Silme Fenerus, or Sil for shortAge
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.Characterization
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. Backstory
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. Semblance
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.Weapon & Fighting Style
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
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.Intangibles
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.