combat Behavior: PULL TOOTHHURTY TILL WIN

WEAPON

Name: Bloody Carnage

Primary Form: DENTIST DENTIST uses wires of Razor Floss that he stores within his gloves. These wires can lash out at targets, slicing at and/or through them to great effect. With careful precision, and use of his Semblance, he can manipulate all ten wires at once, allowing him to create intricate patterns for both offence and defence.

Secondary Form: Sample Text

Tertiary Form: Sample Text

Dust Functions: Sample Text

History: Sample Text

3
WiP Characters / Aster Phoenix
« on: December 09, 2017, 01:19:44 AM »
CHARACTER

Name: Aster Phoenix

Age: 17

Species and Gender: Hawk Faunus male.

Symbol:  An astral Phoenix rising from a regular Phoenix, surrounded by blue flames.

Occupation: Beacon Huntsman-In-Training

Appearance: Aster Phoenix is six foot four with a rather lithe build, weighing only 140 Lbs, with several burn marks across his body. Most notably, however, is the one that curls up from his neck, around his jawbone to his right ear, shaped exactly like a wing tip. His eyes are different colours, a genetic mutation called Iridis Hetrochromia. His particular mutation leaves him with his left eye blue, and his right eye a vivid red. Behind him, tucked under his clothing, he hides two enormous wings, spanning 9.5 feet in total. Two giant, encompassing blankets of soft Down, each feather a slightly different shade of red, matching his hair colour perfectly.

History: Aster grew up as the 'black sheep' of the family. Not least of which was to do with his wings. In a family of Humans, his mother was suspected of cheating on his father, despite the lack of Hawk Faunus' in their area, or the fact that she frequently denied ever being with another man. Over time, though, that label moved from being because he was born, to because he excelled. The Phoenix family was never a family of overachievers. But for Aster, high grades and ruthless efficacy were his 'average'. This then quickly turned to arrogance and pride, with a heavy dose of over confidence.

Only one thing ever eluded him during his time at Signal. His Semblance. No matter how hard he tried, he could never get it to work. Or even give himself a hint of what it was. After he reached his Fourth year, he gave up on trying to find it. Others had made it much further than he without one, so he was determined to do the same. He taught himself the basics in Dust Weaving, and ancient and outdated, yet still useful, art. At first, he considered it a waste of time. But, when you preferred Hand to Hand Combat like he did, not having to worry about being disarmed was a blessing. And the only limits set were those of your own body. Something that could be taught to accept more.

After learning the basics, he saught more advanced training elsewhere. The teachers of Signal were willing to allow him time, given his grades, and the fact that he still completed any and all coursework and had it handed in not two days after it was set. After finding and learning from the Dust Weaver, he tried his own hand, weaving a shirt with just a few lines of Fire Dust interwoven into the fabric. Not a second after putting it on and feeling it with his Aura, something inside of him changed.

His world exploded into colours, and his wings felt... Alive. For the first time in years, they felt as though they had a mind of their own. It wasn't until he looked around and saw himself on the floor that he realised what he'd done. He gave a celebratory laugh, then began to look around, taking in the world through his new eyes. Then he felt it. Agony like never before, shooting through his neck and face and right wing tip. When he looked back, it was to see his wing had caught fire. A mistake in the Fire Dust weaving that he hadn't noticed. By the time he had managed to return to his body, his face was scarred permanently. A constant reminder of his arrogance.

Personality: Aster, before his Semblance, was arrogant, cocky, head strong and proud. After, however, he changed. He rose to a higher level. He became much more forgiving, kind and compassionate. He was more willing to learn from and listen to others, and even took the time to help show others some things, instead of his previous remarks of "Figure it out yourself."

Aura and Semblance: Aster's Aura is a bloody orange colour, much like the setting sun, and his Semblance, without using Dust, takes on that very same colour. His Semblance itself is to leave his mortal body behind and see the world as it truly is, unbound by conventional laws. This my no means he understands it. But it shows him something bigger than himself. It shows him Aura, those with, those without, and those who will seek to destroy what they can never possess. He cannot interact with anything while outside his body, merely observe. When outside his body, the young man takes on the form of a ghost, looking exactly the same as he does within his body, only as a pale, weightless and intangible mass of Aura. In which case, the varying effects can had different effects, ranging from becoming a floating pillar of flames (Fire), draining the heat from the area, freezing the surroundings (Ice), being able to shoot static bolts and interfere with electronics, such as changing the channel on a TV (Lightning) and finally, being able to move things with his mind, such as toppling a bookcase, sending the books flying around a room, or even throwing a discarded sword (Gravity).

While he is still highly unskilled in the use of his Semblance, having had it for less than a year, he only capable of moving 100 metres away from his body in any direction before he starts to 'fade', losing parts of himself to maintain the connection to his body. He has no clue what will happen if he goes any further, so he doesn't dare risk it. While he is using his Semblance, he cannot move his own body, leaving his essentially defenceless. Moreover, anything that happens to his physical body also happens to his Astral Body.

Combat Behaviour: In combat, Aster takes a passive stance, awaiting his opponent to strike first, then striking in return. While he is capable of using a verity of weapons, he finds his hands, feet and wings to be more than enough for most all situations. However, in a world where anyone he fights will either be at least twice his size and five times his muscle mass, or have weaponry capable of decimating a forest, he also uses Dust Woven clothes. Given the volatility of Dust, such things are almost unheard of, though since he lacks any real weaponry, the only way to use it, aside from punching someone with a Dust crystal, would be to wear it.

He uses several forms of Dust when fighting, Fire, Ice, Wind, Gravity and Lightning being his main Dust of choice. While Fire Ice and Lightning are fairly straight forward, using them to enhance his strikes, a combination of Gravity Dust and Wind Dust allows him to, with the aid of his wings, take flight. Though flying while in combat is rather impractical, as he has not had much experience with such, he is capable of using brief bursts of Gravity and Wind Dust to allow him to soar over an enemies head to strike from behind while they're caught off guard, or to escape from an unwinnable battle.

While using his Semblance, however, his Dust Woven Clothing is used much differently. In order to leave his body, a small portion of his Aura must remain behind. This allows him to, through the connection to his body, activate his Dust, granting his Astral Projection special effects. He also takes on the form of whichever Dust he is using. A flaming, frozen, static or dark ghost with Fire, Ice, Lightning and Gravity respectfully.

WEAPON

Name: Dust Woven Clothing

Dust Functions: With the Dust Woven through just about any type of Clothing, Aster is capable of many feats, though most are fairly simplistic in nature. As a staple, all of his clothing has Wind and Gravity Dust woven through the back, joining with the base of his Wings to allow him brief moments of flight during combat, or the ability to gain some height. Through the front and down his arms, he generally has Fire Dust and Lightning Dust, allowing him to deliver stronger, Dust Infused strikes. His trousers mostly possess Ice and Wind Dust, to allow him to leave Icy fields or freeze his opponents, or deliver a stronger knock-back with his kicks.

History: After years of never discovering his Semblance, Aster opted to not forge a weapon of his own that would compliment his Semblance, feeling that doing such would only set him behind others who had plenty of experience with their own weaponry. Unfortunately, by that point, he was already well behind others in every aspect aside from Hand to Hand combat. While the use of knuckle dusters or such weaponry was considered, he didn't like the practical applications of such as much as he did the use of Nature's Wrath.

His history with Dust Weaving is short, but after several mistakes, and one life-changing one, he has learned to be extra careful with Dust Weaving, now never so much as considering wearing a set until he has gone over it time and time again, to the point of paranoia.  After all, just one thread out of place burned half of his face and a wing. He dreaded to imagine what would have happened if his mistake was just slightly larger.

4
Approved Characters / Ember Riochu
« on: December 07, 2017, 10:21:54 PM »
CHARACTER

Name: Ember Riochu

Age: 18

Species and Gender: Human Female

Occupation: Huntress in Training, Beacon Academy.

Appearance: Ember is a young woman in her late teens, though at a glace, one would generally assume she is older, given her rather curvaceous figure, something which she clearly makes no attempts to hide, wearing a tight, form-fitting red and black dress, one that covers her modesty, but leaves little to the imagination, covering her legs and back fully, but leaving her shoulders down completely bare. Her hair is a dark crimson, matched by her red eyes and equally as red lips, the only make-up she ever bothers to wear.

History: Ember grew up in Vale, a child raised in a Hunters Family, and as such, grew up around other Huntsmen children. Over time, the young, impressionable girl grew to idolise these great men and women, wanting to grow up to be just like them. Her parents begrudgingly allowed her to do so, giving her the training that she asked for. It was not pleasant to say the least. They were brutal, relentless, and almost abusive in the methodical routine Ember was put through. But the young girl endured it all with a smile. After a few months of training, one of her friends, another Hunters child, decided to join her, having also wanted to follow in his parents footsteps.

Over time, through both their parents training and their time at Signal, the two finally managed to get a position at Beacon and, having heard stories about past initiations from their parents, devised a way to 'cheat' to ensure they were on the same team. During her second year at Signal, Ember discovered her Semblance, which she would later use to great effect for many different things be they pranks, or more serious Huntress tasks.

Personality: Ember is somewhat a prankster, something her Semblance assists with a great deal. She is mischievous, shameless, and the perpetrator of many a practical joke, ranging from a bucket of water above a door, to swapping salt and sugar around, or even making toffee apples. Though substituting the apple for an onion. One should always be careful when accepting food from Ember for this reason alone. Being a natural flirt, she is generally pretty open with those she trusts, which provided her partner is alright with them, is just about everyone.

Around those her partner doesn't approve of, she is generally friendly, in a stand-offish way. Maintaining a civil demeanour, but never involving them in anything more than a general greeting. Those that her partner does not like, or those that have personally upset or offended her, however, experience much more cruel and vindictive jokes, for example, the bucket of water would become a bucket of dye.

Aura and Semblance: Ember's Aura manifests as a pale purple glow, while use of her semblance causes the sclera of her eyes to turn a pale purple. Her Semblance itself, however, she calls "Farseer", an apt name as it allows her to see across great distances, provided she can properly picture the place, or the person she wishes to see, in question. This does, however, come with the loss of vision from one eye for the duration.

Upon activation, she can see her target indefinitely. But, as said, that leaves her blind in the eye she's using to see the location. She could, theoretically keep one eye on her parents house and watch them go about their lives from the moment she wakes up to the moment she goes to sleep. She has no effective range, but as said, she has to be able to visualise it properly; something that she has seen herself. So while she could move her eye closer and closer to her target to "increase" the distance she could see, it's also basically just like moving her real eye. It's still affected by things like darkness and walls.

When using Farseer, Ember sees things exactly as she would, were she there herself. Smoke, fire and anything else that could obscure her vision would act just the same as if it were her physical eye. However, the 'eye' can only move as much as a normal eye, sans a head to allow extra range. While she could 'move' it, by ending and re-enabling the Semblance, doing this in quick succession, or too many times in a short period can lead to heavy migraines that can impair her vision, as well as being a real pain to deal with.

Nothing from her physical body (such as clothing) affects her Semblance. Being blindfolded or submerged in complete darkness would not change how her Semblance sees things. That being said, if she were to suffer permanent damage to her eyes (for example, having them gouged out) she would be unable to use her Semblance due to being unable to meet the "cost", so to speak.

As with most Semblances, a loss of control, or significant enough distraction would end her Semblance. Were she to fall asleep, be knocked unconscious, or suffer a painful enough wound, her Semblance would end instantly.

Combat Behaviour:  Ember, while highly proficient in the use of long range weaponry, such as her High Impact Sniper Rifle, named Far Cutter, is extremely weak in Hand to Hand Combat. Her martial skills are, severely lacking, as well as any significant muscle mass, meaning that, for Ember, any kind of Brute Force solution is a Fools Gambit. That being said, she is not entirely useless in both those areas and, against someone unsuspecting, could turn the tides in her favour; though she generally relies on her opponents never seeing her in the first place.

Her primary strategy is to remain as far away as humanly possible, keeping only within range of Far Cutter, which is a considerable range longer than most, given her Semblance allows her to make shots many others would consider impossible, even without the use of a Scope. This allows her to pull off shots, as well as maintaining a perfect awareness of her surroundings, with the only downside being that her body is completely blind.

Failing that, while she has trained in many weapons, Ember Riochu has taken a liking to the Spear. Keeping in line with her preference to keep people who want to kill her as far away as humanly possible, she will use the Spear Form of Far Cutter to stab, jab and slash to Zone her opponent out, preferably pushing them back towards her partner so they can ensnare them, letting her finish the job. Within a team, she generally prefers to use her advantage of both range, and an bird's eye view to direct the team, making tactical decisions on the fly.

Naturally, such tactics, when fighting alone or against the Grimm, who do not fear the pointy end, are all but useless, and as such, she will attempt to maim or otherwise injure the target, retreat to a safe distance, then line up a shot before it can catch up to her.

When it comes to using Dust, Far Cutter, in it's  Sniper Form, can be loaded with any kind of Dust. However, for the sake of not spending all of her money, she generally limits herself to three different types. Fire. Ice. And Gravity.

Each type of Dust, in powder form, would be mixed into the .50 Calibur rounds that she makes herself, with varying quantities for different situations. For example, if she were to take part in a Sparing Match, (Tempting though it may be at times) Ember would not use a fully loaded Gravity Dust bullet against  fellow hunter in training, saving those for the Grimm, both for the sake of saving money, and not breaking Rib-cages.

WEAPON

Name: Far Cutter

Primary Form: In it's primary form, Far Cutter is a High Impact Sniper, capable of firing a verity of Dust and regular ammunition to great effect.

Secondary Form: With Far Cutter's secondary form, it becomes a spear, allowing her to keep her distance, even in close quarters

Dust Functions: Far Cutter can be loaded with most any type of Dust, however Ember will primarily use Fire, which ignites soft targets on impact, Gravity, which has more stopping power, and Ice Dust, which can freeze over the impact area.

History: Far Cutter was the Weapon that Ember Built in her third year, after learning how to use her Semblance. Since she can, with the use of her Semblance, see much further than any normal Human or Faunus, she makes a great Sniper, and so Far Cutter came into existence.

It was not without it's flaws, naturally. The original concept included laser guided bullets to better pull off those almost impossible shots, and the ability to Mechashift into a more rapid design, but at her partners suggestion, she relented and left Far Cutter as a simple Bolt Action Sniper Rifle.

5
The Vale Region / Work Experience (with extra guns and explosions) [CLOSED]
« on: December 06, 2017, 06:22:13 PM »
Several miles outside of Vale's walls, an old Inn known as "The Huntsman's Retreat" was recently beset upon by a number of Grimm. While the owner was escorted out safely by his own patrons, the Grimm threat still lingers in the area, being a general pain to anyone who wishes to pass through that road. Not least of which being the owner of the Inn. While a few Hunters could clear out the infestation with little risk, this would be a prime opportunity for the youth to test their skills in unfamiliar terrain, as well as test their combat capabilities. Naturally, a Hunter would be sent to oversee the mission and intervene, should things get too dangerous for the students.

The threat assessment for this mission is medium, mostly flat lands with good visibility, though a treeline on one side does provide minor cover. There has also been heavy rainfall in that region for the past three days. Any student wishing to take part in this mission should not do so lightly. Despite there being a Hunter to oversee the operation, not all variables can be accounted for.

Assigned Hunter: Freelancer Imber Mordred


Hunters-In-Training
1. Lilla Bleidd
2. Blair Valka
3. Wisteria Lockheart
4. Isabelle Aozora
5. Rory Vogel

6
WiP Characters / Aqua Phoenix
« on: December 06, 2017, 04:59:57 PM »
CHARACTER

Name: Aqua Phoenix

Age: 18

Species and Gender: Human Male

Occupation: Hunter-in-Training, Beacon Academy

Appearance: Aqua, a young hunter, something that is obvious to all who glance at him. Everything about him all but screams 'Hunter' from the way he walks, to the muscles on his arms, legs and chest, to his constant awareness, his cyan eyes tracking and flicking to and from any sudden movement. He, like his partner, wears rather obscenely coloured clothing, generally donning blue jeans and a cyan button-up T-shirt, which goes rather well with his florescent blue hair.

History: As a child of two hunters, Aqua grew up around Hunter families, though the thought of becoming a hunter himself was rather outlandish to the young boy. It wasn't until he heard his childhood friend, and crush's declaration that she would be the strongest huntress in the world that he ever began to consider it was possible for him to become a Hunter. After witnessing her gruelling training, and how she endured it without complaint, his mind was made. He asked his parents to train him, alongside his friend, so that they could protect each other. His parents happily obliged, and several years later, he found himself as her partner in more ways than one.

Personality: Aqua is a rather withdrawn character, preferring to keep to himself and his small circle of friends. Of course, he has no issue with interacting with others, just that is isn't something he would go out of his way to do. For this reason, most of his interactions are forced, with his partner all but pushing him at others, something which he bears good-naturedly, smiling and generally getting along with all but the most repulsive of people.

Aura and Semblance: Aqua's Aura manifests as a pale purple glow, and when his Semblance is in use, his body seems to shimmer with it. His Semblance itself is rather simple, though it has three parts to it. Activation, Marking and Trapping. The First stage is initiated simply by deploying his shield and slamming it into the ground, creating a centre to his zone. The second is striking an opponent with his shield, leaving a 'mark' on them. Finally, at his command, Aura chains will shoot out from the centre point, locking onto, and wrapping around the marked target, allowing them to go as far as they have from the centre, but no further.

Combat Behaviour: In combat, Aqua prefers to get up close and personal, engaging the enemy, or multiple, and keep their attention on him, relying on a strong defence while his team picks them off. He uses his weapon, The Bulwark, to bash at his foes, using the edges and front of the the massive shield to catch his foes off guard while they're still reeling from any ineffectual blows. He is especially suited to this role, thanks to his rage disease, congenital analgesia, a strong insensitivity to pain. Though this can be both a blessing and a curse.

WEAPON

Name: The Bulwark

Primary Form: In it's primary form, The Bulwark is a heavy tower shield, one capable of covering his entire body, and another person behind him. Simple, yet effective.

Secondary Form: The secondary form of The Bulwark is a much smaller version, one that can shrink down to a more reasonable, compact size.

Dust Functions: It's a shield. It doesn't use Dust.

History: The Bulwark came into creation as his partner and himself were discussing strategies for battle. Aqua never really excelled at any fighting styles, no matter what weapons he used. A sword never felt right, an axe was too cumbersome, a mace left too much possibility for overextending, so instead, he decided to take up a more protective role, opting to instead build something that could keep himself, and his loved ones safe from harm, while still being effective enough to keep an opponents attention on him, with some assistance from his Semblance, of course.

7
WiP Characters / Satoshi Bei-Fong
« on: December 06, 2017, 12:20:42 PM »
CHARACTER

Name: Satoshi Bei-Fong

Age: 17

Species and Gender: Bat Faunus Female.

Symbol:  Sample Text

Occupation: First Year Shade Huntress in Training. (Subject to change if no one has a first year team to join)

Appearance: 5"4, 110 Lbs, Grey eyes, bat ears, pale complexion, black, shoulder length hair, small, wiry frame.

History: Satoshi was born a Faunus in Vacuo. That was not the issue, however, given Vacuo's lax stance on, well, just about everything. Her heritage never really stopped her from doing anything she wished. Sure, there were a few people who would stop and stare, or make rude comments under their breath, thinking she couldn't hear, but nothing like what she had heard about other places in the world, such as Atlas.

The true problem lay in her heritage itself. She was a Bat Faunus. Blessed with strong hearing, to the point she would navigate a crowded room blindfolded. Which was just as well, considering she could only see several feet in front of her. Throughout her early life, people gave her special treatment for her 'disability'. Like a considerable amount of people with some form of disabling aspect, this irritated the young, strong willed girl, who would have much preferred to be treated just the same. Unfortunately, articulating that in a way people could understand was not her strong suit, generally leading to arguments and conflicts all across the board. It infuriated her even more that many suggested she was only accepted into Oasis out of pity, to stop her from humiliating herself by taking the Shade Entrance Examination in four years.

This was only made even worse by her Aura. Or rather, how little of it she possessed. While she was certainly fast, and could escape most, if not all, opponents in a fight, if they landed two or three good hits, she was down for the count. However, one day, in the middle of a particularly brutal fight, she unlocked her Semblance. Her first Flash Step left her dazed and disorientated, but it gave her the upper hand she needed to win the fight, and after long days and night practising, the young girl finally figured out how to use her Semblance without adding "Projectile Vomit" to her list of weaponry. After she learned to reliably use her Semblance, she quickly rose through the unofficial 'ranks' in combat, despite her visual impairment. That didn't stop the remarks, though.

Personality: Satoshi is a strong-willed, independent young woman. Traits that do no go well together when paired with her stubborn bullheaded nature, and her pride and stunned vision. She is generally extremely blunt, possessing all the tact of a wooden spoon and all the delicacy of a shotgun. Despite this, however, she does generally try to get along with people. More for the sake of making her own life easier, though she isn't always the most successful at this.

Aura and Semblance: Her Aura takes on a lilac glow when activated, though she doesn't have much of it, being weaker than the average Oasis Graduate. Her Semblance, however, makes up for this, allowing her to be much more manoeuvrable in combat.

In simple terms, her Semblance, dubbed 'Flash Step' works in three stages.

The first is to lay a Mark on a surface. This could be a wall, floor, ship, weapon, or even another person. The mark fades after five minutes, is invisible to the naked eye, and must be set by placing her hand on said surface.

The second stage is visualising the Mark, where she will appear, in what position, and how she will get there, as well as the 'path' she will take.

The final stage is initialising this. The air around her distorts, and she moves so fast, one could almost call it teleportation. Instead, she follows a predetermined path to her Mark. The longer the path, the more it tires her out, but it always takes exactly half a second from the moment she vanishes to the moment she reappears. There is no limit to how far she can travel, however, if something is blocking her path, she cannot stop or change her path, and will impact that object with considerable force.

Combat Behavior:  In combat, Satoshi prefers to use her weapon as her Mark. She would throw it towards, or to the side of an enemy, then quickly Flash Step to retrieve the blade and strike with much more force than a simple throw would. This can also be used to catch unwary opponents off guard, appearing behind them and neutralising them before they can react. If she is not certain she can win in the one strike, however, she will Mark her opponent and then Flash Step away to put some distance between them and keep herself safe from harm.

It should be noted that, while she likes to get up close and personal, she cannot survive more than a few powerful blows, so she prefers to wait until the right moment before making her move. She is, however, still just Faunus, and prone to being overconfident, or too prideful to admit that she can't handle enemies that are above her, and will attempt to take them on regardless. 

WEAPON

Name: Shatter Song

Primary Form: In it's Primary Form, Shatter Song is a curved blade, reminiscent of a boomerang. She can either throw it, and let it sail through the air to impact her foes, or use it as a curved, bladed club.

Secondary Form: In it's Second Form, Shatter Song elongates and straightens out with two spines flicking out of either side of the blade, making it a faux-trident that she could use to, once again, throw, or impale an enemy who gets to close.

Tertiary Form: The final Form of Shatter Song is a simple handle, the entire weapon folding down to what could be confused for a remote control lacking any buttons, for easier storage. She generally keeps this up her sleeve, ready to be deployed at a moments notice.

Dust Functions: Shatter Song itself isn't compatible with Dust, but Flash Step is. When using Dust with Flash Step, Satoshi can use a third of a full Dust Crystal, or a measure of 'powdered' Dust.

Fire: When Flash Step is used with Fire Dust, her Semblance leaves a trail of Fire along her path, as well as a gout of flames emerging from around her when she comes to a stop.

Ice: Ice is much the same as Fire, leaving a chilling aura along the path that Satoshi as taken, and then firing off shards of ice upon emerging.

Earth: Earth Dust causes the ground below her, along her path, to rise after her passing, allowing her to seal off and isolate enemies from a group, allowing a coordinated strike, or a hasty retreat.

Lightning: Lightning is possibly the most commonly used Dust with Flash Step, as arcs of lightning will fire off along her path, seeking out the nearest conductive material. Generally humans with metal, or oversized puppies with giant claws.

Gravity: Gravity, despite it's potential uses, is not used by Satoshi all that often, as it doubles the 'length' of her path, making even shorter trips much more strenuous. It's effect, however, is certainly undeniable. All along her path, Satoshi creates a "null zone", where everything is pushed ahead of her. This creates a Vacuum trail, which seeks to refill itself, with air rushing in, pulling everything near by in the process. Moreover, the matter that she has pushed in front of her, at the end of her path, fires off in the direction she was headed, acting like a 5"4 Concussion Cannon. However, given her weak form, this burst is just as likely to knock her down as it is the enemy, making it quite the double edged sword.

History: Shatter Song came about after several failed attempts at making a suitable weapon that both acted as a 'visual aid' by creating a whistling sound as it sailed through the air, and as a practical weapon. After some time, she managed to strike  delicate balance between the two. With the weapon now able to sail through the air, return to her if uninterrupted and create a low whistle that bounces off objects to aid her visuals of the surrounding area.

8
WiP Characters / Aqua Phoenix
« on: December 03, 2017, 12:51:58 PM »
CHARACTER

Name: Aqua Phoenix

Age: 18

Species and Gender: Human Male

Occupation: Hunter-in-Training, Beacon Academy

Appearance: Aqua, a young hunter, something that is obvious to all who glance at him. Everything about him all but screams 'Hunter' from the way he walks, to the muscles on his arms, legs and chest, to his constant awareness, his cyan eyes tracking and flicking to and from any sudden movement. He, like his partner, wears rather obscenely coloured clothing, generally donning blue jeans and a cyan button-up T-shirt, which goes rather well with his florescent blue hair.

History: As a child of two hunters, Aqua grew up around Hunter families, though the thought of becoming a hunter himself was rather outlandish to the young boy. It wasn't until he heard his childhood friend, and crush's declaration that she would be the strongest huntress in the world that he ever began to consider it was possible for him to become a Hunter. After witnessing her gruelling training, and how she endured it without complaint, his mind was made. He asked his parents to train him, alongside his friend, so that they could protect each other. His parents happily obliged, and several years later, he found himself as her partner in more ways than one.

Personality: Aqua is a rather withdrawn character, preferring to keep to himself and his small circle of friends. Of course, he has no issue with interacting with others, just that is isn't something he would go out of his way to do. For this reason, most of his interactions are forced, with his partner all but pushing him at others, something which he bears good-naturedly, smiling and generally getting along with all but the most repulsive of people.

Aura and Semblance: Aqua's Aura manifests as a pale purple glow, and when his Semblance is in use, his body seems to shimmer with it. His Semblance itself is rather simple, though it has three parts to it. Activation, Marking and Trapping. The First stage is initiated simply by deploying his shield and slamming it into the ground, creating a "anchor point". The second is touching an object or person in some way, leaving a 'mark' on them. Finally, at his command, Aura chains will shoot out from the anchor point, locking onto, and wrapping around the marked target, allowing them to go as far as they have from the centre, but no further. This can be applied to great effect in many situations. It can be used to lock down an opponent, by either baiting them towards the Anchor Point, then keeping them on a tight leash, or to stop an ally from falling, or being knocked around too much. He can also use it to steady himself atop a moving object, as the Anchor Point is tied directly to whatever the shield strikes. He could, in theory, use this to surf atop a moving Bullhead, or a large enough Grimm.

Presently, he can maintain 200 feet of 'chain' spread across 4 different marks, though he can maintain up to ten marks for a period of thirty minutes before each mark has to be renewed. The chains themselves last for five minutes against willing targets. Targets that are inanimate objects (such as a Bullhead) are automatically considered willing targets.

Trying to escape from the chains is no easy feat. For all intents and purposes, they are literal chains, although they do not restrain a target in any way other than keeping them a set distance away from the Anchor Point. Aside from that, full range of movement to chained targets is available. The chains themselves cannot be struck or touched by any means, though exerting enough force through running and/or flying away can be used to 'snap' the chains. The further away someone is from the Anchor Point when they are locked down by the chains, the easier it is to escape from them.

For example, if one were exactly 200 feet away from the Anchor Point when they were trapped by it, it would be a relatively easy task to break free, with the chains being on par with real chains. However, at the Anchor Point itself, it would be nigh impossible for any but the largest and strongest Grimm to break free.

That being said, if the target is clearly unwilling, then the chains become easier to escape from the longer they bind a target.

Combat Behaviour: In combat, Aqua prefers to get up close and personal, engaging the enemy, or multiple, and keep their attention on him, relying on a strong defence while his team picks them off. He uses his weapon, The Bulwark, to bash at his foes, using the edges and front of the the massive shield to catch his foes off guard while they're still reeling from any ineffectual blows. He is especially suited to this role, thanks to his rare disease, Congenital Analgesia, a strong insensitivity to pain. Though this can be both a blessing and a curse.

While he is not adept by any means in the use of conventional weaponry, and rather lacking in hand to hand combat, he does possess a great deal of physical strength, something which is generally underestimated by most, if not all, opponents. This, combined with his Congenital Analgesia, can lead to some devastating physical blows, even without the use of his shield. The only thing holding him back from such is the high risk of self injury that he wouldn't even be aware of, as well as his lack of martial skills, leaving him woefully outmatched in terms of skill.

WEAPON

Name: The Bulwark

Primary Form: In it's primary form, The Bulwark is a heavy tower shield, one capable of covering his entire body, and another person behind him. Simple, yet effective.

Secondary Form: The secondary form of The Bulwark is a much smaller version, one that can shrink down to a more reasonable, compact size.

Dust Functions: It's a shield. It doesn't use Dust.

History: The Bulwark came into creation as his partner and himself were discussing strategies for battle. Aqua never really excelled at any fighting styles, no matter what weapons he used. A sword never felt right, an axe was too cumbersome, a mace left too much possibility for overextending, so instead, he decided to take up a more protective role, opting to instead build something that could keep himself, and his loved ones safe from harm, while still being effective enough to keep an opponents attention on him, with some assistance from his Semblance, of course.

9
WiP Characters / Ember Riochu
« on: December 03, 2017, 10:35:34 AM »
CHARACTER

Name: Ember Riochu

Age: 18

Species and Gender: Human Female

Occupation: Huntress in Training, Beacon Academy.

Appearance: Ember is a young woman in her late teens, though at a glace, one would generally assume she is older, given her rather curvaceous figure, something which she clearly makes no attempts to hide, wearing a tight, form-fitting red and black dress, one that covers her modesty, but leaves little to the imagination, covering her legs and back fully, but leaving her shoulders down completely bare. Her hair is a dark crimson, matched by her red eyes and equally as red lips, the only make-up she ever bothers to wear.

History: Ember grew up in Vale, a child raised in a Hunters Family, and as such, grew up around other Huntsmen children. Over time, the young, impressionable girl grew to idolise these great men and women, wanting to grow up to be just like them. Her parents begrudgingly allowed her to do so, giving her the training that she asked for. It was not pleasant to say the least. They were brutal, relentless, and almost abusive in the methodical routine Ember was put through. But the young girl endured it all with a smile. After a few months of training, one of her friends, another Hunters child, decided to join her, having also wanted to follow in his parents footsteps.

Over time, through both their parents training and their time at Signal, the two finally managed to get a position at Beacon and, having heard stories about past initiations from their parents, devised a way to 'cheat' to ensure they were on the same team. During her second year at Signal, Ember discovered her Semblance, which she would later use to great effect for many different things be they pranks, or more serious Huntress tasks.

Personality: Ember is somewhat a prankster, something her Semblance assists with a great deal. She is mischievous, shameless, and a massive flirt once she feels comfortable around someone, which is almost always instantly, provided her partner gets along with them also. Under stress, however, she is as serious as they come, and as focused as a laser. Stubborn and unrelenting, she always achieves her goal, no matter the cost.

Aura and Semblance: Ember's Aura manifests as a pale purple glow, while use of her semblance causes the sclera of her eyes to turn a pale purple. Her Semblance itself, however, she calls "Farseer", an apt name as it allows her to see across great distances, provided she can properly picture the place, or the person she wishes to see, in question. This does, however, come with the loss of vision from one eye for the duration.

Combat Behavior:  In combat, Ember prefers to stay a great distance away from the fight itself, taking on the role of a sniper, picking off opponents and making tactical decisions for her team.

WEAPON

Name: Far Cutter

Primary Form: In it's primary form, Far Cutter is a High Impact Sniper, capable of firing a verity of Dust and regular ammunition to great effect.

Secondary Form: With Far Cutter's secondary form, it becomes a spear, allowing her to keep her distance, even in close quarters

Dust Functions: Far Cutter can be loaded with most any type of Dust, however Ember will primarily use Fire, which ignites soft targets on impact, Gravity, which has more stopping power, and Ice Dust, which can freeze over the impact area.

History: Far Cutter was the Weapon that Ember Built in her third year, after learning how to use her Semblance. Since she can, with the use of her Semblance, see much further than any normal Human or Faunus, she makes a great Sniper, and so Far Cutter came into existence.

It was not without it's flaws, naturally. The original concept included laser guided bullets to better pull off those almost impossible shots, and the ability to Mechashift into a more rapid design, but at her partners suggestion, she relented and left Far Cutter as a simple Bolt Action Sniper Rifle.

10
Approved Characters / Imber Mordred
« on: December 03, 2017, 09:52:07 AM »
CHARACTER

Name: Imber Mordred

Age: 27

Species and Gender: Human Male

Occupation: Freelance Huntsman, Graduated from Beacon

Appearance: Standing six foot tall, Imber Mordred sets quite the imposing figure. This is only enhanced by his seemingly ever present 'resting bitch face', as some might call it. Unlike some of the younger hunters, Imber does not dress in flamboyant, over the top outfits, instead preferring simple yet more practical designs. A pair of dark grey denim trousers and a white button-up shirt, covered with a black trench coat and combat boots to complete the set make up his normal wardrobe.

His skin is flawless, pale white and marred only by the ever present five o'clock shadow that seems to haunt his features. His hair, cut short is a dark brown, almost black in most lighting, offset rather dramatically by his bright, almost neon green eyes.

History: In a world where Villages are swept aside as easily as footprints in the sand, Imber was raised to be strong, independent and hopefully, capable of defending his home. It was for that reason he chose to be a Hunter. However, the day he left on the Bullhead from his Village, Kuroyuri, his old home was wiped out. He could only watch on helplessly as the smoke rose from the ruins in the distance.

This distanced him from others for the beginning of his first year, until his team managed to get him to open up a little, to them, at least. Most of the other students assumed the reason for his lack of socialising was due to arrogance, given his prowess in Combat Classes and high grades in most other classes (With the exception of Grimm Studies, of course.) By the end of his first year, he had finally started to talk to other students further than a curtious, yet empty greeting, and simple hollow pleasantries.

During the holidays, Imber remained in Vale, no longer having a home to return to. He remained in a hotel, taking a part time job. It turned out it was easier than he expected. Being a Hunter, he was naturally in great shape, something that made being a waiter in a local Café easy. It was at a teammates suggestion that he take that particular job, too. Another attempt to break him out of his shell, no doubt.

The second year progressed, and with it, the Vytal tournament came to Vale. He had no particular interest in the tournament, but for the sake of his team, who all seemed enthused about the event, he agreed to go along with it for them. The first round was over rather quickly, with the opposing team having the misfortune to only be first years. After that, however, Imber found a strange satisfaction in rather public fight, the thrill of the victory and applause washing over him. Their team progressed to the semi-finals, before finally being taken out by another team from Beacon. After their defeat, the group of four soon became a group of eight, becoming fast friends with the team that had all but wiped the floor with them.

The third year passed quickly, almost too quickly for the now 21 year old, who found himself ending up in a relationship with his partner. Apparently not uncommon, given the constant close proximity the team would share. Their romance developed slowly over the year, the two staying together for most every activity. Given it was both of their first relationships, there was plenty of bumbling and awkward moments, made even more awkward by the other two members of their team poking fun at them.

Come the fourth year, Imber felt completely at home amongst his team, and the four made a pact on their final year to stick together, often going on missions and taking holidays together, meeting at least once a month to catch up whenever missions kept them apart.

Two years after Beacon, Imber decided to go Freelance, along with his partner, so they could spend more time together, as well as meet with the rest of their old team more often. Alas, the life of a Hunter is filled with peril. The best, the worst, and those with bad luck generally have a short life expectancy. His partner was the former of the lot, and after leaving for a mission in autumn, she never returned.

Like some Hunters that lost their partners while not in a time of crisis, Imber benched himself until he felt he was fit for duty once more. The rest of his team moved in with him during that time, sticking together and recovering together. None of them left for missions until Imber was ready to return to duty a year later.

Since then, he has been leaving on missions every other week, clearing out Grimm infestations and reclaiming vital locations, such as farms and mines that were unlucky enough to attract Grimm attention, but lucky enough to not be completely overrun. His free time was spent in bars, or on the cliffs of Beacon, looking out over the Emerald Forest fondly, reminiscing over old times, though he still has never returned to the ruins of Kuroyuri, finding it too painful to go through that loss a second time.

Personality: Much like his name might suggest, (Imber being the Latin word for a rainstorm or a rain cloud) his general demeanor is rather gloomy, tending to see the worst outcomes to any given situation. Though that pessimism, as most would attest, is one of the reasons he has yet to face a challenge he cannot overcome. That isn't to say that he never loses a fight, just that he is better prepared for whatever might come.
 
Imber could also be described as versatile, cunning, and certainly not afraid to play dirty to win. Should he find himself outnumbered or outmatched, no amount of dirt throwing or groin kicking is below him. Some would call him dishonorable, he would disagree, stating that it is called survival, and his opponent a fool for allowing him to use such tactics.
 
Outside of combat, in is every day life, he is generally seen, when not on missions, at the local watering hole, either with old friends from his time at Beacon, or enjoying the downtime alone. Either suits him fine, though he does have the occasional bout of nostalgia.

RELATIONSHIPS

Name: Robin Baker
Relation: Member of Team IXRA (Formerly), Partner of Imber (Formerly).
Occupation: Freelance Huntress (Formerly), Presumed Deceased, MIA
Additional Details: Imber and Robin first met during initiation at Beacon. He was charging headlong into a large group of Beowolves, intent on avenging the destruction of his village, despite knowing the futility of such actions, and Robin, rather than leave him to his fate, or help then run off before eye-contact could be made, decided to stick with him. The two didn't talk much for the first few days, but after several nights, and some conversations with the rest of their team, the three decided they would force him to open up, or die trying. Naturally, after some time, it worked out.

The two of them got along rather well, after his initial refusal to so much as speak to the rest of his team. Robin became the first person that Imber truly opened up to, and closest friend. She was the one to help him when he couldn't sleep, or when he dozed off in class, being a rather studious, doting woman, with an apparent soft spot for Imber.

During their Second Year, Robin and Imber progressed to the 2v2 stage of the Vytal Tournament together, the two of them fighting side-by-side with Robin as the tactician, as always, and Imber placing his full trust in her. They lost, unfortunately, but they progressed further than any really expected them to, given the strength of their opposition.

As the years passed, Robin slowly began to fall for the young man, but wasn't quite sure how to approach the subject with him. On the run-up to their Third Year Dance, Xun and Aria all but forced the young woman to tell Imber how she felt, and to her relief and surprise, Imber reciprocated. Of course, this only brought on an unending onslaught of teasing from their team, who knew all along that the two felt that way about each other.

Years after Beacon, Imber and Robin went Freelance together, deciding to buy a house on a peaceful island called Patch. Of course, this was outside the walls, but was a popular location for Huntsman families, so any Grimm that came too close quickly found itself falling victim to several territorial hunters. Unfortunately, the peace didn't last. The two loved their job, so though they didn't need the money, they left for missions regularly. One day, Robin never returned a Search and Rescue mission was launched, but the Grimm rarely leave bodies, so Robin was presumed to have died on that mission.

Name: Xun Ling
Relation: Member of Team IXRA (Formerly)
Occupation: Vale Huntsman
Additional Details: Xun Ling was, and still is, Imber's closest male friend. Hailing from the south of Vacuo, he is a rather relaxed man, one who, after Imber became more personable, came to enjoy the company of the young man. The two often sneaked out of Beacon during the weekends to visit Vale after dark. Despite his Oriental complexion, he always seemed older than he looked, so bars rarely asked for ID. Of course, the rest of the team soon caught on and demanded to know why they weren't invited also. So ended their 'Guys night out' and instead became an unofficial team activity. They were caught, eventually, though not until they were well into their second year, when they were all old enough to drink legally anyway, so the tradition continued, only being put on hold for coursework (at Robins insistence) and missions (though relaxing evening was never far behind those).

Xun was actually the first person to note that Imber and Robin had an attraction to one another, and he noted as such to Imber, who denied it, stating that while he did enjoy her company, he felt that she only acted the way she did around him because of his loss. It wasn't until Robin asked him to the dance that he started to realise what a fool he'd been. Naturally, Xun didn't miss the opportunity to say 'I told you so'.

After Beacon, Xun and Aria left on missions together, but still returned once a month to meet with Imber and Robin. After Robin's death, the two moved in with Imber, pooling their savings (of which there was no shortage, as none of them were big spenders and left for missions every other week) to recover together. Though Imber needed it more than the rest, Robin was still like a sister to Xun and Aria. When Imber declared that he was ready to return to Hunting, Xun and Aria left with him, going on missions together for the first few months to both keep an eye on him, and remind him they would always be there for him.

Name: Aria Malcash
Relation: Member of Team IXRA (Formerly)
Occupation: Vale Huntress
Additional Details: Aria was always a free spirited girl, 'going where the wind takes her', in her words. She was a bit of a joker, always trying to lighten the mood and make her friends smile. She got along well with the Imber and Xun, though Robin took a bit of work to get used to, their personalities clashing somewhat in the beginning, and even more so during their third year, just a few months before the dance. Aria suggested to Robin that she take Imber to the dance, but when she refused for a plethora of insincere reasons, Aria mentioned that she might just have to ask him herself. The dorm room did not survive the ensuing conflict, but Robin shortly apologised to an unharmed Aria and asked the young man to the dance when he returned, thinking that a bomb had gone off in their room.

Aria and Xun, over the years, became closer. Unlike Robin and Imber, they needed no intervention to push them closer, however, opting to take matters into their own hands. The two decided to stay together after Beacon, and then with Imber for over a year after Robin's death. When they finally left, they returned to missions together, but never taking on solo missions, determined to not lose each other. While they would have stayed and left on missions with Imber, he told them he'd rather stay Freelance, though the three still meet regularly.
 
Aura and Semblance: Imber is highly proficient at manipulating his Aura, which takes a pale gold colouration, through the use of his Semblance, capable of moulding it to his will. This is not without it's downsides, however, with the act of constructing a weapon taking large amounts of concentration, and coming with the obvious downside of him literally using his Aura to create his weaponry. For all intents and purposes, these weapons behave exactly the same as their physical counterparts.

While Imber is capable of creating any weapon he can picture, there are several that he favours. Each one takes a certain amount of time and Aura to construct. Many variables can influence this, such as how familiar he is with the weapon, how complex the weapon is, and how practised he is at creating said weapon.

Imber is also capable of creating other constructs, such as a key. However, in order to create a working key, he must know the exact specifications, and be familiar enough with it. Alternatively, he could have a picture handy to create one that would actually work. The creation of other objects, such as a watch, while technically possible, would be far too complex due to the many tiny moving parts. Large constructs, such as a wall, are also technically possible, but would drain too much Aura to be seriously considered, except for under the most dire of circumstances.

With the sole exception of his Aura Grenades, Imber must maintain a physical connection to his constructs, lest they vanish and take the spent Aura with them. He can also will away the constructs as he wishes. If he is rendered unconscious or is otherwise unable to consciously activate and maintain his Semblance, he cannot create or maintain any constructs.

For examples of miscellaneous items Imber can create, a brief table will be provided. All costs and time assume he is very familiar with the object in question. Unfamiliar items will take longer to create.

Size: Small (E.g. A key)
Time: 0.5 seconds.
Aura Cost: 0.5%

Size: Medium (E.g. A Table)
Time: 5 seconds.
Aura Cost: 5%

Size: Large (E.g. A 6 by 12 wall)
Time: 15 seconds.
Aura Cost: 20%


AURIC WEAPONRY

Weapon: Bastard Sword
Weapon Details: A Bastard Sword, also known as a Hand and a Half Sword, is, as the name suggests, the bastard child of a Longsword and a Greatsword. Heavier than a Longsword, but still able to be swung to decent effect while wielding a shield or some other off-hand weapon. It has a reach of three foot and ten inches, making it half a foot longer than most any given Longsword.
Time To Construct: 2 seconds.
Aura Percentage: 3%

Weapon: Heater Shield
Weapon Details: It's a shield. A solid barrier worn on the offhand to deflect or block attacks. It can also be introduced to a face to annoy the person trying to kill you. Smaller than a Kite shield, but with similar shape.
Time To Construct: 1 second.
Aura Percentage: 1%

Weapon: Aura Grenade
Weapon Details A refinement on his original Auric weapon, and one that is much more potent. A simple, unassuming oblong ball, one that, when introduced to Dust Crystals, takes on their colouration and Dust Effect. These are the sole exception to the rule that he must be holding onto a construct to keep it around.
Time To Construct: 2 seconds per Grenade
Aura Percentage: 1%

Weapon: Tantó
Weapon Details: A Tantó is a short, double edged straight blade, made primarily for stabbing, though the edge can also be used for slashing. It is only 12 inches long, making it ideal for use once having broken through an enemies guard.
Time To Construct: 0.5 seconds
Aura Percentage: 1%

Weapon: Tachi
Weapon Details: A Tachi, generally used in conjunction with the Tantó, is a flat, curved single edged blade, suited for sweeping slashes. The blade itself has a 2.5 foot reach, making it ideal for close range encounters, being quickly able to dispatch unarmoured enemies while staying outside the range of most other melee weapons.
Time To Construct: 3 seconds.
Aura Percentage: 2%

Weapon: Kusarigama
Weapon Details: The Kusarigama is a long-range melee weapon, in effect it is a sickle attached to a 3.6 meter long chain. This makes it ideal for restraining, disarming, or just engaging an opponent from longer distances. It can also be wielded as dual sickles once the engagement has come to close quarters.
Time To Construct: 5 seconds
Aura Percentage: 5%


Combat Behaviour:  In combat, Imber relies on his Aura, using Aura Manipulation to create a verity of weaponry to fight with. Though he generally uses an Auric Bastard Sword (Or a Hand and a Half Sword) he is capable of creating almost any simple (non-Mechashift) weaponry. He is also capable of creating Aura Grenades for more wide spread field control, however given their construction time and cost, they are generally ineffective under most circumstances. In a battle, Imber prefers to wrest any semblance of control over the flow of the battle away from his foe, keeping them on the back-foot both metaphorically and literally.

Naturally, with such a versatile and powerful Semblance, there are several considerable downsides to consider. Primarily, to create any Auric Construct (the very tools he fights with) he must use his own Aura reserves, essentially weakening himself to fight. This is as well as tiring him out, as any Semblance use would. Secondly, the Constructs all take time to create, and they must be created on the fly, as they can, and will, vanish upon leaving his possession. Moreover, while is capable of creating most any weapon, that does not mean he is an expert in their use.

His Bastard Sword, however, being his go-to weapon, is one that he has long since mastered. It was the first proper weapon he constructed and as such, has always been a favourite for both it's simplicity and power, with both it's reach and weight.

His Tantó and Tachi would be close seconds. He cannot use them to the same effectiveness as his Bastard Sword, but in the right situation, these two weapons have saved his hide where his Bastard Sword could not.

The Kusarigama, being a relatively unfamiliar and complex weapon to learn, let alone master, is a highly situational weapon. He would not consider it worthwhile to use seriously, however in a pinch, or when he feels he can, he may use these unique weapons. Provided of course, he is certain he won't shoot himself in the foot.

WEAPONS

Name: Noob Tube

Description: Bearing all the appearance of a traditional M79, the Noob Tube is a single fire, hand load Grenade Launcher, capable of firing Aura Grenades to a maximum range of 200 meters, at 50 metres per second. With it, he can fire six shots a minute, should he so chose. When not in use, he will generally have it holstered in the small of his back, allowing him to grip the handle and pull it free to load and fire the first grenade as quickly as possible.

History: The Noob Tube has no great or spectacular history. He bought it from an Arms Dealer during his third year at Beacon, after deciding that he needed a more reliable and effective way to deliver his Grenades. For a bargain, the out of date weapon was his. Though he went through several of them trying to get the Grenades just right. Too much Aura and they didn't fit in the barrel and exploded prematurely, leaving him with nasty burns and a concussion. Too little, and the same thing happened, only with less flames.

Of course, after finally managing to get it to work properly, he then had to figure out other variables, such as how far it could fire a grenade, how fast it would reach it's target, and how accurate it would be. It turned out that the accuracy wasn't so much of an issue. With the help of his team, he managed to find plenty of soft targets to practice on in the Emerald forest (though the teachers insisted he take his weapons training to the outskirts, away from beacon after several craters 'mysteriously appeared' between his trips to Beacon's Infirmary) and quickly got the hang of the weapon. That's not to say there wasn't the occasional misfire while he was still getting used to it. By the end of the Fourth Year, he was proud to consider the Noob Tube an addition to his repertoire.


Dust Functions: Like most Caster Semblance users, Imber is capable of infusing his Semblance with Dust, resulting in a great verity of weaponry, despite his lack of actual weapons. Naturally, infusing his Semblance with Dust, as with most Dust Casters, will change the colouration of the weapon he uses it with, with the notable exception of Wind Dust, which renders the weapons invisible.

While he could use almost any form of Dust with his Auric Weaponry, many would be impractical. For example, Fire Dust with a Sword would quickly turn on him, scorching his own hands while doing little other than singe his opponents eyebrows. For this reason, such Dust would be used exclusively with his hand-cannon like Aura Balls.

Fire: When used with his Aura Blade, Fire is released with each strike, immersing his opponent in flames. When used with the Aura Grenades, it acts more like an Incendiary Grenade, spewing flames and igniting and flammable surface nearby.

Ice: With the use of this Dust, his Aura Blade takes on a frozen chill, capable of transferring the ice on every strike, temporarily encasing the enemy in ice and slowing them considerably. The same can be used for Aura Grenades, generating a large Frost Zone, freezing over the local area and anyone unfortunate to be caught within.

Air: When used with Aura Blades, the blade becomes invisible to the naked eye, and can be swung at much greater speeds that before. In addition to this, gusts of wind are released with each slash of his blade. Aside from a sudden gust of wind, there is no real effect to Air Dust with the Aura Grenade.

Earth: There is little use for a stone sword, however, when used with his Aura Grenades, it acts much like a real grenade would, throwing out flecks of shrapnel.

Lightning: A rather interesting use when used with both Blade and Ball. With the Blade, the use of Lightning Dust causes static transfer, shocking the opponent through direct contact, or through other conductive material, such as the metal of their weapon. When used with an Aura Grenade, the result is similar, but to a much greater, if not more brief effect. It would cause a localised thunderstorm, shooting out arcs of lightning for several seconds before dissipating.

Gravity: Gravity Dust. Pretty useless with a Blade, but extremely effective with his Grenade. Upon throwing (or firing) a Gravity Grenade, the Crystal inside would activate, slowing drawing in anything nearby that isn't nailed down. After impact, or at Imber's will, this effect would increase tenfold, not capable of pulling in anything of significant size, but more than capable of toppling weak trees, lifting rocks and anyone under 100Lbs.

11
WiP Characters / Imber Mordred
« on: December 03, 2017, 03:13:36 AM »
CHARACTER

Name: Imber Mordred

Age: 27

Species and Gender: Human Male

Occupation: Freelance Huntsman, Graduated from Beacon

Appearance: Standing six foot tall, Imber Mordred sets quite the imposing figure. This is only enhanced by his seemingly ever present 'resting bitch face', as some might call it. Unlike most of the younger hunters, Imber does not dress in flamboyant, over the top outfits, instead preferring simple yet practical designs. A pair of dark grey denim trousers and a white button-up shirt, covered with a black trench coat and combat boots to complete the set make up his normal wardrobe.

His skin is flawless, pale white and marred only by the ever present five o'clock shadow that seems to haunt his features. His hair, cut short is a dark brown, almost black in most lighting, offset rather dramatically by his bright, almost neon green eyes.

History: In a world where Villages are swept aside as easily as footprints in the sand, Imber was raised to be strong, independent and hopefully, capable of defending his home. It was for that reason he chose to be a Hunter. However, the day he left on the Bullhead from his Village, Kuroyuri, his old home was wiped out. He could only watch on helplessly as the smoke rose from the ruins in the distance.

This distanced him from others for the beginning of his first year, until his team managed to get him to open up a little, to them, at least. Most of the other students assumed the reason for his lack of socialising was due to arrogance, given his prowess in Combat Classes and high grades in most other classes (With the exception of Grimm Studies, of course.) By the end of his first year, he had finally started to talk to other students further than a curtious, yet empty greeting, and simple hollow pleasantries.

During the holidays, Imber remained in Vale, no longer having a home to return to. He, like most students who had no place else to go, remained in a hotel, taking a part time job. It turned out it was easier than he expected. Being a Hunter, he was naturally attractive and in great shape, both things that made being a waiter in a local Café easy. It was at a teammates suggestion that he take that particular job, too. Another attempt to break him out of his shell, no doubt.

The second year progressed, and with it, the Vytal tournament came to Vale. He had no particular interest in the tournament, but for the sake of his team, who all seemed enthused about the event, he agreed to go along with it for them. The first round was over rather quickly, with the opposing team having the misfortune to only be first years. After that, however, Imber found a strange satisfaction in rather public fight, the thrill of the victory and applause washing over him, and their team progressed to the semi-finals, before finally being taken out by another team from Beacon. After their defeat, the group of four soon became a group of eight, becoming fast friends with the team that had all but wiped the floor with them.

The third year passed quickly, almost too quickly for the now 21 year old, who found himself ending up in a relationship with his partner. Apparently not uncommon, given the constant close proximity the team would share. Their romance developed slowly over the year, the two staying together for most every activity. Given it was both of their first relationships, there was plenty of bumbling and awkward moments, made even more awkward by the other two members of their team poking fun at them.

Come the fourth year, Imber felt completely at home amongst his team, and the four made a pact on their final year to stick together, often going on missions and taking holidays together, meeting at least once a month to catch up whenever missions kept them apart.

Two years after Beacon, Imber decided to go Freelance, along with his partner, so they could spend more time together, as well as meet with the rest of their old team more often. Alas, the life of a Hunter is filled with peril. The best, the worst, and those with bad luck generally have a short life expectancy. His partner was the former of the lot, and never returned from a solo mission not a year later.

Like most Hunters that lost their partners while not in a time of crisis, Imber was 'benched' until he was deemed 'fit for duty' once more. A process of a therapist talking about his feelings, loss and recovery. The vast majority of which the young man ignored. The rest of his team moved in with him during that time, sticking together and recovering together. None of them left for missions until Imber was cleared for duty the following year.

Since then, he has been leaving on missions every other week, clearing out Grimm infestations and reclaiming vital locations, such as farms and mines that were unlucky enough to attract Grimm attention, but lucky enough to not be completely overrun. His free time was spent in bars, or on the cliffs of Beacon, looking out over the Emerald Forest fondly, reminiscing over old times, though he still has never returned to the ruins of Kuroyuri, finding it too painful to go through that loss a second time.

Personality: Much like his name might suggest, (Imber being the Latin word for a rainstorm or a raincloud) his general demeanor is rather gloomy, tending to see the worst outcomes to any given situation. Though that pessimism, as most would attest, is one of the reasons he has yet to face a challenge he cannot overcome. That isn't to say that he never loses a fight, just that he is better prepared for whatever might come.

Imber could also be described as versatile, cunning, and certainly not afraid to play dirty to win. Should he find himself outnumbered or outmatched, no amount of dirt throwing or groin kicking is below him. Some would call him dishonourable, he would disagree, stating that it is called survival, and his opponent a fool for allowing him to use such tactics.

Outside of combat, in is every day life, he is generally seen, when not on missions, at the local watering hole, either with old friends from his time at Beacon, or enjoying the downtime alone. Either suits him fine, though he does have the occasional bout of nostalgia.

Aura and Semblance: Imber is somewhat a master at manipulating his Aura through the use of his Semblance, capable of moulding it to his will. This is not without it's downsides, however, with the act of even constructing a firing orb taking vast amounts of concentration, and coming with the obvious downside of him literally shooting his Aura to take down an enemy, making it, in most cases, not worth it. 

While Imber is capable of creating any weapon he can picture, there are several that he favours. Each one takes a certain amount of time and Aura to construct. Many variables can influence this, such as how familiar he is with the weapon, how complex the weapon is, and how practised he is at creating said weapon.

Imber is also capable of creating other constructs, such as a key. However, in order to create a working key, he must know the exact specifications, and be familiar enough with it, or have a picture handy, to create one that would actually work. The creation of other objects, such as a watch, while technically possible, would be far too complex due to the many tiny moving parts. Large constructs, such as a wall, is also technically possible, but would drain too much Aura to be seriously considered, except for under the most dire of circumstances.

With the sole exception of his Aura Balls, Imber must maintain a physical connection to his constructs, lest they vanish and take the spent Aura with them. He can also will away the constructs as he wishes. If he is rendered unconscious or is otherwise unable to consciously activate and maintain his Semblance, he cannot create or maintain any constructs.

AURIC WEAPONRY

Weapon: Bastard Sword
Weapon Details: A Bastard Sword, also known as a Hand and a Half Sword, is, as the name suggests, the bastard child of a Longsword and a Greatsword. Heavier than a Longsword, but still able to be swung to decent effect while wielding a shield or some other off-hand weapon. It has a reach of three foot and ten inches, making it half a foot longer than most any given Longsword.
Time To Construct: 2 seconds.
Aura Percentage: 3%

Weapon: Heater Shield
Weapon Details: It's a shield. A solid barrier worn on the offhand to deflect or block attacks. It can also be introduced to a face to annoy the person trying to kill you. Smaller than a Kite shield, but with similar shape.
Time To Construct: 1 second.
Aura Percentage: 1%

Weapon: Aura Ball
Weapon Details A simple ball of aura, no larger than a 9mm bullet, but with all the stopping power of a Hand Cannon. He can create and hold up to three Aura Balls at any given time, firing them off in quick succession to great effect. Each Aura Ball can travel 56 meters before dissipating (or activating if it possesses a Dust Infusion)
Time To Construct: 0.5 seconds per ball.
Aura Percentage: 0.5%

Weapon: Tantó
Weapon Details: A Tantó is a short, double edged straight blade, made primarily for stabbing, though the edge can also be used for slashing. It is only 12 inches long, making it ideal for use once having broken through an enemies guard.
Time To Construct: 0.5 seconds
Aura Percentage: 1%

Weapon: Tachi
Weapon Details: A Tachi, generally used in conjunction with the Tantó, is a flat, curved single edged blade, suited for sweeping slashes. The blade itself has a 2.5 foot reach, making it ideal for close range encounters, being quickly able to dispatch unarmoured enemies while staying outside the range of most other melee weapons.
Time To Construct: 3 seconds.
Aura Percentage: 2%

Weapon: Kusarigama
Weapon Details: The Kusarigama is a long-range melee weapon, in effect it is a sickle attached to a 3.6 meter long chain. This makes it ideal for restraining, disarming, or just engaging an opponent from longer distances. It can also be wielded as dual sickles once the engagement has come to close quarters.
Time To Construct: 5 seconds
Aura Percentage: 5%


Combat Behaviour:  In combat, Imber relies on his Aura, using Aura Manipulation to create a verity of weaponry to fight with, though he generally uses an Auric Bastard Sword (Or a Hand and a Half Sword) he is capable of creating almost any simple (non-Mechashift) weaponry. He is also capable of firing Aura Balls, though this is, generally, inefficient. For this reason, he prefers to close the distance and engage in close quarters combat, generally taking a more aggressive stance and seeking to control the flow of battle.

Dust Functions: Like most Caster Semblance users, Imber is capable of infusing his Semblance with Dust, resulting in a great verity of weaponry, despite his lack of actual weapons.

While he could use almost any form of Dust with his Auric Weaponry, many would be impractical. For example, Fire Dust with a Sword would quickly turn on him, scorching his own hands while doing little other than singe his opponents eyebrows. For this reason, such Dust would be used exclusively with his hand-cannon like Aura Balls.

Fire: Mostly used with Aura Balls to create an exploding projectile with a fiery splash upon impact or at will to create a 'flack cannon' like effect.

Ice: With the use of this Dust, his Auric Blade takes on a frozen chill, capable of transferring the ice on every strike, temporarily encasing the enemy in ice and slowing them considerably. The same can be used for Aura Balls, firing a frozen projectile that explodes into a storm of flash freezing wind or, in larger quantities, encasing an opponent in ice on impact.

Air: When used with Aura Balls, Air Dust both increases the speed of the projectile and makes it invisible to the naked eye. However, upon impact, it does little more than cause a sudden gust of wind. Useful if the opponent is not expecting it, as it may knock them off balance, but otherwise a waste of Aura and Dust. When used with the Blade, it, like with the Aura Balls, increases the speed it can be swung and renders it invisible to the naked eye, but also brings with it a powerful 'gust' effect with each slash.

Earth: When used with the Aura Balls, it works just as one would expect, turning the Aura Ball from an Auric projectile to a solid ball of sedimentary rock. Simple, yet undoubtedly effective. Though there is little use for a stone sword.

Lightning: A rather interesting use when used with both Blade and Ball. With the Blade, the use of Lightning Dust causes static transfer, shocking the opponent through direct contact, or through other conductive material, such as the metal of their weapon. Likewise with an Aura Ball, Chain Lightning will arc off the Ball as it flies through the air, and even more so upon impact.

Gravity: Gravity Dust, another that is useless when used with the Blade, but one that is used sparingly with the Aura Balls. Upon infusing an Aura Ball with Gravity Dust, it's density increases dramatically, becoming more reminiscent of a cannon ball, rather than a hand cannon. It adds no special or wondrous effects, but rather increases the stopping power vastly.

RELATIONSHIPS

Name: Robin Baker
Relation: Member of Team IXRA (Formerly), Partner of Imber (Formerly).
Occupation: Freelance Huntress (Formerly), Presumed Deceased, MIA
Additional Details: Imber and Robin first met during initiation at Beacon. He was charging headlong into a large group of Beowolves, intent on avenging the destruction of his village, despite knowing the futility of such actions, and Robin, rather than leave him to his fate, or help then run off before eye-contact could be made, decided to stick with him. The two didn't talk much for the first few days, but after several nights, and some conversations with the rest of their team, the three decided they would force him to open up, or die trying. Naturally, after some time, it worked out.

The two of them got along rather well, after his initial refusal to so much as speak to the rest of his team. Robin became the first person that Imber truly opened up to, and closest friend. She was the one to help him when he couldn't sleep, or when he dozed off in class, being a rather studious, doting woman, with an apparent soft spot for Imber.

During their Second Year, Robin and Imber progressed to the 2v2 stage of the Vytal Tournament together, the two of them fighting side-by-side with Robin as the tactician, as always, and Imber placing his full trust in her. They lost, unfortunately, but they progressed further than any really expected them to, given the strength of their opposition.

As the years passed, Robin slowly began to fall for the young man, but wasn't quite sure how to approach the subject with him. On the run-up to their Third Year Dance, Xun and Aria all but forced the young woman to tell Imber how she felt, and to her relief and surprise, Imber reciprocated. Of course, this only brought on an unending onslaught of teasing from their team, who knew all along that the two felt that way about each other.

Years after Beacon, Imber and Robin went Freelance together, deciding to buy a house on a peaceful island called Patch. Of course, this was outside the walls, but was a popular location for Huntsman families, so any Grimm that came too close quickly found itself falling victim to several territorial hunters. Unfortunately, the peace didn't last. The two loved their job, so though they didn't need the money, they left for missions regularly. One day, Robin never returned a Search and Rescue mission was launched, but the Grimm rarely leave bodies, so Robin was presumed to have died on that mission.

Name: Xun Ling
Relation: Member of Team IXRA (Formerly)
Occupation: Vale Huntsman
Additional Details: Xun Ling was, and still is, Imber's closest male friend. Hailing from the south of Vacuo, he is a rather relaxed man, one who, after Imber became more personable, came to enjoy the company of the young man. The two often sneaked out of Beacon during the weekends to visit Vale after dark. Despite his Oriental complexion, he always seemed older than he looked, so bars rarely asked for ID. Of course, the rest of the team soon caught on and demanded to know why they weren't invited also. So ended their 'Guys night out' and instead became an unofficial team activity. They were caught, eventually, though not until they were well into their second year, when they were all old enough to drink legally anyway, so the tradition continued, only being put on hold for coursework (at Robins insistence) and missions (though relaxing evening was never far behind those).

Xun was actually the first person to note that Imber and Robin had an attraction to one another, and he noted as such to Imber, who denied it, stating that while he did enjoy her company, he felt that she only acted the way she did around him because of his loss. It wasn't until Robin asked him to the dance that he started to realise what a fool he'd been. Naturally, Xun didn't miss the opportunity to say 'I told you so'.

After Beacon, Xun and Aria left on missions together, but still returned once a month to meet with Imber and Robin. After Robin's death, the two moved in with Imber, pooling their savings (of which there was no shortage, as none of them were big spenders and left for missions every other week) to recover together. Though Imber needed it more than the rest, Robin was still like a sister to Xun and Aria. When Imber declared that he was ready to return to Hunting, Xun and Aria left with him, going on missions together for the first few months to both keep an eye on him, and remind him they would always be there for him.

Name: Aria Malcash
Relation: Member of Team IXRA (Formerly)
Occupation: Vale Huntress
Additional Details: Aria was always a free spirited girl, 'going where the wind takes her', in her words. She was a bit of a joker, always trying to lighten the mood and make her friends smile. She got along well with the Imber and Xun, though Robin took a bit of work to get used to, their personalities clashing somewhat in the beginning, and even more so during their third year, just a few months before the dance. Aria suggested to Robin that she take Imber to the dance, but when she refused for a plethora of insincere reasons, Aria mentioned that she might just have to ask him herself. The dorm room did not survive the ensuing conflict, but Robin shortly apologised to an unharmed Aria and asked the young man to the dance when he returned, thinking that a bomb had gone off in their room.

Aria and Xun, over the years, became closer. Unlike Robin and Imber, they needed no intervention to push them closer, however, opting to take matters into their own hands. The two decided to stay together after Beacon, and then with Imber for over a year after Robin's death. When they finally left, they returned to missions together, but never taking on solo missions, determined to not lose each other. While they would have stayed and left on missions with Imber, he told them he'd rather stay Freelance, though the three still meet regularly.

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