Hidden 8 yrs ago 8 yrs ago Post by Thundercrash
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Thundercrash The Dimensional Drifter

Member Seen 2 yrs ago

Name: Cyra Zylvan, aka Scorpling

Quote: I don't want people to get hurt, like I have. If I can shield them from that pain, endure it for them, then that's enough.

Age: 17

Gender: female

Race: Faunus, scorpion sub-species

Appearance: Cyra stands at 4 feet, 9 inches. She typically wears very thick clothing with dark colours, hoodies, sweatpants, boots and fingerless gloves. She also conceals the lower half of her face with a bandanna. Has violet eyes and chin length black hair. Visible skin is a very light brown, with sections of greenish-black carapace spread across her torso and limbs.

Weapon Name: Khthon and Lithos

Weapon Type: Transforming, Defensive, Ranged

Weapon Derivation: Arm shields, wall shields, twin-linked heavy machine guns, rail cannons

Holstered/Sheathed Appearance: rectangular arm shields strapped to her forearms.

Form 1: Guardian Mode. Each shield can extend panels from the side and bottom edges, forming a large wall shield that Cyra can use to protect herself.

Form 2: Assault Mode. A pair of tines extend to cover the machine gun barrels and open the central rail cannon. These weapons require a brief charge period but possess an immense amount of firepower, being able to crack even Boarbatusk or Death Stalker armour at point-blank range. The recoil of these weapons means that only Cyra is able to use them, as anyone else would have their arms ripped off.

Form 3: Suppression Mode. The rail cannon tines merge and retract into the barrel, opening up the machine gun barrels. While nowhere near as powerful as the rail cannon, they have a much greater rate of fire and can be modified with different types of Dust ammunition, such as explosive rounds to disrupt enemy movements, and cryogenic rounds to immobilize and disable them. The recoil of these weapons is not as severe as the rail cannons, but they would still ordinarily be found in vehicle mountings and will break the arm or dislocate the shoulder of anyone other than Cyra, if not both. Even so, extended combat can make her arms feel numb.

Form 4: Fortress. Khthon and Lithos can be combined to form a large curved barrier, completely protecting Cyra and anyone behind her from any frontal attack.

Personality: Cyra is as quiet and shy as anyone can get. She buries her body in thick clothing, desperate to hide her Faunus status and going to great lengths to ensure no one else discovers this fact; dressing and undressing while still in bed, bathing only when she is absolutely certain she is alone, avoiding all physical contact. Often the only parts of her body that are actually visible are the upper half of her face and her fingertips. Because of her small stature, reluctance to speak and preference for dark colours, she easily fades into the background and passes unnoticed, until someone decides to pick on her, against which she virtually never defends herself.

In spite of this, Cyra is quite intelligent and studious, having designed and built the complicated mechanisms of Khthon and Lithos herself. She is also very observant and rarely misses things, even if she seldom informs anyone else for fear of bringing attention to herself, which causes her to appear somewhat stupid. When she is with someone she truly trusts, she can seem over-affectionate, craving the physical contact she otherwise deprives herself of. She also loves sour candies, the stronger the better, making her rather easy to bribe.

History: Cyra grew up alone with her mother, her father dying in a Grimm attack before she was born and having no other family to speak of. She also rarely saw her mother, who tended to work long hours at difficult jobs just to be able to support her. School was essentially hell for Cyra; as a young scorpion Faunus she often faced intense bullying, particularly due to the carapace sections on her skin being difficult to hide. Her attempts to do so only changed the reasons for her being bullied.

Her path to becoming a Huntress was one of necessity. While at a playground, Cyra was being repeatedly pushed around by a group of kids, when she finally lost her temper and activated her Semblance. The resulting shockwave not only knocked the other kids off their feet, but also caused serious damage to the playground. Cyra’s mother made her swear to only use her power to protect others, encouraging her to be better than those who discriminated against her. After that, her path was set.

Emblem: A stylized V with curved tips (resembling herself holding her shields in front of her in Guardian form when viewed from above), surrounded by two concentric spiked circles.

Colour: Mardi Gras

Combat Style: Cyra is a very patient and defensive person, letting her enemies come to her. She will endure enemy attacks with her shields and Semblance, waiting for the best opening, and then overwhelming them with an immense of firepower. Otherwise, she will engage her opponents at range with her machine guns, maintaining control over the battlefield.

Strengths: Fighting against Cyra is similar to fighting against a small mountain, making her very difficult to overcome. She has unmatched stamina in a fight, her shields and Semblance enabling her to endure almost any attack that comes her way, allowing opponents to exhaust themselves. The immense firepower at her disposal, relative to her small size, can take many people by surprise, and she is quick to exploit any openings or advantages that enemies present to her to their full extent.

Weaknesses: Cyra has difficulty engaging fast opponents who are able to evade her attacks and find openings in her defense. Additionally, her ability to endure attacks is largely dependent upon her maintaining contact with the ground, so upwards attacks that send her into the air make her vulnerable. While largely unafraid of fighting Grimm, she is much more hesitant and timid when fighting human or Faunus opponents, resulting her tending to hide behind her shields than attack.

Semblance: able to "lock-down" her body, becoming immovable from where she stands and transmitting energy either into the ground or absorbing it into herself. This is the primary reason that she is able to wield such heavy caliber weapons, as her Semblance allows her to absorb the recoil. If sufficiently motivated, Cyra can also focus the absorbed energy and her own rage into powerful seismic shockwaves, transforming her into the epicenter of an earthquake.
Hidden 8 yrs ago 8 yrs ago Post by FateWeaver
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FateWeaver True Neutral

Member Seen 4 yrs ago



"I’m the kind of guy nobody likes, but everyone would rather have on their side. I am okay with that."


Name: Orlan Price

Age: 17

Gender: Male

Race: Human

Appearance: Standing just shy of six feet tall, Orlan has dark blonde hair and eyes the color of bronze. His deceptively light-looking jacket conceals light metal armor, mostly around his back and shoulders, and his typical boots are similarly reinforced. Aegis covers his left forearm and hand in bronze from elbow to knuckles, though much of this is usually covered by the sleeve of his coat. Under the armor he is slim and wiry, and thus relatively light. Contrary to the picture above, he does not wear glasses.

Weapon Name: Axios and Aegis

Weapon Appearance/Function:
Type: Melee, (Very Short) Ranged, Transforming, (Aegis) Aura Enabled, (Aegis) Defensive
Weapon Derivation: Mace, Spear, Shotgun
Holstered/Sheathed Appearance: Axios remains in its first form, secured to Orlan’s right hip by a loop on his belt. Aegis has no other forms, and is a bronze gauntlet, set with large quartz stone midway along the forearm.

Form 1: Axios’ first form is that of a mace. A simple metal ball about the size of a fist atop a metal rod with a spike on the other end. Aegis, when active, creates a three foot diameter barrier, centered on and projecting from the quartz. The barrier appears as a simple translucent bronze disk.

Form 2: Entering its second form, Axios reveals that its handle is actually telescopic, as it extends from 18 inches to three times that length. The spike expands into a proper spearhead, while the metal ball remains as a counterweight.

Form 3: While in its second form, if one twists the center section of the haft Axios’ head will split down the center to reveal a barrel beneath it. Various Dust-laden cartridges can be loaded into a slot lower down on the head section, which is the innermost when the weapon is collapsed. Pushing the weapon together as though trying to collapse the weapon will cause it to fire a very wide, very short, shotgun-style blast instead if the barrel is revealed. The barrel is stowed by twisting the center section in the opposite direction.

Personality: At first Orlan appears to be rather taciturn and blunt, remaining quiet most of the time. When he does speak, it is in a rather direct manner. Once people get past this, they tend to find that he simply rather socially inept, but a good friend nonetheless. He is fiercely loyal and always honest and respectful to his friends and allies, expecting similar integrity from those who would stand at his side.

History: Born and raised in Atlas, Orlan desired nothing more than to escape the pressures of that society. His father was a military officer of no mean rank, and this imposed strict order on his early life. Orlan as always expected to join the military, as his older brother had, and rise high above his peers. Shortly after he turned twelve, however, this all took a severe turn when his father was struck down in a Grimm attack.

Now in the care of his previously distant mother, Orlan had much more freedom. Mira proved to quite different from her late husband once he was gone. With infinite choices, Orlan decided he still wished to see the world, but under his own terms rather than the strict guidance of the military. He would become a Huntsman, and not in Atlas, but in Vale, where he would be free from political pressure.

With his new goal in mind and his mother’s assistance, he created Axios and Aegis to aid him in his coming trials and began to train with them, awaiting the day he could truly put them to use.

Emblem: A large bronze shield in the Spartan style emblazoned with a sunburst, with two spears crossed behind it.

Color: Golden Bronze

Combat Style: By necessity, Orlan is primarily a melee fighter, holding his ground in the thick of combat. He prefers to use Axios as a spear in one hand from behind Aegis, picking out weak points or forcing opponents to focus on him. Though the shield is far more resilient than Orlan himself, he cannot hide behind it forever for fear of completely draining his aura. When unable to effectively use Aegis, he relies more on the cannon hidden within Axios to drive enemies back and give him some breathing room.

Strengths and Weaknesses:
+Though not particularly agile, Orlan is quite fast. He can’t do a double-backflip, but he can beat most people in a foot race and strike first more often than not.
+Practice makes perfect, and Orlan has spent a long time with his spear and shield. Not enough to be perfect, but that just drives him to train more.
-Orlan is not very strong, and can easily be overpowered in a contest of main strength without the help of a construct.
-Rapid and consistent attacks will quickly wear down Aegis and thus weaken Orlan.
-Lacking any true ranged combat ability, Orlan must take cover behind his shield if presented with a sniper or other distance fighter.

Semblance: Aura Projection: Channeling his aura, Orlan can create basic physical shapes appear as though from nowhere. Distance and size make this considerably more strenuous as they increase. Certain stones can act as a conduit for this ability, with different stones playing up different strengths. For example, Aegis’ main function is to create a shield, focusing Orlan’s semblance through the polished quartz in a defensive manner. Using a focus significantly reduces the Aura required to maintain a construct, with higher quality (though not necessarily more valuable) foci having a greater effect. This allows Aegis to produce a reliable, practical shield rather than allowing the enemy a cheap and easy way to wear down Orlan’s aura. These constructs appear similar to stained glass, generally a light metallic bronze. The color is only altered if Orlan is implementing his ability with dust, or is it through a suitable dust crystal.
Hidden 8 yrs ago 8 yrs ago Post by Kaithas
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Kaithas One Jump Man

Member Seen 7 mos ago

Team Midnight

]"And this also," said Marlow suddenly, "has been one of the dark places of the earth." - Joseph Conrad, Heart of Darkness

"Darkness is just a lack of light. Doesn't have to be bad. Most people make it that way, though."


Name: Martin Chestnut

Age: 17

Gender: Male

Race: Human

Appearance: 6'1" and built like a brick, Martin doesn't look terribly slim or quick. His auburn hair frames a face more often smiling than not--but the slight dark tinge to his brown eyes seems to betray an incredibly focused and determined mind. His average sized nose is twisted slightly if one looks closely, as if it was broken and set at one point in time. His breadth and physical size belie the deftness of his movements, his body giving no impression of the carefully measured and gentle movements he uses, the power of his body always restrained. His chin looks like it's accustomed to taking hits, often defiantly set in the face of combat. Martin's ordinary outfit is as pictured, a dark blue t-shirt under a maroon jacket, the Archer's Talons in glove form on his hands.

Weapon Name: Collectively, the Archer's Talons. Martin calls them the Bruise Brothers.

Weapon Appearance/Function:
Type: Extremely close range, transformative weapon.
Weapon Derivation: Gauntlets.
Holstered/Sheathed Appearance: Normally, the Talons look like a pair of metal, fingerless gloves that Martin almost constantly wears. Alternatively, Martin can sheath them in their second form across his back.
Form 1: In their main combat form, the Talons beef up, becoming more heavily plated and extending plates over Martin's fingers to protect them. Spikes spout out of the knuckles, and upon impact any Dust cartridge that is in the gauntlets explodes outward.
Form 2: The gauntlets meld together, becoming a rather odd and segmented looking longsword. The blade can be enhanced with Dust, but Martin seldom uses this form.
Form 3: The Talons' only ranged form, two bow arms spring out of the sides of the left gauntlet, a metallic cord unwinding into the form of a crossbow string between them. This form can fire "arrows" formed from Dust; however, its firing rate is fairly low. An accurate, powerful weapon, but limited by speed.

Personality: Martin may joke or act goofy at times, but below it all is a feeling of pure focus. His eyes never seem to zone out, their brown gaze always peering at something with some purpose--if he's entirely disinterested in what's happening, they're generally closed so he can focus on his own thoughts. On the battlefield, trying to talk to him about anything except the current flow of the mission will result in (at best) a monosyllabic reply, his relatively one-track mind devoting all of its resources to the combat at hand and the safety of his team. He takes on all such tasks with the same single minded approach--it's not worth doing if it's not worth doing well. He does not take kindly to manipulation, nor to anyone attempting to distract him for their own purposes, nor to anyone threatening the safety of those he cares about, even slightly. His competitive edge can somewhat get in the way of these attributes.

History: Martin has lived a life of driven ambition. From his earliest memories he has been pushed to be better, to get tougher, to perfect himself and apply his entire being to whatever pursuit he undertakes. Drive was his defining aspect through his time at Signal, as he took up boxing classes outside of the academy, working out when he had nothing else to fill his time. Consequently, his social life is somewhat lacking—not due to lack of skill, but due to the fact that he didn’t have enough time for friends during younger years. Several friends drew him out of his shell during his final year at Signal, finally getting him involved in social activities. Whether that complete and focused drive will reassert itself or he becomes more social during his time at Beacon will depend on the actions of his team and how much he cares for them…

Emblem:
Stopgap until I can make my own.

Other:

Color: Maroon. Color Code: 800000
Combat Style: Martin's a fast, strong combatant who relies more on blocks than dodging. His gauntlets are used ordinarily to knock an opponent's blows away and prepare to retaliate, and his talents are more focused on taking hits than on completely avoiding them. His strength, however, is by far his greatest asset.

Strengths and Weaknesses:
Martin is very strong and durable, and his Semblance aids with his physical ability. Add that to his iron will and you've got a soldier able to power through pain to see his mission to its end. Since his fighting style relies on him being able to tough it out, however, he can easily go too far and get himself seriously injured, where a more agile fighter would escape nearly unscathed. Mentally speaking, his temper is always pushing at the boundaries he has set for it.

Semblance: Tenacious Will
Tenacious Will is Martin's indomitable mind given physical prowess. So long as he maintains complete and utter mental focus, Martin's world seems to slow, his actions become faster, and he hits harder and can take more. A few limitations: physical pain, while possible to ignore while he's in the state, will prevent him from entering it. Harm to his teammates can distract him from the absolute drive he needs to keep to maintain his semblance.

Harm them enough, however, and his fury will overcome his pain and distraction to drive him into his Semblance state.

Any injuries received while under the influence of Tenacious Will have the same effects as always once he falls out of his state, so maintaining Aura while using his Semblance is key.
Hidden 8 yrs ago 8 yrs ago Post by Volenvradica
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Volenvradica Roleplayerguild's Bottom-Shelf Trap

Member Seen 4 mos ago



-Click to see what he's working on-
"Ol' Ozpin threw a party at a school in Vale,
The girl teams were there and began to wail,
The boys were jumpin' and began to swing
But not before I asked Fern to sway dat thang'
LET'S ROCK, EVERYBODY, LET'S ROCK!
Fern said "NO!" and put me on block
But we dancing 'CUZ BEACON ROCKS!"


Name: Valder Viola

Age: 17 yrs

Gender: Male

Race: Human

Appearance: Valder is short-statured, standing at a mere 5'3" with neck-length raven hair. He has a pale complexion and violet-colored irises. His youthful traits make him appear effeminate at times. Though he owns a pair of glasses, he only wears them when synthesizing dust for firing rounds.

Weapon Name: Twin Luna
Weapon Appearance/Function:
A duo of knives with curved handles, built with single-shot firing capabilties.
Type: Close-quarters-combat, Dust-round compatible, Short Blade/Single-Shot Hybrid
Weapon Derivation: Combat Knife, Single-shot Firearm.
Holstered/Sheathed Appearance: The weapons have no special forms.

Personality: Valder is an engaging eccentric, whose socially awkward tendencies make him surprisingly charismatic. He has a tactless sense of humor, usually being the only one to laugh at his own jokes as deadpan as he delivers them. He is also a major tease, deliberately making himself just out of reach from those who would indulge in his boyish allure. He has a cruel side to him, however. In the heat of battle, his sadistic treatment of enemies has been known to frighten even those who partner with him.

History: The Violas are a wealthy and prestigious family of Huntsmen and Huntresses, a lineage that gained prominence in the years of the Great War. Being part of the youngest generation, Valder was raised to continue this proud bloodline. His childhood was ruined, however, when a rival criminal family kidnapped the boy, ostensibly for ransom. Valder spent many nights locked in a dark room, beaten and berated for hours at a time. At first he came to the cold realization that his family would never bow and buy his freedom. Being young then, having no hope for rescue was devastating. He decided to escape one day, and with the same cruelty he was treated with, managed to incapacitate the guard who monitored him. Freedom was so close until his escape was interrupted by a raid that took out anyone who stood in the way. He found his parents leading the team, who then quickly rushed him from the premises. It wasn't until being lifted off by airship that he saw hordes of Grimm stampeding to the same location. Since then he trained tirelessly, favoring styles that were considered cruel but efficient. The ordeal, unfortunately, traumatized him, affecting even his behavior and semblance.

Emblem:

Color: This one

Combat Style: Rushdown with brute force and a little psyhcological warfare. Valder likes to take advantage of any opening and deliver an overwhelmingly destructive offense. His size gives him an edge in battle that lets him weave in and out of enemy lines, causing confusion while dealing damage. His methods of attacks are crude, which include grappling enemies to impale them (if not to break a limb), throwing punches into softer parts of the anatomy, and stomping on downed enemies to confirm a neutralized threat.

Strengths and Weaknesses: With his semblance combined with a natural affinity for a certain type Dust, Valder becomes a force to be reckoned with . He is surprisingly quick and can easily wreak havoc. He has often emerged victorious in battles where he is sorely underestimated. His dark past cursed him with a lust for violence, which is why he fights fearlessly. His short stature, however, forces him to compensate by engaging the enemy in close proximity, putting himself at risk. While capable of taking on multiple enemies at once, he relies on efficient well placed strikes to decrease the time spent on just one target. He can break through heavy defenses if need be, but it would slow him down.

Semblance: A family-inherited ability of aura manipulation allows Valder to augment his combat prowess. Marked by his glowing violet eyes, this dramatically improves his performance and durability to inhuman levels. He can hit harder, move faster, and sustain more damage. His attacks take on a signature violet flash on the moment of impact. He can close the distance from a target within a blink of an eye. This "blessing," as he calls it, is not restricted to him. Any ally within sight, especially a team, can also receive a slight boost in their combat capabilities, as well as motivation that inspires them to fight longer.
Hidden 8 yrs ago 8 yrs ago Post by ryukan
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ryukan The Sandwich of Heaven

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Name: Morgan Rouge
Age: 17
Gender: Male
Race: Human
Appearance:



Morgan stands at an average 5’8 and weighs about 154 Ibs. His skin, tanned by long hours in the sun, is pulled taut over a well-built built body with broad shoulders, burly limbs, and a chiseled torso he actively flaunts. A messy sprawl of medium length blond hair falls just short of his amber eyes. Morgan’s left arm is tattooed with the black silhouette of an anchor crossed with a pair of cutlasses. He prefers wearing light shirts with most of the buttons left undone to show off his perfectly toned muscles, and a hardy pair of jeans.

He's rarely seen without a bright red bandana and a navy military jacket from his seafaring days slung over his shoulders or wrapped around like a cape. The jacket is a hand-me-down from his father, and its edges are frayed and ragged around the edges, but Morgan still thinks it looks rather roguish when he has it around.

Weapon Name: Fortune’s Six
Weapon Appearance/Function:



Fortune’s Six is a sextant of Cutlass pistols, which can switch between a pistol and cutlass forms by folding out from the barrel and extending a blade or retracting back into pistol form in reverse. Both pistol and sword form host a brown grip and decorated painted red filigree along the ends of the blade and barrel.

Type:
Transforming between Melee and Ranged forms which are compatibility with dust cartridges. Morgan's tentacles can grab hold of the remaining pistols and fire in the general direction of his foes to fill the air with a rapid succession of shots.

Weapon Derivation: Cutlass and flintlock pistols

Holstered/Sheathed Appearance: Morgan keeps four of Fortune’s Six onto holsters located on his gun belt with two in pistol form and two in cutlass form. The remaining two of the set are place in underarm holsters.

Form 1: Pistols
Appears to be a long-barreled flintlock pistol with a brown grip and red inlays decorating the barrel. The pistols fire dust-based energy shots in quick succession and can be loaded with special dust bullets for specific effects. Additionally, he can channel his semblance through the pistols to create a make shift grapple or mid-range attack.

Form 2: Cutlass
The Cutlass features a long curved blade with a navy crimson gild along the edges of its blade. Loading the cutlass with dust bullets before transforming allows the blades of Fortune’s Six to strike with similar elemental effects.

Form 3: All six of Fortune's Six can fuse together to form a cannon when Morgan wants a more explosive finish. The result appears to be a ship's cannon with a filigered mount and has Morgan's emblem painted in bright red on it's sides

Personality:
Morgan is a proud and boisterous young man. Carrying himself loudly, dramatically, and confidently with every motion, Morgan is often filled with self-confidence. He’s not particularly good with books or a classroom setting and often gets bored during long speeches or lectures. Morgan is openly friendly to most others and enjoys challenging his peers to friendly competitions. Less positively, his self-confidence can sometimes get the better of him when and lead him into reckless actions. He enjoys gambling and drinking (when he can get away with it,) and likes climbing or getting atop high surfaces. Due to his upbringing he didn’t have much of an education in basic history and scientific subjects. As a result, he can come across as a bit ignorant of some pretty basic subjects at times. However, he knows quite a bit about both astronomy and navigation.
History:

Nominally from Mistral, but born and raised on the deck of a ship, Morgan has spent almost the entirety of his life living on boats and near the sea. His father and mother were both hunters who captained a ship navigating the treacherous waters of Remnant and the cities of the four kingdoms. They sailed the high seas on a large ship known as the Fluffy Cloud protecting cargo, and defending coastal cities and towns from the depredations of grimm incursions. Morgan learned how to balance himself on the mast of a ship long before he ever made his first landfall.

Most of his early childhood was spent constantly on the move and Morgan was home schooled by his family until he was 13 or 14, and even then Morgan only spent a few semesters at a time on land for basic schooling. Both his father and mother made sure he knew the basics of building, maintaining, aiming and firing a gun as part of his basic education, but they shirked in his education on world history and esoteric sciences. The life of a seaborne hunter was exciting, free and full of adventure in ways most hunters will never know, and the family lived at ease with the sea. That was until the Fluffy Cloud was attacked by a massive Grimm of unknown origin. The ship was throttled by massive inky black tentacles emerging from the depths of the ocean. The creature was one of the largest recorded monsters of the deep ever recorded, and its furious attack was barely fought off.

Even with two hunters and ship full of cannons the creature was repelled only at great cost, the Fluffy Cloud was nearly torn asunder, and both of Morgan’s parents suffered horrendous injuries (injuries which were thematically replaced with a hook hand and peg leg respectively.) Meanwhile, the creature had merely submerged into the ocean without a trace. No one to this day knows where the monstrous grimm went, but ships from all four kingdoms have been mysteriously missing of late, and sailors all know that it’s still out there.
His family decided to take a long vacation following that incident, and are currently sipping mimosas on a tropical beach along the coastal shores of Mistral for their second honeymoon while the ship is getting repaired. Meanwhile, Morgan decided to follow his family footsteps and become a full-fledged hunter becoming accepted into Beacon Academy and attending classes as a first year.

Emblem:

Other:

Color: Coral Red

Combat Style: Morgan fights aggressively and actively by relying overwhelming firepower and a flurry of slashes at close range. He often switches between fighting with two cutlass's or fighting with a pistol in hand to keep his enemies pressured and to keep his options open. At medium range, he fires off successive shots with two pistols and when he needs even further fire power he calls on his semblance to grab the remaining pistols and fire in wild succession while Morgan supports its suppressing fire with his own more accurate shots.

His semblance can also wield his weapons in Sword form, swinging wildly to defend Morgan at close range. Movement-wise, Morgan is constantly on the move in a fight, and uses his semblance to latch onto surfaces and keep himself moving.

Strengths and Weaknesses:

Morgan is best suited for weaving into and out of a close-quarters fight. He's tough, and it takes quite a few hits before Morgan goes down, but he needs to rely on his semblance to deal with quicker foes because his natural agility isn't his most impressive trait unless he's got space to swing around properly. Morgan has rather poor control of his own semblance the tentacles can swing wildly and attack his own teammates if he tries to automate more than two of them at a time. They're also incredibly lousy shots. Though this tends to be made-up by the sheer amount of munitions Morgan can send into the air with all six of Fortune's Six in play. While his semblance avoids hurting Morgan by accident, his teammates can be fair game unless Morgan is very careful with how he uses his abilities.

Semblance: Inexplicable Tentacles

Morgan can summon bright red octopus-like tentacles from almost any solid surface within about a dozen feet of himself The tentacles can then further reach forward about ten feet away from their origin point to grab and latch onto different objects or people. They tend to vary in size depending on how many he's summoning at once and how much he focuses on them individually with the largest being nearly as thick and tall as Morgan, and the smallest roughly thickness of his fingers. He can control up to two tentacles without too much trouble, but anymore and Morgan is left trying to guide their general actions while they swing wildly around his vicinity hoping to catch onto his enemies. Each tentacle can perform basic tasks, but aren't dexterous enough for more careful activities. This means each tentacle can fire a gun or swing a cutlass in a wild motion, but they're not capable of loading his guns with dust cartridges or picking a lock without a lot of concentration on the part of Morgan.

They can lift and support Morgan, and help him swing toward better positioning in a middle of an engagement. When sufficiently damaged or cut the tentacles dissolve and turn into a spray of sea water, which promptly drops to the ground.
Hidden 8 yrs ago Post by NarcissisticPotato
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NarcissisticPotato Dirty on the Outside, Fluffy on the Inside

Member Seen 6 yrs ago











"Nothing is perfect. Everything has a taint to it, a darkness that is barely visible, a reminder of our mortality."


Name:
Tara Alba

Age:
17

Gender:
Female

Race:
Human

Appearance:
A sublime figure, legs that climb to heaven and back, innocent snow-white hair and amber eyes that hold a gentle knowledge of the world, a quiet understanding of your every desire. Standing at 5'6 and weighing 110 lbs, one could be forgiven in thinking that Tara was perfect - by all definitions, she is perfect. Not a lot of people could even hope to hold a candle to her and back when she did dance, she blotted out the dreams of too many others. Years of practically destroying herself then dragging all the pieces back together with tears of frustration helped forge a body that most would probably give their life for. Being fully honest, Tara looks like someone dragged a model out of a magazine, handed her an obscure weapon and told her she was a huntress now. That's Tara's subconscious lie, the one part she truly hates about herself - she does look perfect and it fools everyone she meets into thinking this perfection extends to all of her.

Weapon Name:
Thistle (and Weeds)

Weapon Appearance/Function:




Weeds is an interesting little device. Technically, they're just headphones connected to her Scroll but they're built in with a number of sensors which allow them to monitor the flow of the battle and adjust the song choice accordingly.

Type:
Transforming Weapon, Melee and Ranged, Dust Compatible

Weapon Derivation:
Sword, Blade Whip, Shotgun

Holstered/Sheathed Appearance:
Thistle is a sheathed blade at her side with the shotgun hilt at the top of the sheath.

Form 1:
Thistle's first and base form is a rather simple sword. The blades that make up the whip are conjoined into one fluid shape. The blade is capable of a number of dust attacks based on the choice of dust used in the hilt. Overall, this isn't Tara's preferred form as the blade has a very short range and you have to be up close and personal to do any damage.

Form 2:
Thistle's secondary form is a blade whip. The blades that previously made up the sword now shoot out, forming thorny ridges along the edge of the extended metal wire that holds them. This is Tara's preferred form as it allows her to do damage and potentially dust damage at a decent range. It's also the form she uses when using her semblance due to its ease-of-use and its decent range.

Personality:
Tara is an interesting person, to say the least. From the outset, you would expect to be dealing with a snobbish prude but she seems to be the direct opposite but not exactly in a good way. She's nice, by all means, but she's also rather weird and naive to the ways of the world. Despite her intelligence - she's still getting used to the whole idea that her looks can give her a lot of influence. Sometimes, her soft heart can get in the way of her hunting and she becomes incapable of killing any form of Grimm; she's not exactly a realist but she put it down to how people treated her. She's a little headstrong when it comes to things and even though she can seem a little shy, she isn't afraid to get her point across. The trait that drives her hunting abilities, however, is her intelligence. Tara is incredibly strategic with a very strong sense of foresight. Granted, she's not a people person but if she has a mildly coherent team at her hands, she can make it into a killing machine with both strategy and her semblance.

The one thing that Tara seems to hide the most is her loneliness - when you've spent your entire life being placed on a pedestal and having your peers reject you for that, you begin to break down. Any friends she had when she was younger dropped away as her dancing took off and any friends formed from that quickly bittered, rejecting her for how good she was. That's why she hated it. She didn't want to be perfect or stunning - she longed for normality.

History:
The Albas are an immensely rich family hailing from Atlas but currently residing in Mistral. Being rich and an old blood line led to her family forming a very deep tradition steeped in the past and structured around the roles of the Alba heirs. Tara was the third-born child to two older brothers and when she was born, no one had any intentions of her becoming a successful Huntress and slaying Grimm. Her life was written in blood even before she had the chance to take her first gulp of air. Being well-born and from a very prestigious family, it was only natural that she was educated to the highest degree possible but it was never shaped towards taking over the family business like her two brothers. Even from an early age, academic ability was measured in perfection - anything less was deemed a shame. It was a harsh system with very little love involved but she didn't mind it; she disliked her brothers so it meant that she got to dodge them a fair bit.

Her mother was an extremely successful ballerina so it was only natural that her only daughter was practically shoved into the thing when she came to an acceptable age for it. Being perfectly honest, Tara hated it with all her heart. Long grueling training sessions that simply hammered home the lessons of her childhood - perfection or failure, possibly psychopathic teachers and the fact that everyone there hated her with almost as much passion as she hated it. You see, Tara reached perfection and flew even further. She transcended basic human ability and her peers universally rejected her for it. She was no ordinary dancer - when she danced, people watched, they laughed, they cried, they fell in love and their hearts were broken. She could dance just like the others but something primal lived within her, something that breathed life into the random throng of moves, something that opened her very heart and mind to her audience and allowed them to momentarily peek inside. Little did she know that it was her semblance at work, adding power to her desire to be accepted, to be loved. And she was loved, at least by those who didn't dance with her.

There was no place in Remnant she didn't go to after that; anyone who was anyone knew of her name and she was commonly held as one of the best in her work. And then, without any forewarning, she simply stopped. No more dancing, no more shows and no more traveling. It was a great shame to her family, of course, and more than a few bitter arguments had bitter endings when her parents challenged her on her decision. To them, she was an embarrassment that had threw away the name she had already made for herself. Their response? To inform her that her hand had been promised to the heir of another family even before she was born. She met him a few times - he wasn't bad and she had the feeling he was quite infatuated but she wasn't a prissy little push-over. Bend or break, that was the choices she had. She broke, of course. With the brash abruptness of her previous actions and the guile that no 16-year-old should possess, she very simply disappeared.

She showed up a little while later, of course, with a very mean-looking weapon and enrolled into a combat school. Her combat was passable, at best, but her ability to lead and conquer with a team was unduly noted. Despite the efforts her parents put into getting her back, she was practically untouchable and within a few months, she was accepted into Beacon Academy. It's still a mystery why she chose to become a Huntress but whatever it was, it must have been a strong urge for her to leave everything behind. Maybe she desired a little normality and becoming a crazy weapon-wielding huntress that kills Grimm represented that? Or maybe she's an idiot?

Emblem:


Other:
Voice Actress:
She's the small, angry girl! Aka Taiga for anyone that's watches Toradora! :3


Color:
Ivory

Combat Style:
Tara, very simply, isn't the best at combat so she stays around the edges of a fight, using her blade whip to harass enemies with a decent amount of damage. Mainly, however, her role in a fight is that of a support - using her semblance, she makes sure that her allies work flawlessly and using her natural strategy, she plans out the battle before her. Her semblance allows her to exert some control over others like planting ideas in their mind so oftentimes, it seems like she is simply dancing when in reality, she's sliding all the little pieces together to form an unstoppable force. Due to the fact that she has to dance while fighting, her fighting is usually interesting but what's even more interesting is how her allies seem to follow this rhythm as well.

Strengths and Weaknesses:
Tara will excel in any situation where she has an ally to back her up. Simply put, her damage output is way too low to matter in a real fight but if she uses her semblance intelligently, she can increase her own damage simply by bolstering her ally's damage. She's extremely strategic and can oftentimes plan out an entire battle and follow this plan to a tee but occasionally, an ally can flat-out refuse her plans and resist the temptation of her semblance. Her soft heart can also be a problem as she usually uses the heat of battle to call up powerful discussions on the morality of killing.

Semblance:
Tara's semblance is extremely unique in comparison to most others as hers requires other people for it to work at all. Simply put, her semblance allows her to influence other people rather massively when she dances. Their emotions, their thoughts and even their hopes can be quietly nudged around by her until she has exactly what she wants. To an outsider, it almost looks like those she is fighting with become merged into one extremely cohesive being. With her semblance active, the rhythm of their every movement and strike is so perfectly lined-up that her team become far more deadlier than they could ever hope to be. The only problem with this is the fact that she's opening up every thought and emotion to her allies. It's the ultimate trade-off - those around her know her every secret in return for their damage output increasing exponentially.
Hidden 8 yrs ago 8 yrs ago Post by Lord Santa
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Lord Santa Body of a man, heart of a Chupacabra

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"Why are you asking for a quote? Why would you need one from me? No one's gonna want that at all. Alright, fine. I’ll give you one, just don’t use what I just said. Please."


Name: Timothy Virnel

Age: 17

Gender: Male

Race: Human

Appearance: Timothy stands at around 5’8”, weighing roughly 156 lb. With his heavy clothes on he looks slight, but is actually relatively well built under them and is deceptively strong. He usually wears a black overcoat with a green-and-red stripy scarf, almost all the time. Underneath the coat, he wears a plain white shirt and brown pants. He also wears grey gloves sometimes, but not if it’s too hot for them. His shoes are a fairly typical black affair, hardly worth commenting on. Timothy rarely smiles, though not because he’s never happy. He just doesn’t smile. Other than that, his hair is brown and his eyes are a dull green, and his face is rather forgettable.

Weapon Name: MJ (Mike Jorgan, named after Tim’s imaginary friend from childhood)

Appearance:

Type: Melee/medium ranged offensive/defensive “weapon”

Weapon Derivation: Basketball

Function: MJ is an extremely durable basketball of vague properties which, if infused with the aura, can change its weight. It takes a little time and cannot exceed certain weight thresholds, but retains its weight even when thrown until the user returns it to its normal weight. It’s also somewhat elastic, good enough to be dribbled without trouble. It can take gunshots without a scratch and rivals conventional metal weapons in durability.

Sheathed form: MJ doesn’t really have a sheathed form as Timothy just carries it around, so he can dunk fools at a moment’s notice. It has no holster, which can make it difficult to hold if he needs to hold other things too. However, that’s mostly not the case so he usually carries it everywhere he goes.

Personality: When people are around, Tim is a wreck. His social awkwardness tends to make him babble sometimes, so he finds it easier not to talk to people and will avoid it as much as he can. When he babbles, he will often stop himself and apologise or backtrack because he knows he really shouldn’t, even though he says stuff he thinks need to be said.

With all that said, his personality gets much different when people aren’t around. When in combat, if no one is around, he becomes very vicious, wanting to get things over with quickly. He comes out of his shell a little more and becomes more agitated and twitchy. He lets loose more, losing some of his inhibitions.

To those who know him outside of combat better, the change can be a little jarring, though his outside-of-combat personality bears similarities, such as their drive to do stuff and how frank they are with people. He won’t be completely relaxed unless he isn’t around people he doesn’t know, and he’s never really truly relaxed even with people he knows well, besides his parents. He dislikes drawing attention to himself, which can be difficult sometimes.

History: Tim was born to a pretty normal family and lived quite a simple life trying to go relatively unnoticed. He had no friends, but he was ok with that. Despite his family being relatively poor, he was happy. Well, not happy so to speak, but satisfied. He was fine with it. So given his situation and public opinion of hunters, why would Tim sign up to be a hunter? There were 2 reasons.

The first was money. His family were quite poor, after all, and they needed a source of income. Hunting wasn’t exactly the easiest business, but it was a high-risk high-reward sort of job in which the risks could be mitigated enough by education to form a stable job which paid well enough to live off. The second reason was somewhat less important, but somewhat more interesting.

The second reason is one Tim would never tell anyone, since they didn’t need to know, and it involved the rather touchy subject of the Grimm Reapers. For most of his life, Tim’s older brother had helped to provide for his family by being a hunter, which was what made Tim want to be a hunter in the first place. However, his brother disappeared when Tim was 13, leaving a gap in the family. Sightings of Tim’s brother had emerged, and he’d been seen to be associating with the Grimm Reapers. Not knowing why he’d done it, Tim wants to find his brother and find out why he joined the Grimm Reapers. What he’ll do after that is up to him.

Emblem:

Color: Slightly-lighter-than-normal brown

Semblance: Timothy can apply his aura to any surface, marking it with his semblance. Timothy can sense any marks he’s made anywhere, though they fade over time, fade rate increasing the farther they are away from him. Furthermore, he can blink to any mark he has made within a certain radius by imagining where he’d be in relation to the mark. Totally not hiraishin, don’t sue

Combat Style: Tim goes fast and dunks people sometimes. He puts pressure on his opponent by throwing MJ with a mark on it, teleporting to MJ and getting a few cheeky attacks in before getting back out if he needs to, or throwing MJ to reposition. He mainly uses MJ to bludgeon people, though it makes a versatile projectile weapon with its weight changing mechanics. Tim sometimes likes a big build up for a big attack, such as using his semblance to teleport to MJ in mid-air, throw it higher and then teleport to it again so he can do some super aerial manoeuvre thing.

Strengths and Weaknesses: Tim is pretty quick and if he can get a mark on his foe, they won’t be able to catch him. Sort of loses out in team fights though, since he can do little to impact multiple people at once. Definitely a slippery target, but his attacks lack power. They certainly aren’t weak, but can be inconsistent if he does it wrong. Can surprise people with his semblance, but his speed isn't the most consistent in the world, similar to his strength. His damage could be great, if given the proper time and build up.

Other: Gets motion sick sometimes (despite his semblance technically teleporting him, overuse in a short period of time will make him feel sick)
Hidden 8 yrs ago 8 yrs ago Post by ryukan
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ryukan The Sandwich of Heaven

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((Posted here by accident and can't figure out how to delete))
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Hidden 8 yrs ago 8 yrs ago Post by RoflsMazoy
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RoflsMazoy Enjoyer of cute animals~<3

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"It only takes one, you know? All it takes is one."


Name: Varen Payle

Age: 16 (First year)

Gender: Female

Race: Faunus: Snake sub-species (she may not look like it, but I'll get to that)

Appearance: Normally she'll dress warmly but if she doesn't people tend to notice she becomes considerably pale. This is because her Snake Faunus heritage manifests primarily in her blood, namely it's a lot colder than normal blood, but not enough to kill her if she can't be warm. She also used to have snake-like eyes when she was younger but for some reason they clouded over as she grew up. If you look closely you can see her pupils are still snake-like but her irises are just black. She also does actually have a forked tongue and she can use it to smell, like snakes do. But she has a functioning nose so it's not like she'll pull out her tongue much.

When she's dressed for battle she'll wear a tight-fitting military jacket and a skirt, and she wears her scarf and stockings with every outfit. She also has sound cancelling headphones and she doesn't wear armor because it would limit her movements more than they already are by her weapons. She would usually avoid wearing her battle stuff if possible because it's not as warm as whatever else she could be wearing really.

She stands at an average 5' 7" and she's about average in weight as well.

Weapon 1 Name: "What are you supposed to call something that's basically a gun in a gun? The Uber Gun? I mean, I guess so…"
Type: Ranged, semi-transforming, dust
Weapon Derivation: Sniper rifle, assault rifle, shotgun
Functions: The Uber Gun looks like a standard-ish black assault rifle and for the most part it is one. It takes dust as it's ammunition and has a moderate rate of fire, with enough stopping power to take down small Grimm in a few shots. However, the real value of the Uber Gun comes with its barrel. The barrel expands and contracts depending on which attachments are put on it and the bullets it fires are modified accordingly.

Varen carries all of the attachments with her, which are as follows: A long barrel and a zoom scope, a custom comfort grip, and several silencers of varying sizes. Attaching the long barrel will modify the Uber Gun to shoot higher calibre rounds, and attaching the comfort grip will modify it to shoot buckshot. In addition, the Uber Gun can be set to automatic fire, burst fire and semi-auto fire, but this is not limited to any specific mode. If Varen feels like breaking her arms she'll put the Uber Gun into automatic and attach the grip. If she feels like double tap won't be enough, she can put it into burst fire and attach the long barrel.

Varen has also developed the skill to be able to swap out the attachments very quickly even while on the move, giving the Uber Gun massive versatility. However, since all three modes take varying amounts of ammunition and each draws from the same clip, she can sometimes run out of ammo for one mode while still having ammo in the clip.

Weapon 2 Name: "Well, I store ammo in it, so… the Ammo Box I guess?"
Type: Transforming, defensive, dust
Weapon Derivation: Sentry Turret, Light Machine Gun, Ammo box
Untransformed: Most of the time, the Ammo Box as you would imagine, is simply Varen's ammo box. It's a nondescript black metal cube with a handle on top which she can use to carry it, but she usually carries it on her back like a backpack. It's about as large Coco's briefcase but somewhat wider. She uses a lot of ammo and it's not like you can just resupply on Dust in the middle of a battle, so the Ammo Box is an essential part of her kit in drawn out missions.
However, sometimes even with all the ammo in the world, it's not like she'll be able to kill a Deathstalker without some heavier artillery, and that's where the second form of the Ammo Box comes in.

Form 2: In its second form, a large barrel extends out the front of the Ammo box and a stock and trigger come out of the back, revealing its true form as a compact Light Machine Gun. The fire rate of an assault rifle, a calibre close to the sniper, and the stopping power of a shotgun, the Ammo Box is truly Varen's heavy artillery. She doesn't like to use it often as it consumes ammo extremely quickly and it draws from what is essentially a shared ammo pool. But she knows that there's going to be a time when her team might be in too deep, and that's just what her Ammo Box is for.

Form 3: The Ammo Box's FINAL FORM… Is actually rather special, even amongst all the crazy weapons students are known to build. The bottom of the Ammo Box opens up and a tripod comes out, and when placed on the ground the Ammo Box becomes an automated sentry turret. The targeting system is nothing fancy however. It picks out a nearby target and shoots until it's dead, but still, it's an automated sentry turret. You can cover your own ass automatically, it's like having another member of the team out but you still have 3 other guys too. The only problem is it's an iffy tactical decision for Varen because again, high-fire rate, lots of dust, and it's all her shared ammo. It's even more iffy than the normal LMG because Varen doesn't actually have a good way of gauging how much the Ammo Box fires in sentry mode, so if it's at all possible she'll avoid using this mode entirely.


Personality: Varen is extremely adept at getting to the point. She doesn't like to mince words when she has something to do, but when she doesn't have anything to do she finds she has nothing to talk about. Sometimes people make the comparison that she's new to emotion, and it's kind of true. It's more like she doesn't really have enough experience with understanding emotions.

There was a lot more important things to think about in the earlier parts of her life, and she hasn't had anyone properly teach her anything. This, her weapons and her fighting style added up, usually makes Varen end up somewhat isolated from her team, but she is by no means a lone wolf. She likes people but in her own words; "I think I need more practice in being a person."

History: As stated above, all Varen had ever really known in life was running, fighting, and Grimm. She was born in an outer-kingdom settlement, sort of far from Vale but Vale was still the closest kingdom. It's a dangerous world outside of the kingdoms but people still try, and while Grimm are deadly there are many ways to avoid them. Grimm will only attack if they know you're there, so the settlement was places in a hidden area. After a year or so of slow and steady development, Varen was born to a Snake Faunus mother and a human father. Her mother however, died shortly after her childbirth leaving her father to raise a child on his own. He didn't hate the child in any measure because she wasn't responsible for her death, but still, he felt there should be someone to blame, someone to pay.

Of course he would never carry out any such act, but negative feelings are what draw Grimm towards humanity. All it takes is one Grimm, one death, and more would follow. And sure enough, one Grimm breached the boundaries of the settlement and killed her father when she wasn't even four years old. More Grimm followed the scent of despair to the hidden settlement, and before things could escalate the inhabitants of the settlement elected to leave for Vale. They had weapons but it was either slowly starve in a siege or make a run for it to Vale. But still, they knew that their fear and desperation would draw more Grimm after the fleeing populace. Thus they would have to take long routes away from major populations of Grimm, and their journey would last a good long while. And it did last a while, 3 whole years in fact.

An attack had left them without any vehicles, so they were forced to carry their supplies and walk to Vale. During this time Varen was passed around from person to person to take care of her, but none of them took care of her for long. They could all barely take care of themselves, and who would want to keep the child that had started it all? So Varen learnt how to make herself useful at a young age, mostly by repairing weapons. A skill that she appeared to have a talent for which was very fortunate as they needed everything they could get.

When they had finally reached Vale, their numbers had been drastically reduced to only about 15 people. And amongst them she knew that she wasn't really wanted so she quietly slipped away and went to wander for a while. Somehow she found herself on a ship bound for Signal Academy and she managed to get inside without being seen. She was caught however, when she found a student's unfinished weapon and began to tinker with it, never having seen something like it before. They considered punishing her but then they realized that the student's weapon was functioning much better than before, and probably much better than the student could've done.

"It was flawed." She had said, "I made it better."

And after explaining her circumstances, she secured herself a scholarship for Signal academy at an age far earlier than most others enrolled, and quickly showed that she was a weapons prodigy. She could pull apart and reassemble almost any weapon they put her way, and her accuracy with fire-arms was definitely on its way. After completing the Uber Gun she trained relentlessly to hone her accuracy, then she took extra time to create the Ammo Box. At 16 on special recommendation, she took the test to enrol at Beacon and passed with flying colours.

Long story short; a lot went down but now Varen's here, and she's ready to rock.


Emblem:

Other: If you ask her to treat you to something she'll say she can't. She spends what all of the money she gets on Dust which in all honesty isn't much. Ammo doesn't restock itself after all, and it would be dangerous to get caught out without any Dust for her.

Color: Dark Gray
Semblance: Stardust - Using her semblace, Varen takes dust and throws it into the air, where it expands and forms 'stars'. The star can then be launched in a direction of her choosing and when using Dust in powder form, each individual star will only do enough damage to slightly sting someone, but getting hit by a lot would definitely hurt. She doesn't actually carry Dust powder on her though, she'd have to get it from her ammo storage. Instead she mostly carries Dust crystals which she can also use as ammo, but using her semblance on them is rather dangerous. It would turn the crystal into a very large 'star' that would detonate with considerable force, but not really any more than if she just threw it out and shot it.

Stardust does however take a hefty amount of aura for one crystal or one crystal's worth of powder. She can only shoot about 7 crystals per day before having to recharge some aura.

Combat Style: Basically Varen's combat style is "Long range if I can help it, mid-range if I can't, close range if I have to." She is extremely versatile with the Uber Gun being most effective at mid to long ranges, and being able to supplement her weaknesses using her semblance. If an enemy gets too close she can roll out of the way while using 'Stardust' to keep them at bay, then switch her attachment to shotgun and blow away the offending party. It'd be annoying as hell fighting her one on one because she'd just outrange you so hard and then you think you have the advantage at close range then she just shotguns your face off.

Strengths and Weaknesses: Her primary strength lies in the fact that she can adapt to almost any situation both in the field and in an arena. Need a perimeter? Drop the Ammo Box. Need to snipe someone? Attach the Long Barrel. Need some explosives? Chuck a crystal. She still however does have some notable weaknesses.

The first one would be gravity. She has no real way of controlling herself mid-air and she doesn't exactly know how to either. She has nothing that could help a soft landing besides luck which she doesn't exactly have more or less than anyone else. Her other major weakness would also be running out of ammo. If she doesn't have any spare clips on hand then she has to reach into the Ammo box to get more and that would mean she no longer has any hands free, and she wouldn't be in a position to dodge anything either. The same thing would happen if she was reloading but she'd be able to dodge at least.
Hidden 8 yrs ago Post by Marymalade
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Marymalade Capitalist scum

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"It’s always darkest before sunrise."

Name: Eos Drosera

Age: 17

Gender: Female

Race: Swan Faunus

Appearance: At 5’11 and built like a coat rack, lanky, curveless and bone thin, Eos is often described by others to have the stereotypical build of a ballet dancer. Her skin is pale gold, save the skin of her fingers and forearms, which is a deep, rosy pink, a birthmark. At first glance, her skin appears to be covered in a layer of dew, in places where body hair might have otherwise been; this is in reality a dusting of white, birdlike down feathers. The hair on her head is a deep black-brown, with choppy bangs at the forehead, the rest elbow length, seldom cut. At her temples, small, fluffy-feathered white wings extend from her head, roughly five inches from end to wingtip fully extended. She can expand and retract these at will, but as she finds them obtrusive they generally remain folded. Eos covers the ends of these with a rose gold headband, to create an illusion that the wings are part of the headband. Her eyes are a deep turquoise, and narrowly spaced, which, along with her long, jutting nose, create the impression of a predatory creature. Her cheekbones are sharp and pronounced, which further emphasizes her small, aggressively pointy chin and narrow jawline.
Eos usually dresses in draping, floaty sheer buttercream yellow, pale pink or ivory peignoirs of her own making, over an elbow to knee-length bodysuit in dark grey, paired with knee-high laced gold Grecian sandals with a four inch platform, raising her already fairly notable height to an even greater, more imperious level. In combat, she enhances this ensemble with golden, spiked pauldrons, a rose gold sun-shaped shield depicting her emblem in frosted silver strapped to her right wrist, and a golden half-helmet that takes the place of her headband. She carries mission-critical equipment like dust cartridges and Sun Down in tan canvas pouches strapped to belts on her thighs.

Weapon Name: Sun Down

Weapon Appearance/Function: Sun Down measures 4 and a half feet in length, 3 and a half of which take the form of a rose gold staff. The last foot, with a more flattened paddle shape, is edged with serrated, feather-shaped silver spines, of about an inch and a half in length. The flat sides of the paddle end are embossed with her emblem in frosted silver. She can use the paddle end for painful but nonlethal strikes, or to send a light orb summoned by her semblance at an enemy like a ball hit by a cricket bat. The spiked edges are lethally sharp, and have the cutting potential of a sword or other bladed device.
Type: Melee (1st form,) ranged (2nd form,) dust responsive (2nd form)
Weapon Derivation: A maquahuitl (Aztec club sword)
Holstered/Sheathed Appearance: The feathers retract and the staff collapses in, forming a metal box that she slips into a holster strapped to her thigh.
Form 1: The standard bladed club described above.
Form 2: The handle expands in length and splits into a tripod, coming up to just below her bust. Handles fold out of the flat sides of the end, and the leading edge produces a barrel, creating a stationary machine gun-type firearm that fires the feather-shaped blade tips as projectiles, and can be altered by dust.

Personality: Eos is a brash, abrasive girl with a tendency to stick her beak into other people’s business. Always quick with a slap on the back or an approving elbowing, she expresses her appreciation of others through physical gestures and loud assertions of approval and praise. Frequently awake at the very crack of dawn, she trains long and hard to hone her fighting abilities, particularly her semblance, which she views as superior to those of others in terms of both power and practicality.
She values function over form in everything but her attire, which often verges on the impractical but aesthetically pleasing side. Eos is quick to pick fights when she feels her honor or reputation as a fighter have been slighted, but couldn’t care less what others think of her body or fashion sense. At heart, she views her body as a tool to be used and shaped by herself for the purpose to which she desires to apply it: working as a huntress.
While she is deeply untalented with spoken or written art forms, and can come across a bit slow in a duel of wits, Eos has a knack for designing and constructing objects of both functional and artistic merit. Her passion is creating intricate music boxes, a talent her biological father, a watchmaker, encouraged in her at a young age. She has also been known to construct more dangerous objects, such as traps and explosives. When a project stalls, however, or something doesn’t work the way she expects it to, her explosions of frustration can last for hours. She has trouble letting go of a project or idea, even for a few days, and has been known to greet the sunrise for the third or fourth day in a row while in the throes of a new passion.
Eos is a guileless and trusting person, and often finds herself the victim of scams and seemingly-friendly people on the street. Despite this fairly frequent misfortune, she views her ease of trust as a positive aspect of who she is. She feels that, while she may lose money now and again and need to fight her way out of odd cults from time to time, it is worth it to remain open to all of the possibilities in life.
Despite this personal openness, she is very wary of anyone who expresses too keen of an interest in her romantically or physically. Eos is very slow to develop romantic feelings for others, and very rarely finds anyone attractive, male or female. When asked what type of person she likes, she usually makes up something random, detailed and different each time. She is occasionally troubled by the notion that she will never find love, despite not particularly desiring it, but is comforted by self-reassurances that the life of a huntress leaves no room for such petty entanglements.
Eos has a magpie-like habit of collecting odds and ends of things, like the last bits of ribbon on a spool or screws from an engineering project she had been tinkering with years ago. This junk tends to accumulate in her pouches, until they overflow and she pitches all of it in a fit of pique. This hoarding tendency extends to her clothing pockets and living quarters, causing problems on laundry day and with roommates. However, in other respects, she is a fastidious person. Her bed is always made with military precision, and her clothes and shoes are neatly pressed and organized by season, color, date last worn and item type. In a way, these seemingly contradictory tendencies are both representative of her desire to exert control and possession over her surroundings and belongings, a sense of control she finds lacking in her life.
Eos has experienced little of the discrimination and ill-treatment faced by other faunus, though her mother has spent many an hour telling her ghastly tales on the subject. As such, she rarely dwells on or even considers the differences between faunus and humans.
Eos despises solitude during the daytime, and often feels nervous and depressed when she is left alone for more than a couple of hours. She finds this hideously embarrassing, and couldn’t imagine ever admitting it to anyone. She has been known to find ridiculously minor excuses for dragging others into spending time with her, episodes she refers to as “grand adventures” and “team bonding exercises.” She is able to avoid this at night when she is working on projects by engaging in long, occasionally fiery arguments with herself about the best manner in which to proceed. As a young child, she did this during the day as well, but after being walked in on once by one of her mother’s apprentices, a mortifying experience, she ceased talking to herself when anyone might be awake to overhear.

History: Eos hails from Kiln, an isolated but renowned mountain community of artisans and craftspeople in Vacuo. Goods from Kiln, such as tableware and scarves, are generally prized as much for their artistic appeal as for their quality as functional pieces. There, family units are considered to consist of spouses, who work in separate crafts, their respective apprentices, and very young children. Children born there are raised in a community fashion past the age of seven, and referred to as “journeyers.” They are expected to take up the trade of a member of the community after attaining maturity, at which point they are referred to as “apprentices” and are treated as biological relatives are in other communities and regions.
Eos’ biological father, Coppernicus, a watchmaker, had more reason to travel than most of the community’s artisans, having a greater need for raw materials that couldn’t be found in a mountainous zone in a desert region than a pottery maker or weaver. As a young child, he took Eos with him on many supply trips, claiming he wanted to teach her important aspects of material sourcing for quality goods at a young age. However, his true motive was to show Eos what life was like outside of their isolated and peculiar community. She was fascinated by the things she saw and the people she met, especially the huntsmen and huntresses she briefly glimpsed on the road.
Her mother, Erytha, a red squirrel faunus, was an artisan of a decidedly more abstract craft: death. A ruthlessly efficient fighter with an equally ruthlessly efficient halberd-bazooka, her mother was responsible for Kiln’s defense against encroaching Grimm. Her apprentices trained in siege tactics, trap construction and, naturally, combat. It was Erytha’s wish that her daughter Eos join her corps of apprentices once she came of age, despite the apprenticeship of a child to a biological parent being mildly frowned upon in the community.
As an older child and young teenager, Eos lived a typical life for a journeyer in her community. She lived with different craftspeople in the community for up to half a year each, experiencing the day-to-day work and hardships they experienced, as well as the beauty and worth of their crafts. At her mother’s insistence, she devoted every evening to learning the art of combat along with other combat-interested journeyers and her mother’s apprentices. Late at night, she would stand watch up in one of the community’s watchtowers, scanning the horizon for Grimm or raiders. Often, she would call upon her semblance to cheer and warm her through the cold desert night.
As she aged, Eos grew more and more dissatisfied with the options available to her in their small community. While she greatly enjoyed fighting, and found that she had a knack for it, she found the thought of a life spent sitting in a watchtower or digging holes in the sand for pitfalls to be bleak beyond measure. Her talent for engineering, too, would have made her a welcome apprentice to any of the community’s more mechanically inclined craftspeople, but Eos wanted to find inspiration somewhere outside of her sheltered life, in far-flung realms and unimaginable sights.
In time, she found the courage to confide in her father, with whom she had remained fairly close, expressing her unhappiness with her expected lifestyle and her desire to see the world outside of Kiln. On his next supply run, Coppernicus arranged for Eos to accompany him to Vale, where he would leave her at Beacon Academy, to try her luck as a huntress.

Emblem:

Other: Her favorite snack is turkey jerky, and she cannot fold her tongue.
Color: Sunrise pink
Combat Style: Eos usually takes advantage of her long limbs and longer weapon to strike at the enemy while keeping herself relatively out of harm’s way. Using her semblance to blind and disorient the enemy, she strikes when their guard is down in a series of slashes, then darts away, leading the enemy into one of the traps she has laid out if she has time to prepare the area for combat. When the enemy is charging from a distance, she activates the machine gun form of her weapon and attempts to mow them down in a hail of razor sharp spikes.
Strengths and Weaknesses: Eos has poor endurance to both cold and physical exertion. Her skill with mechanical devices, particularly traps, small explosives and siege weaponry, including disassembling, repairing and creating them, is noteworthy. She has little skill with group tactics and often decides on the spur of the moment to go for a strategy she has just come up with, leaving others in the lurch. She is very good at climbing and fighting in mountainous and desert terrain. Her semblance is very well-trained and developed, but her ability to produce physical attacks (punching, kicking, etc.) is next to worthless. Her weapon’s 2nd form is completely immobile, and leaves her open to flanking attacks. Her semblance cannot be used unless she has been able to absorb light, leaving it hypothetically unusable in a setting such as a cave system.
Semblance: Her semblance involves the manipulation of light. By absorbing light, she can create light sources at points within her visual range, as well as destroying sources of light through absorption. These light sources can take the form of blinding flashes of light in an opponent’s eyes, glowing orbs to illuminate a darkened area, and blasting beams of light from her body (think like solarbeam from Pokemon). These light sources possess force and create a painful sensation of heat, but cannot cause burn damage or cook things. She is limited in the degree to which she can manipulate these light emissions, and cannot maintain each for more than a couple of minutes at a time. Additionally, there is a set amount that she can produce before absorbing further light from sources such as the sun or strong artificial lighting. She is able to overload her absorption limits, creating a glimmering pink and yellow field off of her body which can be released in all directions in a powerful, blinding wave, but that leaves her drained physically and unable to absorb or manipulate light for a prolonged period of time.
Hidden 8 yrs ago Post by Crimson Raven
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Crimson Raven *Rolls a Nat 1*

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"I couldn't care less what other people think!"


Name: Light Vrangr

Age: 16

Gender: Male

Race: Human

Appearance:
Hight: 5'6"
Weight: 134 lbs

His left eye is artificial. For reasons known only to him, he changed his left eye's pupil to his emblem. It still works the same, though.

Weapon Name: Dynamo

Weapon Appearance/Function: Five drones that are linked to, and controlled directly by his thoughts. They are highly adatable weapons that can change to each situation.
Type: Melee, Defensive, Ranged, and Dust. Transforms. Reacts to his aura.
Weapon Derivation: Drones

Holstered/Sheathed Appearance: Most of the time, they hover around his shoulders in a semi-circle, but when they are not in use, they attach to his belt.

1st Configuration: Default. Can fire blasts of Dust elements, and ar bladed on each side with a sharp tip.

2nd Configuration, Destruction: A turret pops out of each one. It fires dust ammunition. .44 calibur and has 10 shots each.

3rd Configuration, Energy Shield: Three of his dynamos make a triangular formation, and create an energy barrier that is highly resistant to dust attacks, but only midly effective against physical attacks. Max size is 6 ft tall and 6 ft wide

4th Configuration, Plasma Cannon: Three of them form a small triangle and gather energy between them to fire as a bolt of plasma.

5th Configuration, Avant Garde: One of his dynamos form a handle and emit a rapier-like blade.

6th Configuration, Flash: One to five of his dynamos release an eye-searingly bright flash of light. This can temporarily blind an opponent.

7th Configuration, Sound Fortress: Similar to Flash, one to five of his dynamos surround an opponant and emit a high-pitched, high frequency noise that can disorient opponents (any anyone withon ear shot.)
Hoverbord

Personality:

His most notable trait is his intelegence. He is, to put it simply, a genius. He is extremely good with technology and weapons. Yet he can be irresponsible and has a very introverted personality, that combined with his frequent use of sarcasm, makes it hard to get along with him. He especially doesn't like to work with people, not to say that he can't though. He is known to be more than slightly obsessive about technology. He does have a sense of humor, although its a litle odd. He does want to become a hunter, from the bottom of his heart, but he doesn't see how teamates are necessary.

History:

Little of Light's life was "normal". Both of his parents were good hunters, and were sent on missons many times so they were not home often and he was raised by his grandfather, a retired hunter, himself. His grandfather was a kindly man who's good natured ways left a lasting impression on Light. But, when Light was ten, his grandfather died of a heart attack. He then had to live with one of his parents in the field, alternating between each one, depending on the difficulty of their mission. Under such circumstances, he had to learn the ways of a Hunter quickly, and got a lot of first hand experience. In this manner, four years passed.

One day, the three of them were on them same aircraft, traveling home, to spend a rare holiday together when suddenly, the craft malfuntioned and crashed. His mother died in the crash and Light sustained horrible injuries to the left side of his body. His left eye was pierced by shrapnel, and his left hand was crushed. His father survived, too but he was also injured badly. He managed to keep Light and himself alive with some medical supplies that he found in the wreckage of the crash. However, they were in the middle of uncharted wilderness, infested with Grimm, and the commuication equipment was damaged.

For a week, his father fought hordes of Grimm while protecting the incapacitated Light, and trying to repair the damaged equipment. Finaly, he managed to fix it and get in touch with someone who sent Hunters and Huntresses out to find them. The search for them took another week, but by the fifth day, their food was gone, although they had water from a creek nearby. The Grimm's attacks grew more fearsome by the day, and more and more of them appeared. They were found by the searchers, but the Grimm launched an all-out attack, jsut as they were most vulnerable. Light's father was the only one there who had enough combat experience, so he valiantly fought them off, so that the rest of them could escape. It was an epic, and amazing battle, but no matter his skill, there were too many of them. Light watched his father died in front of his very eyes. He did not die alone, though, hundreds of Grimm ment their end there, including five Goliaths, and other, nameless, Grimm just as old. An estimate by some of the rescuers put the number of total defeated Grimm at about four hundred, and they tried to comfort a heartbroken, grieving Light with this fact, but to no avail.

He spent the next year, missing his family, and learning to coping with his injuries, beliving that he would never become a hunter, never make his parents proud. But, he learned of prostetic technology that could replace what he had lost, and give him a future as a hunter again. He eagerly accepted the procedure. He was dissatisfied with the standed looks and he decided to make a few "upgrades" himself. the next year, he applied for Beacon and was accepted, dispite his young age.

Emblem:

Other: He is very fond of sweets, coffee and 'cute' things, especially cats.

Color: Byzantium

Combat Style: Whatever it takes to win.

Strengths:
Extremely intelligent
A genius with technology of all types, including weapons.
A powerhouse when it comes to fighting.
Good at strategy.

Weaknesses:
Obsessive
Anti-social
When things don't go as planned, he can get flustered.
Cats and sweets...but mostly sweets

Semblance of Energy: He is able to produce and has limited control over plasma. This is a relatively taxing power, requiring focus and lots of aura. Fortunatly, he has a lot of aura, but it is difficult to use is large amounts without some tool to aid him. For that, he created the Dynamo, which allows him to channel and 'weaponize' his power.

Theme:
Hidden 8 yrs ago Post by Jones Sparrow
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Jones Sparrow The Patriot

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"If I were dropped out of a plane into the ocean and told the nearest land was a thousand miles away, I'd still swim. And I'd despise the one who gave up."


Name: Todd Reynolds

Age: 17

Gender: Male

Race: Human

Appearance: Todd is 6 foot tall, and has the body of a swimmer. He spent most of his childhood on the beach. He's lean and toned from swimming and repairing boats. His skin is a dark bronze from his time in the sun. His sea green eyes are greener than anyone has ever seen, his dark colored hair is wind swept in a perfectly (yet messy) fashion. He usually wears a simple blue hoodie, beige shorts, and worn black skater shoes. His most surprised possession (besides his weapon) is a necklace with a small piece of blue coral on it. When in combat he wears gauntlets that look like seashells, a leather chest plate

Weapon Name: Litore

Weapon Appearance/Function:

Type: Melee, semi-range, defensive, dust tips

Weapon Derivation: Trident (and fishing harpoon)

Holstered/Sheathed Appearance: Todd has a holster strapped on his back to keep his weapon, when holstered it is in the form of an old fishing harpoon.

Form 1: Litore's first form is an old rusty fishing harpoon. The weapon from his town usually takes this form to humble itself. It is, in its simplest form, a tool. The town's most skilled fisherman would use this weapon for providing for its family, and to produce hard work for rewards. In this form it can be a weapon, but it is used for protection and defense, its blade too dull and rusted to do any major damage

Form 2: Its true form, Litore can become a majestic trident with perfect weight, and razor sharp blades. Along with this form, the tips of the trident's blades can produce high pressured jets of water that can stun an enemy for a very short time, enough time for the user to get into close quarters.

Personality: Todd is extremely loyal, headstrong, and brave. Like the ocean, his mood can shift very quickly depending on the mood. Most of the time he is calm, merciful, and gives utmost respect. Other instances he can be cruel, unforgiving, and relentless. He is very carefree, a child at heart, someone who won't take no for an answer, and loves a good pun.

History: I grew up in a small coastal town called Caister, on the North Eastern side of Vale. Most of the families here were fishermen, hardworking sea-weathered men and woman working hard to get food on the table, and selling food and exotic items that wash onshore... I spent my early childhood playing with the kids on the beach, or helping my parents with their jobs. We were a bit different than the other families. our profession weren't fishermen. My mom fixed boats that made it to shore or just needed repair. My father joined the wealthiest family's crew and helped fish for long speared shrimp (deadly, but delicious!), and was also in charge of fighting off the Grimm. He kept both the coast and beaches clear of the monstrous creatures... Many kids my age would want to stay clear from those monsters, and believe me, I did too... But I wanted to stop the Grimm from hurting anyone I knew. I had the Warrior's spirit.

years passed, and I was helping both my mother during the day with boats, and then learning to fight with my father. I used an old fishing harpoon for training. It was hard, the old harpoon gave me splinters, but I never stopped. When I wasn't working, I was playing on the beautiful beaches. On my 17th birthday my father told me the story about how Caister was founded.

A long time ago there was a ship making its way across the ocean to reach Vale, holding the bravest and most noble crew that ever sailed the seas. The ship had smooth sailing until they were attacked by a large sea beast, and hundreds of smaller ones. The ship survived for two full days. The willpower and leadership of the Captain kept them afloat for so long, until finally the ship was sunk... But the God of the Sea took pity on the Captain. He spared him and took him to the closest shore. He admired his bravery and warrior spirit, and rewarded him with not only his life, but a weapon of the God's creation.

The captain took the weapon with pride, and used it to defend him and the other few survivors, creating a settlement, banding together... Years later the Captain turned to an old man, but had one more duty to fulfill. He set out onto the ocean once more, and met the giant beast that took his ship and crew mates so long ago. With the help of the legendary weapon, the monster was slain, and the Captain made it back to shore, passing away peacefully, and passing the weapon down to his son, one who had the same warrior's spirit in him. No one knows what happened to the legendary Trident... After that story he gave me the old harpoon I trained with for so many years, and he informed me that THAT was the legendary weapon Litore.. I was not sold on that. That night was also the night where the Grimm attacked.

Everyone who knew how to fight went to battle, attacking the nightmarish beasts. I was afraid, but didn't hesitate to fight, even with his worn harpoon. The battle felt like it was only a matter of seconds, but that's when I saw my father die. A hideous beast slashed him across the chest. I screamed in agony, and pain. My worst fear coming to life. I charged at the beast, yelling with all my might.

The next thing I know I was standing over the aftermath of the battle, the people I've known my whole life staring at me in awe. In my hand was a magnificent trident that seemed to glow in the moonlight. I held Litore. I became in charge of the town's security for a couple months, learning how to use Litore, but the heartache of my father's passing haunted me. I wanted to do more. I didn't want anyone to feel this kind of pain. My mom knew I didn't want to be here either. I was a warrior. And so my mom told me of the Beacon Academy, a place where I can train, and become the protector of light.

So I started my journey to become a Hunter. Traveling by foot for the most part, but then hitching a ride on a train to the infamous Academy, eager to avenge my dad, to make Caister and my mom proud, and to protect those who can't themselves.

Emblem:
This is the emblem that was shown on the flag on top of his family's home in Caister. His family's emblem, and he will wear it with pride!


Other:

Color: Sea Green

Combat Style: Todd's fighting style is like the ocean. He can be very flexible in combat style, but prefers to have his opponents strike first. Although he prefers that style of fighting, there are times where he will fight with unrelentless fury. He is a close quarters to mid range fighter, but can strike enemies from afar with a jet of water.

Strengths and Weaknesses:

Strengths: Adaptable, able to go with the flow. His mid range fighting style and years of hard work as a sailor has kept him at peak strength and flexibility. He is cunning, and due to his defensive fighting style and years out on the unpredictable sea, he has an act of figuring out a quick way to solve a problem.

Weaknesses: Can be too loyal to his team mates, and friends. He can be blinded by rage as well (like witnessing a death of an innocent). Although he can shoot jets of water, it doesn't do serious damage, so he is not fit for long range combat, and has no long range defense.

Semblance: Due to the warrior's spirit, Litore has a link with Todd and when the crystallized tip at the end of the Trident is dug into the ground, the Earth erupts with large amounts of water, sending a large tidal wave forward and surrounding his enemy. The impact of the force is devastating, eroding everything in the terrain, but only lasts a couple seconds. He has never successfully used it before, he only knows about this ability from the stories of his town.
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