First lot of reviews! Apologies for those waiting. Weekend has been rather busy so I thought it'd be best to just wait until I had some available time to sit and immerse myself into the character sheets. [quote=@Terminal] [hider=Charis][color=CCCCCC][center][color=FF7F50][h2][u] Charis Andromache Carmine [/u][/h2][/color] [img]Image[/img] [/center] [indent][indent][color=FF7F50][sub][u] G E N D E R [/u][/sub][/color] [indent][indent]Female[/indent][/indent] [color=FF7F50][sub][u] A G E [/u][/sub][/color] [indent][indent]20[/indent][/indent] [color=FF7F50][sub][u] R A C E [/u][/sub][/color] [indent][indent]Human[/indent][/indent] [color=FF7F50][sub][u] A C A D E M Y O F O R I G I N [/u][/sub][/color] [indent][indent]Haven[/indent][/indent] [color=FF7F50][sub][u] A P P E A R A N C E & P E R S O N A L I T Y [/u][/sub][/color] [indent][indent][hider=Physical Description]Charis stands approximately 183 centimeters in height, with skin a light bronze in coloration, and a shock of unkempt, shoulder-length black hair. Charis possesses a modestly muscular build that wholly fails to convey her monstrous physical strength. Overall, Charis is more lanky than lithe with wide-set shoulders and toned limbs. Charis' face is somewhat angular with only slight roundness to it, with raised cheekbones. Her most distinctive feature are her orange eyes, which are set in somewhat wide but narrow sockets underneath thin eyebrows.[/hider][hider=Personality]Charis is most politely described as brusque and most accurately described as harsh upon the sensibilities. She is brutally, rudely honest in regards to her opinions and thoughts on others and generally says exactly what she thinks and feels at any given moment. Originally something of a social predator and bully, Lionheart is pleased to have eased her down to the point of constructive if supremely caustic criticism. Carrying over from her past life living on the streets as an orphan, Charis has very little respect for others' property. Although she swore never to steal anything again as a condition of her joining Haven, she is known to occasionally slip up and take things belonging to others without realizing it (in the vein of using a neighboring diner's chopsticks without immediately realizing that this is very poor etiquette). Charis despises infirmity and weakness, but conversely has developed an appreciation and respect for technique and skill over brute force due to her training. Her tremendous self-confidence and resolve serve as potent deterrents against the Grimm and she can often act as a beacon of morale for others, but these same qualities also make her brash and short-sighted, favoring immediate, direct courses of action. She has little respect for physical property but respects wealth and prestige, and has a soft-spot for musical arts.[/hider][/indent][/indent] [color=FF7F50][sub][u] L I F E & M O T I V A T I O N S [/u][/sub][/color] [indent][indent][hider=Unrequested Biography. Sorry.]Charis was born at the fringes of Mistral, with no father and a mother her abandoned her briefly into her childhood. Provided shelter only by intolerant slum-lords who reigned over packs of other orphaned and misbegotten children, Charis quickly learned that the only thing that mattered in a life on the streets, begging for money, was strength. It was needed to fend off not only predators, thugs, and other children - but also in order to stave off the nightmarish creatures of Grimm. The rush of power being the strongest brought, the sense of invincibility, was a potent drug for warding them off. When that was not enough and bravado and muscle could not tamp down on the despair, simply being strong could keep the weaker monsters at bay. Childhood ends however, and as she reached the cusp of maturity Charis found herself drawing unwanted attention from local authorities, no longer keen to turn a blind eye to her trouble-making now that she had aged. Deemed by her former guardians to have attracted too much heat to be worth keeping, Charis was turned loose on the streets - filled with impotent rage at the figures surrounding her and the senseless resolve that she could somehow impossibly defy the odds simply by being the strongest. This attitude did not serve her as well in her adolescent years as it had during childhood, resulting in her suffering humiliation and indignity only infrequently rewarded with any substance. As she was, Charis would likely have one day picked a fight with just the wrong sort of monster and vanished into the darkest pits of inequity in all of Mistral - but she was paradoxically saved, both by the ravages of the Grimm in outer Mistral during the course of the Great War, as well as by her chance encounter with the future headmaster of Haven - one of the few heroic figures of the Great War, named Lionheart. He instantly recognized that her great strength afforded her equally great potential if properly shaped and afforded with discipline - potential that the newly founded academy of Haven could make use of, one way or the other, and that the alternative was to leave her to be consumed by the Grimm or else the very worst and strongest of the remaining criminal survivors of Charis' decimated home. Years have passed since then. As a student of Haven, Charis has been afforded with the proper training and care to have quelled her rage, to an extent. She still harbors a sick, paradoxical resentment of the weak and infirm, and is struggling to find any personal respect for the cause and duties of the Huntsmen. Lionheart recognizes that she is at a critical juncture, the tipping point between a Huntsman or woman simply being single-minded slayers of the Grimm, destined to vanish into the hills to meet certain death, or turning into the epitome of a heroic figure. Keeping her at the academy, where she has already developed an attitude of complacency and futility in attempting to further hone her abilities, would be detrimental to her growth. As one of the older and more physically robust Huntresses available to the still recently-founded academy, Lionheart determined both that she had the best chance of returning from the mission to Vytal alive, and that interaction with Hunters from the other academies in addition to being able to take actual responsibilities upon herself might be just what was needed for her to fully realize her [i]true[/i] strength.[/hider][/indent][/indent] [color=FF7F50][sub][u] A F F I N I T Y [/u][/sub][/color] [indent][indent]Yellow Dust[/indent][/indent] [color=FF7F50][sub][u] W E A P O N S & S K I L L S [/u][/sub][/color] [indent][indent][color=FF7F50]❖ [u][b][url=https://www.polyvore.com/cgi/img-thing?.out=jpg&size=l&tid=40685548]Malleus Mundus[/url][/b][/u][/color] [indent]"Don't let the axis tilt you on the ass when you go to kiss the dirt."[/indent] [/indent]A collapsible Bō staff with weighted ends resembled the head of a flanged mace. Small spines between the folded metal serve as emitters for the weapon's dust mechanism, allowing for the ends of the staff to emit particular or different elemental effects using loaded dust. By sliding a finger over a switch near the middle of the staff, one of the heads can slide open in order to transform the staff into a bolt-action, single-shot sniper rifle. The staff is fired using a tactile switch of the same design that Charis criticizes as being over-sensitive, and the limited sophistication of the staff's collapsible design precludes the use of any proper sights, stock, or grip - the rifle is therefore fired as though one were firing a large stick.[/indent] [color=FF7F50]❖ Bōjutsu Master[/color] [indent]The Bō staff Charis carries around is apparently not for show. Once she gets going, Charis turns into a hurricane of flips, kicks, and spinning weighted Bō. Charis is still a formidable hand-to-hand combatant when forced to go without, but her best techniques require its use.[/indent] [color=FF7F50]❖ Might of the Horizon[/color] [indent]As befitting somebody specializing in melee combat and the use of a weighted, striking weapon - Charis is monstrously strong. When she began her training, Charis would routinely cause training weapons to shatter in her grip, and her control was so poor that she often damaged weaponry by accident. This necessitated the use of a weapon that would encourage Charis to develop appropriate control and precision, while also being durable enough to survive the trauma applied to it - hence, her use of a Malleus Mundus is ultimately a consequence both of her training and of how much stress she applies to whatever she wields.[/indent] [color=FF7F50]❖ Sunset Strike[/color] [indent]With the flip of a switch, Charis can transform her staff into a bolt-action, single-shot sniper rifle. As an extension of her training to become more precise and attain better control over her own strength, her use of this mode reflects both her progress as well as how much she still has to attain. Charis is not a spectacular shot at any range, and mostly has only ever been able to make use of it in order to shoot fleeing opponents in the back. The stopping power of each shot is considerable and not to be taken lightly, but an agile or even simply a wary and alert opponent would be unlikely to ever be hit by a round fired by Charis.[/indent] [color=FF7F50]❖ Shock and Awe[/color] [indent]Charis is a beacon of mental fortitude, confidence, and conviction that serves as a potent deterrent to most Grimm - but this is due largely to her training and discipline channeling her inner anger to more positive aspects of her psyche. With some reflection, Charis could redirect her own thinking to bring it closer in resemblance to her more unbalanced prior state - allowing her to project her predatory, Darwinian aspects and transforming her into a beacon that could serve to attract the Grimm instead without succumbing to despair. A rapid switch between the two different states could even serve to drastically weaken or paralyze Grimm in close proximity, though what effect this might have on Charis' psyche is uncertain. Additionally, more toxic aspects of her nature are bound to arise when Charis reorients herself in such a way.[/indent] [color=FF7F50][sub][u] S E M B L A N C E [/u][/sub][/color] [indent][indent][color=FF7F50]❖ [b][u]Parity[/u][/b][/color] [indent]"Your petty tricks won't win you any encores here."[/indent] [/indent]By clapping her hands or snapping her fingers, Charis can emit a shockwave of force which passes through matter and obstructions harmlessly at a range of ten meters. Charis may direct the shockwave as a ray, cone, or even as a spherical burst. Those caught in the shockwave have their Semblances suppressed and become temporarily unable to make use of either their innate, passive Semblance powers or any active abilities derived therefrom. The suppression wears away in time, with a full recovery by most individuals inside of a half-hour.[/indent] [/indent][/indent][/color][/hider] [/quote] My concern with the character would be that of the Semblance ability, not in the way it works but more when they would have the opportunity to use it. It feel somewhat situational as I don't have any human fights really planned out (Mostly Grimm), meaning that it would more likely be used against other players. Do you plan on having some PvP banter with other players, or would this info change your views on what ability you would like? [quote=@Eisenhorn] [hider=Sep] [color=0076a3][center][color=9e0039][h2][u] Sep Felder [/u][/h2][/color] [img]https://s-media-cache-ak0.pinimg.com/originals/23/b4/e2/23b4e2d9af98d811c126b4af25218b28.jpg[/img] [/center] [indent][indent][color=9e0039][sub][u] G E N D E R [/u][/sub][/color] [indent][indent]Male[/indent][/indent] [color=9e0039][sub][u] A G E [/u][/sub][/color] [indent][indent]20[/indent][/indent] [color=9e0039][sub][u] R A C E [/u][/sub][/color] [indent][indent]Human[/indent][/indent] [color=9e0039][sub][u] A C A D E M Y O F O R I G I N [/u][/sub][/color] [indent][indent]Atlas Academy[/indent][/indent] [color=9e0039][sub][u] A P P E A R A N C E & P E R S O N A L I T Y [/u][/sub][/color] [indent][indent]Sep is a fairly odd figure to see outside of Mantle. Standing at a six foot even, he tends to wear his black colored hair freely, only maintained enough to keep the hair out of his emerald green eyes, only tying it back into a pony tail when things get rather bad in a hurry. Whenever he isn't in the Academy uniform, he can be found in his preferred attire which doubles as field attire. He tends towards a very dark turtleneck, due to the cold weather found in the north, as well as a jacket that more protects his arms and upper torso than actually provide weather protection. The other half of the jacket is usually worn around his waist, the tailcoats hanging down to nearly conceal the slacks he wears, the same color as his turtleneck. If desired, he can wear the coat normally, reattaching the bottom and top halves which, from the outside, is hardly discernible as being separable. What likely stands out most is either his necklace, something he refuses to discuss, or his armor. Most Hunters tend to shy away from armor, preferring mobility, but Sep much prefers the added weight to unarmed punches and kicks provided. As such, the white greaves reach up to his knees while the gauntlets reach up to cover his forearms, most of that hidden beneath his jacket sleeves. Sep is a firm believer in the idea that one who chooses to hunt should be wary, lest they descend to the same level as of that which they hunt resides. As such, he prefers to not let emotional outbursts get the better of him when dealing with Grimm, at least as best he can during the training at the Atlas Academy he has received thus far. He sees it as a necessary work, the Hunters and Huntresses a necessary force, for rather grim (no puns intended) opposition. This focus of purpose tends to bleed over into other aspects of his life, inadvertently mind you, often times preferring the solace of cold logic when faced with hard decisions. This doesn't mean that he avoids the guilt of mistakes, mind you, and he holds himself accountable, sometimes to an unreasonable degree. Ironically, this tends to, unwittingly, make him the very man of extremes he suggests avoiding when hunting down the Grimm. Off the field, or during moments of rest, Sep isn't terribly hard to get along with. He is firm in that everyone pulls their own weight, though not everyone can pull the same weight, though he will volunteer to shoulder the burdens of others. Humorless to a fault, he often misses jokes or puns, reacting quite literally to things that are jokes, or answering rhetorical questions bluntly. This tends to put him at odds with those that love to joke, though he has and will indulge in sarcasm, something he does notice, implying his lack of humor might be chosen vice inherent. Behind these often humorless green eyes though is a determination, a resolve that seems to not be likely to waver, let alone cave, anytime soon. He looks always to the future, learning from the past certainly, but not dwelling on it. What is done, and what has happened, is past them now. Dwelling on it or, whatever Gods forbid, forgetting it will do nothing but bring people trouble, and he is quick to pass events like they never happened, keeping their lessons in mind, but that is it. This can often come across as either forgiving or callous, depending on the event, and he is certainly not apologetic about it. Extracting an apology out of Sep is something of a chore, since he sees no point in words trying to mend what is already done.[/indent][/indent] [color=9e0039][sub][u] L I F E & M O T I V A T I O N S [/u][/sub][/color] [indent][indent]Sep doesn't quite recall where he was born originally, having spent most of his life on the move, a military brat that pretty much moved around wherever his mother was in the back lines. He wasn't the only one of his kind, but it was a rarity as most of them had relatives to stay with in the civilian areas much farther from the dangerous areas. The ones he did interact with, well, didn't appreciate his mannerisms and disinterest in pointless brawling. When he wasn't at the hospitals or medical tents, helping out the doctors and nurses, he was getting dragged into street fights and brawls despite his expressed disinterest in such things. He won some, he lost some, and cleaned himself off and kept moving forward, eyes ahead and not looking back despite the stern talking to he would get from those around him for such things. All wars come to an end, though, and with the end of the Great War and the treaties being put in place, Sep would find himself struggling alongside his parents to return to Mantle and live a civilian life. His mother had it easier, finding work at a hospital, treating the sick and injured outside of a combat scenario. His father had it worse, going out into the wastes to explore and track down any useful resources that might have been lost or abandoned in the cold. Sep himself found himself without any real purpose, having been so focused on his abnormal upbringing that adjusting to a lifestyle most average teens had was bizarre. Yet, adjust he would have to, if it weren't for the opening of Atlas Academy. Sep saw a means of serving and protecting, to save others from a threat, in applying to Atlas Academy. As a Hunter, he could work to insure that others didn't have to walk in their footsteps, that they could grow up normally and not have the strange life that he himself, and that others during such times, had. His determination and ever forward looking eyes carried him well, even if that same determination caused him trouble at times too. As soon as rumors started circulating on the matter of a mission to Vytal island, Sep was first to volunteer. Not only was this something that would be once in a lifetime, no doubt, but he was convinced that the other hunters, from other Academies, would need the most diverse skills they could get. Adapting and moving forward, alongside his practical tricks, Sep was convinced that he would be ready to help with whatever happened.[/indent][/indent] [color=9e0039][sub][u] W E A P O N S & S K I L L S [/u][/sub][/color] [indent][indent][color=9e0039]❖ Maestoso[/color] [img]http://img10.deviantart.net/6cb2/i/2011/106/e/6/semi_auto_gunblade_pistol_by_redzaku-d3e61cl.jpg[/img] [indent]Maestoso is an amalgamation of his parents weapons from during the Great War, the two of them hanging up their tools of war after the treaties were all signed and a done deal. His father had carried a short sword, among other weapons, having been part of a recon unit, while his mother had carried a pistol as her sole armaments as a field medical officer. Taking the two, Sep merged them into one weapon rather than building his own from scratch. As such, it tends to be rather simplistic compared to some hunter weapons he has seen, though he cares little for this discrepancy. He carries Maestoso with pride, something that one foolish enough to ask about the weapon will no doubt hear. The weapon has two forms which consist of its ranged form, and melee form. Sep prefers to carry the weapon along his back, at the base of the spine, where he can draw it with his right hand when necessary. In its ranged form, the blade is retracted, and the edge withdrawn into the housing beneath the gun barrel, giving Sep a means to brace the length of the weapon barrel, typically with the nook of his elbow. This allows him accurate firing out to a longer distance, but when the enemy gets close, a simple toggle enables the blade of the gun. Springing forward and extending the blade along its full length, he can no longer brace the weapon with an extra arm for ranged accuracy, but can still fire it. The single edged weapon is reinforced for melee combat, but other then that, lacks anything flashy or fancy. Sep prefers the tried and true methods of weapon construction over experimental hunter weapons, any day of the week.[/indent] [color=9e0039]❖ Never Bend the Knee, Never Look Back[/color] [indent]Sep is of the belief that, when it comes to many things in life, there is a key difference between compromise, and surrendering it all. The former is important for working together, the latter a sign of weakness and willingness to give up one's values for ease of interaction. This refusal to give up on what he believes in, at its core, tends to extend to all things. He loathes the idea that one should just give up, or even worse, never try. Taking time to figure out a plan and execute it well is one thing, never even trying is another completely. He has this innate drive, a refusal to just give up, that can be infectious depending on who he is dealing with. Of course, having a stubborn streak a mile wide can have its downsides, mainly in dealing with others who might not be used to someone who just won't quit when they really should. Sep may get knocked down, but his allies and enemies alike can count on him being dead set on getting back up, or going down good trying.[/indent] [color=9e0039]❖ Save their Lives, Save your Life[/color] [indent]His mother's experience and stories as a medical officer during the Great War inspired the young boy greatly, hearing about his mom's efforts. Inspiring enough that, before the Atlas Academy was even a thing, he had been volunteering at hospitals treating the wounded wherever he could, learning how to patch someone up and stablize them so the trained doctors could do the work necessary to set them back on the path of recovery. He might not be a trained medical professional, not by any stretch of the imagination, but between the supplies he keeps on hand, and his own practical knowledge from his volunteer work, he can help bandage and stitch up allies that got hurt bad, for at least long enough to get them proper medical attention. Perhaps as a side effect, blood barely phases him, having been exposed to some nasty war wounds during his volunteer work.[/indent] [color=9e0039]❖ Military Intelligence[/color] [indent]Unsurprisingly, both parent's life choices had an influence on Sep. While he actively volunteered and worked as a spare hand for the hospitals, he learned a very good lesson from his father. To check your intelligence work twice, before acting once. Going out to scout around an area, reading up on possible dangers, or useful traits, of a land before going into it, conditioning himself a bit for other climates, preparing himself for a task or mission is a very involved, very serious thing for Sep. Rushing in blind irritates him when it is avoidable or unnecessary, and it still doesn't sit well with him even when it is. He tends to be rather slow to act, but very precise about his actions when he gets to it. Of course, this tends to be rather grating with those that prefer to act and plan on the fly, and make it up as they go.[/indent] [/indent][/indent] [color=9e0039][sub][u] S E M B L A N C E [/u][/sub][/color] [indent][indent][color=9e0039]❖ Synapse Overdrive[/color] [indent]Sep's Semblance is one that operates on a passive level when active, doing nothing to overtly control elements or his surroundings, being solely focused on himself. When it becomes active, to use a technical explanation first, Sep's brain processes information around him at a far faster rate, magnitudes faster than normal. This means that, for Sep's own perception, everything is moving far slower than normal. It will then enable his nervous to operate more efficiently as well as quickly, upping his reflexes and response time to what his brain perceives by a similar magnitude as that which his brain is now operating at. What this means practically is that he responds to what is going on around him far faster than most others can manage. While this is in effect, Sep leaves an afterimage of himself, a side effect of his aura reacting fueling his Semblance. While the strengths of this are fairly obvious, namely the heightened reflexes and ability to process the information at the speed necessary to take advantage of them, the downsides are equally notable. Firstly, the Semblance is extremely taxing on him physically, his muscles and skeletal structure not yet used to the sudden increase in movement forces, taxing him far quicker than fighting normally without it. Secondly, it saps the defensive nature of his Aura to fuel his reflexes, trading defensive strength for the ability to go on the offensive better and evade incoming blows. Attacks that do land will hit harder, as Sep's aura is no longer equally tough as its offensive applications are strong. A psychological problem being when attacks that he cannot avoid hit, as he is forced to watch the incoming attack in its vastly slowed down state, forced to realize that the incoming, impending blow is approaching and there is nothing to be done for it. This semblance also does nothing for situations where, whether to to sensory deprivation or obscured foes, he cannot see or hear the foes coming, since being able to react at heightened levels does no good against things he does not know are coming.[/indent] [/indent][/indent] [/indent][/indent] [/color] [/hider] [/quote] [color=f7941d]Accepted[/color] Do like the character, the weapon that you created and the risk reward nature of the semblance. You are free to post it up when you can. [quote=@Tergonaut] [hider=Marina Brimlad] [color=CCCCCC][center][color=DodgerBlue][h2][u] M A R I N A B R I M L A D [/u][/h2][/color] [img]http://thumbnail.egloos.net/600x0/http://pds20.egloos.com/pds/201102/01/47/e0028947_4d47a487e21f0.jpg[/img] [hider=Bonus RWBY Chibi version!][img]http://img.amiami.jp/images/product/main/112//FIG-MOE-2641.jpg[/img][/hider] [/center] [indent][indent][color=DodgerBlue][sub][u] G E N D E R [/u][/sub][/color] [indent][indent]Female[/indent][/indent] [color=DodgerBlue][sub][u] A G E [/u][/sub][/color] [indent][indent]17[/indent][/indent] [color=DodgerBlue][sub][u] R A C E [/u][/sub][/color] [indent][indent]Human[/indent][/indent] [color=DodgerBlue][sub][u] A C A D E M Y O F O R I G I N [/u][/sub][/color] [indent][indent]Atlas Academy of Mantle[/indent][/indent] [color=DodgerBlue][sub][u] A P P E A R A N C E & P E R S O N A L I T Y [/u][/sub][/color] [indent][indent]Marina is a blue-eyed young woman of Mantle military nobility, which informs her posture and gestures to an extent that she doesn't even realize. She is not particularly tall, she's self-conscious about her stocky figure and slightly wide face, and she has her long blue hair tied in a somewhat loose ponytail that is ready to fly apart at any given moment save for the red hair ribbon she wears - yet she stands straight in her neat and proper clothes and holds her chin up high, exuding a sense of confidence in her abilities that commands respect. Her Aura is a solid blue. For battle, she usually wears a charcoal-colored military-style uniform with puffy upper arm sleeves that become more form-fitting around the forearms, loose pants around the thighs, knee-high black leather miltary boots, black gloves, and a black belt. Over this, she is usually equipped with a blue metal breastplate with two red stripes down the sides outlined in thin strips of white, has a blue metal vambrace and pauldron on her left arm as well as some additional armor plates on her left glove, and an extra plate of armor that extends from her cuirass on her left hip down to her thigh on her left side. She wears a pair of ammo bandoliers around her belt area with extra grenades for her weapon. She strives to keep this uniform as clean and as neat as possible (like all of her clothes), given the style of some of its features. Outside of battle, she will dress accordingly as she sees the demands of the situation. Formal occasions are her [i]forte[/i], and even in more casual situations, she will be dressed crisply. Marina prefers her battle attire since it covers her entire body and hides some of the stockiness of her frame, but she will not shy away from what she sees as her duty to be seen by the public as a member of her noble household. Marina is a curious mix - she respects and honors the traditions that made Mantle such a strong military power, yet she also is glad she lives in a time where she can express herself more freely than ever before. She feels [i]noblesse oblige[/i] as her primary motivator in becoming a cadet at the Atlas Academy, and wants to prove to everyone that Mantle will be excellent at any task they choose - including this new business of training Huntsmen and Huntresses. That said, she also has some of the prejudices inherited from her father about the proper place of the lower classes - particularly those of different nations, and of the Faunus.[/indent][/indent] [color=DodgerBlue][sub][u] L I F E & M O T I V A T I O N S [/u][/sub][/color] [indent][indent]Marina is the daughter of a naval officer father and a skilled diplomat mother. Her mother has long had sympathies for the ideals of self-expression and color, and was delighted to be a part of the process of coming up with a treaty that would forever allow this to be the rule of all the kingdoms. Marina was suddenly given a freedom she had never experienced before in her childhood, and she found she enjoyed it. Yet, her father remained bitter that Mantle lost the war, and his strong sentiment that things would have been better if the traditions of Mantle had become the rule of law have not been lost on Marina. Certainly, some of Mantle's standards as a whole were not admirable, but there was still a sense of nobility and honor in those traditions that Marina saw as still necessary in the current world. Marina grew up around the military, and even before the advent of the Academies, it was expected that she would become an excellent officer and leader someday. She would often sail with her father and learn how to run a boat, and she often stepped up to the task of taking command in her father's absence on her family's boat. Once the idea of the Academies came into reality, Marina volunteered immediately, though her age prevented her from joining Atlas Academy at the very first. Nevertheless, her experience around the military gave her a head start among many of the other nobles who hadn't had such an advantage, being the children of noblemen and dilettantes, so she quickly rose to prominence as an honorable yet fierce combatant on the training field. Her parents still quarrel about the way the war should have gone, and Marina desperately wants to prove that they both can be right. And so she would leap at the opportunity to make sure a representative of Atlas joined the other cadets on the mission to Vytal.[/indent][/indent] [color=DodgerBlue][sub][u] W E A P O N S & S K I L L S [/u][/sub][/color] [indent][indent][color=DodgerBlue]❖ Bedlam Flourish[/color] [img]http://2.bp.blogspot.com/-hxhtBOHPBWY/T07AmChavTI/AAAAAAAAAGI/vahGgWW2dQg/s1600/VAR+PRINT.jpeg[/img] [indent]Bedlam Flourish is a combination of a grenade launcher and an enormous two-handed single-edged sword, colored mostly blue and metallic gray with some simple white block and line markings. When being used in launcher mode, it is held by two smaller handles, one near the rear of the launcher with a trigger and one in the middle to balance it while in use; the weapon also deploys two round ammo drums when used in this mode. As a sword, there is a larger handle that allows a two-handed grip underneath the trigger handle, with a curved finger guard extending out below that. When in sheathed form, the blade pulls into the grenade launcher assembly along with the ammo drums, which then shortens itself by approximately one-half to fit on Marina's back. The grenade launcher uses Dust shells which explode with whatever element they are loaded with, and has a mode that lets her detonate the grenade before launching, causing a blast of that element to come directly out of the barrel in a cone-shaped short-range burst. This latter feature is what gives her some extra mobility and her landing strategy, as she can use the burst mode to propel her in a given direction or to slow her fall down, though she can also use it offensively by stabbing the sword forward and then initiating burst mode.[/indent] [color=DodgerBlue]❖ Shipshape[/color] [indent]Marina is familiar with the proper running and maintenance of boats and ships, having grown up around water and having a father as a naval officer. She knows the terminology, protocol and knots, and she has even captained her family's boat on a few occasions. She is just as comfortable on a boat as she is on land. She is also an excellent swimmer, though she is a little shy of being seen in swimming attire.[/indent] [color=DodgerBlue]❖ Noble-Born[/color] [indent]Having been born into a noble family with strong traditions and social obligations, Marina has grown up being taught about etiquette, honor, and the finer points of society. She can identify families by their coat-of-arms or colors, she knows the best colors to wear for each season and for the type of occasion, what fork to use for which part of the meal, and so forth. Since hers was also a military family, she learned how to deal with the military, recognizing ranks, codes and hand signals, and being able to move through the bureaucracy inherent in such an organization. This naturally comes with the drawback that she is virtually ignorant of the lower classes, their way of life, and their slang.[/indent] [color=DodgerBlue]❖ A Rock in the Storm[/color] [indent]Marina is a trained soldier, fitting to the traditions of her family, and she has a particular knack for engaging the enemy from a defensive position. She lacks the subtle acrobatics of other fighters, and when she moves position, she will do so with her weapon's burst-mode recoil sending her sliding across the battlefield in a spectacularly loud and crude fashion. But when she plants herself into place, she becomes a rain of terror on her distant enemies, and up close her enormous blade serves as defense and offense simultaneously. She is also well-trained in the heavy armor she wears, able to reposition herself as needed to take the most advantage of it, and if there are any fortifications or choke points that she can use to her advantage, then she will hold the line for as long as it takes to get her friends to safety or to give them the time to regroup and attack from another angle. And despite her prejudices, she works well with her allies in combat, able to launch them around or cover them.[/indent][/indent][/indent] [color=DodgerBlue][sub][u] S E M B L A N C E [/u][/sub][/color] [indent][indent][color=DodgerBlue]❖ Anchor[/color] [indent]When Marina activates her Semblance, her density increases a hundredfold along with her weight, making her an immovable object on the battlefield and giving her an extra coating of Aura armor. She will be practically impossible to be shoved around or knocked over, and she will be able to survive stronger attacks than ever while her Semblance is up. This allows her to become a rallying point for her comrades or a distraction to a stronger foe, and she can focus on shooting or slashing at the enemy instead of worrying about angling her armor to deflect attacks. Suddenly increasing your weight, however, has the downside that whatever surface you are standing on must be able to hold that weight. She will break through wooden docks and platforms, even stone floors in upper stories of buildings, if she is not careful of where she deploys her Anchor. This can be used deliberately to allow her to escape, as she won't get hurt from the fall, but it will take her out of a fight if she times its use incorrectly, and her enemies may find creative ways to take advantage of this. While Anchored, she also cannot use the recoil of her weapon's burst-mode to move from her position, so it limits her mobility even more sharply as a result. It has the odd side-effect of reducing her life support requirements as well, allowing her to go without breathing as long as she is able to maintain her Semblance. She is able to walk slowly while being Anchored, so she can theoretically walk back to land should she sink herself in a body of water.[/indent] [/indent][/indent] [/indent][/indent] [/color] [/hider] [/quote] [color=f7941d]Accepted[/color] I think on the seas she's going to be a character that will be worth reading up about. Do like how you've incorporated OOC knowledge into the design too. [hr] [hr] [color=f7941d]Please not that tomorrow I will be at work and I have a 5am shift Monday, so I may not have the greatest time to look at stuff tomorrow evening due to how I have to be up quite early. Use this info to your advantage if you are working on a sheet or editing... But I would like to ask that those who are working on something please post up a message so I can get an indication of who is still interested.[/color]