“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.
Alright, howdy folks, don't mind me just sneaking a CS in here now that I got it wrapped up.
“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.
“What is the point of learning how to fight if you do not try to help people”
Standing at 6'1, and has an athletic build. Zargun has short black hair with light beige eyes. Generally, he likes to wear loose-fitting clothes like hoodies and sweat pants. Personally, he prefers to wear a black sleeveless hoodie, grayish sweat pants, and white running shoes. Which he tends to only put on the hood during rain or when he wants to be alone. Along with a white undershirt underneath his hoodie, and has a black elbow brace on his left elbow.
Zargun can be considered a laid-back individual, one that tends to go with the flow most times. Not wanting to be a problem or drawing unnecessary attention to himself. Despite this, Zargun can be stubborn at times on topics he cares about and once he sets his mind on something. Definitely, if it is about those he cares about and it can be hard to dissuade him from it. Which can be both a good and bad thing given the situation. Besides that, Zargun is someone that is friendly with people and is eager to learn more about those he meets.
Zargun is rather mature for his age, mainly due to the fact that he had to take care of his younger siblings whenever their huntsman guardian was on missions. Taking the role of big brother seriously and helped around the house when he could. Often helping his younger siblings with things and is someone you can go to for help. For that, he is willing to give to those that ask it. Always willing to be there for those he cares about or sometimes strangers. Zargun can be quite brave if a situation calls for it, especially if it deals with people he cares about.
One of the few things that will piss him off is if someone breaks an oath. As he takes taking an oath seriously and will see those that break an oath poorly. As he believes a person's word is worth a lot and is a sign of one's character. For what is the point of taking an oath if they just discard it on a whim?
Born in a settlement called Skarn in the deserts of Vacuo. Being the eldest of three and his parents were in charge of the settlement's animals. Something that Zargun was expected to handle once he gets older. Living in Skarn for Zargun was somewhat better than other settlements but still tough. Other than the occasional bandit raid, Skarn was stable, and that was all his parents could wish for in Vacuo. Growing up, Zargun was able to handle life in the desert fine and even start to thrive. Though things would change for the worse.
It was when Zargun was ten did things change for the worse. When a friend of the family, Aeron, a huntsman from Mistral, was visiting. A large group of bandits attacked Skarn, and while they were able to fight off the bandits. There were significant casualties among the townsfolk. Zargun's parents included, and it was only a matter of time before the survivors' negative emotions drew Grimm to them. It was too much for the survivors and during the chaos, Zargun's injured parents urged Aeron to take their children to safety. Using what energy they had left to cover their escape, did Aeron reluctantly agree to this. Leaving Zargun and his siblings one last tearful goodbye before being led to safety.
It was after arriving at the capital that rather than hand the children off to an orphanage. Aeron decided on raising the children as his own in respect of his friendship with Zargun's parents. So Aeron brought them back with him to Mistral. It was here under the care of Aeron that Zargun started to look up at the huntsman. Seeing how Aerion tried his best to save his parents and how he was able to save him and his siblings despite the Grimm overrunning Skarn. It impressed Zargun, and it was there, he decided that he wanted to be a huntsman like Aeron. Hoping to be strong enough to protect his family and help to prevent others from experiencing the same tragedy that befell him and his family.
With help from Aerion, Zargun would train and eventually be accepted into Haven Academy and hone his skills to be a real Huntsman like Aerion.
Blinding Radiance - Zargun is able to produce bright light from his body to blind those around him, including Grimm. He is able to control how bright and how big the light is, even in what direction the light is facing. Either in front of him or behind him or both at the same time. He is able to summon it in an instant though it will be weak. For stronger lights, he needs to charge before he can unleash it. The brighter, bigger, and how long it lasts, the more aura he has to use. So he often uses it in short bursts to temporary blind foes. Zargun's semblance makes it that he is immune to bright lights. Not being fazed and able to see fine when exposed to bright lights but can still tell how bright his light is regardless.
Weapon & Fighting Style
Zargun's weapon Oathkeeper is a weapon with three forms. Sword, Glaive, and SMG. Giving Zargun several options in a fight. He carries several dust rounds on hand and can infuse the blade with dust when more kick is needed.
Zargun prefers to use Oathkeeper in its sword form, choosing to focus on close-range melee combat. Using his semblance in short bursts to stun single or groups of foes when engaged in a melee and capitalize on the opportunity. Though he will change his approach if it is needed. Such as switching to smg from when range is needed or glaive form when reach is needed.
Zargun is a skilled fighter with Oathkepper and can use it well. Having been trained by a professional huntsman before coming to Haven, Zargun is more skilled in the ways of combat than others. Able to adapt to a situation and keep a cool head under combat. Also, being a team player even if he has to limit using his semblance in a fight. Mature for his age and used to be the one for others to rely on and is always willing to give a hand and help someone or be the one to listen to someone. Along with having some basic survival skills, he was taught by his parents.
While he uses his semblance to blind foes when alone. With a team, Zargun has to be careful not to accidentally blind his teammates. Limiting his options in a fight and his semblance can be canceled out in a bright enough setting or if the foe is wearing good sunglasses. Also, his stubbornness can be a problem when he sets his mind on something. Possibly conflicting with his team depending on the issue. That and the desire to protect and not let someone suffer the loss he had might make him take risks in order to save someone. Especially if it is someone he cares about.
I'll see what I can write up in a day or two and take a shot at this
“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.
False Advertisement does not just stop at just emotions, however. Azure can activate False Advertisement on an item, such as weapons or clothing, which imbues it with a new effect. For instance, when using False Advertisement on a weapon, it could be sharper than it should normally be, or the dust cartridges within it could have greater capacity than the originals had, allowing for more uses before running out. Or, she could use it on her clothing, imbuing it with greater resistance to damage, waterproofness, or extra softness, for example.
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.
Slim build from a life on the move and an even tan from a bloodline that has spent copious amounts of time in the sun. Helio is tall, although not always the tallest in the room at 5'10". His eyes are of a deep brown and his hair cascades to about his mid-back when not up as it usually is. At first glance, this hair seems a slate black but under the right light or upon closer inspection, there is a noticeable tinge of purple.
His attire reflects his personality and activity, at least when he's not required to clean up. He is most often found in comfortable clothing or anything that is typically more flexible and allows for breathing. The gold bits and bobbles affixed to his hair are one of the more obvious hints to his home.
C H A R A C T E R I Z A T I O N
Helio appears stoic and is naturally a man of few words, preferring to speak plainly and to the point, and although this in itself often leads to him being mislabeled as abrasive or asocial, Helio is anything but. While very serious about his aspirations and focused with what he thinks he must do to achieve an end, he remains warm and friendly to those around him; Reciprocating kindness when received and when no one else will, makes the effort to go out of his way to provide assistance when it is needed. For his effort, he will balance the absence of his voice with genuine positive expressions. Confusion often holds however as his smiles remain closed.
If given a choice, he will communicate with gestures or speak when he is sure no one is paying too close attention.
Beyond that, Helio is rather plain. He's dedicated to his studies as is every other student, works exceptionally well when in a team and will get what is required of him done without much if any resistance or question.
B A C K S T O R Y
Helio was born in the Kingdom of Vacuo and among one of the more mobile nomadic tribes. His early life was a simple one as a babe nestled between two loving parents and surrounded by a people who were both loyal and protective of one another. However, as with any child, time and age introduced an expanding world and with that the realization of his place in it. The history of Remnant, The Great War, the peace brokered between their home and the other three Kingdoms and the continuing conflict there after. The difference between a human and a Faunus.
Given the nature of a life lived on the move and at the very edge of the protective reach of Vacuo, Helio learned at a young age to survive in a harsher environment than most could. His parents, being renowned hunters in their own right, were sure to instill in him a cautious respect for the beauty and horror of nature and to recognize the very real danger that was Grimm. However, he would learn all too quickly that these were not the only threats that persisted in the world and that no matter how fast or far one tried to run, those threats would always catch up.
In time, opposing ideas on the future of life in Sanus and the rest of Remnant led to a split in his tribe of people and more importantly to a significant populace of the kingdom. This shadow of dissension eventually encroached on the Trope home and saw to a rift in his family; An inescapable separation of the two halves of his life brought on by a history that was very much entwined with that of his family's name. With the threat of looming conflict and fear of further retaliation from those around them, a decision was made to flee with what little they had left.
Weeks of travel across the expanse of Sanus led to the shores of Vale and another week across the sea saw Helio setting foot in Anima for the first time.
S E M B L A N C E
Dubbed 'Respite', Helio's semblance stands in direct contrast to his supposed nature. On touch, Helio can numb pain and with some effort and concentration, can actively heal, draining his own aura to mend wounds on others. This process is slow and while minor cuts and bruises can be remedied in minutes and with relative ease, gaping wounds take hours of nonstop focus and will heavily exhaust Helio or if taken to extremes, result in his death.
W E A P O N
Helio's choice of weapon is a dagger, the hilt of which doubles as a compact firearm with the muzzle exiting the pommel. Various elements of dust can be slotted into hilt to augment munition in various but simple ways.
On his person are also four plain throwing knives.
I N T A N G I B L E S
Given the discrimination prevalent in Mistral, Helio has elected to keep his progeny a secret. To that end, he has practiced keeping his one physical tell concealed. While conversing, he purposely limits his lip movement. Not so much as to be odd but enough that his fangs remain hidden.
Additionally, his fangs can inject a poison that is highly toxic. A bite to a human can kill within the hour. However, Helio does carry a dose of the antidote on his person at all times and by extension, or because of this, is knowledgeable in various poisons and their antidotes. Furthermore, Helio has become somewhat proficient in the creation of natural herbal remedies and the like influenced heavily by his place of birth and the curse or gift of his family.
He works part-time with his father at a flower shop.
He is quite flexible.
I believe I am done. Please let me know if anything needs to be changed, reworked or if any details need expanding! It feels more brief than the others but I think everything important is in there. Left a small piece of lore out for discovery later and maybe something you can use in the future if you want but it holds no significant weight at all right now.