Sepia is slightly average, though some might consider her tall while others a shortstack. At 5’7” and seventeen-year-old she is a bit taller than most girls she knows plenty who have a few inches on her. More distinct is her golden irises. Her long, well-kempt hair by comparison is rather inconsequential with shades of brown which is commonplace in pretty much every Kingdom in Remnant. A black hair-tie is the only accessory she pairs her hair with.
If you ever talked to Sepia, you would probably never guess she was in line to inherit a major share in the Mistral Trading Company.
Down to earth, kind, and decidedly unpretentious, Sepia rarely shows the silver spoon that is firmly tucked in her mouth. There are some quirks to come with her privilege, but generally such things are more difficult to notice. She is playful, however. Bold, too. She’s not exactly much of a ‘critical thinker’ choosing to instead jump into the fray without a plan most of the time. If she wasn’t so good at adapting to a situation on the spot, she’d probably be a terrible huntress. If she was a bit more aware of her own flaws beyond physical weakness she’d probably admit it, too. People around Sepia might find her a bit of a lovable idiot, the kind of person who removes the tension in a room with a quick-witted joke or well-needed pick-me-up. She’s probably the first one to brew a cup of tea or tell a ridiculous story.
This is not to say Sepia is without any sort of grit. When the stakes are high she gets serious and when the topic of her parents come up she tries to change the subject. While she loves her parents deeply, she doesn’t particularly like them. The only person she wants to do right by is herself, or maybe the huntress who inspired her to be one.
The Al Mond family is one of the richest families in Mistral, descending from early scavengers in Anima who discovered rare materials that became valuable through the need to fight Grimm. They would go on to create the Mistral Trading Company alongside the Cerise Family. They would serve as primary rivals to the Schnee and other families in neighboring kingdoms. It would be a legacy that Sepia would be more than aware of, given the persistence of her very demanding parents who would remind her of her responsibilities her whole life.
But Sepia liked taking risks. From the very beginning it became clear she had no interest being some accountant or company head, looking instead to her idol, Fern Vermillion, for inspiration. This, of course, originated back to Sepia’s childhood when a group of brigands kidnapped her during a festival in Mistral. While traumatic, Sepia was fortunate to have been saved by Fern, a storied Mistrali huntress; a happening that showed her not only how cool the lifestyle of a huntsman was but also how strong they were. Being a child and unable to do anything against her captors, a quiet resentment built in the young heiress and it was from that day she decided she would never be weak again. It would be the first time Sepia’s resolve would become apparent to the dismay of her parents.
The difficult part would become having her parents approve of her designs on her own life. An effort that Sepia never really felt mattered in the long run since there seemed to be a unending resistance to her ideas. Despite huntresses and huntsmen being seen as highly regarded figures, her mother in particular refused to see the point in such endeavors—or so she told Sepia when she was thirteen-years-old. Seven months later at a gala Sepia decided to do the one thing that her family couldn’t ignore; she announced she would be attending Sanctum Academy. The only way she’d be able to control her own destiny would be to assert it in a way that her parents saw as a public spectacle. Her mother was furious with her, but in the end Sepia got her wish.
After years of bold escapades and training at Sanctum Academy, her path seems pretty clear as she prepares for her initiation at Haven Academy.
Sepia’s Semblance is called Timesweeper, an ability that gives the appearance that the Mistrali woman sees attacks coming before the attacker even telegraphs them. In truth, it’s a visual technique of which she is barely able to use effectively in that she adjusts her aura to hypercharge her perception of attacks directed towards her. In short, she sees things slower when activated. This semblance could be quite powerful if trained, but as it is the physical strain on overuse is very high.
Who knows how it’ll develop in ten or twenty years of use? For the time being it is merely a “holy crap” emergency release button and it’ll have to do.
Weapon & Fighting Style
Elysium and Pandora are non-transformative revolvers crafted by a Mistrali weaponmaster during The Great War and the weapons of choice for Sepia in her role as a Huntress of Mistral. The revolvers are durable weapons that have a chamber for conventional bullets and dust cartridges, allowing to transmutate attacks into powerful attacks on their foes.
In conjunction with her weapon, Sepia is a capable combatant. While she can strike enemies at close range with melee attacks from her revolvers she is able to also utilize a strong athletic core with her knees, thighs, and calves. Her athleticism is one of her finest points beyond how she is able to react quickly in the heat of the moment. If a Grimm or criminal corner her they can expect to deal with a flurry of kicks, knee strikes, and flips.
- Sepia attended combat school at Sanctum Academy and is well-versed in weapon fighting. - Impulsive, doesn't plan ahead which can be a disservice to a team environment. - Cocky and bold, doesn't understand boundaries let alone what her privileges have made her ignorant of. - The first to apologize. Has unrelenting kindness albeit a distinct obliviousness. - Has unlocked her aura and semblance, but is not particularly skilled with it.
Get someone to watch your back, never know when something will try to catch you off-guard.
Bren is tall and well built which makes him look slightly older than he is. This along with his fiery red hair and bright blue eyes makes him difficult to miss, even when standing in the midst of a crowd. He walks with a great deal of grace and confidence, as his parents taught him, that makes it clear he is comfortable in any situation (even if he isn't). He does try to make sure he is presentable in every sense of the word, despite this his hair is always a slight mess, though not for lack of trying.
Clothing wise he is always dressed nicely, unless he is relaxing by himself, even if the situation doesn't necessarily call for it. While nice he does also make sure to keep practicality as the most important aspect of what he wears whether that be a convenient holster for his weapon or combat boots. No matter what he's wearing there is always a jacket or long coat over the top of it, though this is mostly out of habit from growing up in a colder climate. He mostly prefers lighter, monochromatic shades with a few splashes of color, very similar to his weapon.
Confident and approachable, Bren is an easy person to get along with provided you don't get on his bad side. If that's the case he tends to be harsh and snappish, but thankfully it takes a lot to get to that point. He is hard working at anything and everything, but mainly things that grab his interest completely. He can be somewhat easily distracted so if it doesn't work out every part of his brain and body he's more than likely to lose interest pretty quickly. However, if someone gets him talking about a topic he has a great deal of interest in it's difficult to get him to stop.
He's strongly of the opinion that no one should be judged by who they are or where they're from, but rather the quality of their character. He'll take the time to get to know someone before really deciding if he wants to be their friend or not. Some people see this as putting in too much effort on things that mean very little, but Bren is of the mind that the types of people you spend time with reflect the type of person you are. Being an only child allowed him to really appreciate the company of other people his age, but it also had the side effect of making him somewhat unsure of how to interact with them. He's able to easily cover up his nerves for the most part unless someone catches him off guard.
It does take some work to get him to care deeply about someone or something, not to say that he's against closeness by any means, but he wants to make sure it's worth his time. Like many of the other students at Haven, training to become an amazing huntsman is something he throws himself into 100% and if someone seems like they're giving less than that he's not so inclined to put in the effort of knowing them. If he is putting the work to better himself, and those on his team, he expects others to do the same. This does make him appear disinterested at points, but that couldn't be farther from the truth.
Once he gets to know someone well he loosens up quite a bit. He's much more willing to make jokes and hang around just because he enjoys the company of his friends. If he truly cares about someone he is strongly protective of them.
Bren was born in Atlas and is the only child of Emil and Isolde Adalwolf. His father works for one of the many technological companies in the city of Atlas and is a brilliant mind that is focused on the betterment of society for the people there, and he is stringently against the sorts of unethical practices that some of the other companies dabble in. His mother on the other hand is not the high society wife that one might expect of a wealthy businessman, but rather an accomplished huntress in her own right. She attended Atlas Academy and had little trouble holding her own.
His father was elated when they had a son and he immediately wanted Bren to follow in his footsteps and learn the intricacies of science and technology for the betterment of Remnant, but Bren was much more interested in what his mother did. She would return from hunts all through his early childhood with fascinating stories of the battles she participated in sparking his love of mythology and stories. Not to say he didn't heed his father and learn some of what Emil did for a living, but he could never quite grasp the depth of mechs coding. Rather he asked his mother to teach him combat moves from an early age, and he found that was where his passion was.
Once he got old enough he begged his parents to allow him to attend a combat school and, while his father was hesitant, his mother was all for it. Given prior experience with his family he was able to make a name for himself at the school, despite the highly competitive nature of it, and thoroughly enjoyed the time he spent learning and practicing both at school and at home.
When he turned 17 his mother expected him to apply to the Atlas Academy, and he knew he would've been able to get in with little trouble, but Atlas always felt so closed off and insular to him. Living there had it's perks, but he wanted to know how other parts of the world differed from the one he grew up in. With his parents permission, though it was a bit of a fight to get, he was permitted to attend Haven Academy where he hopes to learn what he didn't in Atlas.
Allows for the summoning of three shadowy, lupine spirits that can be directed as allies in battle to attack and defend. Bren can choose to summon the spirits individually as the strength of them goes down with each additional one that is brought onto the battlefield. The spirits are free to act within the orders that Bren gives them whether that be to attack the nearest enemy or guard an ally or location, but they must remain within a certain distance of him or else they vanish. Each spirit has it's own personality that can make them a hassle to control when all three are summoned at once, but careful focus and training can make it manageable.
Bren loves each of the spirits, even the more abrasive of the three, and frequently has at least one summoned by his side as a point of support in unfamiliar locations. He has an incredibly careful grasp on the intricacies of his semblance, especially when there is only one present, and would never allow for the spirits to run amok in any way.
Weapon and Fighting Style:
Bren's weapon, Guardian, is a fairly simple weapon compared to some of the others that he has seen from hunters and other students. A dual action sword and rifle that can fold to be very easily carried in a holster at his side. He can infuse the blade and rifle shots with various kinds of dust if he needs more of an elemental kick.
Due to his weapon his fighting style is a mix of ranged and melee combat depending on the situation. He can shoot from a far distance with the rifle to keep things at a distance, but if push comes to shove he is perfectly capable of fighting in close quarters. He heavily relies on his semblance in the event that he is overwhelmed by a larger number of enemies around him. He knows how to work in tandem with his spirits and they allow him to utilize his observant nature to pick out weak points and hit hard and fast with either his blade or rifle.
Bren is a highly capable combatant, particularly when working in a team given his semblance. He's not the best strategist overall, but his strength in that regard lies in being able to pick out an enemy weak point quickly. Having spent all of his life in Atlas he does have a tendency to act haughty without intending to. While he works well in a team with his spirits it may prove more difficult for him to work with other hunters and huntresses who don't do exactly as he says.
“Not here to make friends. Just paying back a favor.”
Silme Fenerus, or Sil for short
Sil is built like a brick wall. A good-looking wall, for sure, but a wall nonetheless. A mixture of his overabundant aura and dedicated training has made the 6'5 Faunus a rather beefed-up individual, which has a somewhat disconcerting disconnect from how soft his features tend to look. Not quite so much that he looks feminine, but with his long hair, thick lashes, and more delicate features, most would expect a much sleeker individual. Granted, this disconnect becomes a little less pronounced when he opens his mouth, showing off a sizable bear of wolfish canines that, along with his tail, stand as the pronouncement of his faunus heritage.
As far as clothing goes, Silme dresses practically on missions and tends to throw whatever he can find on when he isn't expected to look nice. His silver-white hair is often tied up in either a ponytail or a braid to keep it out of the way, though why he doesn't just cut it is a question he gets often and never answers.
Silme is defined by two things: a desire for connection and an almost crippling lack of trust in anyone around him.
When he was younger, you could hardly ever find a kid more bright-eyed and willing to help those around them, using his natural talents to help around the mine where his parents worked, greeting the guards that kept the Grimm out(even if it usually only got him cold looks and whispered insults), and trying his best to be friends with everyone he could. However, after the accident that took his parents away from him, and the fallout that followed it, he become much more reserved. He talked with others but, even when it came to his new guardian he was afraid to open up or make connections with others. And as he grew up, the small little insults and digs that many in Mistral made his way soon caused him to grow as distrustful of the whole lot of them as they surely were of him. He tries to not let it show or act on the growing distaste and anger he feels but sometimes the things he sees or has to put up with proves too much for him to simply stand back, something that causes the young man no small amount of trouble in life.
Silme grew up in essentially a shanty town, outside one of the many dust mines run by the SDC. A place for those unable to get a home in the city of Mantle, they at least had the benefits of military guards to keep them safe from the Grimm that, needless to say, often found themselves drawn to such places. A lot of the workers liked to whisper how if it weren't for the Grimm, the guards would likely treat them even worse they usually did, rather than just being casually indifferent to their needs.
However, for a young Silme, he just found everything to be the start of a new adventure. A born rapscallion that, thanks to being born with awakened Aura, proved to be a lot for most of the adults in the town to handle when he felt up to mischief. Luckily for all, he rarely ever caused much more than the occasional prank and slip up, often using his gifts to help out around the mines where ever he could, and even helping to spook off the occasional Grimm from time to time that managed to sneak back the guards. It was far from an easy life, but it was better than some other days. The best days being when his father's old friend, now a Huntsman of Mistral having managed to leave Atlas when they were kids, would come around to tell him stories about the outside world. One day, he wished that he'd be able to go out and see the world just like her.
And then one day, he would get his wish.
The accident was sudden and devastating, as the gravity dust that this area was known for suddenly reacted and caused the entire area to implode on itself. All that was left afterward was a hyper-condensed orb of rock within a mile-wide crater. Sil would have found himself among those dead if not for being babysat by his father's huntsman friend, Reine. The town, however, was gone. As were most of the people. But in the days that followed, the only new the young man ever saw was on the rise in gravity dust prices, and talk about the lives of the guards who managed the station. If the miners were mentioned at all, it was as a statistic, and barely given much focus at all.
More than anything else that followed, this is what caused Silme to grow cold and dispassionate to humans. The fact that hundreds of innocents had died. . . and none of them seemed to care. They called it an accident, a tragedy, a horrible loss of life, but spoke about it in the same tone one would speak about a particularly nasty day of work. There was no empathy, no outrage from anyone who wasn't a faunus. Just a cold statement of fact and a number.
Reine would take him under their wing, raising them in mistral to the best of their ability, but there was always a distance between them, even as they taught him how to be a Huntsman shortly after he asked. He started getting into more fights, and got a reputation in school for being willing and able to put even some of the notirous criminal elements in the city through walls, though that often came with it's own complications. When he finally was accepted into the academy, it was on a probationary measure that he behave, beign told excessively that he was only allowed this chance because of Reine's reputation, and that if he were to act out, they both would suffer consequences.
Restraint: Silme is a rare type in the world of Remnant, born with an awakened semblance and thus, having lived with it all of his life, as well as being gifted with an insane amount of aura to accommodate the nature of his semblance. A side effect of this abundance of life energy is Silme growing quickly and heartily, despite growing up in less than favorable conditions for most of his early life and being near superhumanly strong thanks to the use of innate Aura enhancement.
As for the semblance itself, it technically serves as a hindrance rather than a boon he can actively control, a set of three blocks on his aura. By removing these locks through reaching for specific emotional triggers, he can drastically increase his combat performance by flooding his body with more and more aura. As each chain is broken, Silme gets noticeably faster, stronger, and exudes an ever-increasing amount of aura, like a blazing silver flame. The first of the chains, Lædingr, is the easiest to unlock by tapping into a moment of memory of great joy or happiness. Dromi, the second chain, requires a moment of great grief or regret to be unleashed, often coming with a much more aggressive and berserk fighting style as the rush of energy starts to mess with his head. Silme has never found the trigger to unlock the third chain, only knowing it exists through the gut instinct that there is likely more of his ability he could tap into.
Whether or not he should, however, is another question entirely.
The blocks on his aura are in place for a reason, and breaking them often leads to no small level of exhaustion, pain, and damage to his body due to the sheer strain of harnessing that much power and withstanding the immense forces he exerts as he fights. With training, he has managed to break and lock the first chain at will . . . almost. It's not exact, but he has enough control to release it in quick bursts to minimize the drain on himself, but even that can be extremely taxing. Once the second, and presumably third, chains are broken, then it will continue to burn until his body fails him and he can't keep it up anymore
Weapon & Fighting Style
As of now. . . Silme doesn't use a proper weapon. He has tried to train with a good number of them, but he's found all of them to be a bit awkward to hold and, more importantly, unable to stand up to the force of his blows once he starts using his semblance. As such, he has learned to make use of the stores of Aura he was gifted with, focusing almost entirely on improving his aura-enhanced CQC skills. In particular, he likes to take advantage of his impressive strength to grapple his foes into submission though he also can throw out some devastating blows with just some straightforward punches, jabs, and kicks.
When it comes to using Dust, however, Silme has a bit of an affinity for the use of more archaic Dust arts, weaving it into his clothes to allow him to manipulate it on the fly. However, he only has small amounts of the material since he tries to source his supplies from places that don't work with the Schnee Dust Company if hec an, and is often left with lower quality products. As such, while he has the talent for the art, he has precious few chances to truly practice it.
Silme is a pretty avid reader and book learner, taking every chance he can to study up on subjects that interest him, and taking extensive notes on them. In particular, he has an interest in the study of Dust, its production and refinement cycle, and ways to improve the lives of the workers who risk everything just so the nations of the world can keep ticking.
A very active advocate for Faunus rights, which has wonhim little in the way of friends amongst the people of Mistral.
Silme's tail is often a very good indicator of whatever he's truly feeling, no matter what he actual says or emotes outwardly. It is the one part of his posture that he can't properly control, and it irritates him when it gets brought up.
Having been trained by a Hunstman along with the typical curriculum expected of a Huntsman trainee, Silme is very much a well-trained combatant, even with his lack of a weapon.
“For the love of...get to the point already, or just let me train in peace! ”
Physical Description ┒
Artemisia's physical appearance generally is pretty neat and tidied, but keep a relaxed form. She will make sure that her cloths are presentable and that she is well groomed, without necessarily going full overboard. Of course, if and when required she would be wearing the academy uniform, in which case one won't see any folds of any kind. She sees this as some way to better herself and related to her training of self control.
Artemisia has a balanced, sometimes contradicting character. Most of the time she aim to be someone of good company and doesn't seek out fight with others - but will often find it nonetheless. She believes in earning respect through one's action and is one of her core principle. She's no brute or bully, but she cares little for empty words and promises without their backing through concrete acts. She has a no-nonsense personality that often can cause friction with people that care a little less about their training and duties. Like her physical appearance, she is relaxed most of the time and easy to talk to, but she can turn into a real beast when it comes to training and fighting. Out of a fight or training exercise she can control herself better, but Artemisia's patience runs thin all the time. She can be quick to anger, and decisive in her actions - something which she uses in battle for the better or the worst. Her good discipline in training routines and her love for battle and things related could make her one of the best hunter, but her lack of control and sudden impulses could just as well spell disaster for her teammates. Despite of all this, she cares for those she calls friends and companions and would go at great lengths for them when and if necessary.
Artemisia's parents are both in Atlas military, which could explains her interest in hard training and battle - but it doesn't.
Her father, Richard Argent, is a member of the logistic while her mother, Lyla, is an AI developer working on the many Atlas' androids. Both of them are well known in their fields and loved by their colleagues as patient and understanding persons, easy to work with. As anyone who met their daughter could tell, these traits did not pass on to her.
Their role is not combat oriented, but rather logistical in nature. They hoped for their daughter to follow in their footsteps, but realized all too soon that Artemisia would never be as gifted as they are in computers and technology. As she grew up she harbored a deep passion for the soldiers she saw around her and it threw a great impression on the little girl. She wanted to be like them, she wanted to train and to be strong and she wanted to be known for it. Her parents aren't sure where her ambitions came from or why, but they accepted it nonetheless. Better this than none at all. To little Artemisia, the idea of being surrounded by teammates and companions that would become a second family quickly became what she wanted.
Growing up, she trained a lot. First in an amateurish, inexperienced way but quickly more and more serious as the years passed by. She was never much interested in romantic aspirations by she loved her friends and was seen as loyal even if she could have a bad temper at times. Not as gifted as her parents, Artemisia nonetheless had good grades across the board thanks to her hard work and good studying and exercising routines. It wasn't too long when she was accepted into the training program to join Atlas' Academy.
Artemisia impressed her tutors and teammates across the board. Her physical aptitude were great and she was a gifted hunter. Time passed and she was eventually...kicked out of the program. Her fighting prowess were great, but her lack of patience and teamwork proved her downfall. It only grew to bigger proportions as she got better and was thrown into combat scenarios. The vision she grew up with of having a second family in their fellow Hunters came under attack, and it was all her fault. Artemisia had all this passion inside of her, this will to fight and be good but she couldn't control it at times, which caused her to either lash out or act out of line. It could not be, otherwise her dreams would never see the light of day. Her expulsion was the day she swore to herself to double down on her training, both physically and mentally.
Undeterred, she took it upon herself to move to Haven and try again there. With a little (lots) of work on patience and teamwork, this time she managed to get through the training program and be accepted in the Academy.
Pure unabated anger and loss of control is Artemisia's semblance. In more details, at some point during battle if she get angry enough her aura "catches fire". To the eye, it literally looks like Artemisia's whole body gets engulfed in red flames. More accurately, the 'fire' is energy taken form and exuding great heat. In theory, she could funnel that energy to a point, such as her weapon to deliver blows with extreme forces. However...this would mean that she learned to control two things; her emotions and the manipulation of her own aura. Two points which she has yet to reach or even get closed to. Meaning that her Semblance, for now, is uncontrollable.
Weapon & Fighting Style ┒
Grimvötn is an automatic rifle with a slower rate of fire that is designed to shoot heavy duty dust-augmented bullets at mid to close range. The reason for the close proximity is, of course, because the weapon is also a Switch-Axe in that it can quickly take the form of a very heavy, two handed and double-bladed axe. The gun, and therefore the axe, are bigger and heavier than they look so the melee weapon act more as a crushing weapon than a cutting one.
Artemisia's choice of weapon is obvious, of course. She chose this to be in a thick of the fight, where she can do the most by putting her yet uncontrollable Semblance to the best use. While Grimvötn technically has a range mode, Artemisia would us that to either cover allies and get closer, though the closer she get to a fight the harder she can control her unabated lust for it. It wouldn't take long for Artemisia to switch to axe mode, where she prefers to do most of her work, and charge the enemy.
She fight with little regard to her own safety and inflict the most damage as possible with her powerful axe strikes.
- Artemisia is extremely fit and athletic. Her rigourous training makes her a good fighter, but she is prone to lose control and lose sight of a plan of attack. She can easily underestimate danger and put herself at risk, though she would always feel extremely guilty if her actions put innocents in direct risk for their lives.
- She easily talks to people and loves to be friendly, although she can just as easily lash out if she feels insulted, or during combat scenarios. Artemisia is aware of her flaws in lack of control of her emotions and is actively working on it.
- Artemisia has trouble working as a team simply due to her tendencies to charge into battle and lose control. And for good reason - Although her Semblance is unlocked, she's not really ware of it as it manifest as intense fits of Rage and desire for battle.
- To her, being a Soldier / Hunter is everything. She expects other Hunters to take training as seriously as her, which can lead her to be a tad judgy of those she perceives as slackers.
“Nothing a little modification and elbow grease can't fix, let's go!”
Midori is a bit of an odd young man, especially compared to his peers who have made it this far as prospective huntsmen and huntresses. Standing only at 5'7" tall, even after puberty, the thin young man does not do much to actively inspire awe or confidence. With a lean frame and rough crop of reddish hair doesn't really help distract from his stunningly emerald green eyes, even resting behind his glasses as they do (The glasses are purely aesthetic, and a matter of comfort for the young man). His attire is usually some sort of working clothes and his headset, something that helps him keep deaf to his surroundings when he's trying to work on his latest scheme or modification, almost always wearing gloves of some variety. A pair of cargo pocketed slacks and work boots round out his general appearance when not, uncomfortably, in some sort of uniform. The long jacket he wears is a curious mix between an all weather working jacket and lab coat, and is an inherited item his mother used to wear almost religiously, given to him as a parting gift by his father before he departed for academy life and valued unusually highly.
Midori is the kind of young man who, in spite of life leading up to this point, has the kind of bloody minded determination that could shake up entire power structures if he could only focus on a single task for that long.
The son of a weapon smith and a merchant, the young lad decidedly inherited a curious combination of his parent's outlooks. He has his mother's obsessive tendencies with anything that catches his eye, be it the latest weapon crafting techniques, a person who just will not explain something, or otherwise obsesses over things. He also has his father's razor sharp attention to detail and awareness, hidden behind an, albeit somewhat true, mask of airheaded nature and easily distractable, and excitable, persona. He's not a hard kid to get along with, though once he gets started talking good luck getting him to shut up short of physically clamping his mouth shut. He approaches every task that catches his fancy with the kind of passion one might approach their magnum opus, throwing himself fully into a task without a moment of reservation or a shred of restraint. He also is nigh impossible to dampen the spirits of, always grinning and looking at the bright side of things. He does this to hide his personal feelings on his lot in life, of course, but he tries not to acknowledge that too often.
Midori does feel slighted that, just because of his parent's status, he had to fight so hard, tooth and nail, and metaphorically beg, and literally borrow and steal, to get where he is now. The fact someone who's capable is ignored because of their status rankles him hard, and he doesn't take well to people trying to throw their status around, especially granted from being born to the 'right' family, very well. It's really the biggest and easiest way to get him pissed off instead of his usual happy go lucky self, and something he'll feel awful about later, though he won't speak up about it to anyone. If he can't make it work on his own, by his own hands and power, he needs to figure out how he will or he doesn't deserve it.
Midori was born to a lower class family, his father a peddler and owner of a small pawn shop while his mother was an, albeit illicit, weapons manufacturer. They met during a deal and, well, hit it off somehow. His father was sharp as the blades his wife forged, and the young man spent as much time running around the family shop helping out as he did in his mother's workshop, learning about the mechanisms and devices that made weapons tick, from the humblest knife to the most complex of hunter's weapons that she created. He learned about Huntsman and Huntresses through their weapons, and was obsessed. People from all walks of life who could make a real difference, and strike a path that ignored their pasts? He wanted to run straight off to the nearest school and apply, though both his parents tried to temper this.
Frankly, they lacked the funds to put him through a preparatory schooling. Between his mother, Yuki Yoake, and her work getting short changed since she refused to sign on with one of the major crime syndicates, and his father, Hanto Yoake, similarly refusing to operate as a fence and try to do honest business, they could ill afford such expenses. So Midori decided to do it himself, gathering favors with odd jobs and doing what he could with the combination of his father's cleverness and his mother's ingenuity, all the while building his own Huntsman weapon. Now, the fact that much of the parts and components, far higher quality than he could ever afford, came from...less than reputable means was something his parents pretended not to notice while helping the young boy out with his dreams. He avoided getting strung into one of the syndicates, fortunately, and even saved up enough from doing odd jobs and working all the hours of the day alongside his parents to even secure himself a spot in one of the preparatory schools. Meanwhile he never noticed the extra funding his parents seemed to come up with, or the light meals on their plates when all three could sit down for dinner.
When he was sixteen, Midori would receive his mother's jacket before she departed for a long haul job, that would take several years to finish before she returned. Both her husband and son would miss her dearly, but supported her fully as she departed for Atlas to assist with weapons contracts that a company she was hired by was responsible for. The up front payment was enough to help finalize Midori's tuition and weapon project, and with his father assisting where he could, he would continue to do everything in his power to try and make it into the Haven Academy, no matter who or what got in his way. He did make enemies in the process, people who wanted to put his skills to a more pragmatic use since they could never get his mother on their side. Between his father's sharp eyes and intuition and Midori's own efforts he avoided the pitfalls of tricky offers and the life he managed to navigate through both his own, as they say, legally gray dealings and efforts as well as those trying to poach or headhunt the talented young man for uses beyond being a huntsman of any sort or variety.
Sure, Midori would find his father seeing off fellows of questionable appearance and character on more than one occasion, something he was always told was just business and nothing to worry about, and to focus on his studies, but the young man juggled attending a certain school in Kuchinashi as well as helping out with his father and his shop, the young Midori kept himself busy and focused in spite of his wandering mind, all for the purpose of getting accepted to Haven when the time finally came.
Midori's Semblance, discovered in the workshop alongside his mother, is something he calls Artificial Augmentation in which the young man can amplify the effectiveness of something that has been created or otherwise manufactured. From a combat perspective, weapons hit harder and more precisely, and can take more abuse, while from a mundane perspective anything he handles seems to just function better. From better reception during communication, more reliable transports, and just better tools, right now Midor has no significant control over this, able to prevent it activating on a hostile piece of equipment but only barely. Whenever it begins to impact something, it leaves a thin green outline around the item in question. With time and practice it could likely extend further than whatever he is in direct contact with, perhaps as well as focusing and improving single items even further.
Weapon & Fighting Style
Midori's hand crafted weapon of choice is something he named simply as Promise is a heavy duty 'rifle', though the constant tinkering and modification has trouble meeting that definition at times. In its ranged form it is a long arm, using a falling block lever action to lock hand loaded cartridges into place before firing, which the barrel itself can be twisted to either engage or remove rifling inside the length of the weapon. This allows for both shotgun loads as well as standard rifle cartridges, standard as the massive bore would be considered of course. The ranged form also has a curved bayonet mounted, which forms the blade of the weapon's melee form, a naginata. It cannot be fired in its melee form, however, meaning that there are times its better for him to simply fight with it in its ranged form using the bayonet.
The young man fights like a street rat, meaning anything goes and there is no such thing as fair play. Ambushes, blows beneath the belt, handfuls for the eyes, anything goes when it comes to fighting. Midori doesn't exactly enjoy fighting other people, preferring to face Grimm and the real threat that they pose, but his combat pragmatism was drilled into him by his parents as well as his instructors to the point that its practically second nature and he really doesn't think about it, putting it at odds with his general demeanor and personality overall. With the naginata he focuses on outlasting his opponent, using range and deep cuts to, possibly literally, bleed a threat dry before delivering a coup de grace, while at range its the opposite, looking to end a fight in a single, thunderous roar of custom tooled cartridges being discharged towards whatever is being aimed at.
Midori is clever to almost a fault, and just slightly less aware of his surroundings, constantly processing and gathering information without really thinking about it. He's fast to pick up on whenever something is off or doesn't seem right overall, or even when something just isn't operating right. His generally friendly demeanor and non threatening height and build helps him sort of slip by relatively unnoticed when putting his mind to it. He's a surprisingly shrewd merchant and brings a lot of experience and knowledge, having spent his entire life learning or practicing something or another, lacking the ability to simply ever sit on his laurels and just idle for even a few days. He also picked up his mother's skill with weapons, a quick and deft hand in getting damaged ones working and offering advice on improving them as well, should he find himself with allies who could use the help.
His obsessive demeanor at times can be off putting, however, and make it difficult to actually get Midori to focus on what's important if he latches onto the wrong thing. Add in a stubborn determination and it can be difficult to get him to back down or calm down when it matters. He tends to try and look at the bright side of things, even when its not exactly the wisest or most useful thing to do, which could lead to missing things. The higher status someone is, or more importantly acts, the harder it is for him to get along with nicely. He tries, but its difficult for him to stomach nobles and other high ranking people that flaunt and think being born into such things make people naturally better than others, something he's quick to argue over and, for a lack of better terms, call out.
“Look at it, it must have cost you a hundred, a thousand, a gazillion lien!”
16 years of age.
Azure is a Faunus with fox ears.
Azure stands at a height of 5'2 and has a weight of 108lbs. She has a slim, ectomorphic build as well a below-average bust. She has a pair of light blue eyes, and has light azure coloured hair that flows down to her lower back. Her hair is straight, and often hung free and brushed rather than tied up. Additionally, Azure also has a pair of fox ears atop her head, which have fur coloured the same as her hair.
Stature-wise, she often carries herself with an enthusiastic expression and big smile on her face, with the most distinguishing part of her appearance is how animated she can be. She can be found hopping around on the spot, waving her arms in the air with excitement, and performing other such acts to express her glee at whatever is taking her fancy.
Apparel-wise, her typical casual outfit will be bright and blue in colour, and her outdoor clothing is that of which is pictured above. She isn't particularly picky however, and can wear something else if her typical outfit isn't available. She has a spiritual belief in wearing pyjamas to relax, however.
Lost Azure in a crowd? Locate the nearest confectionary stand, and take peace in the fact that you have found her. Many things can be used to describe Azure, but most people default to describing her as someone with childish glee, someone endlessly excitable, someone preciously naïve. She enjoys all of the wonders that life has to give, and isn't usually against going out with her friends to enjoy the outdoors. Azure tends to show her high spirits with both vocal and physical expressions, and paired with her often hyper mannerisms, can result in her hopping about and needing to be told to calm down a bit. It can often act as a visual marker for her mood, too; It's easy to tell when she isn't quite feeling at her best, unless she is using her Semblance, False Advertisment, to suppress this.
Her almost childlike, excitable demeanour can often result in her being underestimated in ability by those before her. Due to her time in Kuchinashi, Azure doesn't falter when it comes to tough situations. She isn't unaccustomed to scary situations; A horrifying environment with blood on the walls isn't likely to faze her much, but a murderer in her face, ready to strike, will worry her. It's what'll happen to her, and her friends, that actually concerns her more than terror itself. Despite this, she can still hold up in combat, and is typically a steady individual to have in a fight.
The city of Kuchinashi was a terrible one to grow up in for a child. Almost everyone in the city had not-so-good intentions or connections to the criminal underworld, with very few exceptions. Some of those exceptions came in the form of huntsmen, who only came by to snatch someone of an adequate-enough bounty to take away to the proper authorities. Young Azure Kintredsten saw the Huntsmen as powerful people, ones who were able to prevent themselves from being caught by the various criminals that tried to stop them, mostly lower gang affiliates trying to stop the kidnappings and captures of their leaders.
However, at the same time, Azure saw them as the enemy. Some of the people that they injured during their acts were her friends, and thanks to the propaganda that she was receiving, she saw them as the ones on the bad side. Her father was the leader of a gang named the Last Ones Out, and from his 'education' of her, as well as the almost entirely corrupt schooling of Kuchinashi, she saw the good people as the bad people. Her mother was but a pawn of her father, following his every whim and call, and was not very diverse in her beliefs, mostly sticking to Azure's father's words.
This heavy type of upbringing was pivotal in how she decided to lead her life. With what she was going through, and the glum streets of Kuchinashi, she looked for fun wherever she could find it. She was slightly unusual in that she was smiling a lot, quite bright compared to the constant grey that the locals were telling themselves they were in. In truth, that was only partially thanks to her upbringing. She had discovered her semblance, False Advertisement, in trying to fake cheerfulness. Not being sure how to adjust it's emotion-adapting form, she soon took the persona of being cheerful and let it be her front.
However, her life wasn't directing her to anything cheerful. She grew up to be a vigilante, though not so much one that fought against evil but one that fought specifically against the huntsmen. To her, she wasn't a criminal, a brawler. She was a defender of the people that she grew up with. Obviously, young Azure was not going to be able to fight Huntsmen as she was, however as what she was doing got around and other criminal gangs heard about it, she gained even more support, in turn growing the influence of the Last Ones Out due to her familial heritage - those gangs would want protection against the huntsmen, too, and some even went so far as to sponsor her, to offer training.
It was a man named Cleaver that changed that mindset. He was one of the ones training her to be the vigilante that she wanted to be, however over time, he managed to talk to her about how she felt, to test her emotions and opinions alongside testing and improving her combat capabilities. As time went on, Cleaver went from one of the trainers to the trainer, as he seemed to have more of understanding of how she felt, and he was very competent and able in his teachings. As the years passed, Azure no longer saw the huntsmen as the evil that she once thought they were. She saw them as warriors, and that being a huntsman wasn't an indication if you were good or bad, but it was an indication that you were skilled, and that you were capable. And she wanted to be one of them, to become licenced in order to show that she was strong, too. Azure expressed this to Cleaver, who seemed unsurprised at this. He was, however, impressed with how much she had grown during the time that he had been teaching her, in both a social aspect as well as in her combat capabilities. It was because of this that he offered her a chance to go to Haven Academy, in order to work on becoming a Huntress, alongside getting some more formal education, under the condition that she kept him up to date with how things were going. He told her he had methods to get her in alongside the students, to learn just like them. Azure agreed.
And so, Azure was sent packing to go to Haven Academy. The age waiver was accepted by Haven due to the letter of recommendation that Haven received from a Huntsman known as Garnet 'Cleaver' Percival, a huntsman working undercover for Haven authorities in order to investigate the actions of the criminal gang known as the Last Ones Out as well as criminal activities in Kuchinashi. He described her as a strong, capable individual that was able to learn, and able to adapt in the adrenaline of the moment.
False Advertisement Revealing and utilising things that weren't in the original product description.
The simplest form of False Advertisement is that Azure is able to portray a personality that is completely fictitious. She is able to portray herself as a confident hero, a terrified bystander, or anything else that she finds to suit the present situation. By doing this, Azure is able to conceal her true emotions, giving her an advantage in scenarios which require a particular type of emotion to be emanated, such as lanyard-and-clipboard type situations or situations where showing a certain type of emotion would be a disadvantage.
False Advertisement does not stop at just emotions, however. Azure is able to create decoys of herself, which are physical and able to be touched physically, though attacks from them do not harm their targets, and they are able to speak and communicate. However, as per the name of the semblance, those decoys are false, and aren't an entirely accurate facade to the original. A decoy that is created could differ from the original in any random way; It could have a different personality, a slightly different appearance, different weapon. It's mostly useful against mindless Grimm, who don't have too much care for the differences of a decoy, and with some luck can be used against Human opponents if the decoys are not too obviously decoys. Azure is able to direct a decoy, telling it what to do, however she cannot tell it how to do it.
Over time, Azure wishes to hone her practice with False Advertisement. Whilst she is confident with it, she wishes to find more uses for it and become better with it, such as being able to adjust the traits of a decoy in order to make it more accurate and better at fooling non-Grimm opponents. She also wants to attempt creating large amounts of decoys at the same time in order to make a crowd, and make it a lot harder to pick out the original even if there is a wide variety of randomness within each decoy.
Weapon & Fighting Style
A weapon that comes in three different forms, Starsweeper was made by Azure with some assistance from her mentor, Cleaver. It was made to be fairly simple yet adaptable, able to be switched up to be useful in a wide variety of scenarios, as well as to be useful both with and without the addition of dust. Stylistically, Azure generally prefers to be at close to medium range with her opponents and to strike with rapid movement, unafraid of leaping straight at them if the situation provides her the opportunity to do so, but able at firing from range, too.
The first form of Starsweeper is it's sword form, which also serves as it's idle form and the form which Azure will be carrying it around in either on her back or on her side. In this form, it does not have any ranged capabilities and serves as a melee weapon, although it's blade has longer reach than the other two forms and so is more suited to melee attacks than the other two forms.
The second form serves as almost an intermediate form between the first and third. It's form is still mostly swordlike, and capable of serving as a shortsword compared to the longsword structure of the first form. It's blade, however, is slightly wider than the longsword form and is split down the middle, leaving a gap for the firing mechanism so that it can start engaging targets at range, even whilst keeping it's close-range capabilities.
The third and final form of Starsweeper extends the hilt and lowers an internal frame, turning the hilt into a stock, and lowers the crossguard into a magazine-like position. This essentially makes the third form of Starsweeper a gun, and the most suited form to engaging targets at range. The blade of the weapon is still sharp, however, so can still be used to attack targets at close range, however in more of a bayonet fashion than that of a sword.
Starsweeper is also capable of utilising dust. The dust is stored in the crossguard/magazine section of the weapon, room for six dust cartridges of any combination. The dust is utilised in two different ways; The first way is through the blade itself, allowing the blade to carry the effect of the dust that is currently selected. The markings on the weapon glow with the colour of the dust type that is currently selected. The other way for the dust to be utilised is through the firing mechanism of the weapon, and serving as it's ranged attack ammunition. It is capable of firing a slug of the selected dust type at a target. If the weapon doesn't have dust, it isn't able to use its ranged attack functions.
Azure is a skilled combatant, one who is competent and capable whilst she is serving on the field of battle, and good enough to be admitted into Haven Academy without having gone through a combat school first, albeit with the added recommendation of a Huntsman that had been mentoring her. She has a good head on her shoulders, able to both be adaptable as well as being a good learner and recipient of information. On the other hand, whilst she is good at receiving the information, she doesn't have too much of it in her head in the first place. Azure is naive, and for most of her life the teachings that she received was almost akin to propaganda, prepping her to be the next best criminal of the Last Ones Out gang, and to serve under her father in the gang's activities. She was shielded from a lot of the proper education that she should have been receiving, only getting some of it by her mentor in the beginning of her teenage years, and so can often be less knowledgeable than her peers.
What she had been learning in the past about the world was completely different to what she learned closer to the present. As she learned, Azure's morals changed from the path of crime and darkness to that of light and good intentions. She is, however, still quite troubled about the path that she could have gone on, and that what she had known in the past was almost completely wrong.
“I'm not comfortable with this. We could get in serious trouble.”
Heather is a petite thing standing at 5’2” with a lithe, athletic frame. She has light auburn hair styled in a shoulder length, curly bob and chestnut eyes. Her cheeks are flushed with a natural rose tint. She has a very youthful visage about her and is often mistaken for being a few years younger than she actually is. This is exasperated by her very modest, childish choice of attire. Thigh high white stockings, a proper gray combat skirt hemmed just above the knee and a cream, long sleeved turtle neck embroidered with a small, pink flower along the right breast. She’ll often wear a rose cardigan given the climate. Even her supply satchels, which are fastened to her hip, sport a very dated, conservative design that matches the rest of her attire.
Heather has often been referred to as uptight or even a killjoy by her peers. She’s a serious stickler for the rules and her morals leave no room for any shades of gray. While it wouldn’t be unfair to label her as abrasive and condescending, it should be noted that for the most part her heart is in the right place. It’s no secret that she flourishes best when order is maintained. She’s not one for unprecedented riff raff and you best believe she has little tolerance or sympathy for rulebreakers.
Any rebellious nature or curiosity was knocked out of her when her mother’s crimes were exposed. Her obedience comes from a place of fear. She fears that even the slightest altercation would have her further scrutinized or perhaps removed from the Huntsman program. She doesn’t feel as though she has the wriggle room of her peers where tomfoolery is concerned. What might be seen as harmless fun for others could be a sign of the apple not falling far from the tree for her. Whether or not this is the reality of the situation is irrelevant. Heather’s anxiety over how she is perceived has such a great hold over her that sometimes she’s not even sure if the ‘self’ she presents to others is who she truly is.
The Clarets, while not considered to be a Mistrali clan of much import, were once well known and respected by their peers for their lineage of Huntsmen that spanned back fifteen generations. Heather was born the only child of Blanche Claret and an unknown father, raised by her mother on the ideals of heroism, honor and dignity that had seen her much success in life - both on the battlefield and off. Enamoured with her mother’s profession, as many children of huntsmen were, Heather knew from a ripe young age that she wished to follow in her footsteps. Her fondest memories with her mother involve sitting alongside the fireplace, listening to Blanche recount her exploits of derring do and grace whilst she fought to keep Mistral safe.
But they were only stories; a glamorous fabrication masking a much sinister truth.
Heather was in her first year at Sanctum Academy when the scandalous truth about Blanche Claret came to light. A woman who was regarded as a shining beacon of integrity, loyalty and courage was revealed to be anything but. Among a few others, Blanche’s ties to organised crime and corruption among the Huntsmen of Mistral were unapologetically exposed by a recently incarcerated member of the very same crime family who she had been in cahoots with. It didn’t take much for the authorities to confirm his accusations once the spotlight had been shined on the now scorned Huntress.
Blanche was imprisoned and the Claret name was dragged through the mud. Heather was sent to stay with her aunt Camelia. Though Camelia was a kind-hearted woman with good intentions, the mortification brought upon her by her sister led her to dissuade Heather from completing her training at Sanctum. That perhaps some time away from the limelight would do some good. Daunting as it was to face her peers after the revelation of her mother’s treachery, she persisted with her goal to become a Huntress. No longer would she do so out of adoration for her mother. Instead she sought to become the Huntress she had always envisioned could be real. The kind who truly did fight for justice and were enshrined for their fearless valor and determination. She graduated Sanctum with flying colors.
Heather’s Semblance allows her to project her own aura as an expansive shield that is able to cover a moderate area. This essentially bolsters the natural defensive capabilities that a Huntsman's aura provides as well protecting her physical body from the trauma of a direct strike. The Barrier is able to sustain heavy damage before shattering, as indicated by the transparent effect gaining an increasingly saturated hue of red before eventually breaking. Heather’s natural defensive aura on her person is lessened whilst the barrier is maintained.
Currently Heather is able to create a decently sized wall with her Barrier as well as protect a single ally with a projected bubble, but she must concentrate to maintain them. In both cases, the barriers will prevent attacks and projectiles from entering but do allow for ranged attacks to pass through from inside them.
Weapon & Fighting Style
A sleek, ornately crafted hooked cane with an eggshell white finish and embellished with rose gold crests. A revolving dust chamber is built into the cane to allow for various types of dust to be utilized on the fly; rotating through by simply holding down a switch on the grip. In its base form, Caduceus acts as a simple casting apparatus for dust based, ranged attacks. Heather can rain down elemental artillery upon her foes from a safe distance. Simple attacks can be utilized at will, but anything resulting in a larger than modest effect will require the dust to first be channeled and shaped before released. This can leave Heather exposed in the heat of battle, meaning she must take great care when choosing to channel a heftier strike.
For close quarter combat Heather is able to draw the hooked grip from Caduceus to reveal a sheathed, hard light whip imbued with the current dust her staff is rotated to. The whip is not the best choice for foes who fight up close and personal, but it is effective at keeping enemies at bay with it’s wide sweeping, elemental attacks. However the dust imbued into the whip is finite and it will need to be sheathed to re-apply an element after a short duration in combat.
The way Heather fights with her whip is similar to a ribbon dancer.
✦ Heather possesses a great deal of book smarts but lacks the critical thinking skills to adapt on the fly and make crucial decisions in the heat of the moment.
✦ An adept dust user, Heather is well practiced in the art of weaving and applying dust for combat purposes.
✦ She has quite a nasty competitive streak where academics are concerned. This paired with how high strung she is makes it incredibly easy to wind her up.
“The Grimm give us no mercy. They deserve none in turn.”
Faunus (Grey Wolf)
Dune isn't a particularly outstanding individual, at least among the Faunus. She possesses a head of partially-unkempt, dim gray hair which she is content to leave where it lies, not bothering to style it in any particular fashion. This dark silvery hair contrasts the fairness of her skin and highlights the light golden hue of her eyes, which seem especially watchful. These features combined with the mature mien she expresses can make her seem as though she leans toward the more sober side - which isn't wrong.
When it comes to physique, Dune also isn't unusual in any outstanding regard, aside from her androgynous appearance, if one were to count that. She boasts some muscle definition from training, but she isn't strapped. She does, however, possess a more unique physical feature in a slim, thick-furred canid tail with the same coloration as her hair, though with a darker gray tip.
She prefers to keep a wardrobe of mostly darker colors, and prefers comfort and/or function over fashion - though she does regularly wear a clean, black Bolero hat which once belonged to her mother.
Sedate is likely the most apt way to describe Dune in one word. Her sober mood is the forwardmost detail of her personality, most who've met her would say. Though that's not to say she's a killjoy - she is open to venturesome activities, but her hesitance to get close to others makes her a tad bit awkward when it comes to pursuing such things.
Her stolidity of sorts is, however, a steadfast effigy for others to rely on in intense situations. Dune is seemingly very strong-willed - even if she takes no opportunity to show it day to day, she has stalwart nerves. Were she more communicative, this resolute nature would make her a very good leader - though as is, her teamwork skills are lacking.
Dune's upbringing was a bit of an unusual one.
She was born the only child to two wealthy Mistrali. Arylide and Fallow Hatchet were wed shareholders of a respectable stock in the Mistral Mining Company, and were active members in one of the leading institutions of Grimm field-study. Due to the latter of these facts, they duo took it upon themselves to reside amongst one of the small villages situated in the lands west of Mistral. They bolstered the village against the Grimm with their wealth, allowing them to live there more comfortably than one may expect.
It was only a year or so that they'd live in the village before Fallow discovered her enceintity. There was a short period of worry for them about raising their child in such a dangerous area when all of Mistral was available to them, but ultimately they decided it was safe enough. Which was true enough - mostly. Although the village was well defended for quite a time, it was in Dune's pre-teen years that their confidence proved to be in vain. The village was sieged by a group of Grimm that managed to catch a gap in its defenses, wreaking absolutely destruction on the people. It was a horror of an attack for the village goers, but for Dune the destruction around her was almost in slow motion - for one of the first attacks of the Grimm decimated her home and trapped the whole family inside. It was in desperation that Dune tried to free her parents from the flaming ruin of the house, trying to persevere against the heat and blaze of the destruction. Her efforts were in vain though and she was eventually rescued herself from the inferno by her emerging semblance, though not without physical and emotional scars of her own - for the flames scarred her body and the sudden loss of her parents scarred her mind.
It took her quite a time to recover from the physical trauma - her body eventually returning to "normal" through the use of grafts, and a robotic prosthetic for her right arm - but the mental trauma shaped her personality to the current day. After that day she was less responsive - and certainly less outgoing. It even took her a time to begin talking to her grandmother, who she began to live with in Mistral. Even though she became a solemn and distant girl - she still had aspirations. One of which was to destroy the Grimm to achieve a form of justice for her family. It wouldn't bring them back, nothing would - but she didn't know how else to cope. And so from a young age, she pled a fealty to the destruction of the Grimm. Her grandmother was concerned, but couldn't stop the girl from getting what she wanted, and Dune eventually reached the point where she could finally take the initiation exam.
Scatter Dune's semblance is one that, although not well-exercised, is still very useful for escaping problematic scenarios and enabling more devastating attacks. Scatter allows Dune to warp anything her aura runs through in a special manner, rupturing it into billions of tiny, bright particles for a very brief period before reforming it. Her articulation of her Semblance isn't very progressed, so she has only managed to utilize it when directing it at herself and materials on her person. She has, however, learned how to move the particles since she's started trying to train it. Scatter becomes more and more taxing with successive activations.
Weapon & Fighting Style
Dune's weapon* has yet to be named, but is nonetheless a formidable tool. Upon donning the thick yet lightweight gauntlet, the set of dormant coils wrapped around it come to life as Dune's Aura surges through them, causing them to swell into two long and flexible, yet exceptionally durable, tendrils. The tendrils appear to be very much completely prehensile and can extend quite a distance, allowing them serviceable reach with the slim blades that grace each tip. The gauntlet is capable of taking in dust crystals - usually gravity dust, to allow the tendrils to contend with the strength of the Grimm - which it can also expel in a close-range, medium-strength blast through a disc situated on the palm.
Dune uses the physical strength and agility of her tendril weapon to outmaneuver and sometimes match the strength of the Grimm. Their reach and general girth of utility make them a particularly useful weapon offensively and defensively, however they are rather risky compared to true ranged weapons, as she still has to get somewhat close - only being able to outrange the Grimm by a small margin, in most cases.
Dune is both fortunate and not in the sense that her past has both strengthened and weakened her. After the incident when she was younger, her left eye was replaced by a robotic prosthetic eye, and her right arm in a similar manner - giving her a tokenbag of advantages over her colleagues. However, she is clearly not a team player, yet - and she is reluctant to retreat even if those around her are unwilling to help her against slim odds. This is not to say she isn't a capable strategist - she is fairly quick-witted in a battle, but taking others into account isn't hardwired into her brain.